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		<id>https://ehwiki.org/index.php?title=Detailed_Equip_Characteristics&amp;diff=64742</id>
		<title>Detailed Equip Characteristics</title>
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		<updated>2026-07-02T15:41:36Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Kite Shield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Equipment Basics|Equipment]] may have advanced modifiers that alter their possible stat ranges, or add new stats to an equipment that would otherwise not have them. These characteristics include Quality, Prefixes and Suffixes.&lt;br /&gt;
&lt;br /&gt;
=Quality=&lt;br /&gt;
&lt;br /&gt;
Quality directly determines how high the stats on an equipment can be (or low, in the case of Burden &amp;amp; Interference).&lt;br /&gt;
&lt;br /&gt;
Some qualities have additional effects on the equipment characteristics, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!PXP At 0&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Crude || 103-138 ||&lt;br /&gt;
*Never has a [[Equipment_Prefixes|prefix]].&lt;br /&gt;
*Never has a [[Equipment_Suffixes|suffix]].&lt;br /&gt;
*Drops Level Unassigned&lt;br /&gt;
|-&lt;br /&gt;
|Fair || ~139-187 ||&lt;br /&gt;
|-&lt;br /&gt;
|Average || ~188-227 ||&lt;br /&gt;
*Can have a [[Equipment_Suffixes|suffix]]&lt;br /&gt;
|-&lt;br /&gt;
|Superior || ~228-282 ||&lt;br /&gt;
*Guaranteed a [[Equipment_Suffixes|suffix]].&lt;br /&gt;
*Can have a [[Equipment_Prefixes|prefix]].&lt;br /&gt;
*Assigned the player&#039;s [[level]] as soon as it drops.&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || ~277-303 ||&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || ~304-348 ||&lt;br /&gt;
*Base drop chance = 0.0005%&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || ~348-399 ||&lt;br /&gt;
*Guaranteed a [[Equipment_Prefixes|prefix]].&lt;br /&gt;
*85-100% of maximum stats (varies on each stat).&lt;br /&gt;
*Guaranteed all applicable [[Character_Stats#Primary_Attributes|attribute bonuses]] (except on shields, which roll 3 out of their 4 possibilities).&lt;br /&gt;
*Base drop chance = 0.00025%&lt;br /&gt;
*Can only drop on Hell and higher difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Peerless || 368-421 ||&lt;br /&gt;
*Guaranteed all stats maxed.&lt;br /&gt;
*Can only drop on Hell and higher difficulties.&lt;br /&gt;
*Drop chance on Hell: 1 in 1,000,000&lt;br /&gt;
*Drop chance on Nintendo: 1 in 333,333~&lt;br /&gt;
*Drop chance on IWBTH: 1 in 200,000&lt;br /&gt;
*Drop chance on PFUDOR: 1 in 100,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: in older versions of Hentaiverse, equipment stats were rolled first, and then quality was determined from their average. This meant some equipment could have some very low stats. In modern Hentaiverse, quality is rolled first, and then stats are generated - guaranteeing they fall within a minimum and maximum range.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Prefixes=&lt;br /&gt;
Prefixes are modifiers which can be identified in an equipment&#039;s name between the quality and the material type (ie, Peerless &#039;&#039;&#039;Hallowed&#039;&#039;&#039; Oak Staff of Heimdall).&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;div id=&amp;quot;Weapons&amp;quot;&amp;gt;Weapons and Staffs==&lt;br /&gt;
Weapons and staffs can roll seven possible prefixes: the six elemental types, or ethereal.&lt;br /&gt;
&lt;br /&gt;
Note that any one weapon can have up to two [[Equipment_Basics#Elemental_Strikes|Elemental Strikes]] plus Void Strike.&lt;br /&gt;
&lt;br /&gt;
Elemental weapons and staffs:&lt;br /&gt;
* Do not change the normal damage type of the weapon (ie, Slashing, Crushing or Piercing).&lt;br /&gt;
* Gain a Spell Damage bonus to their respective element.&lt;br /&gt;
* Gain an [[Equipment Basics#Elemental Strikes|Elemental Strike]] effect in that element.&lt;br /&gt;
* Will not gain any benefit from being [[The Forge#Enchant|enchanted]] with an [[Items#Infusions|infusion]] matching their elemental type.&lt;br /&gt;
* At [[Item World#Potencies|Item World Potency]] level 10, they will have their damage type changed to [[Damage Types#Void|Void]], and gain Void Strike. The original Elemental Strike is not removed.&lt;br /&gt;
&lt;br /&gt;
Ethereal weapons and staffs:&lt;br /&gt;
* Deal [[Damage Types#Void|Void]] damage instead of the weapon&#039;s base type.&lt;br /&gt;
* Do not gain any Spell Damage bonus.&lt;br /&gt;
* Gain [[Equipment Basics#Elemental Strikes|Void Strike]].&lt;br /&gt;
* At [[Item World#Potencies|Item World Potency]] level 10, gains a random Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Prefix&lt;br /&gt;
![[Damage Type]]&lt;br /&gt;
!Distribution&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal || Void || 20%&lt;br /&gt;
|-&lt;br /&gt;
|Fiery || Fire || 15%&lt;br /&gt;
|-&lt;br /&gt;
|Arctic || Cold || 15%&lt;br /&gt;
|-&lt;br /&gt;
|Shocking || Elec || 15%&lt;br /&gt;
|-&lt;br /&gt;
|Tempestuous || Wind || 15%&lt;br /&gt;
|-&lt;br /&gt;
|Hallowed || Holy || 10%&lt;br /&gt;
|-&lt;br /&gt;
|Demonic || Dark || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
Note that the distribution refers to the prefix drop rate for that type of shield only.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Shield type&lt;br /&gt;
!Prefix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Buckler||Reinforced||25%||Increases Slashing, Crushing and Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Agile||25%||Adds Attack Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Mithril||50%||Reduces Burden.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Kite Shield||Reinforced||25%||Increases Slashing, Crushing and Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Agile||25%||Adds Attack Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Mithril||50%||Reduces Burden.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|Force Shield||Ruby||20%||Adds Fire mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Cobalt||20%||Adds Cold mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Amber||20%||Adds Elec mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Jade||20%||Adds Wind mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Zircon||10%||Adds Holy mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Onyx||10%||Adds Dark mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
As with shields, note that the distribution refers to the prefix drop rate for that material only, except for the &#039;All Materials&#039; section.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Prefix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Cotton||Charged||10%||Adds Cast Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Frugal||10%||Adds Mana Conservation bonus.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Phase||Charged||10%||Adds Cast Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Frugal||10%||Adds Mana Conservation bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Radiant||5%||Adds Magic Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic||5%||Adds Spell Crit Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Leather||Reinforced||10%||Increases Slashing, Crushing and Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
||Agile||10%||Adds Attack Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shade||Savage||10%||Adds Physical Crit Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Agile||10%||Adds Attack Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Plate||Mithril||10%||Reduces Burden.&lt;br /&gt;
|-&lt;br /&gt;
|Shielding||10%||Adds Block chance.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Power||Mithril||10%||Reduces Burden.&lt;br /&gt;
|-&lt;br /&gt;
|Savage||10%||Increases Physical Crit Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;|All Materials||Ruby||15% (12.5% on Phase)||Adds Fire mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Cobalt||15% (12.5% on Phase)||Adds Cold mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Amber||15% (12.5% on Phase)||Adds Elec mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Jade||15% (12.5% on Phase)||Adds Wind mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Zircon||10%||Adds Holy mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Onyx||10%||Adds Dark mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Suffixes=&lt;br /&gt;
Suffixes are modifiers which can be identified in an equipment&#039;s name at the end (ie, Peerless Hallowed Oak Staff of &#039;&#039;&#039;Heimdall&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==One-Handed Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Category&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Possible suffixes&lt;br /&gt;
|-&lt;br /&gt;
!Slaughter&lt;br /&gt;
!Balance&lt;br /&gt;
!Nimble&lt;br /&gt;
!Battlecaster&lt;br /&gt;
!Swiftness&lt;br /&gt;
!Vampire&lt;br /&gt;
!Illithid&lt;br /&gt;
!Banshee&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Club&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Rapier&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Shortsword&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Wakizashi&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Axes===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||65%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~14%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~14%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Banshee||~7%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clubs===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||30%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||30%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Nimble||20%||Adds Parry chance.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~3%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~7%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~7%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Bansheee||~3%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rapiers===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||30%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||30%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Nimble||20%||Adds Parry chance.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~3%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~7%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~7%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Bansheee||~3%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shortswords===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||33%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||33%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Swiftness||11%||Adds Attack Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~4%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~7.5%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~7.5%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Bansheee||~4%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wakizashis===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||21%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||32%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Nimble||32%||Adds Parry chance.&lt;br /&gt;
|-&lt;br /&gt;
|Swiftness||10%||Adds Attack Speed bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~5%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two-Handed Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Category&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Possible suffixes&lt;br /&gt;
|-&lt;br /&gt;
!Slaughter&lt;br /&gt;
!Balance&lt;br /&gt;
!Battlecaster&lt;br /&gt;
!Vampire&lt;br /&gt;
!Illithid&lt;br /&gt;
!Banshee&lt;br /&gt;
|-&lt;br /&gt;
|Estoc&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Longsword&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Mace&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Katana&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Estoc===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||37.5%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||37.5%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~4.5%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~8%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~8%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Bansheee||~4.5%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Longsword===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||37.5%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||37.5%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~4.5%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~8%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~8%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Bansheee||~4.5%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mace===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||37.5%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||37.5%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||~4.5%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference.&lt;br /&gt;
|-&lt;br /&gt;
|the Vampire||~8%||Adds &#039;Siphon Health&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Illithid||~8%||Adds &#039;Siphon Mana&#039; proc.&lt;br /&gt;
|-&lt;br /&gt;
|the Bansheee||~4.5%||Adds &#039;Siphon Spirit&#039; proc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Katana===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||50%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||50%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Staffs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Category&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; |Possible suffixes&lt;br /&gt;
|-&lt;br /&gt;
!Destruction&lt;br /&gt;
!Focus&lt;br /&gt;
!Heimdall&lt;br /&gt;
!Fenrir&lt;br /&gt;
!Surtr&lt;br /&gt;
!Niflheim&lt;br /&gt;
!Mjolnir&lt;br /&gt;
!Freyr&lt;br /&gt;
!Curse-weaver&lt;br /&gt;
!Earth-walker&lt;br /&gt;
!Elementalist&lt;br /&gt;
!Heaven-sent&lt;br /&gt;
!Demon-fiend&lt;br /&gt;
|-&lt;br /&gt;
|Willow&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oak&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Redwood&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Katalox&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willow===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Destruction||33.3%||Increases Magical Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Focus||33.3%||Increases Magical Accuracy bonus and Magical Critical chance bonus, and adds Mana Conservation bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Curse-weaver||33.3%||Increases Deprecating proficiency.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oak===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Heimdall||33.3%||Increases Holy Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Focus||33.3%||Increases Magical Accuracy bonus and Magical Critical chance bonus, and adds Mana Conservation bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Earth-walker||33.3%||Increases Supportive proficiency.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Redwood===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Destruction||20%||Increases Magical Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Focus||20%||Increases Magical Accuracy bonus and Magical Critical chance bonus, and adds Mana Conservation bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Elementalist||20%||Increases Elemental proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|Surtr||10%||Increases Fire Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Niflheim||10%||Increases Cold Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Mjolnir||10%||Increases Elec Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Freyr||10%||Increases Wind Spell Damage bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Katalox===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Destruction||16.66%||Increases Magical Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Focus||16.66%||Increases Magical Accuracy bonus and Magical Critical chance bonus, and adds Mana Conservation bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Heaven-Sent||16.66%||Increases Divine proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|the Demon-Fiend||16.66%||Increases Forbidden proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|Heimdall||16.66%||Increases Holy Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Fenrir||16.66%||Increases Dark Spell Damage bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Category&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Possible suffixes&lt;br /&gt;
|-&lt;br /&gt;
!Barrier&lt;br /&gt;
!Nimble&lt;br /&gt;
!Battlecaster&lt;br /&gt;
!Protection&lt;br /&gt;
!Warding&lt;br /&gt;
!Dampening&lt;br /&gt;
!Deflection&lt;br /&gt;
!Stoneskin&lt;br /&gt;
|-&lt;br /&gt;
|Buckler&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kite&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Force&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Buckler===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|the Barrier||15%||Increases Block chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Nimble||15%||Adds Parry chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster||5%||Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference&lt;br /&gt;
|-&lt;br /&gt;
|Protection||50%||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||15%||Increases Magical mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kite Shield===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Protection||?||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||?||Increases Magical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Dampening||?||Increases Crushing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Deflection||?||Increases Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneskin||?||Increases Slashing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|the Barrier&lt;br /&gt;
|?&lt;br /&gt;
|Increases Block chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Battlecaster&lt;br /&gt;
|?&lt;br /&gt;
|Adds Magic Accuracy Bonus, Mana Conservation Bonus, and has no Interference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Force Shield===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Protection||29%||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||29%||Increases Magical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Dampening||14%||Increases Crushing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Deflection||14%||Increases Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneskin||14%||Increases Slashing mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
===Cotton===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Protection||27.5%||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||27.5%||Increases Magical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|the Elementalist||9%||Increases Elemental proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|the Heaven-Sent||9%||Increases Divine proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|the Demon-fiend||9%||Increases Forbidden proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|the Earth-walker||9%||Increases Supportive proficiency.&lt;br /&gt;
|-&lt;br /&gt;
|the Curse-weaver||9%||Increases Deprecating proficiency.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Phase===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Surtr||16.66%||Increases Fire Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Niflheim||16.66%||Increases Cold Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Mjolnir||16.66%||Increases Elec Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Freyr||16.66%||Increases Wind Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Heimdall||16.66%||Increases Holy Spell Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Fenrir||16.66%||Increases Dark Spell Damage bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
===Leather===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Protection||29%||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||29%||Increases Magical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Dampening||14%||Increases Crushing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Deflection||14%||Increases Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneskin||14%||Increases Slashing mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shade===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|the Shadowdancer||10%||Increases Evasion chance bonus, and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Arcanist||10%||Adds INT, WIS and Magic Accuracy bonus.&lt;br /&gt;
|-&lt;br /&gt;
|the Fleet||40%||Increases Evasion chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Negation||40%||Increases Resist chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
===Plate===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Protection||29%||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||29%||Increases Magical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Dampening||14%||Increases Crushing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Deflection||14%||Increases Piercing mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneskin||14%||Increases Slashing mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Suffix&lt;br /&gt;
!Distribution&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Slaughter||8%||Increases Attack Damage bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Balance||8%||Increases Attack Accuracy bonus and Physical Critical chance bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Protection||42%||Increases Physical mitigation.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||42%||Increases Magical mitigation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Equipment Basics]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=64741</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=64741"/>
		<updated>2026-07-02T15:24:22Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse, mainly used for testing new features before they are introduced in main mode. Unlike the main mode (Persistent) which lasts indefinitely, Isekai is reset every 6 months. The current seasons start and end time can be found in [https://forums.e-hentai.org/index.php?showtopic=244831 this thread].&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
*Isekai usually runs in half-year seasons, new season starting on May 1st and November 1st.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 1 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season. [[Shrine]] value (for the Follower of Snowflake [[Hath Perk]]) also carries over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
*From the start of each season for ~1 week, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
*Placing market orders and sending items/equipment with [[MoogleMail]] will be disabled at the [[Dawn]] of The Final Day (Midnight UTC).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the player&#039;s current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any [[Items#Equipment_Cores|equipment cores]], Soulbound [[equipment]], [[Items#Trophies|peerless Vouchers]], all peerless [[equipment]], [[The Armory#Charm Slots|Charms]] attached to a Bound piece of gear regardless of their Grade, all Greater [[The Armory#Charm Slots|Charms]], and Kevlar plus Mithril [[The Armory#Pouches|Pouches]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Tradeable peerless equipment will become Soulbound in the process. Transferred equipment retains its Item World and Forging levels; however, salvaging such items once they arrive in Persistent does not yield the usual &amp;quot;90% refund&amp;quot; of used materials.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached:&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 50, or Top 20 if less than 20 people reach Floor 50, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100 will receive a second [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent, capped at 10.0% at floor 100. The bonus lasts from the time the Persistent update goes live until the end of the current season.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK (isekai currency) and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails and get equipment from MoogleMail attachements.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special [[Events|events]] like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor reached, though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Skills&amp;diff=64738</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Skills&amp;diff=64738"/>
		<updated>2026-06-29T19:57:45Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Weapon Skills */ Fixed skill descriptions.&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;
&amp;lt;div id=&amp;quot;Universal Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Innate 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;25% [[Overcharge]] (one whole yellow pip) is consumed to recover 25% [[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 to miss or being resisted 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;&#039;&#039;&#039;Focusing&#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;Increases Magic Hit Chance by 100% and reduces monsters&#039; resist chance by 50%?&#039;&#039;&lt;br /&gt;
* &#039;&#039;25% [[Overcharge]] (one whole yellow pip) 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;
**The Yakety Sax [[Hath Perk]] makes fleeing instant.&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 monster&#039;s win stat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:sscan.png]]&amp;lt;br&amp;gt;Scan&lt;br /&gt;
| Retrieve data on the target.[[Image:Scan_Example.png|frame|right|Scan Example]]&lt;br /&gt;
*&#039;&#039;Gives further details about a single monster, including its&#039;&#039;:&lt;br /&gt;
** Health, Mana, and Spirit Points&lt;br /&gt;
** Class and [[Monster_Lab#Monster_Stats_.26_Power_Level|Power Level]]&lt;br /&gt;
** Owner&lt;br /&gt;
** Melee attack [[damage type]]&lt;br /&gt;
** Damage type mitigation values&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Fighting Skills&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon 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 won&#039;t give any 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;
&lt;br /&gt;
{|class=wikitable width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Fighting Style&lt;br /&gt;
!Skill&lt;br /&gt;
!Cost&lt;br /&gt;
!Cooldown&lt;br /&gt;
!width=60px|[[Proficiency|Prof.]] Required&lt;br /&gt;
!Description / Status Effect(s)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#One-Handed|One-Handed]]&lt;br /&gt;
![[Image:sshieldbash.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Bash an enemy with your shield to stun it, and follow up with a devastating strike with your weapon. &amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Shield Bash&amp;lt;/span&amp;gt;&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; |0&lt;br /&gt;
|&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;
![[Image:svital.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Follow up with an attack that, if used on a stunned target, causes a large amount of damage and a chance of inflicting bleed.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Vital Strike&amp;lt;/span&amp;gt;&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;
*High chance (75% if no crit) of causing 5 stacks of [[Equipment_Procs|Bleeding Wound]] (DOT% = 50%) to a stunned enemy for 10 turns.&lt;br /&gt;
*Deals extra damage to a Stunned enemy.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:smerciful.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Finish off a mortally wounded enemy.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Merciful Blow&amp;lt;/span&amp;gt;&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; |100&lt;br /&gt;
|Deals damage, and if the target is affected by Bleeding Wound and below 25% health, instantly kills them.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | [[Fighting_Styles#Dual_Wielding|Dual Wielding]]&lt;br /&gt;
![[Image:siris.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;A precision strike towards the sensory organs of your enemy inflicts massive damage and temporarily blinds it.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Iris Strike&amp;lt;/span&amp;gt;&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; |0&lt;br /&gt;
|Causes [[Spells#Deprecating_Magic|Blind]] for 100 turns.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:sbackstab.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Ponies do it from behind.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Backstab&amp;lt;/span&amp;gt;&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;
|&lt;br /&gt;
*Deals double damage to Blinded targets.&lt;br /&gt;
*Has a ~50% chance to inflict Spreading Poison on Blinded targets for 15 turns.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:sfrenzy.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Go nuts.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Frenzied Blows&amp;lt;/span&amp;gt;&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;
|Hits up to 5 targets for a total of 10-20 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;
![[Image:scleave.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Focus a powerful strike on a single enemy.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Great Cleave&amp;lt;/span&amp;gt;&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; |0&lt;br /&gt;
|Does higher than normal damage.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:srending.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Tears through enemy defenses, leaving them vulnerable for followup attacks. &amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rending Blow&amp;lt;/span&amp;gt;&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;
|Inflicts 3 stacks of [[Equipment_Procs|Penetrated Armor]] for 5 turns on up to 5 targets.&lt;br /&gt;
Damage of the skill bypasses Monster Physical Mitigation.&lt;br /&gt;
|-&lt;br /&gt;
![[Image:sshatter.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;A mighty swing with your weapon causes your enemies to stagger.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Shatter Strike&amp;lt;/span&amp;gt;&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;
|Inflicts [[Equipment_Procs|Stunned]] for 5 turns on up to 5 targets if they have Penetrated Armor.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu]]&lt;br /&gt;
![[Image:sskyward.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Channels the power of the heavens for a powerful strike that causes massive carnage.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Skyward Sword&amp;lt;/span&amp;gt;&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; |0&lt;br /&gt;
|Inflicts both 3 stacks of [[Equipment_Procs|Penetrated Armor]] (reduced to 25% mitigation) and 5 stacks of [[Equipment_Procs|Bleeding Wound]] (DOT% = 20%) on up to 5 targets.&lt;br /&gt;
* Both effects have a duration of 5 turns.&lt;br /&gt;
Damage of the skill bypasses Monster Physical Mitigation.&lt;br /&gt;
|-&lt;br /&gt;
![[Fighting_Styles#Staff|Staff]]&lt;br /&gt;
![[Image:sconcussive.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Focus your power into a precision strike towards the head of your enemy, causing major damage and stunning it.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Concussive Strike&amp;lt;/span&amp;gt;&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; |0&lt;br /&gt;
|&lt;br /&gt;
*Causes Stunned for 5 turns. Will not refresh an existing stun.&lt;br /&gt;
*Does magical damage, not physical.&lt;br /&gt;
*Can proc [[Fighting_Styles#Staff|Coalesced Mana]].&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;
![[Image:sofc.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Massive AoE damage to all enemies on the battlefield.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Orbital Friendship Cannon&amp;lt;/span&amp;gt;&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;
|&lt;br /&gt;
*Hits all targets.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Unlocked as long as the player owns at least 21 different [[collectables]].&lt;br /&gt;
** These must be kept in the player&#039;s inventory - not offered at the shrine. (It may take up to one day to become available.)&lt;br /&gt;
*Damage greatly increased by unlocking the Manehattan Project [[Hath Perk]].&lt;br /&gt;
|-&lt;br /&gt;
![[Image:sfus.png]]&amp;lt;br&amp;gt;&amp;lt;span title=&amp;quot;Damages and temporarily staggers all enemies on the battlefield.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;FUS RO DAH&amp;lt;/span&amp;gt;&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;
|&lt;br /&gt;
*Hits all targets.&lt;br /&gt;
*Does [[Void]] damage.&lt;br /&gt;
*Causes [[Equipment_Procs|Stunned]] for 5 turns.&lt;br /&gt;
*Unlocked by obtaining and using the Dovahkiin or Ponyslayer [[title]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;lt;!-- Overcharge for damage calculations is the Overcharge before skill use (otherwise a skill that used all OC would do 0 damage). --&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Base Skill Damage&#039;&#039;&#039; = Physical_Attack_Base_Damage * Skill_Multiplier&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 || x4  (Crushing damage)&lt;br /&gt;
|-&lt;br /&gt;
|Vital Strike || x4 , x20 (Against stunned)&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Blow || x10 (If Monster&#039;s 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 || x10&lt;br /&gt;
|-&lt;br /&gt;
|Rending Blow || x4&lt;br /&gt;
|-&lt;br /&gt;
|Shatter Strike || x3&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 || x6 (Main hand ABD)&lt;br /&gt;
|-&lt;br /&gt;
|Backstab || x10 (Main hand ABD)&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Blows || x3 (Main hand ABD)&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 || x4&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 || x6 (Magic damage)&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 || x20 (Without Manehatten Project)&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;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64737</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64737"/>
		<updated>2026-06-28T20:01:29Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Potential Charm setups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if struggling.&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if struggling.&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==== Mage ====&lt;br /&gt;
&lt;br /&gt;
* Staff: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (20). Lesser Aether (15).&lt;br /&gt;
* One-Handed Mage (Isekai - Tower): Assuming a fully Forged Magnificent (70 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (20).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64721</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64721"/>
		<updated>2026-06-25T08:32:28Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Note: Critical Strike Damage has a hard cap of 3.5x. A value approaching that (around 3.1x because of Heartseeker/Arcane Focus) means that the Fatality and Annihilator Charms become redundant. Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points): (This style does not have a replacement for Fatality if over/close to the cap.)&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==== Mage ====&lt;br /&gt;
&lt;br /&gt;
* Staff: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (20). Lesser Aether (15).&lt;br /&gt;
* One-Handed Mage (Isekai - Tower): Assuming a fully Forged Magnificent (70 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (20).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Character_Stats&amp;diff=64631</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Character_Stats&amp;diff=64631"/>
		<updated>2026-06-20T15:16:25Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &amp;quot;Fixed&amp;quot; Character Stats. Someone with a brain should double-check.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavStart&lt;br /&gt;
|toponly=yes&lt;br /&gt;
}}&lt;br /&gt;
==Primary Attributes==&lt;br /&gt;
Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by three means and are displayed in 3 colors on the UI:&lt;br /&gt;
*[[Experience Points]] (&amp;lt;span style=&amp;quot;color:#5c0d11&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt;). These can be freely allocated [[#Experience Point Allocation|as explained below]].&lt;br /&gt;
*[[Shrine#Artifact_Rewards|Shrining artifacts]] (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;). This has a chance to grant a point permanently to a random attribute. The maximum bonus each attribute can receive is increased by 1 every 10 [[level]]s gained, up to a maximum of +50 at level 500.&lt;br /&gt;
*[[Equipment Basics|Equipment]] (&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;gray&amp;lt;/span&amp;gt;). Any pieces that have [[Character Stats#Primary Attributes|Primary Attribute Bonuses]] will grant these when worn.&lt;br /&gt;
&lt;br /&gt;
The sum of all 3 sources is listed under &#039;&#039;Effective Primary Stats&#039;&#039; which is visible down the right side of the character stats screen. These stats are those that are taken in consideration in all formulas.&lt;br /&gt;
&lt;br /&gt;
There are six Primary Attributes:&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Strength (STR)&#039;&#039;&#039;&lt;br /&gt;
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Endurance (END)&#039;&#039;&#039;&lt;br /&gt;
* 1 point = +6 Health Points&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039;&lt;br /&gt;
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to Attack Accuracy&lt;br /&gt;
* 1 point = +0.4 to Parry&lt;br /&gt;
* (&#039;&#039;1H only&#039;&#039;) 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance&lt;br /&gt;
* (&#039;&#039;2H/Niten only&#039;&#039;) 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039;&lt;br /&gt;
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: 1px solid gray; border-bottom: 1px solid gray&amp;quot; | &#039;&#039;&#039;Agility (AGI)&#039;&#039;&#039;&lt;br /&gt;
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula&lt;br /&gt;
* 1 point = +0.4 to Evade&lt;br /&gt;
* 1 point above the player&#039;s [[level]] = +(10%/level) Attack [[Speed]]&lt;br /&gt;
* (&#039;&#039;DW/Niten only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance&lt;br /&gt;
&lt;br /&gt;
| &#039;&#039;&#039;Wisdom (WIS)&#039;&#039;&#039; &lt;br /&gt;
* 1 point = +1 Magic Points&lt;br /&gt;
* 1 point = +0.04 Magic Regen per minute&lt;br /&gt;
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula&lt;br /&gt;
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula&lt;br /&gt;
* 1 point = +0.5 to Magic Accuracy&lt;br /&gt;
* 1 point = +0.4 to Resist&lt;br /&gt;
* (&#039;&#039;Staff only&#039;&#039;) 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-right: 1px solid gray&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Every point invested in &#039;&#039;any&#039;&#039; attribute&#039;&#039;&#039;:&lt;br /&gt;
* +0.2 Spirit Points&lt;br /&gt;
* +1/600 Spirit Regen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
*Proc chances from [[fighting styles]] are capped at various values.&lt;br /&gt;
*Mitigation from Primary Attributes are capped at 80%.&lt;br /&gt;
*Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]].&lt;br /&gt;
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone. The Protection [[spell]], for example, grants an additional 25% damage mitigation, but this is applied after all other forms of damage mitigation.&lt;br /&gt;
&lt;br /&gt;
===Experience Point Allocation===&lt;br /&gt;
Clicking on the &amp;quot;+/-&amp;quot; near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points. &lt;br /&gt;
&lt;br /&gt;
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The EXP cost to raise an additional point is:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Derived Attributes==&lt;br /&gt;
Derived attributes are stats calculated from the player&#039;s effective primary attributes. These stats are displayed on the player&#039;s [[Character Menu#Character|Character page]] of the HentaiVerse. &#039;&#039;&#039;&#039;&#039;These formulae may be partially inaccurate.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;base damage&#039;&#039;&#039;, &#039;&#039;&#039;accuracy&#039;&#039;&#039;, &#039;&#039;&#039;crit damage&#039;&#039;&#039;,  and &#039;&#039;&#039;cast speed&#039;&#039;&#039;, the bonus granted is the sum of the values on the player&#039;s current [[Equipment Basics|equipment]], abilities and base value from the Primary Attributes. For &#039;&#039;&#039;everything else&#039;&#039;&#039;, the effect of equipment bonus, ability and base value from the Primary Attributes are all applied as &amp;quot;layers&amp;quot;. Further explanation is given for every stat.&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
The base damage granted by Primary Attributes, equipment&#039;s Attack Damage Bonus (ADB) and abilities are all added together.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack base damage&#039;&#039;&#039; = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) &amp;lt;/pre&amp;gt;&lt;br /&gt;
*Where &#039;&#039;TYPE&#039;&#039; = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|&#039;&#039;when the associated weapon ability is maxed out&#039;&#039;]].&lt;br /&gt;
*Where &#039;&#039;OFFHAND_FACTOR&#039;&#039; = 0.8 [[Fighting_Styles#Dual_Wielding|for Dual Wielding]] and [[Fighting_Styles#Niten_Ichiryu|for Niten Ichiryu]], 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magic base damage&#039;&#039;&#039; = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) +  (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
The accuracy (called hit chance in the character stats) granted by Primary Attributes, equipment and abilities are all added together.&lt;br /&gt;
It is possible to exceed 100% accuracy; additional accuracy grants anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target&#039;s evasion chance; 200% or higher completely ignores evasion. It is therefore useless to go beyond 200% accuracy.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Hit chance&#039;&#039;&#039; = 80% + DEX * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Hit chance&#039;&#039;&#039; = 80% + WIS * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) &amp;lt;/pre&amp;gt;&lt;br /&gt;
*The attack accuracy of the offhand in a [[Fighting_Styles#Dual_Wielding|Dual Wielding]] or [[Fighting_Styles#Niten_Ichiryu|Niten]] setup doesn&#039;t contribute to the overall accuracy, but is used to raise the offhand strike chance instead.&lt;br /&gt;
*There is currently no shield that grants an Attack Accuracy bonus.&lt;br /&gt;
*Offhand Magic Accuracy can be achieved with a Buckler of the Battlecaster for the One-handed playstyle, or any Battlecaster weapon for Dual Wielding/Niten&lt;br /&gt;
*Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon &#039;&#039;is&#039;&#039; counted in the Magical hit chance&lt;br /&gt;
&lt;br /&gt;
===Critical Hit Chance===&lt;br /&gt;
The critical hit chance bonuses granted by Primary Attributes, equipment&#039;s Attack Crit Chance and abilities are all applied as &amp;quot;layers&amp;quot;: each layer rolls its chance to turn the hit into a critical hit if the previous layer fails to do so. In practice, it means that the Attack Crit Chance displayed in an equipment&#039;s popup raises the critical chance of the entire build by that amount.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Phys. Crit Chance&#039;&#039;&#039; = (1 - (1 - (4000 / (4000 + DEX + STR / 2) - 0.05)) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance)) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Crit Chance&#039;&#039;&#039; = (1 - (1 - (4000 / (4000 + WIS + INT / 2) - 0.05)) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance)) * Max(1 - (Interference * 0.02)^1.5, 0)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The base physical/magical crit chance is 5%.&lt;br /&gt;
*Every point of [[burden]] beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden.&lt;br /&gt;
*Every point of [[interference]] reduces magic crit chance by 2%, effectively negating crit chance at 50 interference.&lt;br /&gt;
&lt;br /&gt;
===Attack Speed===&lt;br /&gt;
All bonuses are applied as &amp;quot;layers&amp;quot;. The following formula expresses overall speed compared to a normal speed with no bonus. It does &#039;&#039;&#039;not&#039;&#039;&#039; give the value of &amp;quot;Attack Speed Bonus&amp;quot; shown in the character stats UI.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Attack Speed&#039;&#039;&#039; = (1 - (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1)) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed)) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cast Speed===&lt;br /&gt;
Unlike Attack Speed, Cast Speed is additive.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Cast Speed&#039;&#039;&#039; = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Evade===&lt;br /&gt;
The evade bonuses granted by Primary Attributes and equipment&#039;s Evade Chance are all applied as &amp;quot;layers&amp;quot;: each layer rolls its chance to evade an attack if the previous layer fails to do so. However, the [[Burden|burden]]&#039;s malus is applied to the overall chance to evade, while [[Spells#Supportive_Magic |shadow_veil]] applies a base evade in battle that cannot be negated by Burden.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Evade&#039;&#039;&#039; = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil]]) * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Parry===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Parry&#039;&#039;&#039; = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set:&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;1H&#039;&#039;&#039;:    Parry = 1 - (1 - mainhand_parry) * (1 - total_DEX * 0.0004)&lt;br /&gt;
&#039;&#039;&#039;DW&#039;&#039;&#039;:    Parry = 1 - (1 - mainhand_parry) * (1 - offhand_parry * 1.5) * (1 - total_DEX * 0.0004)&lt;br /&gt;
&#039;&#039;&#039;2H&#039;&#039;&#039;:    Parry = 1 - (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)                           [if 2H Parry ability is slotted]&lt;br /&gt;
&#039;&#039;&#039;Niten&#039;&#039;&#039;: Parry = 1 - (1 - offhand_parry) * (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)     [if 2H Parry ability is slotted]&lt;br /&gt;
&#039;&#039;&#039;Mage&#039;&#039;&#039;:  Parry = total_DEX * 0.0004&lt;br /&gt;
&lt;br /&gt;
  with total_DEX being the DEX of the whole build&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resist===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Resist&#039;&#039;&#039; = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - WIS * 0.04%)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Block===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Block&#039;&#039;&#039; = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Mitigation]]===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Physical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (AGI/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Magical Mitigation&#039;&#039;&#039; = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (WIS/2)))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Points===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Health Points&#039;&#039;&#039; = (500 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]&lt;br /&gt;
&#039;&#039;&#039;Magic Points&#039;&#039;&#039; = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]&lt;br /&gt;
&#039;&#039;&#039;Spirit Points&#039;&#039;&#039; = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]&lt;br /&gt;
&#039;&#039;&#039;Mana Cost&#039;&#039;&#039; = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any potions/gems/spells modifying player&#039;s HP/MP/SP refers to player&#039;s &#039;&#039;&#039;base&#039;&#039;&#039; HP/MP/SP (i.e. before [[ability]] bonuses are applied).&amp;lt;!-- The base HP/MP/SP value can be seen at &#039;derived attributes&#039; in the Character screen. --&amp;gt;&lt;br /&gt;
*The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.&lt;br /&gt;
&lt;br /&gt;
====Battle Regen====&lt;br /&gt;
A &#039;tick&#039; is not equivalent to a turn; it represents 100 time units in the game, which is equivalent to the base action time before any speed bonuses are applied.&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;MP gained per tick&#039;&#039;&#039; = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]]&lt;br /&gt;
&#039;&#039;&#039;SP gained per tick&#039;&#039;&#039; = 1 + (Sum of all attributes / 600) * [[Hath_Perks|perk_bonus]]&amp;lt;/pre&amp;gt; &lt;br /&gt;
* The &#039;&#039;&#039;perk_bonus&#039;&#039;&#039; is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.&lt;br /&gt;
&lt;br /&gt;
==Other Stats==&lt;br /&gt;
===Elemental Resistance===&lt;br /&gt;
&#039;&#039;For the series, see [[series_resistance|here]].&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Resistance is a stat that is provided by various [[Equipment Basics|Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].&lt;br /&gt;
* Each 1% of resistance increases the player&#039;s mitigation against attacks of that element by 1%.&lt;br /&gt;
* These resistances are before any effects of [[Equipment Basics|equipment]]. &lt;br /&gt;
* This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
===Compromise Stats===&lt;br /&gt;
*[[Burden]]&lt;br /&gt;
*[[Interference]]&lt;br /&gt;
&lt;br /&gt;
===Mana Conservation===&lt;br /&gt;
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] &amp;quot;Frugal&amp;quot; as well as via the Economizer [[potency]]. &lt;br /&gt;
*This is multiplicative.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Experience Points]]&lt;br /&gt;
*[[Proficiencies]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavEnd}}&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stamina&amp;diff=64620</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stamina&amp;diff=64620"/>
		<updated>2026-06-18T07:52:53Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* RiddleMaster */&lt;/p&gt;
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This is primarily an anti-cheating mechanism, but is also used to add a &amp;quot;Rested&amp;quot; [[EXP]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Stamina is displayed to the right of the top navigation menu and to the left of your level while out of battle, as a number from 1-99. The number ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;85%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stamina&lt;br /&gt;
!Status&lt;br /&gt;
!Icon&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|60-99 || align=&amp;quot;center&amp;quot; |Great ||align=&amp;quot;center&amp;quot;| [[Image:sticon4.gif]] || +100% [[EXP]] but stamina drains 50% faster&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-59 || align=&amp;quot;center&amp;quot; |Normal ||align=&amp;quot;center&amp;quot;|  [[Image:sticon3.gif]] || No bonuses or penalties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|Exhausted ||align=&amp;quot;center&amp;quot;|  [[Image:sticon1.gif]] || No EXP, [[credit]], [[proficiency|proficiency gains]], [[Item_World#Item_Potency|potency gains]], or drops from monsters. Battles can&#039;t be started when stamina &amp;lt; 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0-99 || align=&amp;quot;center&amp;quot; |Any|| align=&amp;quot;center&amp;quot; | Any&lt;br /&gt;
| Increased stamina consumption per round, caused by the [[Riddlemaster]] penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &amp;quot;Great&amp;quot; status [[EXP]] bonus is applied separately from everything else, so regardless what other bonuses a player has, they will gain twice as much.&lt;br /&gt;
&lt;br /&gt;
==Stamina Usage==&lt;br /&gt;
There are two main ways that stamina is used up&lt;br /&gt;
&lt;br /&gt;
It is consumed at the end of every [[battle]] round at the rate of 0.03 on Great status and 0.02 at Normal status.&lt;br /&gt;
&lt;br /&gt;
*[[Random Encounter]]s do not cost stamina&lt;br /&gt;
*[[Grindfest]]s cost 1 stamina to enter.&lt;br /&gt;
*[[Item World]]s cost all stamina needed to clear them upfront.&lt;br /&gt;
*[[Skills|Fleeing]] or being defeated will not consume any stamina for that round.&lt;br /&gt;
&lt;br /&gt;
===RiddleMaster===&lt;br /&gt;
If you make too many errors in the [[RiddleMaster]] puzzle, you will get a penalty: faster stamina consumption during battle (exact value of the penalty is undisclosed).&lt;br /&gt;
&lt;br /&gt;
* There is no &amp;quot;official&amp;quot;, direct indicator of being under the influence of  the RiddleMaster&#039;s &amp;quot;curse&amp;quot;. You will notice faster Stamina drain if it grows severe enough.&lt;br /&gt;
* There is a margin of error, you can get an undisclosed number wrong before you&#039;ll get a penalty.&lt;br /&gt;
&lt;br /&gt;
==Recovering Stamina==&lt;br /&gt;
Stamina is restored at a base rate of 24 per day (1 per hour). Stamina regenerates while in [[battle]] but the counter will not update until the player is out of battle.&lt;br /&gt;
&lt;br /&gt;
Stamina can also be restored using rare [[item|items]]:&lt;br /&gt;
*[[Item#Other_Restoratives|Energy Drink]]: restore 10 points, and are obtained automatically around [[Dawn of a New Day]] by Gold Star and higher [[donators]]. They can only be traded in [[The Market]].&lt;br /&gt;
**Gold Star donators receive 1 per day.&lt;br /&gt;
**Catgirl Lvl.1 donators receive 2 per day.&lt;br /&gt;
**Catgirl Lvl.3 donators receive 3 per day.&lt;br /&gt;
**Catgirl Lvl.5 donators receive 4 per day.&lt;br /&gt;
**Catgirl Lvl.7 donators receive 5 per day.&lt;br /&gt;
*[[Item#Other_Restoratives|Caffeinated Candy]]: restore 5 points, and are obtained only from [[The Lottery]]. They can only be traded in [[The Market]].&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Out of battle, the Player may only recover stamina from either item while &amp;lt;85 stamina. They may be consumed at any time while in battle.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[RiddleMaster]]&lt;br /&gt;
*[[EXP]]&lt;br /&gt;
*[[Battles]]&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavEnd}}&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64604</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64604"/>
		<updated>2026-06-16T21:15:47Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Pouches */&lt;/p&gt;
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Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of [[The Armory]], after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants. Greater charms are more expensive to slot but give a larger bonus.&lt;br /&gt;
&lt;br /&gt;
Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the [[Item World]] and upgrading, each of which adds +1 charm point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will wear out over time without sufficient protection; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear [[Hath Perk]]. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
Wear can be reduced by using a [[Charms#Pouches|Pouch]]. All Charms come inside a free Silk Pouch.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] page or via the [[Bazaar/The_Armory/Repair/New|Repair]] tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a &amp;quot;higher&amp;quot; (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining condition will be added to the new charm. So if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items]]. Elemental Charms require elemental [[infusions]], Voidseeker charms require [[Items|Voidseeker Shards]], Featherweight Charms need [[Items|Featherweight Shards]], and Aether Charms require [[Items|Aether Shards]]. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Charms#Pouches|pouches]] can also be obtained by offering [[Trophies]] at [[The Shrine]], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to extract Charms or Pouches from a piece of Equipment once attached.&lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
{{Fnb|1}}Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
&lt;br /&gt;
==Pouches==&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining Pouches is offering [[Trophies]] at [[The Shrine]]. Every 500k of Shrine Value &amp;quot;guarantees&amp;quot; a Pouch bonus drop. The odds are Silk/Kevlar/Mithril: 75%/20%/5%.&lt;br /&gt;
&lt;br /&gt;
* Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavEnd}}&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64603</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64603"/>
		<updated>2026-06-16T21:13:16Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavStart&lt;br /&gt;
|toponly=yes&lt;br /&gt;
}}&lt;br /&gt;
Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of [[The Armory]], after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants. Greater charms are more expensive to slot but give a larger bonus.&lt;br /&gt;
&lt;br /&gt;
Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the [[Item World]] and upgrading, each of which adds +1 charm point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will wear out over time without sufficient protection; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear [[Hath Perk]]. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
Wear can be reduced by using a [[Charms#Pouches|Pouch]]. All Charms come inside a free Silk Pouch.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] page or via the [[Bazaar/The_Armory/Repair/New|Repair]] tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a &amp;quot;higher&amp;quot; (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining condition will be added to the new charm. So if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items]]. Elemental Charms require elemental [[infusions]], Voidseeker charms require [[Items|Voidseeker Shards]], Featherweight Charms need [[Items|Featherweight Shards]], and Aether Charms require [[Items|Aether Shards]]. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Charms#Pouches|pouches]] can also be obtained by offering [[Trophies]] at [[The Shrine]], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to extract Charms or Pouches from a piece of Equipment once attached.&lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
{{Fnb|1}}Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
&lt;br /&gt;
==Pouches==&lt;br /&gt;
&lt;br /&gt;
The only way to obtain Pouches is to offer [[Trophies]] at [[The Shrine]]. Every 500k of Shrine Value &amp;quot;guarantees&amp;quot; a Pouch bonus drop. The odds are Silk/Kevlar/Mithril: 75%/20%/5%.&lt;br /&gt;
&lt;br /&gt;
* Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavEnd}}&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64602</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64602"/>
		<updated>2026-06-16T21:10:47Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Pouches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavStart&lt;br /&gt;
|toponly=yes&lt;br /&gt;
}}&lt;br /&gt;
Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of [[The Armory]], after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants. Greater charms are more expensive to slot but give a larger bonus.&lt;br /&gt;
&lt;br /&gt;
Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the [[Item World]] and upgrading, each of which adds +1 charm point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will wear out over time without sufficient protection; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear [[Hath Perk]]. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
Wear can be reduced by using a [[Charms#Pouches|Pouch]]. All Charms come inside a free Silk Pouch.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] page or via the [[Bazaar/The_Armory/Repair/New|Repair]] tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a &amp;quot;higher&amp;quot; (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining condition will be added to the new charm. So if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items]]. Elemental Charms require elemental [[infusions]], Voidseeker charms require [[Items|Voidseeker Shards]], Featherweight Charms need [[Items|Featherweight Shards]], and Aether Charms require [[Items|Aether Shards]]. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Charms#Pouches|pouches]] can also be obtained by offering [[trophies]] in [[The Shrine]], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to extract Charms or Pouches from a piece of Equipment once attached.&lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
{{Fnb|1}}Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
&lt;br /&gt;
==Pouches==&lt;br /&gt;
&lt;br /&gt;
The only way to obtain Pouches is to offer Trophies at The Shrine. Every 500k of Shrine Value &amp;quot;guarantees&amp;quot; a Pouch bonus drop. The odds are Silk/Kevlar/Mithril: 75%/20%/5%.&lt;br /&gt;
&lt;br /&gt;
* Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavEnd}}&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64601</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64601"/>
		<updated>2026-06-16T08:11:52Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavStart&lt;br /&gt;
|toponly=yes&lt;br /&gt;
}}&lt;br /&gt;
Charms can be found on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] screen of [[The Armory]], after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants. Greater charms are more expensive to slot but give a larger bonus.&lt;br /&gt;
&lt;br /&gt;
Each equipment piece has a number of Charm Slots, as well as a base number of Charm Points; both depend on the quality of the equipment. You can boost the number of Charm Points by clearing levels in the [[Item World]] and upgrading, each of which adds +1 charm point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will wear out over time without sufficient protection; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by the Repair Bear [[Hath Perk]]. If the Charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
Wear can be reduced by using a [[Charms#Pouches|Pouch]]. All Charms come inside a free Silk Pouch.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Bazaar/The_Armory/Modify/Equipped|Modify]] page or via the [[Bazaar/The_Armory/Repair/New|Repair]] tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. It is also possible to replace a Pouch with a &amp;quot;higher&amp;quot; (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining condition will be added to the new charm. So if the old Charm had 10% condition remaining, the replacement charm will initially be at 110% condition.&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items]]. Elemental Charms require elemental [[infusions]], Voidseeker charms require [[Items|Voidseeker Shards]], Featherweight Charms need [[Items|Featherweight Shards]], and Aether Charms require [[Items|Aether Shards]]. Other Charms use Energy Cells. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Charms#Pouches|pouches]] can also be obtained by offering [[trophies]] in [[The Shrine]], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to extract Charms or Pouches from a piece of Equipment once attached.&lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot{{Fn|1}}&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
{{Fnb|1}}Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
&lt;br /&gt;
==Pouches==&lt;br /&gt;
* Silk Pouches reduce wear by 50%; the pouch will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
{{HVGameNavEnd}}&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64583</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64583"/>
		<updated>2026-06-15T20:18:21Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Mage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Note: Critical Strike Damage has a hard cap of 3.5x. A value approaching that (around 3.1x because of Heartseeker/Arcane Focus) means that the Fatality and Annihilator Charms become redundant. Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points): (This style does not have a replacement for Fatality if over/close to the cap.)&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==== Mage ====&lt;br /&gt;
&lt;br /&gt;
* Staff: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (15). Lesser Aether (15).&lt;br /&gt;
* One-Handed Mage (Isekai - Tower): Assuming a fully Forged Magnificent (70 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64582</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64582"/>
		<updated>2026-06-15T20:17:39Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Potential Charm setups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Note: Critical Strike Damage has a hard cap of 3.5x. A value approaching that (around 3.1x because of Heartseeker/Arcane Focus) means that the Fatality and Annihilator Charms become redundant. Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points): (This style does not have a replacement for Fatality if over/close to the cap.)&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==== Mage ====&lt;br /&gt;
&lt;br /&gt;
* Staff: Assuming a fully Forged Legendary (70 total points):&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (15). Lesser Aether (15).&lt;br /&gt;
* One-Handed Mage (Isekai - Tower): Assuming a fully Forged Magnificent:&lt;br /&gt;
** Greater Penetrator (30). Greater Spellweaver (20). Lesser Archmage (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64572</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64572"/>
		<updated>2026-06-15T10:46:55Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Note: Critical Strike Damage has a hard cap of 3.5x. A value approaching that (around 3.1x because of Heartseeker/Arcane Focus) means that the Fatality and Annihilator Charms become redundant. Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points): This style does not have a replacement for Fatality if over/close to the cap.&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points): Pick Swiftness over Fatality if over/approaching the Critical Strike Damage cap outside of Battle.&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64565</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64565"/>
		<updated>2026-06-15T09:03:13Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Potential Charm setups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Note: Critical Strike Damage has a hard cap of 3.5x. A value approaching that (around 3.1x because of Heartseeker/Arcane Focus) means that the Fatality and Annihilator Charms become redundant. Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Equipment_Procs&amp;diff=64553</id>
		<title>Equipment Procs</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Equipment_Procs&amp;diff=64553"/>
		<updated>2026-06-14T14:44:22Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: New effects of Penetrated Armor and Stunned.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the various [[Equipment Basics|equipment]] procs in the [[HentaiVerse]]. They may also be applied through [[Skills#Weapon Skills|weapon skills]].&lt;br /&gt;
&lt;br /&gt;
All [[Weapons|weapons]] are generated with a status effect that can proc on successfully hitting an enemy. The chance of it being applied is determined by the specific piece of equipment with a maximum chance of 25% for all weapons except the mace which has a maximum of 30%. The specific proc is determined by the type of weapon.&lt;br /&gt;
&lt;br /&gt;
Landing a critical strike will always proc your weapon&#039;s status effect.&lt;br /&gt;
&lt;br /&gt;
The three procs are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Sources&lt;br /&gt;
! Proc !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;One-Hand: Rapier&amp;lt;br&amp;gt;Two-Hand: Estoc&amp;lt;br&amp;gt;Skills: Rending Blow, Skyward Sword&amp;lt;/small&amp;gt;&lt;br /&gt;
! [[Image:wpn_ap.png]]&amp;lt;br&amp;gt;Penetrated Armor&lt;br /&gt;
| &#039;&#039;The armor of this target has been breached, reducing its defenses.&#039;&#039;&lt;br /&gt;
* Monster&#039;s physical mitigation is reduced by 25% per stack, with maximum of 3 stacks (mitigation reduced to 25%.)&lt;br /&gt;
** Penetrated Armor is a multiplier applied to the monster&#039;s physical resistance (ie 3 stacks on a monster with 80% = 80%*25% = 20%).&lt;br /&gt;
**This multiplier is layered with Imperil. This means that a monster with 80% physical mitigation will have 40% after imperil, and then 10% after 3 stacks of PA.&lt;br /&gt;
* The hit applying the effect bypasses the monster&#039;s Physical Mitigation.&lt;br /&gt;
* The effect is permanent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;One-Hand: Axe, Shortsword, Wakizashi&amp;lt;br&amp;gt;Two-Hand: Longsword, Katana&amp;lt;br&amp;gt;Skills: Vital Strike, Skyward Sword&amp;lt;/small&amp;gt;&lt;br /&gt;
! [[Image:wpn_bleed.png]]&amp;lt;br&amp;gt;Bleeding Wound&lt;br /&gt;
| &#039;&#039;A gushing wound is making this target take damage over time.&#039;&#039;&lt;br /&gt;
** 5 stacks at maximum&lt;br /&gt;
* Damage done = ADB * DOT% * 0.4 * Stack count&lt;br /&gt;
** Other damage bonuses are applied each as separate multipliers (ie, Bleed Damage * Heartseeker (1.25) * Overwhelming Strikes (1.15) * Daemonic Duality (1.1 to 1.5) * Title Bonus (1.0 to 1.1)... etc)&lt;br /&gt;
** ADB is as seen on the character sheet (not the weapon&#039;s ADB), and the DOT% is either from the weapon (eg 20% on a shortsword, 30% on a longsword) or specific to the skill (50% for Vital Strike, 20% for Skyward Sword).&lt;br /&gt;
* Bleed damage is consistent and untyped; it is not affected by the monster&#039;s mitigations or any other stats.&lt;br /&gt;
* Bleed damage is only recalculated when a new stack is applied; the damage will not change when a buff expires unless the player reapplies Bleeding Wound.&lt;br /&gt;
* Bleeding Wound is applied before Overwhelming Strikes, and as such, on turns where a player gains Overwhelming Strikes (and it was not already active) it is not factored into the damage until the next time the stack is refreshed.&lt;br /&gt;
* Bleeding Wound does not initiate a timer starting from its application; damage is simply applied at exact intervals of one game tick.&lt;br /&gt;
** This also means that it does not benefit from attack speed - in fact, higher attack speed means more turns will be taken between damage applications.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;One-Hand: Club&amp;lt;br&amp;gt;Two-Hand: Mace&amp;lt;br&amp;gt;Skills: Shield Bash, Shatter Strike, Concussive Strike, FUS RO DAH&amp;lt;/small&amp;gt;&lt;br /&gt;
! [[Image:wpn_stun.png]]&amp;lt;br&amp;gt;Stunned&lt;br /&gt;
| &#039;&#039;A powerful blow has temporarily stunned this target.&#039;&#039;&lt;br /&gt;
* Stunned monsters cannot take any offensive action and cannot evade or parry.&lt;br /&gt;
* The resist of stunned monsters is additionally reduced by 25%.&lt;br /&gt;
* Monsters receive a free action when a stun expires on them.&lt;br /&gt;
* Stuns cannot be overwritten regardless of source or duration.&lt;br /&gt;
** For example, a critical hit with a club against a stunned target will not refresh a stun, nor will using Shield Bash.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following is the table for the maximum proc chance, duration and damage from weapon sources. Proc chance and duration scale with weapon level; bleed damage is the same at any level.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Weapon type || Proc || Chance || Duration || Bleeding %&lt;br /&gt;
|-&lt;br /&gt;
| Estoc || Penetrated Armor || 25% || 7 || &lt;br /&gt;
|-&lt;br /&gt;
| Longsword || Bleeding Wound || 25% || 7 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Mace || Stun || 30% || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Katana || Bleeding Wound || 25% || 7 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Axe || Bleeding Wound || 25% || 7 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Club || Stun || 25% || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || Penetrated Armor || 25% || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || Bleeding Wound || 25% || 7 || 20&lt;br /&gt;
|- &lt;br /&gt;
| Wakizashi || Bleeding Wound || 25% || 7 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment Basics]]&lt;br /&gt;
*[[Detailed Equip Characteristics]]&lt;br /&gt;
*[[Fighting Styles]]&lt;br /&gt;
*[[Level Scaling]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://www.mediafire.com/file/3tu19zxbq1ffb15/BW_test.xlsx/file| Decondelite&#039;s Bleeding Wound research log]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64541</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64541"/>
		<updated>2026-06-14T08:02:51Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Potential Charm setups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
Note: Critical Strike Damage has a hard cap of 3.5x. A value approaching that (Heartseeker/Arcane Focus) means that the Fatality and Annihilator Charms become redundant. Do check your setups against your own Character Sheet.&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64540</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64540"/>
		<updated>2026-06-13T20:08:37Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Melee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
* Two-Handed: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Greater Overpower (20). Greater Butcher (30). Greater Fatality (20). Lesser Voidseeker (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64539</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64539"/>
		<updated>2026-06-12T13:53:23Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
While above 20% Condition, it is possible to replace a Charm inside of a Pouch without destroying the latter. Apropos, although that should be obvious, it is also possible to replace a Pouch with a &amp;quot;higher&amp;quot; (or lower for Charm Point saving purposes) tier one without destroying/replacing the Charm as long as the condition does not fall below 20%.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64538</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64538"/>
		<updated>2026-06-11T19:40:31Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charm Point costs and details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64537</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64537"/>
		<updated>2026-06-11T19:39:51Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: Sorted out some values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Values: &lt;br /&gt;
&lt;br /&gt;
* Shield: &lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Helmet&lt;br /&gt;
** X-Proof: Lesser = 12%. Greater = 20%.&lt;br /&gt;
** Juggernaut: Lesser = 6%. Greater = 10%.&lt;br /&gt;
** Capacitor: Lesser = 6%. Greater = 10%.&lt;br /&gt;
&lt;br /&gt;
* Body&lt;br /&gt;
** X-Proof: Lesser = 14.40%. Greater = 24%.&lt;br /&gt;
** Juggernaut: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
** Capacitor: Lesser = 7.20%. Greater = 12%.&lt;br /&gt;
&lt;br /&gt;
* Hands&lt;br /&gt;
** X-Proof: Lesser = 10.80%. Greater = 18%.&lt;br /&gt;
** Juggernaut: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
** Capacitor: Lesser = 5.40%. Greater = 9%.&lt;br /&gt;
&lt;br /&gt;
* Legs&lt;br /&gt;
** X-Proof: Lesser = 13.20%. Greater = 22%.&lt;br /&gt;
** Juggernaut: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
** Capacitor: Lesser = 6.60%. Greater = 11%.&lt;br /&gt;
&lt;br /&gt;
* Feet.&lt;br /&gt;
** X-Proof: Lesser = 9.80%. Greater = 16%.&lt;br /&gt;
** Juggernaut: Lesser = 4.80%. Greater = 8%.&lt;br /&gt;
** Capacitor: Lesser = 4.80%. Greater = 8%.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64536</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64536"/>
		<updated>2026-06-11T19:00:22Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab. Once a Charm Reaches 20% Condition, its Pouch cannot be replaced without also replacing the Charm.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Shield: X-Proof: Lesser = 12%. Greater = 20%. Juggernaut: Lesser = 6%. Greater = 10%. Capacitor: Lesser = 6%. Greater = 10%. &lt;br /&gt;
&lt;br /&gt;
Helmet&lt;br /&gt;
&lt;br /&gt;
Body&lt;br /&gt;
&lt;br /&gt;
Hands&lt;br /&gt;
&lt;br /&gt;
Legs &lt;br /&gt;
&lt;br /&gt;
Feet.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=64534</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=64534"/>
		<updated>2026-06-11T14:36:29Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse, mainly used for testing new features before they are introduced in main mode. Unlike the main mode (Persistent) which lasts indefinitely, Isekai is reset every 6 months. The current seasons start and end time can be found in [https://forums.e-hentai.org/index.php?showtopic=244831 this thread].&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
*Isekai usually runs in half-year seasons, new season starting on May 1st and November 1st.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 1 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season. [[Shrine]] value (for the Follower of Snowflake [[Hath Perk]]) also carries over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
*From the start of each season for ~1 week, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
*Placing market orders and sending items/equipment with [[MoogleMail]] will be disabled at the [[Dawn]] of The Final Day (Midnight UTC).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any [[Items#Equipment_Cores|equipment cores]], soulbound [[equipment]], [[Items#Trophies|peerless Vouchers]], and all peerless [[equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Tradeable peerless equipment will become Soulbound so in the process. Transferred equipment retains its Item World and Forging levels; however, salvaging such items once they arrive in Persistent does not yield the usual &amp;quot;90% refund&amp;quot; of used materials.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached:&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 50, or Top 20 if less than 20 people reach Floor 50, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100 will receive a second [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent, capped at 10.0% at floor 100. The bonus lasts from the time the Persistent update goes live until the end of the current season.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK (isekai currency) and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails and get equipment from MoogleMail attachements.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special [[Events|events]] like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor reached, though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Isekai&amp;diff=64530</id>
		<title>Isekai</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Isekai&amp;diff=64530"/>
		<updated>2026-06-11T14:29:40Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: Removed/Changed obsolete information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Due to the seasonal nature of Isekai, [[HentaiVerse]] [[EHWiki]] pages may regularly be out of date. To help expedite the updating of HentaiVerse EHWiki pages, please report in this [https://forums.e-hentai.org/index.php?showtopic=47834 thread] or to a HentaiVerse Section Moderator&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isekai is the seasonal, competitive mode of the HentaiVerse, mainly used for testing new features before they are introduced in main mode. Unlike the main mode (Persistent) which lasts indefinitely, Isekai is reset every 6 months. The current seasons start and end time can be found in [https://forums.e-hentai.org/index.php?showtopic=244831 this thread].&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
*Isekai usually runs in half-year seasons, new season starting on May 1st and November 1st.&lt;br /&gt;
&lt;br /&gt;
*All players start at level 0 and with no [[equipment]] or [[items]]. They may start with up to one million [[ISK]] carried over from the previous season. [[Shrine]] value (for the Follower of Snowflake [[Hath Perk]]) also carries over from the previous season.&lt;br /&gt;
&lt;br /&gt;
*Isekai uses its own [[currency]] ([[ISK]]), which is only used within HV Isekai. Usual bonuses the Player may receive in persistent is disabled, or enabled to everyone equally&lt;br /&gt;
&lt;br /&gt;
*Isekai is accessed through the mode selector found on the far right of the navigation bar on all HentaiVerse out of [[battle]] pages.&lt;br /&gt;
&lt;br /&gt;
*The primary goal of Isekai is competitive, competing in [[The Tower]] to reach the highest floor. Rewards vary by [[Isekai#Isekai Season|Season]]&lt;br /&gt;
&lt;br /&gt;
==Isekai Season==&lt;br /&gt;
*From the start of each season for ~1 week, there is an &amp;quot;Early Bird&amp;quot; period where [[equipment]] drop rates are increased from x2 to x5.&lt;br /&gt;
*Placing market orders and sending items/equipment with [[MoogleMail]] will be disabled at the [[Dawn]] of The Final Day (Midnight UTC).&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
&lt;br /&gt;
*At the end of the season, the players current ISK balance as well as the total ISK [[Bazaar]] sell value of owned [[items]] and [[equipment]] will be added together. The first one million ISK will be transferred to the next Isekai season. The remainder will be transferred as actual credits to Persistent.&lt;br /&gt;
&lt;br /&gt;
*Any [[Items#Equipment_Cores|equipment cores]], soulbound [[equipment]], [[Items#Trophies|peerless Vouchers]], and all peerless [[equipment]] the Player acquires in Isekai will transfer over to Persistent at the end of the season. Tradeable peerless equipment will become Soulbound so in the process. Transferred equipment retains its Item World and Forging levels; however, salvaging such items once they arrive in Persistent does not yield the usual &amp;quot;90% refund&amp;quot; of used materials.&lt;br /&gt;
&lt;br /&gt;
*The Player may gain a permanent bonuses to all [[Character_Stats#Primary_Attributes|Primary Attributes]] depending on the level of floor reached:&lt;br /&gt;
**Reaching Floor 30 grants +1&lt;br /&gt;
**Reaching Floor 40 grants +2&lt;br /&gt;
**Reaching Floor 50 grants +3&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 50, or Top 20 if less than 20 people reach Floor 50, will receive a [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Players reaching (not necessarily clearing) Floor 100 will receive a second [[Items#Trophies|Peerless Voucher]] in Persistent.&lt;br /&gt;
*Each Floor reached (provided you clear at least one floor) will grant a temporary 0.1% damage bonus in Persistent, capped at 10.0% at floor 100. The bonus lasts from the time the Persistent update goes live until the end of the current season.&lt;br /&gt;
**&#039;&#039;Example: Reaching floor 50 will grant a temporary 5.0% damage bonus (0.1% x 50).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Differences==&lt;br /&gt;
Notable differences to persistent include:&lt;br /&gt;
===[[MoogleMail]]===&lt;br /&gt;
*ISK (isekai currency) and Hath cannot be attached.&lt;br /&gt;
*Attaching items and equipment is only available for [[donators]], of at least bronze star.&lt;br /&gt;
**Non-donators can still receive MoogleMails and get equipment from MoogleMail attachements.&lt;br /&gt;
*There is an uncapped 10% fee on the total CoD. Half of this (capped to 1000 [[ISK]]) is paid up-front, and the rest is deducted when the receiver accepts and pays.&lt;br /&gt;
&lt;br /&gt;
===[[Training]]===&lt;br /&gt;
The Player has all of the following trainings at max level, all others are disabled.&lt;br /&gt;
*Scholar of War.&lt;br /&gt;
*Tincture.&lt;br /&gt;
*Pack Rat.&lt;br /&gt;
*Scavenger.&lt;br /&gt;
*Quartermaster.&lt;br /&gt;
*Luck of the Draw.&lt;br /&gt;
*Archaeologist.&lt;br /&gt;
**This is 300% rather than the normal 100%.&lt;br /&gt;
*Ability Boost.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Ability Point]] per level.&lt;br /&gt;
*Manifest Destiny.&lt;br /&gt;
**Maxed to the current level of the Player, and add +1 [[Mastery Point]] per 50 levels.&lt;br /&gt;
&lt;br /&gt;
===[[Hath Perks]]===&lt;br /&gt;
The Player has the following Hath Perks, all others are disabled.&lt;br /&gt;
*Follower of Snowflake.&lt;br /&gt;
*Innate arcana V.&lt;br /&gt;
*Hoarder V.&lt;br /&gt;
===[[Forge]]===&lt;br /&gt;
*Artifact and Collectible drops are replaced with high-grade and rare [[forge|upgrade]] materials at a rate of 80/20.&lt;br /&gt;
*Salvaging returns 3 low-grade materials for Superior, and 2 mid-grade materials for Exquisite.&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*Special [[Events|events]] like the Easter Event and the Loot &amp;amp; Harvest Festival are not available in Isekai.&lt;br /&gt;
*[[Training]], the [[Lottery]] and the [[Monster Lab]] are not available.&lt;br /&gt;
*Monsters are copied over from Persistent at the start of each season. Monsters retain all their [[Crystal]] upgrades and [[Items#Tokens|Chaos Token]] upgrades, but does not retain the name of the Trainer. Monster food, chaos tokens and crystals do not drop. Monster wins are not recorded.&lt;br /&gt;
*There are no [[stamina]] recovery items, so play will be limited by the available stamina.&lt;br /&gt;
**Stamina drain on Isekai is increased to 0.04 per round with stamina below 60, and 0.06 per round with 60 or more stamina.&lt;br /&gt;
**Stamina still recovers naturally at 1 per hour.&lt;br /&gt;
*The regular equipment inventory is limited to 200, but 1000 storage slots are available.&lt;br /&gt;
*[[Titles]], title bonuses and title skills are disabled.&lt;br /&gt;
*[[The_Forge#SoulFuse|SoulFusing]] cost is halved.&lt;br /&gt;
*[[HentaiVerse_Bestiary#Legendaries|Legendary Bosses]] have half their ordinary HP.&lt;br /&gt;
*[[Donation|Donator]] bonuses, [[trainings]], [[hath perks]] and [[toplist]] bonuses except any listed above do not apply. &lt;br /&gt;
*The [[Experience Points|EXP]] bonus on Isekai starts at 0% and increases by 20% for every tower floor reached, though you need to clear at least one floor to gain a bonus.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
*Feeding accounts ISK by using the CoD function is &#039;&#039;&#039;not&#039;&#039;&#039; allowed. It is only to be used for straight-up trading of Isekai items/equipment for ISK.&lt;br /&gt;
*Gathering ISK from other accounts to have it converted to credits after the end of the season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Distributing ISK to other accounts to have it transferred to the next Isekai season is &#039;&#039;&#039;not&#039;&#039;&#039; allowed.&lt;br /&gt;
*Cross-trading HV Persistent [[items]], [[equipment]] and [[currencies]] for Isekai items and equipment is allowed, but &#039;&#039;&#039;not&#039;&#039;&#039; for ISK as it would violate the rules above.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; There is no system in place to support this kind of trade.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; Breaking  any of the above rules may get the offenders disqualified from the current and/or future season&#039;s rankings, and/or permanently blocked from sending Isekai attachments.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;br /&gt;
[[Category:HentaiVerse]]&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64529</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64529"/>
		<updated>2026-06-11T13:32:03Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charm Point costs and details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|Energy Cells x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Shield: X-Proof: Lesser = 12%. Greater = 20%. Juggernaut: Lesser = 6%. Greater = 10%. Capacitor: Lesser = 6%. Greater = 10%. &lt;br /&gt;
&lt;br /&gt;
Helmet&lt;br /&gt;
&lt;br /&gt;
Body&lt;br /&gt;
&lt;br /&gt;
Hands&lt;br /&gt;
&lt;br /&gt;
Legs &lt;br /&gt;
&lt;br /&gt;
Feet.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64525</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64525"/>
		<updated>2026-06-11T07:27:35Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Means: Shield, Helmet, Body, Hands, Legs, and Feet.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64524</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64524"/>
		<updated>2026-06-11T07:09:41Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot*&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot*&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Means, Helmet, Body, Hands, Legs, and Feet.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64523</id>
		<title>HentaiVerse Advice</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=HentaiVerse_Advice&amp;diff=64523"/>
		<updated>2026-06-10T16:34:16Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Important disclaimer */ Added the Charms section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important disclaimer==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;gt;&#039;&#039;&#039;Information on this page may be outdated or somewhat biassed. It was last reviewed in December 2021, which made it better but still not perfect. It is highly recommended that you use the HentaiVerse forum to ask for advice.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
For help with shortened terms see the [[acronyms]] page. For extra help see [[HentaiVerse Advice Advanced]] or [https://forums.e-hentai.org/index.php?showtopic=211064 Ask The Experts].&lt;br /&gt;
&lt;br /&gt;
==Pre-Level 100==&lt;br /&gt;
Don&#039;t invest too heavily into any [[Play Styles]] or [[Fighting Styles]] just yet. Keep [[stats]] balanced. Try out everything for a bit while the overall challenge and investment into the game is very low. HentaiVerse can be played on Hard or Hell difficulty from the start, even without any equipment. &lt;br /&gt;
&lt;br /&gt;
==Level 101-309==&lt;br /&gt;
&lt;br /&gt;
===Fighting Style Summaries===&lt;br /&gt;
Around level 100 it&#039;s best to stick to one style at a time. Viable options are:&lt;br /&gt;
&lt;br /&gt;
* [[Fighting_Styles#One-Handed|One hand style (1H)]]&lt;br /&gt;
** Main hand: 1H weapon. Rapier or shortsword are good choices - both have generally good damage and parry. Slaughter suffix is the best, but others work as well.&lt;br /&gt;
** Off hand: Shield. Block is the most important stat, the higher the block the better. &lt;br /&gt;
** Armors: Heavy (Light works at low levels)&lt;br /&gt;
** Good style overall. Many players find this the easiest to play on high difficulty at lower level. &lt;br /&gt;
** Deals strong single target damage with counter-attacks providing some AoE.&lt;br /&gt;
** Gets a significant performance increase as you level up into the 200s due to increased counter-attack chance. Light armor has anti-synergy with counter-attacks, which is why it&#039;s not recommended after this point.&lt;br /&gt;
** &#039;Vital Strike&#039; does great single target damage against [[System_Monsters|System Monsters]] such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have [[spirit stance]] on as well.&lt;br /&gt;
** Against normal enemies it&#039;s best to use your [[overcharge]] to stay in [[spirit stance]].&lt;br /&gt;
** Don&#039;t be afraid of the high [[burden]] and [[interference]]. That&#039;s how 1H with heavy armor works.&lt;br /&gt;
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]&lt;br /&gt;
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives &#039;stun&#039; (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.&lt;br /&gt;
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn&#039;t give &#039;penetrated armor&#039;, it&#039;s best to use an off hand weapon that does (i.e. rapier) &lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] &#039;Frenzied Blows&#039;, and slightly less defense than 1H.&lt;br /&gt;
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.&lt;br /&gt;
** You need to manage your [[overcharge]] and use &#039;Frenzied Blows&#039; to maximize your damage.&lt;br /&gt;
** Can reach very high parry chance, but weaker against magic attacks.&lt;br /&gt;
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters&lt;br /&gt;
* [[Fighting_Styles#Staff|Mage]]&lt;br /&gt;
** Main hand: Staff&lt;br /&gt;
** Off hand: - &lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.&lt;br /&gt;
** Below level 310 you won&#039;t be able to spam the &#039;imperil&#039; spell which you need to play at higher difficulty.&lt;br /&gt;
** Pick one element and have all your gear match that element. Use 1 or 2 cloth armors to boost the relevant proficiency (elemental/forbidden/divine), with the rest phase of your element.&lt;br /&gt;
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are the cheapest options, but slightly weaker end-game. &lt;br /&gt;
** Holy is the worst for all but the richest mages due to most expensive gear, highest mana cost, slower cast times, and worst synergy with imperil.&lt;br /&gt;
* 1H Mage&lt;br /&gt;
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)&lt;br /&gt;
** Off hand: Shield with low burden and interference (i.e. buckler). Best to go for a buckler of the barrier, which has higher block than other bucklers, or buckler of the battlecaster if using a nimble weapon&lt;br /&gt;
** Armors: Cloth&lt;br /&gt;
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.&lt;br /&gt;
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]]. &lt;br /&gt;
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the &#039;Faster Imperil&#039; ability does not come until level 310, and that makes this style much more pleasant to play.&lt;br /&gt;
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.&lt;br /&gt;
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.&lt;br /&gt;
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]&lt;br /&gt;
** Main hand: 2H weapon. Ethereal prefix is recommended.&lt;br /&gt;
** Off hand: -&lt;br /&gt;
** Armors: Light&lt;br /&gt;
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn&#039;t compensate for it by giving high damage.&lt;br /&gt;
** Mace, with its stuns, is the least bad option.  &lt;br /&gt;
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters&lt;br /&gt;
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]&lt;br /&gt;
** Main hand: Katana&lt;br /&gt;
** Off hand: Wakizashi &lt;br /&gt;
** Armors: Light&lt;br /&gt;
**Partial benefits from 2H and DW:&lt;br /&gt;
***Domino Strike limited to 5 monsters.&lt;br /&gt;
***Offhand damage but no parry bonus.&lt;br /&gt;
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty. &lt;br /&gt;
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Continue to keep [[stats]] relatively balanced except for INT (unless maging) and replace your gear every ~30 [[level]]s. Gear of your own [[level]] is better since you will not be [[soulfusing]] for a while. Getting level 10 potency in [[Item World]] gives a nice offensive boost for melee weapons.&lt;br /&gt;
&lt;br /&gt;
===Leveling Adjustments===&lt;br /&gt;
As you progress in [[level]]s you&#039;ll start facing monsters with increased [[Power Level]]s, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There&#039;s a few adjustments you can do:&lt;br /&gt;
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.&lt;br /&gt;
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn&#039;t that big.&lt;br /&gt;
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.&lt;br /&gt;
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.&lt;br /&gt;
*It may be wise to invest in an [[Innate Arcana]] slot if you haven&#039;t already. The first slot costs 50 [[hath]].&lt;br /&gt;
*Make sure your accuracy is at least 100% to ensure your attacks won&#039;t miss. Further accuracy up to 194.8% reduces monsters&#039; chance to evade your attacks.&lt;br /&gt;
&lt;br /&gt;
==Level 310+==&lt;br /&gt;
Same styles remain viable. But some things change because level 310 allows maxing out the &#039;Faster Imperil&#039; [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the &#039;Better Imperil&#039; [[ability]], increasing its effectiveness further.&lt;br /&gt;
&lt;br /&gt;
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.  &lt;br /&gt;
&lt;br /&gt;
By now Melee styles should [[Item World]] their weapon(s) to &#039;&#039;&amp;lt;span title=&amp;quot;Then, shalt thou IW to ten. No more. No less. Ten shalt be the number thou shalt IW, and the number of the IW shalt be ten. Eleven shalt thou not IW, nor either IW thou nine, excepting that thou then proceed to ten. Twelve is right out. Once the IW ten, being the tenth level, be reached, then equipst thou thy weapon and useth it towards thy foe, who, being naughty in My sight, shall snuff it.&amp;quot;&amp;gt;Item World level 10&amp;lt;/span&amp;gt;&#039;&#039;. Melee styles also benefit from casting imperil. 1H with imperil can do very well with a relatively cheap Shortsword of Slaughter. Without imperil, the more expensive Rapier of Slaughter is best. But even a Rapier of Slaughter will benefit from using imperil. You don&#039;t have to land imperil on every single monster---getting most monsters imperiled is already an improvement.&lt;br /&gt;
&lt;br /&gt;
Melee styles other than 1h will notice some attacks getting parried by monsters. Stunned monsters cannot parry, so club and mace are good options. At high player levels and with good equipment and forging, switching to heavy (power) armor can also be faster in some styles.&lt;br /&gt;
&lt;br /&gt;
For all melee styles, switching from plate/leather to power/shade will provide a good offensive boost for a slight loss of some defensive stats. Shade armor is better than leather armor in general, because it increases attack damage, has zero burden, and has more evade. Power armor provides an even bigger increase in attack damage, making it better than plate armor in general. Use power of protection when you need defense, and power of slaughter for offense. The [[skills]] Orbital Friendship Cannon and Fus Ro Dah can be very helpful for survival. Orbital Friendship Cannon is much better offensively, while Fus Ro Dah costs only half as much [[overcharge]].&lt;br /&gt;
&lt;br /&gt;
==Regardless of Build==&lt;br /&gt;
The following are universal regardless of whether you choose a melee or a mage build.&lt;br /&gt;
&lt;br /&gt;
===[[Abilities]]===&lt;br /&gt;
*Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all [[Character_Menu#Equipment|equipment sets]]. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost [[training]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Top Priority&lt;br /&gt;
|-&lt;br /&gt;
|HP Tank || Increases health pool, massively increases survival.&lt;br /&gt;
|-&lt;br /&gt;
|MP Tank || Increases mana pool, greatly useful.&lt;br /&gt;
|-&lt;br /&gt;
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.&lt;br /&gt;
|-&lt;br /&gt;
|Better Regen || Stronger and longer heal-over-time.&lt;br /&gt;
|-&lt;br /&gt;
|Better Protection || Solid survival boost.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Second Priority&lt;br /&gt;
|-&lt;br /&gt;
|(Applicable [[Armor]] &amp;amp; [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.&lt;br /&gt;
Mages can ignore Staff Damage and Staff Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Recommended&lt;br /&gt;
|-&lt;br /&gt;
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].&lt;br /&gt;
|-&lt;br /&gt;
|Better Haste || Increases how fast you attack/cast spells. This increases your survivability as less monsters will be able to attack you for every attack you do and they will charge their MP/SP skills slower.&lt;br /&gt;
|-&lt;br /&gt;
|Stronger Spirit || Procs earlier and uses less SP per proc.&lt;br /&gt;
|-&lt;br /&gt;
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).&lt;br /&gt;
|-&lt;br /&gt;
|Better Shadow Veil || Decent survival boost, especially at lower levels.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Optional&lt;br /&gt;
|-&lt;br /&gt;
|Better Imperil || Increases damage done using Imperil, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.&lt;br /&gt;
|-&lt;br /&gt;
|Better Spark || Not as important if SoL is [[auto-cast]] but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (level ~150+) as SP attacks deal a lot of damage and can 1-shot you.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Substandard&lt;br /&gt;
|-&lt;br /&gt;
|Better Drain || Very weak increase in damage.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Drain || Already a fast [[spell]], still a long cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|Better Absorb || Just procs more often, still a weak [[spell]]. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.&lt;br /&gt;
|-&lt;br /&gt;
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.&lt;br /&gt;
|-&lt;br /&gt;
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Discouraged&lt;br /&gt;
|-&lt;br /&gt;
|Better Blind, Faster Blind || Weaken is more useful.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Theft || Already occurs as part of the Mage [[play style]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Basics|Equipment]]==&lt;br /&gt;
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].&lt;br /&gt;
*If you have a piece of equip that you want to use for a long time, you can [[soulfuse]] it. It is possible to soulfuse items up to 100 levels higher than your own. Soulfuse will make a piece of equipment untradable. &lt;br /&gt;
*Equipments of a higher quality don&#039;t necessarily have all their stats higher than a lower quality, so think twice and check the stats that matter to you before replacing your equipment. Check the [[Equipment_Ranges]] to know the minimum and maximum of a given stat for your equipment, as well as the possible values for the higher quality.&lt;br /&gt;
&lt;br /&gt;
==[[Items]]==&lt;br /&gt;
*&#039;&#039;&#039;Utilize your restoratives. They&#039;re meant to be used, not for collection.&#039;&#039;&#039;&lt;br /&gt;
**It is always safe to use an item since it takes 0 [[action speed]].&lt;br /&gt;
**Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.&lt;br /&gt;
**Low level players can obtain free draughts from some players, check the WTS forum.&lt;br /&gt;
*[[Tokens|Tokens of Blood]] used for fighting FSM give the best return on investment. Clear all the [[Ring of Blood]] challenges only once for their [[credit]] bonuses.&lt;br /&gt;
**TT&amp;amp;T is second best, if you still have tokens to spare. It&#039;s a difficult fight, so be prepared and consider lowering your [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
==[[Monster Lab]]==&lt;br /&gt;
*You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won&#039;t have them that frequently.&lt;br /&gt;
**Remember that monsters who haven&#039;t given you a gift in 3 days will acquire one automatically.&lt;br /&gt;
**To maximize gifts, unlock as many monsters as you can.&lt;br /&gt;
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.&lt;br /&gt;
&lt;br /&gt;
==[[Trophies]]==&lt;br /&gt;
*You can turn these in for [[Equipment Basics|equipment]] or sell them any time you want. In the settings, you can choose to turn more than one at the time at the shrine. More at a time gives slightly better total shrine value. &lt;br /&gt;
*Trophies should never be sold to the [[bazaar]]; shrining them will almost always be worth more or at least they can be sold to players for far more than the bazaar pays.&lt;br /&gt;
*Easiest way to sell trophies is through the item trade market in the game. Or look for offers on the WTB section of the forum.&lt;br /&gt;
&lt;br /&gt;
==[[Training]]==&lt;br /&gt;
Warning: Training is a massive [[credit]] sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your [[credits]] into Scavenger, etc. Maxing Scavenger will cost more than 17 million [[credits]] and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of [[credits]] to spend.&lt;br /&gt;
&lt;br /&gt;
==[[Equipment Shop]]==&lt;br /&gt;
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).&lt;br /&gt;
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It&#039;s usually better to buy directly from players on the WTS sub[[forums]].&lt;br /&gt;
&lt;br /&gt;
==The [[Forge]]==&lt;br /&gt;
*The first 5 upgrade levels don&#039;t require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.&lt;br /&gt;
**You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.&lt;br /&gt;
*Remember that stacking [[infusions]] increases their duration but not their effects.&lt;br /&gt;
*Reforge equipment right away when it gets a potency you don&#039;t want as every level of potency requires another amnesia [[shard]] to remove.&lt;br /&gt;
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).&lt;br /&gt;
&lt;br /&gt;
== [[Charms]] ==&lt;br /&gt;
&lt;br /&gt;
=== Potential Charm setups ===&lt;br /&gt;
&lt;br /&gt;
==== Melee ====&lt;br /&gt;
&lt;br /&gt;
* One-Handed plus Shield: Assuming a fully Forged Legendary (85 total points):&lt;br /&gt;
** Imperil playstyle: Lesser Voidseeker if the weapon is not Ethereal (15). Greater Butcher (30). Lesser Penetrator (15). Lesser Economizer (15). Lesser Fatality if Voidseeker taken (10). Greater Fatality if no Voidseeker (20). Lesser Overpower/Featherweight(only if non-Ethereal) (5) to fill out the rest If no Voidseeker. Alternatively, Mithril for Butcher.&lt;br /&gt;
** Non-Imperil (only if Rapier): Greater Voidseeker (30). Greater Butcher (30). Greater Fatality (20). Lesser Overpower/Featherweight(only if non-Ethereal) to fill out the rest. Alternatively, Mithril for Butcher and Voidseeker.&lt;br /&gt;
* Dual Wield: Assuming Fully Forged Legendary (85 total points):&lt;br /&gt;
** Main Hand:&lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Butcher (30). Pouches or Featherweight to fill the rest.&lt;br /&gt;
** Off Hand: &lt;br /&gt;
*** Ethereal: Greater Overpower (20). Lesser Penetrator (15). Lesser Economizer (15). Greater Fatality if Balance (20). Lesser Butcher if Balance (15).&lt;br /&gt;
**** Pick Greater Butcher over Greater Fatality if Slaughter.&lt;br /&gt;
*** Non-Ethereal: Lesser Voidseeker (15). Greater Overpower (20). Lesser Penetrator (15). Greater Fatality (20). Lesser Butcher (15).&lt;br /&gt;
&lt;br /&gt;
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==&lt;br /&gt;
&#039;&#039;&#039;If you want to get an [[Equipment Basics|equipment]]&#039;s link, mouse over it and press {{Keypress|C}}.&#039;&#039;&#039;&lt;br /&gt;
*Make sure Caps Lock is off and popups are enabled.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[HentaiVerse FAQ]]&lt;br /&gt;
*[[HentaiVerse Advice Advanced]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64522</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64522"/>
		<updated>2026-06-10T16:05:48Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the Charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All Charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will always be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a Charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old Charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64520</id>
		<title>Stat Fusion</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64520"/>
		<updated>2026-06-09T21:22:01Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: Added Bindings. (Temporary, probably.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can be found on the &amp;lt;!--we&#039;d not link to the actual page here, as people clicking will expect another wiki page explaining it, so this can be swapped to the modify tab on the armory page when that&#039;s done--&amp;gt;[https://hentaiverse.org/?s=Bazaar&amp;amp;ss=am&amp;amp;screen=modify Modify] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
It allows you to increase the base stat rolls of a Legendary gear, by sacrificing a different Legendary or Peerless gear of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of [[Detailed Equip Characteristics|prefix/suffix]], but not with phase shoes or cotton pants.&lt;br /&gt;
&lt;br /&gt;
For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.&lt;br /&gt;
&lt;br /&gt;
If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.&lt;br /&gt;
&lt;br /&gt;
It will charge 10 [[The Forge#Bindings|bindings]] for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.&lt;br /&gt;
&lt;br /&gt;
Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.&lt;br /&gt;
&lt;br /&gt;
Note that if you statfuse gear with a &amp;quot;legacy name&amp;quot; (i.e. equipment converted from the old system with a name that doesn&#039;t exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.&lt;br /&gt;
&lt;br /&gt;
Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.&lt;br /&gt;
&lt;br /&gt;
=== Bindings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Binding&lt;br /&gt;
|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Slaughter&lt;br /&gt;
|Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Balance&lt;br /&gt;
|Attack Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Destruction&lt;br /&gt;
|Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Focus&lt;br /&gt;
|Magic Accuracy&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Protection&lt;br /&gt;
|Physical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Fleet&lt;br /&gt;
|Evade&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Barrier&lt;br /&gt;
|Block&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Nimble&lt;br /&gt;
|Parry&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Elementalist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Heaven-sent&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Demon-fiend&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Curse-weaver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Earth-walker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Surtr&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Niflheim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Mjolnir&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Freyr&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Heimdall&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Fenrir&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Dampening&lt;br /&gt;
|Crush Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Stoneskin&lt;br /&gt;
|Slash Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Deflection&lt;br /&gt;
|Pierce Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Fire-eater&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Frost-born&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Thunder-child&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Wind-waker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Thrice-blessed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Spirit-ward&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Ox&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Raccoon&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Cheetah&lt;br /&gt;
|Agility&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Turtle&lt;br /&gt;
|Endurance&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Fox&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|Binding of the Owl&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Warding&lt;br /&gt;
|Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Negation&lt;br /&gt;
|Resist&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Isaac&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Binding of Friendship&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64519</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64519"/>
		<updated>2026-06-09T21:15:31Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charm Point costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs and details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64518</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64518"/>
		<updated>2026-06-09T21:14:21Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */ Added slots to Charms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|Slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|Armour/Shield&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stamina&amp;diff=64328</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stamina&amp;diff=64328"/>
		<updated>2026-06-09T14:27:42Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Stamina Usage */ Removed the no-longer-relevant note regarding RiddleMaster&amp;#039;s penalty.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is primarily an anti-cheating mechanism, but is also used to add a &amp;quot;Rested&amp;quot; [[EXP]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Stamina is displayed to the right of the top navigation menu and to the left of your level while out of battle, as a number from 1-99. The number ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;85%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stamina&lt;br /&gt;
!Status&lt;br /&gt;
!Icon&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|60-99 || align=&amp;quot;center&amp;quot; |Great ||align=&amp;quot;center&amp;quot;| [[Image:sticon4.gif]] || +100% [[EXP]] but stamina drains 50% faster&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-59 || align=&amp;quot;center&amp;quot; |Normal ||align=&amp;quot;center&amp;quot;|  [[Image:sticon3.gif]] || No bonuses or penalties&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|Exhausted ||align=&amp;quot;center&amp;quot;|  [[Image:sticon1.gif]] || No EXP, [[credit]], [[proficiency|proficiency gains]], [[Item_World#Item_Potency|potency gains]], or drops from monsters. Battles can&#039;t be started when stamina &amp;lt; 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|0-99 in red|| align=&amp;quot;center&amp;quot; |Any|| align=&amp;quot;center&amp;quot; | Any&lt;br /&gt;
| Increased stamina consumption per round, caused by the [[Riddlemaster]] penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The &amp;quot;Great&amp;quot; status [[EXP]] bonus is applied separately from everything else, so regardless what other bonuses a player has, they will gain twice as much.&lt;br /&gt;
&lt;br /&gt;
==Stamina Usage==&lt;br /&gt;
There are two main ways that stamina is used up&lt;br /&gt;
&lt;br /&gt;
It is consumed at the end of every [[battle]] round at the rate of 0.03 on Great status and 0.02 at Normal status.&lt;br /&gt;
&lt;br /&gt;
*[[Random Encounter]]s do not cost stamina&lt;br /&gt;
*[[Grindfest]]s cost 1 stamina to enter.&lt;br /&gt;
*[[Item World]]s cost all stamina needed to clear them upfront.&lt;br /&gt;
*[[Skills|Fleeing]] or being defeated will not consume any stamina for that round.&lt;br /&gt;
&lt;br /&gt;
===RiddleMaster===&lt;br /&gt;
If you make too many errors in the [[RiddleMaster]] puzzle, you will get a penalty: faster stamina consumption during battle (exact value of the penalty is undisclosed).&lt;br /&gt;
&lt;br /&gt;
* There is a margin of error, you can get an undisclosed number wrong before you&#039;ll get a penalty.&lt;br /&gt;
==Recovering Stamina==&lt;br /&gt;
Stamina is restored at a base rate of 24 per day (1 per hour). Stamina regenerates while in [[battle]] but the counter will not update until the player is out of battle.&lt;br /&gt;
&lt;br /&gt;
Stamina can also be restored using rare [[item|items]]:&lt;br /&gt;
*[[Item#Other_Restoratives|Energy Drink]]: restore 10 points, and are obtained automatically around [[Dawn of a New Day]] by Gold Star and higher [[donators]]. They can only be traded in [[The Market]].&lt;br /&gt;
**Gold Star donators receive 1 per day.&lt;br /&gt;
**Catgirl Lvl.1 donators receive 2 per day.&lt;br /&gt;
**Catgirl Lvl.3 donators receive 3 per day.&lt;br /&gt;
**Catgirl Lvl.5 donators receive 4 per day.&lt;br /&gt;
**Catgirl Lvl.7 donators receive 5 per day.&lt;br /&gt;
*[[Item#Other_Restoratives|Caffeinated Candy]]: restore 5 points, and are obtained only from [[The Lottery]]. They can only be traded in [[The Market]].&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Out of battle, the Player may only recover stamina from either item while &amp;lt;85 stamina. They may be consumed at any time while in battle.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[RiddleMaster]]&lt;br /&gt;
*[[EXP]]&lt;br /&gt;
*[[Battles]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=RiddleMaster&amp;diff=64327</id>
		<title>RiddleMaster</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=RiddleMaster&amp;diff=64327"/>
		<updated>2026-06-09T14:26:38Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When [[Battles|fighting]] in any [[battle mode]] in the [[HentaiVerse]] (besides the [[Ring of Blood]]) players may randomly be presented with a puzzle that must be solved within a time limit.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
*Select all ponies that are visible in the picture, by checking the box next to the pony name.&lt;br /&gt;
*Submit your answer within the allowed time, by clicking the &#039;submit&#039; button. If you are less than a couple of seconds too late with &#039;submit&#039;, the system will use the then selected ponies.&lt;br /&gt;
*Each riddle has three pony pictures: this can be three times the same picture, or it can be different ponies - there can be one, two or three different ponies in a picture.&lt;br /&gt;
*The time limit starts at 80 seconds; it is decreased gradually to 20 at [[level]] 300?. [missing data]&lt;br /&gt;
*The level of obfuscation (blobbiness and graininess, making ponies less clearly visible) increases with your level and how much you&#039;ve played recently.&lt;br /&gt;
*There&#039;s a increased chance a riddle will appear after the 1st round of any multi-round [[battle mode]]. &lt;br /&gt;
*Refreshing the page has no negative consequences except the timer will still count down during the page reload.&lt;br /&gt;
*RiddleMaster appearances do not count as a round.&lt;br /&gt;
&lt;br /&gt;
==Correct or Incorrect==&lt;br /&gt;
Players who submit any answer within the time limit, correct or incorrect, receive the following effects:&lt;br /&gt;
&lt;br /&gt;
*[[Image:riddlemaster.png]] &#039;&#039;&#039;&#039;&#039;Blessing of the RiddleMaster&#039;&#039;&#039;&#039;&#039;. &#039;&#039;You have been blessed by the RiddleMaster. Your attack and magic damage are temporarily increased by 10%&#039;&#039;. Lasts 20 ticks.&lt;br /&gt;
**This effect is increased to 20% for 50 ticks for players with the Enigma Energizer [[Hath Perk]].&lt;br /&gt;
Players who submit any answer within the first half of the allowed time also receive:&lt;br /&gt;
*A healing effect equivalent to a combined [[Items#Battle_Powerups|health gem, mana gem and spirit gem]].&lt;br /&gt;
&lt;br /&gt;
* The system does not give you feedback on whether your answer is right or wrong. &lt;br /&gt;
* System will track how many ponies were missed and how many wrong ponies were selected in the most recent period. &lt;br /&gt;
* If there are too many errors, you will get a penalty: faster stamina consumption during battle (exact value of the penalty is undisclosed). &lt;br /&gt;
** There is a margin of error, you can get an undisclosed number wrong before you&#039;ll get a penalty. &lt;br /&gt;
** Selecting a pony that is not in the picture will count more severe towards a penalty than missing one pony - so when in doubt, best not to guess but leave one blank&lt;br /&gt;
&lt;br /&gt;
==Penalty==&lt;br /&gt;
How to tell if you have a penalty:&lt;br /&gt;
* There is no &amp;quot;official&amp;quot;, direct indicator of being under the influence of  the RiddleMaster&#039;s &amp;quot;curse&amp;quot;. You will notice faster [[Stamina]] drain if it grows severe enough.&lt;br /&gt;
&lt;br /&gt;
What you can do when you have a penalty:&lt;br /&gt;
* Get more riddles correct&lt;br /&gt;
&lt;br /&gt;
How long this will take is undisclosed and admin is not willing to share this information:&lt;br /&gt;
* It is not known how many riddles you need to get correct to get rid of the penalty&lt;br /&gt;
* It is not known how much time it takes to get rid of the penalty&lt;br /&gt;
* It is not known how many past riddles are used to calculate the accuracy&lt;br /&gt;
* The time period that is taken into account to calculate the accuracy is not known&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles in the system include:&lt;br /&gt;
&lt;br /&gt;
*Three pictures ponies from My Little Pony: Friendship Is Magic will appear in some orientation. Players must select the correct the correct name of all the ponies shown. This can be 1, 2 or 3 different ponies.  A link located above the timer provides an image for players who are not familiar with the series (Pony Chart).&lt;br /&gt;
*Note that soliciting people to submit riddle images with answers as well as providing such are now bannable offenses - riddle images can be traced to the account they were generated for. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PONIES.png|Example of the Riddlemaster puzzle&lt;br /&gt;
File:Ponychart.jpg|Pony Chart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Stamina]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=RiddleMaster&amp;diff=64326</id>
		<title>RiddleMaster</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=RiddleMaster&amp;diff=64326"/>
		<updated>2026-06-09T14:25:56Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Penalty */ Fixed Stamina penalty description in accordance with the latest update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When [[Battles|fighting]] in any [[battle mode]] in the [[HentaiVerse]] (besides the [[Ring of Blood]]) players may randomly be presented with a puzzle that must be solved within a time limit.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
*Select all ponies that are visible in the picture, by checking the box next to the pony name.&lt;br /&gt;
*Submit your answer within the allowed time, by clicking the &#039;submit&#039; button. If you are less than a couple of seconds too late with &#039;submit&#039;, the system will use the then selected ponies.&lt;br /&gt;
*Each riddle has three pony pictures: this can be three times the same picture, or it can be different ponies - there can be one, two or three different ponies in a picture.&lt;br /&gt;
*The time limit starts at 80 seconds; it is decreased gradually to 20 at [[level]] 300?. [missing data]&lt;br /&gt;
*The level of obfuscation (blobbiness and graininess, making ponies less clearly visible) increases with your level and how much you&#039;ve played recently.&lt;br /&gt;
*There&#039;s a increased chance a riddle will appear after the 1st round of any multi-round [[battle mode]]. &lt;br /&gt;
*Refreshing the page has no negative consequences except the timer will still count down during the page reload.&lt;br /&gt;
*RiddleMaster appearances do not count as a round.&lt;br /&gt;
&lt;br /&gt;
==Correct or Incorrect==&lt;br /&gt;
Players who submit any answer within the time limit, correct or incorrect, receive the following effects:&lt;br /&gt;
&lt;br /&gt;
*[[Image:riddlemaster.png]] &#039;&#039;&#039;&#039;&#039;Blessing of the RiddleMaster&#039;&#039;&#039;&#039;&#039;. &#039;&#039;You have been blessed by the RiddleMaster. Your attack and magic damage are temporarily increased by 10%&#039;&#039;. Lasts 20 ticks.&lt;br /&gt;
**This effect is increased to 20% for 50 ticks for players with the Enigma Energizer [[Hath Perk]].&lt;br /&gt;
Players who submit any answer within the first half of the allowed time also receive:&lt;br /&gt;
*A healing effect equivalent to a combined [[Items#Battle_Powerups|health gem, mana gem and spirit gem]].&lt;br /&gt;
&lt;br /&gt;
* The system does not give you feedback on whether your answer is right or wrong. &lt;br /&gt;
* System will track how many ponies were missed and how many wrong ponies were selected in the most recent period. &lt;br /&gt;
* If there are too many errors, you will get a penalty: faster stamina consumption during battle (exact value of the penalty is undisclosed). &lt;br /&gt;
** There is a margin of error, you can get an undisclosed number wrong before you&#039;ll get a penalty. &lt;br /&gt;
** Selecting a pony that is not in the picture will count more severe towards a penalty than missing one pony - so when in doubt, best not to guess but leave one blank&lt;br /&gt;
&lt;br /&gt;
==Penalty==&lt;br /&gt;
How to tell if you have a penalty:&lt;br /&gt;
* There is no &amp;quot;official&amp;quot;, direct indicator of being under the influence of  the RiddleMaster&#039;s &amp;quot;curse&amp;quot;. You will notice faster Stamina drain if it grows severe enough.&lt;br /&gt;
&lt;br /&gt;
What you can do when you have a penalty:&lt;br /&gt;
* Get more riddles correct&lt;br /&gt;
&lt;br /&gt;
How long this will take is undisclosed and admin is not willing to share this information:&lt;br /&gt;
* It is not known how many riddles you need to get correct to get rid of the penalty&lt;br /&gt;
* It is not known how much time it takes to get rid of the penalty&lt;br /&gt;
* It is not known how many past riddles are used to calculate the accuracy&lt;br /&gt;
* The time period that is taken into account to calculate the accuracy is not known&lt;br /&gt;
&lt;br /&gt;
==Puzzles==&lt;br /&gt;
Puzzles in the system include:&lt;br /&gt;
&lt;br /&gt;
*Three pictures ponies from My Little Pony: Friendship Is Magic will appear in some orientation. Players must select the correct the correct name of all the ponies shown. This can be 1, 2 or 3 different ponies.  A link located above the timer provides an image for players who are not familiar with the series (Pony Chart).&lt;br /&gt;
*Note that soliciting people to submit riddle images with answers as well as providing such are now bannable offenses - riddle images can be traced to the account they were generated for. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PONIES.png|Example of the Riddlemaster puzzle&lt;br /&gt;
File:Ponychart.jpg|Pony Chart&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Stamina]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Armory&amp;diff=64307</id>
		<title>The Armory</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Armory&amp;diff=64307"/>
		<updated>2026-06-09T09:01:58Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: Removed the Forge Level section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]].&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip [[Detailed Equip Characteristics|prefixes/suffixes]]) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings - used only for [[Stat Fusion]].====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0 &amp;lt; 313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0 &amp;gt; 348 at 6 mid. PXP0 is the Item World [[Item_World#Potency_Experience|Potency Experience]] required to go from potency tier 0 to potency tier 1.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strikes|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strikes|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || High-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || High-Grade + [[Items#Equipment Cores|Legendary core]]&lt;br /&gt;
|-&lt;br /&gt;
|Peerless|| High-Grade + [[Items#Equipment Cores|Peerless core]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Shade armor, Power armor, Phase armor and Force Shield will give 5 armor cores, all other legendary and peerless equipment will give 1 core.&lt;br /&gt;
*Cores have no use in the current version of Hentaiverse, but legendary cores are tradable.  &lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
Equipment that is salvaged in Isekai will retain the salvaged status when transferred to persistent (i.e. soulfused or peerless equipment)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=The_Armory&amp;diff=64302</id>
		<title>The Armory</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=The_Armory&amp;diff=64302"/>
		<updated>2026-06-09T08:49:44Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Upgrade */ Minor changes. Deleted no longer relevant information under the main Upgrade section. Added an interim line to Bindings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge allows players to repair, salvage, reforge, and improve their [[equipment]]. It does not allow for the creation of new equipment from scratch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Scraps&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Condition&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairs&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;repairing&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Repair==&lt;br /&gt;
All [[equipment]] has Condition (a.k.a. Durability) which degrades with use. Degradation is a fixed value for every monster killed; [[difficulty]] and round/turn count do not have any effect. Being [[Battles#Losing|defeated]] in battle results in a set percentage being lost.&lt;br /&gt;
&lt;br /&gt;
Losses are as follows:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Degrade Rate&lt;br /&gt;
!Defeat&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;100 || 0x || 2%&lt;br /&gt;
|-&lt;br /&gt;
|100-199 || 0.5x || 5%&lt;br /&gt;
|-&lt;br /&gt;
|200+ || 1x || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: A player at level 250 that killed 10 monsters on average per round for 1,000 rounds would lose ~50 condition. At level 150 this would be ~25 and at level 50 it would be 0.&lt;br /&gt;
&lt;br /&gt;
The Repair Bear [[hath perk]]s reduce/prevent the degradation rate but only the 4th rank helps with condition loss caused by being [[Losing|defeated]].&lt;br /&gt;
&lt;br /&gt;
If an equipment&#039;s condition drops below 50% its effective [[stats|attributes]] are reduced until it is repaired. This reduction increases linearly with the loss of condition and will update mid-[[battle]]. At 0% condition [[equipment]] provides no attributes (except [[burden]] and [[interference]]). Equipment at 100% condition is not listed in the repair area of the forge.&lt;br /&gt;
&lt;br /&gt;
Every tier has a given range of possible maximum condition values. Rare tier gear are generally more fragile than the corresponding common tiers. The range of possible values is narrower for rare gear than for common gear, with a bonus based on the equipment [[quality]].&lt;br /&gt;
&lt;br /&gt;
Gear dropped from [[battles]] will start out at a random wear level between 50% and 100%. Gear from Snowflake&#039;s [[Shrine]] and the [[Lottery]] will always start at 100%.&lt;br /&gt;
&lt;br /&gt;
===Repair Costs===&lt;br /&gt;
Scrap materials are used to fully restore an [[equipment]] piece to its maximum condition. Scrap can be [[#Salvage|salvaged]] from unwanted [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
&lt;br /&gt;
The amount of scrap required depends on the [[equipment]]&#039;s [[quality]] and percentage-wise degradation. Equipment with high max condition need less frequent repairs and comparatively less scrap to maintain over time. Repairing equipment will grant [[#Forge Level|forge experience]] according to the number of items used in the repair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Scraps Needed&#039;&#039;&#039; = 1 + rounddown((100 - condition%) / quality_mod)&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;condition%&#039;&#039; is the equipment item&#039;s condition in percentage, and the &#039;&#039;quality_mod&#039;&#039; value is specified in the table below:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!quality_mod&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Superior&#039;&#039;&#039; and below || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exquisite&#039;&#039;&#039;|| 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magnificent&#039;&#039;&#039; || 2.2 - 2.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legendary&#039;&#039;&#039; || 1.3 - 1.5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peerless&#039;&#039;&#039; || 1.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rare tier armor and shields (Phase/Shade/Power Armor and Force Shields) require Energy Cells in addition to scrap materials. These can be salvaged from other rare [[equipment]] or bought from the [[Item Shop]].&lt;br /&gt;
*The required number of cells for repair will always be 1/3rd the amount of scrap. The number that can be salvaged from gear is linearly random between 10% and 100% of the salvaged scrap, but always at least 1. Salvaged equipment that does not provide scrap will yield 1 Energy Cell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Upgrading&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
Upgrading is done using the [[Monster_Lab#Gifts|materials]] brought to players by their [[Monster Lab|monsters]], [[salvage]]d, or purchased from the [[Bazaar#Item_Shop|Bazaar&#039;s item shop]].&lt;br /&gt;
&lt;br /&gt;
*Each upgrade level adds roughly the following factor to the base stat (upgrade cap is 1.668 for ADB/MDB and 1.358 for non-ADB/MDB).&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;For non-ADB/MDB factors&#039;&#039;&#039;: 1 + 0.2 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For ADB/MDB&#039;&#039;&#039;: 1 + 0.278875 * ln(0.1 * forge_count + 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:ADB gain.jpg|thumb|Example of ADB gain for every 10 upgrade levels]]&lt;br /&gt;
&lt;br /&gt;
*Stats can only be increased.&lt;br /&gt;
*Only stats that already exist on the gear (including those stats gained from equip [[Detailed Equip Characteristics|prefixes/suffixes]]) can be increased. No new stats may be added.&lt;br /&gt;
**Notable exceptions: Crit damage (both physic and magic), Attack/Cast Speed, Mana Conservation&lt;br /&gt;
**Any stats that are gained from [[Item_World#Potencies|Potencies]] cannot be forged, unless they are ADB/MDB (since they were already present).&lt;br /&gt;
*The exact formula is rather complicated and explained [[Equipment_Ranges#How_to_scale_stats|here]]&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
====Basic Materials====&lt;br /&gt;
These come in &#039;&#039;&#039;Low&#039;&#039;&#039;, &#039;&#039;&#039;Mid&#039;&#039;&#039;, and &#039;&#039;&#039;High&#039;&#039;&#039;-grade varieties.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Reforge &amp;amp; Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cloth&#039;&#039;&#039; || Cloth armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leather&#039;&#039;&#039; || Light armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Metals&#039;&#039;&#039; || Heavy armor and Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wood&#039;&#039;&#039; || Staffs and Shields&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rares====&lt;br /&gt;
Cannot be retrieved from salvaging (except from those coming from upgrades, with the usual 90% ratio).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Required to Upgrade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crystallized Phazon&#039;&#039;&#039; || Phase armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shade Fragment&#039;&#039;&#039; || Shade armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repurposed Actuator&#039;&#039;&#039; || Power armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense Matrix Modulator&#039;&#039;&#039; || Force Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bindings - used only for [[Stat Fusion]].====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Binding of Slaughter&#039;&#039;&#039; ||  Base Physical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Balance&#039;&#039;&#039; || Physical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Isaac&#039;&#039;&#039; || Physical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Destruction&#039;&#039;&#039; || Base Magical Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Focus&#039;&#039;&#039; || Magical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Friendship&#039;&#039;&#039; || Magical Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Protection&#039;&#039;&#039; || Physical Defense&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fleet&#039;&#039;&#039; || Evade Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Barrier&#039;&#039;&#039; || Block Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Nimble&#039;&#039;&#039; || Parry Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Elementalist&#039;&#039;&#039; || Elemental Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Heaven-sent&#039;&#039;&#039; || Divine Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Demon-fiend&#039;&#039;&#039; || Forbidden Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Curse-weaver&#039;&#039;&#039; || Depreciating Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Earth-walker&#039;&#039;&#039; || Supportive Magic Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Surtr&#039;&#039;&#039; || Fire Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Niflheim&#039;&#039;&#039; || Cold Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Mjolnir&#039;&#039;&#039; || Elec Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Freyr&#039;&#039;&#039; || Wind Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Heimdall&#039;&#039;&#039; || Holy Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Fenrir&#039;&#039;&#039; || Dark Spell Damage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Dampening&#039;&#039;&#039; || Crushing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Stone-skin&#039;&#039;&#039; || Slashing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Deflection&#039;&#039;&#039; || Piercing Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fire-eater&#039;&#039;&#039; || Fire Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Frost-born&#039;&#039;&#039; || Cold Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thunder-child&#039;&#039;&#039; || Elec Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Wind-waker&#039;&#039;&#039; || Wind Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Thrice-blessed&#039;&#039;&#039; || Holy Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Spirit-ward&#039;&#039;&#039; || Dark Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Ox&#039;&#039;&#039; || Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Raccoon&#039;&#039;&#039; || Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Cheetah&#039;&#039;&#039; || Agility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Turtle&#039;&#039;&#039; || Endurance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Fox&#039;&#039;&#039; || Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of the Owl&#039;&#039;&#039; || Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Warding&#039;&#039;&#039; || Magical Mitigation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Binding of Negation&#039;&#039;&#039; || Resist Chance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Costs===&lt;br /&gt;
*The first 5 levels of upgrades on any piece of equipment do not require any bindings and will always have the same material costs.&lt;br /&gt;
**Past the first 5 levels the material costs gradually rise and 1 binding corresponding to the stat being upgraded is required.&lt;br /&gt;
**The amount required varies based on the equipment&#039;s [[Detailed_Equip_Characteristics#Quality|Quality]] and the number of upgrades already done in that stat. As the equipment is upgraded further it will require more high-grade materials, although the total number of materials needed should remain the same.&lt;br /&gt;
***Equipment with PXP0 &amp;lt; 313 start out at 6 low-grade materials, PXP0 from 313 to 335 at 4 low/2 mid, PXP0 from 336 to 348 at 2 low/4 mid, and PXP0 &amp;gt; 348 at 6 mid. PXP0 is the Item World [[Item_World#Potency_Experience|Potency Experience]] required to go from potency tier 0 to potency tier 1.&lt;br /&gt;
*For rarer equipment (Phase, Shade, and Power armors) a special component is required to upgrade them by a level in a stat. Doing so however, allows for all other stats to be upgraded to that level without another special component.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (except physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 2 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 - 6 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 7 - 10 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 14 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 18 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 19 - 22 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 26 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 27 - 30 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 34 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 38 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 39 - 40 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot; &lt;br /&gt;
|+ Basic Material Required per upgrade (physical and magical damage)&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot; | Upgrade Level&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | [[Equipment_Ranges#Formulas | Quality]] / Material per upgrade&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Below 0.5 ||colspan=&amp;quot;3&amp;quot; |  0.5 - 0.6 ||colspan=&amp;quot;3&amp;quot; |  0.6 - 0.7 ||colspan=&amp;quot;3&amp;quot; |  0.7 - 0.8 ||colspan=&amp;quot;3&amp;quot; |  0.8 - 0.9 ||colspan=&amp;quot;3&amp;quot; |  0.9 - 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High || Low || Mid || High &lt;br /&gt;
|-&lt;br /&gt;
| 1 - 4 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 - 14 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 24 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 34 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 35 - 44 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 45 - 54 || 0 || 5 || 0 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 55 - 64 || 0 || 4 || 1 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 65 - 74 || 0 || 3 || 2 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 75 - 84 || 0 || 2 || 3 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 85 - 94 || 0 || 1 || 4 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 95 - 100 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5 || 0 || 0 || 5&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enchantments&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant==&lt;br /&gt;
*Gives time-limited bonuses to equipment in order to make them more powerful.&lt;br /&gt;
*Requires a [[#Shards|shard]] or an [[Items#Infusions|Infusion]] to activate.&lt;br /&gt;
*Expires after 1 hour real-time.&lt;br /&gt;
**Infusion on weapons expires after 15 minutes real-time.&lt;br /&gt;
*Different shard/infusion types can be applied the same equipment simultaneously to get multiple effects.&lt;br /&gt;
**However, weapons can only have two different [[#Infusions|infusion enchantments]] active at maximum.&lt;br /&gt;
*Applying the same shard/infusion type multiple times extends the effect&#039;s duration per shard/infusion.&lt;br /&gt;
&lt;br /&gt;
===[[Items#Shards|Shards]]===&lt;br /&gt;
*Lasts 1 hour per shard (besides Amnesia which is permanent).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
![[Weapon]]s&lt;br /&gt;
![[Armor]]s&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidseeker&#039;s Blessing&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || The weapon&#039;s damage type is changed to [[void]], and a +50% physical accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Suffused Aether&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || || Gives +10% [[Spells#Spell_Costs|mana conservation]] bonus and a +50% magic accuracy bonus.&lt;br /&gt;
*These bonus do not stack when [[Fighting_Styles#Dual_Wielding|dual-wielding]] enhanced weapons. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Featherweight Charm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Reduces the equipment&#039;s [[burden]] and [[interference]] by 7 or 50%, whichever is higher.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amnesia Shards&#039;&#039;&#039; || align=&amp;quot;center&amp;quot;|✔ || align=&amp;quot;center&amp;quot;|✔ || Resets an equipment&#039;s [[Item_World#Item_Potency|Item Potency]] completely back to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Items#Infusions|Infusions]]===&lt;br /&gt;
*Weapons can have up to two different [[Equipment#Elemental_Strikes|elemental strike]] effects active at the same time, in addition to the weapon&#039;s Void Strike. Lasts 15 min. per infusion.&lt;br /&gt;
*Armors can have any number of different infusion types active at the same time. Lasts 60 min. per infusion.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!Equip type !!Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weapons&#039;&#039;&#039; || The infused [[weapon]] gains a corresponding [[Equipment#Elemental_Strikes|elemental strike]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armors&#039;&#039;&#039; || The infused [[armor]] gains 5% [[Character_Stats#Elemental_Resistance|resistance]] to the corresponding element.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Salvaging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salvage==&lt;br /&gt;
Salvaging retrieves materials from higher-quality [[equipment]] pieces and [[scrap]] from all pieces. Only low/mid/high-grade [[#Basic_Materials|base materials]] can be directly acquired this way. Rare tier armor can also give Energy Cells (see above).&lt;br /&gt;
*Salvaging yields between 1 and 50 scrap per Average or lower quality equipment depending on its sale value. This scales such that it is always more economical to salvage for scrap rather than sell equipment that provides scrap in order to buy the same amount of scrap from the [[bazaar]].&lt;br /&gt;
**For equipment of Average quality or lower, Scrap is given with the following formula: roundup(sale_value / 100); e.g. if the equipment&#039;s sale value was 101 a player would receive 2 scrap.&lt;br /&gt;
**For equipment of Superior quality or higher, you get one graded material (see below).&lt;br /&gt;
*Salvaging equipment with upgrades will always return 90% of the materials spent on upgrading rounded down (but never any catalysts).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Salvage Result&lt;br /&gt;
|-&lt;br /&gt;
|Average or lower || Only Scrap&lt;br /&gt;
|-&lt;br /&gt;
|Superior || Low-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || Mid-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || High-Grade&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || High-Grade + [[Items#Equipment Cores|Legendary core]]&lt;br /&gt;
|-&lt;br /&gt;
|Peerless|| High-Grade + [[Items#Equipment Cores|Peerless core]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Shade armor, Power armor, Phase armor and Force Shield will give 5 armor cores, all other legendary and peerless equipment will give 1 core.&lt;br /&gt;
*Cores have no use in the current version of Hentaiverse, but legendary cores are tradable.  &lt;br /&gt;
&lt;br /&gt;
Salvaged equipment can be bought from the [[bazaar]] for up to 24 hours after it was salvaged. It will only be visible to the salvager and will be fully repaired but also account-bound. The equipment will be wiped entirely of its [[potencies]] and [[forge]] benefits. The buyback cost is 5 times the normal buy cost or 10k [[credits]], whichever is higher.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Any currently slotted equipment cannot be salvaged even if it is [[locked|unlocked]]. This applies across all [[Character_Menu#Equipment|equip sets]] on each [[persona]].&lt;br /&gt;
&lt;br /&gt;
Equipment that is salvaged in Isekai will retain the salvaged status when transferred to persistent (i.e. soulfused or peerless equipment)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Reforging&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reforge==&lt;br /&gt;
Reforging can reset the [[Item_World#Item_Potency|Item Potency]] experience and unlocked potentials of an equipment. Equipped items cannot be reforged. [[Locked]] equipment can be reforged but will request a confirmation each time.&lt;br /&gt;
&lt;br /&gt;
*Reforging requires [[#Shards|Amnesia Shards]]. The number of shards required is equal to the equipment&#039;s Item Potency level.&lt;br /&gt;
**This amount is cut in half for players with the Dark Descent [[Hath Perk]].&lt;br /&gt;
*Players can only choose to forfeit all the existing Item Potency levels or keep all of them.&lt;br /&gt;
*If any potencies had their stats increased via forging they will become inactive.&lt;br /&gt;
&lt;br /&gt;
===Renaming===&lt;br /&gt;
A custom name can be given to the equipment.&lt;br /&gt;
*The equipment needs to have its [[potency]] maxed.&lt;br /&gt;
*The original name of the equipment will always be preserved, and will be displayed on the equipment popup below the custom name.&lt;br /&gt;
**The custom name can be removed by renaming to blank or the same as the original name.&lt;br /&gt;
**Sending the equipment through the [[MoogleMail]] will also remove the custom name.&lt;br /&gt;
&lt;br /&gt;
==SoulFuse==&lt;br /&gt;
By consuming [[Soul Fragments]] players can bind a piece of gear to their character and make it [[level]] up as they do. The number of [[soul fragments]] needed can be found here: https://ehwiki.org/wiki/Items#Soul_Fragments&lt;br /&gt;
&lt;br /&gt;
*When equipment is soulfused, its stats will be immediately [[Level_Scaling|scaled]] to the player&#039;s level, and will continue scaling as the player levels up.&lt;br /&gt;
** This means that if the item has a level higher than player&#039;s level, its stats will lower and vice versa. &#039;&#039;&#039;Base&#039;&#039;&#039; stats will always remain the same though.&lt;br /&gt;
*Soulfused equipment also gains double the PXP gains in [[Item World]] and from [[#Upgrade|upgrades]].&lt;br /&gt;
*Soulfused equipment becomes &#039;&#039;&#039;untradeable&#039;&#039;&#039; but can still be [[salvage]]d.&lt;br /&gt;
*Soulfusion is permanent and cannot be undone.&lt;br /&gt;
*All equipment rewarded from the [[Lotteries]] or the Follower of Snowflake [[hath perk]] are automatically soulfused.&lt;br /&gt;
&lt;br /&gt;
Equipment pieces that are already soulfused cannot be seen on this pane.&lt;br /&gt;
&lt;br /&gt;
==Forge Level==&lt;br /&gt;
Every time a player [[#Upgrade|upgrade]]s an equipment the forge will gain a certain amount of experience.&lt;br /&gt;
*The Forge level is capped at 50.&lt;br /&gt;
*The [[#Upgrading|upgrade]] cap will be increased by Forge level.&lt;br /&gt;
*The amount of experience gained depends the level of the materials used for the upgrade: &#039;Low-Grade&#039;: 1, &#039;Mid-Grade&#039;: 5, &#039;High-Grade&#039;: 20, &#039;Wispy Catalyst&#039;: 3, &#039;Diluted Catalyst&#039;: 13, &#039;Regular Catalyst&#039;: 25, &#039;Robust Catalyst&#039;: 63, &#039;Vibrant Catalyst&#039;: 125, &#039;Coruscating Catalyst&#039;: 250&lt;br /&gt;
**The amount of EXP that will be gained is shown when hovering over an upgrade.&lt;br /&gt;
**This also gives [[potency]] EXP to the equipment being upgraded equal to 1/10 of the forge EXP gained.&lt;br /&gt;
&lt;br /&gt;
===Forge Ranks===&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow: auto;{{{style|}}}&amp;quot;&amp;gt;&#039;&#039;&#039;Experience to reach next forge level&#039;&#039;&#039; = 250 * (Current forge level + 1)&lt;br /&gt;
*The [[#Upgrade|upgrade]] cap increases by 2% per forge level, rounded down&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Rank&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | EXP required&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; | Upgrade Cap&lt;br /&gt;
|-&lt;br /&gt;
!WD/ADB/MDB || Others&lt;br /&gt;
|-&lt;br /&gt;
|0 || Novice || 250 || 50 || 25&lt;br /&gt;
|-&lt;br /&gt;
|1 || Novice || 500 || 51 || 25&lt;br /&gt;
|-&lt;br /&gt;
|2 || Novice || 750 || 52 || 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Novice || 1000 || 53 || 26&lt;br /&gt;
|-&lt;br /&gt;
|4 || Novice || 1250 || 54 || 27&lt;br /&gt;
|-&lt;br /&gt;
|5 || Novice || 1500 || 55 || 27&lt;br /&gt;
|-&lt;br /&gt;
|6 || Novice || 1750 || 56 || 28&lt;br /&gt;
|-&lt;br /&gt;
|7 || Novice || 2000 || 57 || 28&lt;br /&gt;
|-&lt;br /&gt;
|8 || Novice || 2250 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
|9 || Novice || 2500 || 59 || 29&lt;br /&gt;
|-&lt;br /&gt;
|10 || Apprentice || 2750 || 60 || 30&lt;br /&gt;
|-&lt;br /&gt;
|11 || Apprentice || 3000 || 61 || 30&lt;br /&gt;
|-&lt;br /&gt;
|12 || Apprentice || 3250 || 62 || 31&lt;br /&gt;
|-&lt;br /&gt;
|13 || Apprentice || 3500 || 63 || 31&lt;br /&gt;
|-&lt;br /&gt;
|14 || Apprentice || 3750 || 64 || 32&lt;br /&gt;
|-&lt;br /&gt;
|15 || Apprentice || 4000 || 65 || 32&lt;br /&gt;
|-&lt;br /&gt;
|16 || Apprentice || 4250 || 66 || 33&lt;br /&gt;
|-&lt;br /&gt;
|17 || Apprentice || 4500 || 67 || 33&lt;br /&gt;
|-&lt;br /&gt;
|18 || Apprentice || 4750 || 68 || 34&lt;br /&gt;
|-&lt;br /&gt;
|19 || Apprentice || 5000 || 69 || 34&lt;br /&gt;
|-&lt;br /&gt;
|20 || Journeyman || 5250 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
|21 || Journeyman || 5500 || 71 || 35&lt;br /&gt;
|-&lt;br /&gt;
|22 || Journeyman || 5750 || 72 || 36&lt;br /&gt;
|-&lt;br /&gt;
|23 || Journeyman || 6000 || 73 || 36&lt;br /&gt;
|-&lt;br /&gt;
|24 || Journeyman || 6250 || 74 || 37&lt;br /&gt;
|-&lt;br /&gt;
|25 || Journeyman || 6500 || 75 || 37&lt;br /&gt;
|-&lt;br /&gt;
|26 || Journeyman || 6750 || 76 || 38&lt;br /&gt;
|-&lt;br /&gt;
|27 || Journeyman || 7000 || 77 || 38&lt;br /&gt;
|-&lt;br /&gt;
|28 || Journeyman || 7250 || 78 || 39&lt;br /&gt;
|-&lt;br /&gt;
|29 || Journeyman || 7500 || 79 || 39&lt;br /&gt;
|-&lt;br /&gt;
|30 || Artisan || 7750 || 80 || 40&lt;br /&gt;
|-&lt;br /&gt;
|31 || Artisan || 8000 || 81 || 40&lt;br /&gt;
|-&lt;br /&gt;
|32 || Artisan || 8250 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
|33 || Artisan || 8500 || 83 || 41&lt;br /&gt;
|-&lt;br /&gt;
|34 || Artisan || 8750 || 84 || 42&lt;br /&gt;
|-&lt;br /&gt;
|35 || Artisan || 9000 || 85 || 42&lt;br /&gt;
|-&lt;br /&gt;
|36 || Artisan || 9250 || 86 || 43&lt;br /&gt;
|-&lt;br /&gt;
|37 || Artisan || 9500 || 87 || 43&lt;br /&gt;
|-&lt;br /&gt;
|38 || Artisan || 9750 || 88 || 44&lt;br /&gt;
|-&lt;br /&gt;
|39 || Artisan || 10000 || 89 || 44&lt;br /&gt;
|-&lt;br /&gt;
|40 || Expert || 10250 || 90 || 45&lt;br /&gt;
|-&lt;br /&gt;
|41 || Expert || 10500 || 91 || 45&lt;br /&gt;
|-&lt;br /&gt;
|42 || Expert || 10750 || 92 || 46&lt;br /&gt;
|-&lt;br /&gt;
|43 || Expert || 11000 || 93 || 46&lt;br /&gt;
|-&lt;br /&gt;
|44 || Expert || 11250 || 94 || 47&lt;br /&gt;
|-&lt;br /&gt;
|45 || Expert || 11500 || 95 || 47&lt;br /&gt;
|-&lt;br /&gt;
|46 || Expert || 11750 || 96 || 48&lt;br /&gt;
|-&lt;br /&gt;
|47 || Expert || 12000 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
|48 || Expert || 12250 || 98 || 49&lt;br /&gt;
|-&lt;br /&gt;
|49 || Expert || 12500 || 99 || 49&lt;br /&gt;
|-&lt;br /&gt;
|50 || Master || - || 100 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[Monster Lab]]&lt;br /&gt;
*[[Item World]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Items&amp;diff=64301</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Items&amp;diff=64301"/>
		<updated>2026-06-09T08:34:27Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Infusions */ Fixed Infusions description to match the current update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[HentaiVerse]] items are obtained by killing monsters, completing [[arena]] challenges, and as [[gifts]] from the [[Monster Lab|owned monsters]]. [[Training]] can increase the chance for some items to drop from slain monsters as well as affect the quality and type of drops.&lt;br /&gt;
&lt;br /&gt;
There are 13 types of items: [[#Battle Powerups|Battle Powerups]], [[#Restoratives|Restoratives]], [[#Infusions|Infusions]], [[#Scrolls|Scrolls]], [[#Special Items|Special Items]], [[#Artifacts|Artifacts]], [[#Trophies|Trophies]], [[#Tokens|Tokens]], [[#Collectables|Collectables]], [[#Crystals|Crystals]], [[#Food|Food]], [[#Enhancements|Enhancements]], and [[#Materials|Materials]].&lt;br /&gt;
&lt;br /&gt;
==Battle Powerups==&lt;br /&gt;
During a [[battle]] round any defeated monster has a ~4% chance of dropping a powerup. These powerups are automatically slotted in the &amp;quot;P&amp;quot; item slot of the player&#039;s inventory. Players can only have one powerup at a time and cannot receive a new one until the current one is used. They persist between rounds of a battle but are lost at the end of a battle series, essentially making them temporary items.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |&#039;&#039;&#039;Mystic Gem&#039;&#039;&#039; || [[Image:channeling.png]] || Grants the [[Fighting Styles#Any|Channeling]] effect for 15 ticks or until a [[spell]] is cast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Health Gem&#039;&#039;&#039; || [[Image:Health Points.png‎]] || Restores 100% base health.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mana Gem&#039;&#039;&#039; || [[Image:Magic Points.png‎]] || Restores 50% base mana.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spirit Gem&#039;&#039;&#039; || [[Image:Spirit Points.png‎]] || Restores 25% base spirit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Restoratives==&lt;br /&gt;
These may be set as a player&#039;s [[Character Menu#Battle_Items|Battle Items]]. Players start with 5 item slots and can unlock 10 more via [[training]] Rat Pack. Items will restock themselves in battle as long as there is sufficient supply. The effects of these items when used in combat can be increased via [[Abilities#General|General abilities]].&lt;br /&gt;
&lt;br /&gt;
===Health Restoratives===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | &#039;&#039;&#039;Draught&#039;&#039;&#039; || Restores 2% base health per turn for 50 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion&#039;&#039;&#039; || Restores 100% of base health.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixir&#039;&#039;&#039; || Restores 100% health on use + 2% base health per turn for 100 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Magic/Spirit Restoratives===&lt;br /&gt;
&#039;&#039;Magic and Spirit restoratives are separate items, they simply have the same percentages.&#039;&#039;&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | &#039;&#039;&#039;Draught&#039;&#039;&#039; || Restores 1% base mana/spirit per turn for 50 ticks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Potion&#039;&#039;&#039; || Restores 50% of base mana/spirit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elixir&#039;&#039;&#039; || Restores 100% mana/spirit on use + 1% base mana/spirit per turn for 100 ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Restoratives===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;130px&amp;quot; | Item || Effect || Duration || Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Energy Drink&#039;&#039;&#039; || [[File:soulstone.png]] &amp;lt;span title=&amp;quot;You are generating additional Overcharge and Spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Energized&amp;lt;/span&amp;gt; || 10 ticks || Restores 10 points of [[Stamina]], up to the maximum of 99. When used in battle, it also boosts [[Overcharge]] and Spirit by 10% for 10 ticks.&lt;br /&gt;
Energy Drink can only be traded in [[The Market]].&lt;br /&gt;
*Players with the Long Gone Before Daylight [[Hath Perk]] receive 20 [[stamina]] instead (limit once per day) both in- and off-battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caffeinated Candy&#039;&#039;&#039; || [[File:channeling.png]] &amp;lt;span title=&amp;quot;You are generating additional Overcharge and Spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Energized&amp;lt;/span&amp;gt; || 5 ticks || Restores 5 points of [[Stamina]], up to the maximum of 99. When used in battle, it also boosts [[Overcharge]] and Spirit by 10% for 5 ticks.&lt;br /&gt;
Caffeinated Candy can only be traded in [[The Market]].&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Last Elixir&#039;&#039;&#039; || [[File:Health Points.png]] &amp;lt;span title=&amp;quot;The Health Restorative is regenerating your body.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Regeneration&amp;lt;/span&amp;gt; || rowspan=&amp;quot;3&amp;quot; | 100 ticks || rowspan=&amp;quot;3&amp;quot; | Fully restores all vitals, and grants long-lasting restoration effects.&lt;br /&gt;
* the combined effect of a Health Elixir + a Mana Elixir + a Spirit Elixir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Magic Points.png]] &amp;lt;span title=&amp;quot;The Mana Restorative is replenishing your mana reserves.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Replenishment&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spirit Points.png]] &amp;lt;span title=&amp;quot;The Spirit Restorative is refreshing your spirit.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Refreshment&amp;lt;/span&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Infusions==&lt;br /&gt;
These may be set as [[Character Menu#Battle_Items|Battle Items]] or for [[Charms]]. &lt;br /&gt;
&lt;br /&gt;
If used as a [[Character_Menu#Battle_Items|Battle Item]]:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Infusion of || Effect || Duration || Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flames&#039;&#039;&#039; || [[File:Abilities Flare.png]] Infused Flames || 50 ticks || You are wreathed in the power of flames. You gain +25% resistance to Fire elemental attacks and your Fire [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frost&#039;&#039;&#039; || [[File:Abilities Freeze.png]] Infused Frost || 50 ticks || You are suffused with the power of frost. You gain +25% resistance to Cold elemental attacks and your Cold [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning&#039;&#039;&#039; || [[File:Abilities Lightning.png]] Infused Lightning || 50 ticks || You are surrounded by the power of lightning. You gain +25% resistance to Elec elemental attacks and your Elec [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storms&#039;&#039;&#039; || [[File:Abilities Gale.png]] Infused Storms || 50 ticks || You are draped in the power of storms. You gain +25% resistance to Wind elemental attacks and your Wind [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Divinity&#039;&#039;&#039; || [[File:Abilities Smite.png]] Infused Divinity || 50 ticks || You are veiled in the power of divinity. You gain +25% resistance to Holy elemental attacks and your Holy [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Darkness&#039;&#039;&#039; || [[File:Abilities Eternal Night.png]] Infused Darkness || 50 ticks || You are cloaked in the power of darkness. You gain +25% resistance to Dark elemental attacks and your Dark [[Spell_Damage|Spell damage bonus]] is raised by an additive 25%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Only 1 infusion effect may be active at any time in combat.&lt;br /&gt;
*Players start with one slots for these and can unlock 5 more via [[training]] Tincture. They will restock themselves during [[Battles|battle]] as long as there is sufficient supply. &lt;br /&gt;
&lt;br /&gt;
If used for [[Charms]]&lt;br /&gt;
*A one time cost of 10 (Lesser) or 20 (Greater) is incurred whenever slotting a Strike or an X-Proof [[Charms|Charm]].&lt;br /&gt;
*An upkeep cost is required when Repairing a piece of Equipment with one of the above-mentioned [[Charms]] slotted in depending on the [[Condition]].&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
These may be set as [[Character Menu#Battle_Items|Battle Items]]. &lt;br /&gt;
*Players start with 1 slot for these and can unlock 5 more via [[training]] Scholar of War. They will restock themselves during battle as long as there is sufficient supply. &lt;br /&gt;
*These grant [[Spells#Supportive_Magic|supportive spell effects]] when used and last a long number of turns. &lt;br /&gt;
*These override their respective [[spells]]. Any [[Innate Arcana]] spells affected in this manner will not be auto-cast until the scroll&#039;s effect ends.&lt;br /&gt;
*Each effect has a 100 ticks duration (besides Absorption which lasts until triggered, and Gods and Avatar which last for 200 ticks).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Scroll of || Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swiftness&#039;&#039;&#039; || Grants the &#039;&#039;Haste&#039;&#039; effect.&lt;br /&gt;
*Increases [[Action Speed]] by 60%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection&#039;&#039;&#039; || Grants the &#039;&#039;Protection&#039;&#039; effect. &lt;br /&gt;
*Absorbs all damage taken by 50%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;the Avatar&#039;&#039;&#039; || Grants the &#039;&#039;Haste&#039;&#039; and &#039;&#039;Protection&#039;&#039; effects.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shadows&#039;&#039;&#039; || Grants the &#039;&#039;Shadow Veil&#039;&#039; effect.&lt;br /&gt;
*Increases evasion by 30%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Absorption&#039;&#039;&#039; || Grants the &#039;&#039;Absorb&#039;&#039; effect.&lt;br /&gt;
*Absorbs the next non-crit magical attack from a monster and partially converts it to MP.&lt;br /&gt;
*Has a 100% chance to proc.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Life&#039;&#039;&#039; || Grants the &#039;&#039;Spark of Life&#039;&#039; effect.&lt;br /&gt;
*Any attack that would normally kill the player leaves them alive with 50% of max HP&lt;br /&gt;
*Consumes 25% of base spirit if proc&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;the Gods&#039;&#039;&#039; || Grants the &#039;&#039;Absorb&#039;&#039;, &#039;&#039;Shadow Veil&#039;&#039;, and &#039;&#039;Spark of Life&#039;&#039; effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Items==&lt;br /&gt;
These may be set as [[Character_Menu#Battle_Items|Battle Items]] in the same slots as restoratives. These consumables provide extremely powerful benefits. They are exceptionally rare.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Effect Name&lt;br /&gt;
! Effects&lt;br /&gt;
! Reference&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | &amp;lt;span title=&amp;quot;It is time to kick ass and chew bubble-gum... and here is some gum.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bubble Gum&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| [[File:gum.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Kicking Ass&#039;&#039;&#039;&lt;br /&gt;
| Your attacks and spells deal significantly more damage for a short time, will always hit, and will almost always (~ 95%) land critical hits.&lt;br /&gt;
*+100% damage&lt;br /&gt;
*Lasts 50 ticks&lt;br /&gt;
|| [https://en.wikipedia.org/wiki/They_Live They Live] &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | &amp;lt;span title=&amp;quot;There are three flowers in a vase. The third flower is green.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Flower Vase&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center&amp;quot;| [[File:Abilities Ragnarok.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sleeper Imprint&#039;&#039;&#039;&lt;br /&gt;
| Your attack/magic damage, attack/magic hit/crit chance, and evade/resist chance increases significantly for a short time.&lt;br /&gt;
*+25% damage&lt;br /&gt;
*Lasts 50 ticks&lt;br /&gt;
|| [https://en.wikipedia.org/wiki/Dollhouse_%28TV_series%29 Dollhouse] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
Items that can be exchanged for certain random benefits at the [[Shrine]]. They are quite rare, but the chance for them to drop can be increased via Archaeologist (up to doubled) and Scavenger [[training]] while training Quartermaster very slightly reduces the chances of getting an artifact.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Items dropped by [[HentaiVerse_Bestiary|Rare, Legendary, and God-class monsters]] that can be exchanged for a piece of [[Equipment Basics|equipment]] at the [[Shrine]]. Trophies drop 100% of the time except in [[Arena#Arena_Challenges|Arena challenges]] higher than [[HentaiVerse_Bestiary#Trio_and_the_Tree|The Trio and the Tree]] where the chance is a static 10% (except in the final round where it is once again 100%). The results of trophy hand-ins are &#039;&#039;&#039;not&#039;&#039;&#039; affected by anything else in the game such as Luck of the Draw [[training]].&lt;br /&gt;
&lt;br /&gt;
Arena clear bonuses are equivalent to a trophy roll of corresponding tier, but also note that trophies can boost [[Shrine]] counter (though it&#039;s useful only for FoS users), and can also be [[Shrine#Upgrading Trophies|upgraded]] (up to tier 5) for increased [[Shrine#Upgrading_Trophies|Shrine value]] and a chance of better gears.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Source&lt;br /&gt;
!Trophy Tier&lt;br /&gt;
!Minimum [[Detailed_Equip_Characteristics#Quality|Quality]]&lt;br /&gt;
!Shrine Value (trophies only)&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: Endgame [[challenge]] and below on Normal/Hard [[difficulty]] || 1 || Average&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Boss-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;No longer will MBP spread havoc, destruction, and melted polar ice caps.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Manbearpig Tail&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Manbearpig ||rowspan=&amp;quot;5&amp;quot;| 2 ||rowspan=&amp;quot;5&amp;quot;| Average&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;You find this in the lair of a White Bunneh. It appears to be a dud.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Holy Hand Grenade of Antioch&amp;lt;/span&amp;gt;&#039;&#039;&#039; || White Bunneh&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A Lilac flower given to you by a Mithra when you defeated her. Apparently, this type was her favorite.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Mithra&#039;s Flower&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Mithra&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Taken from the destroyed remains of a Dalek shell.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Dalek Voicebox&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Dalek&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: Longest Journey [[challenge]] on Nightmare [[difficulty]]?&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Legendary-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Konata when you defeated her. It smells of timotei.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Lock of Blue Hair&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Konata || 2 || rowspan=&amp;quot;4&amp;quot; | Average&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Mikuru when you defeated her. If you wear it, keep it to yourself.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bunny-Girl Costume&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Mikuru Asahina&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |3&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Ryouko when you defeated her. You decided to name is Achakura, for no particular reason.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Hinamatsuri Doll&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Ryouko Asakura&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;Given to you by Yuki when you defeated her. She looked better without them anyway.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Broken Glasses&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Yuki Nagato&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;God-class&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A sapling from Yggdrasil, the World Tree.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sapling&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Yggdrasil ||rowspan=&amp;quot;2&amp;quot;| 4 ||rowspan=&amp;quot;4&amp;quot;| Superior&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A plain black 100% cotton T-Shirt. On the front, an inscription in white letters reads: &#039;&#039;I defeated Real Life and all I got was this lousy T-Shirt&#039;&#039;&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Black T-Shirt&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Real Life&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;An Invisible Pink Unicorn Horn taken from the Invisible Pink Unicorn. It doesn&#039;t weigh anything and has the consistency of air, but you&#039;re quite sure it&#039;s real.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Unicorn Horn&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Invisible Pink Unicorn ||rowspan=&amp;quot;2&amp;quot;| 5&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: The Trio and the Tree [[challenge]] on IWBTH/PFUDOR [[difficulty]]?&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A nutritious pasta-based appendage from the Flying Spaghetti Monster.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Noodly Appendage&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt; || Flying Spaghetti Monster ||rowspan=&amp;quot;2&amp;quot;| 6||rowspan=&amp;quot;2&amp;quot;| Exquisite&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: End of Days and Eternal Darkness [[challenge]] on IWBTH/PFUDOR [[difficulty]]?&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|(Varies) ||[[Obsolete_Items#Trophies|Certain holiday events]]|| rowspan=&amp;quot;5&amp;quot; | 7 || rowspan=&amp;quot;5&amp;quot; | Magnificent&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=178980&amp;amp;view=findpost&amp;amp;p=3990030][https://forums.e-hentai.org/index.php?showtopic=251389]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;You found these in your Xmas stocking when you woke up. Maybe Snowflake will give you something for them.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Stocking Stuffers&amp;lt;/span&amp;gt;&#039;&#039;&#039; || Automatically awarded on X-Mas&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|(N/A) || Arena Clear Bonus drop level: A Dance with Dragons&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt;, Post Game Content, Secret Pony Level&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=249135&amp;amp;view=findpost&amp;amp;p=5929964]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A coupon which was handed to you by a festival moogle during the Loot and Harvest Festival. Offer it to Snowflake for some bonus loot.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Festival Coupon&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|Loot &amp;amp; Harvest Festival (late September)&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A special kind of omikuji that does not actually tell your fortune, but will instead directly grant you some if you offer it to Snowflake.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Shrine Fortune&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|Rewarded for each unique event specific [[artifact]] handed in during the [[Event|Easter event]].&lt;br /&gt;
|2000&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;lt;span style=&amp;quot;&amp;quot;&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A badly beat-up paper tag with a dollar sign printed on it. You feel cheated for your cleanup efforts, but hey, maybe Snowflake is willing to compensate you?&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Vintage Paper Tag&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|Annual Tagging Cleanup Contest&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |8&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Magnificent&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|(Varies) ||[[Obsolete_Items#Trophies|Certain holiday events]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;This box is said to contain an item of immense power. You should get Snowflake to open it.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Tenbora&#039;s Box&amp;lt;/span&amp;gt;&#039;&#039;&#039;|| Annual contest/giveaway || 9 || Legendary&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380][https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A voucher for a free soulbound Peerless equipment piece of your choice. Given to you personally by Snowflake for your devout worship and continued offerings.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Peerless Voucher&amp;lt;/span&amp;gt;&#039;&#039;&#039;|| [[Hath Perks | Follower of Snowflake]] ||  || Peerless (soulbound)&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?showtopic=244812][https://forums.e-hentai.org/index.php?showtopic=245213]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Note: The rows with (N/A) in the first column describe the equipment drop that you get for finishing an arena, and have nothing to do with shrine or trophies. These rows have been added to compare the end-of-arena equipment drop quality to the equipment quality from shrining trophies&lt;br /&gt;
Note: The rows with (N/A) in the first column describe the equipment drop that you get for finishing an arena, and have nothing to do with shrine or trophies. These rows have been added to compare the end-of-arena equipment drop quality to the equipment quality from shrining trophies&lt;br /&gt;
===Coupons===&lt;br /&gt;
These are given to the users who place in the top 50 of the [[Toplists#Coupons|monthly toplists]] and operate very similarly to the trophies listed above.&lt;br /&gt;
Here is a list of the different coupons and the expected outcome when shrining them:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Source&lt;br /&gt;
!width=&amp;quot;50px&amp;quot;|Trophy Tier&lt;br /&gt;
!width=&amp;quot;50px&amp;quot;|Minimum [[Quality]]&lt;br /&gt;
!Shrine Value&lt;br /&gt;
|-&lt;br /&gt;
|Bronze Coupon || Ranking 26th-50th in a [[Toplist]] || 3? || Average&lt;br /&gt;
|4000&lt;br /&gt;
|-&lt;br /&gt;
|Silver Coupon || Ranking 11th-25th in a [[Toplist]] || 5? || Superior&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|Gold Coupon || Ranking 4th-10th in a [[Toplist]] || 7&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4105663]&amp;lt;/sup&amp;gt; || Magnificent&lt;br /&gt;
|6000&lt;br /&gt;
|-&lt;br /&gt;
|Platinum Coupon || Ranking 1st-3rd in a [[Toplist]] || 8&amp;lt;sup&amp;gt;[https://forums.e-hentai.org/index.php?s=&amp;amp;showtopic=181821&amp;amp;view=findpost&amp;amp;p=4106380]&amp;lt;/sup&amp;gt; || Magnificent&lt;br /&gt;
|7000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
Rare drops in normal battles. Blood and Chaos Tokens are primarily obtained as [[Arena]] and [[Ring of Blood]] clear bonus drops; chaos tokens can also be gained from [[The Lotteries]], as well as a chance drop from [[Shrine#Artifacts|artifacts]]. Tokens cannot be sold to the [[Bazaar#Item_Shop|Item Shop]] (besides Soul Fragments), sent via [[MoogleMail]], or be exchanged for other tokens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Token of Blood&#039;&#039;&#039;: Can be used for the chance to face powerful monsters in the [[Ring of Blood]].&lt;br /&gt;
*&#039;&#039;&#039;Chaos Token&#039;&#039;&#039;: Used in the [[Monster Lab]] to create new monster slots and upgrade various stats of monsters.&lt;br /&gt;
&lt;br /&gt;
===Soul Fragments===&lt;br /&gt;
Soul Fragments are used for [[Equipment Basics|equipment]] [[soulfusion]] and for [[ability]] resets. They are untradeable and can be obtained as a drop from [[random encounter]]s, purchased from the [[Item Shop]] for 1k [[credits]] each or received every [[Dawn|dawn]] for players with the Soul Catcher [[Hath Perk]].&lt;br /&gt;
&lt;br /&gt;
Fusing equipment above the player&#039;s [[level]] requires +2% for every level of difference, with the base number of fragments required for [[soulfusion]] and the increase per every level being as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[Quality]]&lt;br /&gt;
!Base cost&lt;br /&gt;
!Increase&lt;br /&gt;
|-&lt;br /&gt;
|Peerless || 1000 || +20/level&lt;br /&gt;
|-&lt;br /&gt;
|Legendary || 500 || +10/level&lt;br /&gt;
|-&lt;br /&gt;
|Magnificent || 500 || +10/level&lt;br /&gt;
|-&lt;br /&gt;
|Exquisite || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Superior || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 250 || +5/level&lt;br /&gt;
|-&lt;br /&gt;
|Average || 100 || +2/level&lt;br /&gt;
|-&lt;br /&gt;
|Fair || 100 || +2/level&lt;br /&gt;
|-&lt;br /&gt;
|Crude || 100 || +2/level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore the total number of Fragments needed to soulfuse an item at a generic level can be calculated as:&lt;br /&gt;
 Total number of Fragments = Base_Cost + Increase * Max((Item_level - player_level), 0)&lt;br /&gt;
&lt;br /&gt;
In the case player&#039;s level is higher than the level of that item, the total cost will simply be equal to Base cost. Note that a player cannot soulfuse with anything that is 100+ [[level]]s above their own.&lt;br /&gt;
&lt;br /&gt;
==Collectables==&lt;br /&gt;
These 27 items are figurines that are the rarest drop in the game (as a portion of [[#Artifacts|artifact]] drops). Collecting at least 21 different ones unlocks the [[Skills#Special_Skills|Orbital Friendship Cannon]] [[Skill]]. They can also be exchanged for bindings and high-grade [[materials]] at the [[Shrine]].&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Twilight Sparkle, the cutest, smartest, all-around best pony. According to Pinkie Pie, anyway.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Twilight Sparkle Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Rainbow Dash, flier extraordinaire. Owning this will make you about 20% cooler, but it probably took more than 10 seconds to get one.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rainbow Dash Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Applejack, the loyalest of friends and most dependable of ponies. Equestria&#039;s best applebucker, and founder of Appleholics Anonymous.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Applejack Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Fluttershy, resident animal caretaker. You&#039;re going to love her. Likes baby dragons; Hates grown up could-eat-a-pony-in-one-bite dragons.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Fluttershy Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Pinkie Pie, a celebrated connoisseur of cupcakes and confectioneries. She just wants to keep smiling forever.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Pinkie Pie Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Rarity, the mistress of fashion and elegance. Even though she&#039;s prim and proper, she could make it in a pillow fight.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Rarity Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of The Great and Powerful Trixie. After losing her wagon, she now secretly lives in the Ponyville library with her girlfriend, Twilight Sparkle.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Trixie Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Princess Celestia, co-supreme ruler of Equestria. Bored of the daily squabble of the Royal Court, she has recently taken up sock swapping.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Princess Celestia Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Princess Luna, aka Nightmare Moon. After escaping her 1000 year banishment to the moon, she was grounded for stealing Celestia&#039;s socks.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Princess Luna Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Apple Bloom, Applejack&#039;s little sister. Comes complete with a &amp;quot;Draw Your Own Cutie Mark&amp;quot; colored pencil and permanent tattoo applicator set.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Apple Bloom Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Scootaloo. Die-hard Dashie fanfilly, best pony of the Cutie Mark Crusaders, and inventor of the Wingboner Propulsion Drive. 1/64th chicken.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Scootaloo Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Sweetie Belle, Rarity&#039;s little sister. Comes complete with evening gown and cocktail dress accessories made of 100% Dumb Fabric.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Sweetie Belle Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Big Macintosh, Applejack&#039;s older brother. Famed applebucker and draft pony, and an expert in applied mathematics.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Big Macintosh Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Spitfire, team leader of the Wonderbolts. Dashie&#039;s idol and occasional shipping partner. Doesn&#039;t actually spit fire.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Spitfire Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Derpy Hooves, Ponyville&#039;s leading mailmare. Outspoken proponent of economic stimulus through excessive muffin consumption.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Derpy Hooves Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Lyra Heartstrings. Features twenty-six points of articulation, replaceable pegasus hoofs, and a detachable unicorn horn.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Lyra Heartstrings Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Octavia. Famous cello musician; believed to have created the Octatonic scale, the Octahedron, and the Octopus.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Octavia Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of [http://mlp.wikia.com/wiki/Zecora Zecora], a mysterious zebra from a distant land. She&#039;ll never hesitate to mix her brews or lend you a hand. Err, hoof.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Zecora Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Cheerilee, Ponyville&#039;s most beloved educational institution. Your teachers will never be as cool as Cheerilee.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Cheerilee Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale bobblehead figurine of Vinyl Scratch, the original DJ P0n-3. Octavia&#039;s musical rival and wub wub wub interest.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Vinyl Scratch Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Daring Do, the thrill-seeking, action-taking mare starring numerous best-selling books. Dashie&#039;s recolor and favorite literary character.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Daring Do Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Dr. Whooves. Not a medical doctor. Once got into a hoof fight with Applejack over a derogatory remark about apples.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Doctor Whooves Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Berry Punch. Overly protective parent pony and Ponyville&#039;s resident lush. It smells faintly of fruit wine.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Berry Punch Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale figurine of Bon-Bon. Usually seen in the company of Lyra. Suffers from various throat ailments that make her sound different every time you see her.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Bon-Bon Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;span title=&amp;quot;A 1/10th scale fluffy figurine of Fluffle Puff. Best Bed Forever. &amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Fluffle Puff Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A lifesize figurine of Angel Bunny, Fluttershy&#039;s faithful yet easily vexed pet and life partner. All-purpose assistant, time keeper, and personal attack alarm.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Angel Bunny Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039; || &#039;&#039;&#039;&amp;lt;span title=&amp;quot;A lifesize figurine of [http://mlp.wikia.com/wiki/Gummy Gummy], Pinkie Pie&#039;s faithful pet. Usually found lurking in your bathtub. While technically an alligator, he is still arguably the best pony.&amp;quot; style=&amp;quot;border-bottom:1px dotted&amp;quot;&amp;gt;Gummy Figurine&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crystals==&lt;br /&gt;
Used to increase the [[Monster Stats|stats of monsters]] in the [[Monster Lab#Crystal List|Monster Lab]] and raise their [[morale]]. Have bonus drop rates in the [[Grindfest]].&lt;br /&gt;
&lt;br /&gt;
A set of 1k crystals of each type is usually referred by players as &amp;quot;Crystal pack&amp;quot;, even if this name is purely unofficial.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Used to maintain [[Monster_Lab#Food|custom monsters&#039; hunger]] in the [[Monster Lab]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Enhancements&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchantments==&lt;br /&gt;
&amp;lt;div id=&amp;quot;Shards&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;shards&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Shards allow for temporary but powerful enchantments to [[Equipment Basics|equipment]] that last for 1 hour (real-time). Multiple shards can be used to extend the time their effects last. Voidseeker, Aether, and Amnesia Shard drops only occur on Hard or higher [[difficulty]]. These effects are automatically removed if the affected equipment is sold to the [[Bazaar]].&lt;br /&gt;
&lt;br /&gt;
See [[The_Forge#Enchant|The Forge - Enchant]] for the list of shards and their effects.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Materials allow for permanent upgrade to [[Equipment Basics|equipment]] stats. It can primarily be obtained through [[gifts]] from monsters or [[salvage|salvaging]]. The amount/type of materials required depends on the specific stats of the equipment.&lt;br /&gt;
&lt;br /&gt;
See [[The_Forge#Materials|The Forge - Materials]] for the list of materials and their effects.&lt;br /&gt;
&lt;br /&gt;
==Equipment Cores==&lt;br /&gt;
Salvaging Legendary and Peerless equipment will give an equipment core. These cores have no use in the current version of HentaiVerse. They are meant to be used in a future update of the game. &lt;br /&gt;
There are three types: Weapon Core, Staff Core and Armor Core. Legendary Cores, from Legendary equipment, are tradable. Peerless Cores, from Peerless equipment, are untradable.&lt;br /&gt;
&lt;br /&gt;
==[[Loot Drop Rolls|Drop Rates]]==&lt;br /&gt;
The base drop rate for ALL items is 10% per monster kill but this is segmented into every type including [[Equipment Basics|equipment]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Bazaar#Item_Shop|Item Shop]]&lt;br /&gt;
*[[Character Menu‎]]&lt;br /&gt;
*[[Equipment Basics|equipment]]&lt;br /&gt;
*[[Obsolete Items]]&lt;br /&gt;
&lt;br /&gt;
{{HVnav}}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64288</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64288"/>
		<updated>2026-06-08T19:50:43Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the [[Pouches|pouch]] will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the [[Pouches|pouch]] has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the [[Pouches|pouch]] itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64287</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64287"/>
		<updated>2026-06-08T19:37:08Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the Modify screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|Material Costs&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|15&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|Featherweight Shard x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|Voidseeker Shard x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|Voidseeker Shard x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|Aether Shard x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Flames x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Frost x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Lightning x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Storms x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Divinity x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x10&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|Infusion of Darkness x20&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64285</id>
		<title>Stat Fusion</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64285"/>
		<updated>2026-06-08T19:23:49Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== &#039;&#039;&#039;[https://alt.hentaiverse.org/?s=Bazaar&amp;amp;ss=am&amp;amp;screen=modify The Stat Fusion]&#039;&#039;&#039; ======&lt;br /&gt;
Can be found on the [https://alt.hentaiverse.org/?s=Bazaar&amp;amp;ss=am&amp;amp;screen=modify Modify] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
It allows you to increase the base stat rolls of a Legendary gear, by sacrificing a different Legendary or Peerless gear of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of [[Detailed Equip Characteristics|prefix/suffix]], but not with phase shoes or cotton pants.&lt;br /&gt;
&lt;br /&gt;
For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.&lt;br /&gt;
&lt;br /&gt;
If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.&lt;br /&gt;
&lt;br /&gt;
It will charge 10 [[The Forge#Bindings|bindings]] for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.&lt;br /&gt;
&lt;br /&gt;
Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.&lt;br /&gt;
&lt;br /&gt;
Note that if you statfuse gear with a &amp;quot;legacy name&amp;quot; (i.e. equipment converted from the old system with a name that doesn&#039;t exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.&lt;br /&gt;
&lt;br /&gt;
Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64284</id>
		<title>Stat Fusion</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64284"/>
		<updated>2026-06-08T19:20:54Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== &#039;&#039;&#039;Stat Fusion&#039;&#039;&#039; ======&lt;br /&gt;
Can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
It allows you to increase the base stat rolls of a Legendary gear, by sacrificing a different Legendary or Peerless gear of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of [[Detailed Equip Characteristics|prefix/suffix]], but not with phase shoes or cotton pants.&lt;br /&gt;
&lt;br /&gt;
For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.&lt;br /&gt;
&lt;br /&gt;
If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.&lt;br /&gt;
&lt;br /&gt;
It will charge 10 [[The Forge#Bindings|bindings]] for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.&lt;br /&gt;
&lt;br /&gt;
Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.&lt;br /&gt;
&lt;br /&gt;
Note that if you statfuse gear with a &amp;quot;legacy name&amp;quot; (i.e. equipment converted from the old system with a name that doesn&#039;t exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.&lt;br /&gt;
&lt;br /&gt;
Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64283</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64283"/>
		<updated>2026-06-08T19:20:22Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Can be found on the Modify screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|10&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64282</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64282"/>
		<updated>2026-06-08T18:47:52Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms can be found on the Modify screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|10&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64281</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64281"/>
		<updated>2026-06-08T18:43:25Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|10&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64280</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64280"/>
		<updated>2026-06-08T18:41:29Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the [[condition]] is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment [[condition]] loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
[[Condition|Wear]] can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% [[condition]], it is considered worn and becomes replaceable. You can either manually replace damaged charms and [[Pouches|pouches]] from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a [[condition|worn or torn]] charm with an identical charm, it will not charge upkeep [[materials]], and any remaining [[condition]] will be added to the new charm. So if the old charm had 10% [[condition]] remaining, the replacement charm will initially be at 110% [[condition]].&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep [[Items|items]]. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|10&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64279</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64279"/>
		<updated>2026-06-08T18:34:26Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more substantial bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the condition is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
Wear can be reduced by using a [[Pouches|Pouch]], which can be swapped with more durable [[Pouches|pouches]] - and possibly in the future, pouches with other special effects. All charms come inside a free Silk [[Pouches|Pouch]].&lt;br /&gt;
&lt;br /&gt;
* Silk [[Pouches]] reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar [[Pouches]] reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril [[Pouches]] fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a worn or torn charm with an identical charm, it will not charge upkeep materials, and any remaining condition will be added to the new charm. So if the old charm had 10% condition remaining, the replacement charm will initially be at 110% condition.&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep items. For example, strike charms and proof charms require elemental [[infusions]], while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and [[Pouches|pouches]] can also be obtained by offering [[trophies]] in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|10&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64278</id>
		<title>Stat Fusion</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64278"/>
		<updated>2026-06-08T18:25:04Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Stat Fusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Stat Fusion&#039;&#039;&#039; ===&lt;br /&gt;
Stat Fusion can be found on the [[Modify]] screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
It allows you to increase the base stat rolls of a Legendary gear, by sacrificing a different Legendary or Peerless gear of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of [[Detailed Equip Characteristics|prefix/suffix]], but not with phase shoes or cotton pants.&lt;br /&gt;
&lt;br /&gt;
For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.&lt;br /&gt;
&lt;br /&gt;
If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.&lt;br /&gt;
&lt;br /&gt;
It will charge 10 [[The Forge#Bindings|bindings]] for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.&lt;br /&gt;
&lt;br /&gt;
Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.&lt;br /&gt;
&lt;br /&gt;
Note that if you statfuse gear with a &amp;quot;legacy name&amp;quot; (i.e. equipment converted from the old system with a name that doesn&#039;t exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.&lt;br /&gt;
&lt;br /&gt;
Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Charms&amp;diff=64277</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Charms&amp;diff=64277"/>
		<updated>2026-06-08T18:21:12Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Charms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Charms&#039;&#039;&#039; ==&lt;br /&gt;
Charms can be found on the Modify screen of The Armory, after selecting an equipment under the Modify tab.&lt;br /&gt;
&lt;br /&gt;
They come in &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; variants, where the latter variant is more expensive to slot but gives a more significant bonus.&lt;br /&gt;
&lt;br /&gt;
Every equipment has a number of &amp;quot;Charm Slots&amp;quot;, as well as a base number of &amp;quot;Charm Points&amp;quot;; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the [[Item World]], each of which adds +1 point.&lt;br /&gt;
&lt;br /&gt;
Charms are consumables, and will (normally) wear out over time; the condition is visible in the charm selector on the modify screen. This works the same as regular equipment damage, except it is not affected by Repair Bear. If the charm is exposed, it will take condition loss equal to the base equipment condition loss. Lesser Charms wear out twice as fast as Greater Charms.&lt;br /&gt;
&lt;br /&gt;
Wear can be reduced by using a Pouch, which can be swapped with more durable pouches - and possibly in the future, pouches with other special effects. All charms come inside a free Silk Pouch.&lt;br /&gt;
&lt;br /&gt;
* Silk Pouches reduce wear by 50%; the pouch will alwafys be destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Kevlar Pouches reduce wear by 90%; the pouch has a 20% chance of being destroyed if it takes damage on defeat.&lt;br /&gt;
&lt;br /&gt;
* Mithril Pouches fully eliminate wear, and the pouch itself is indestructible.&lt;br /&gt;
&lt;br /&gt;
When a charm reaches 20% condition, it is considered worn and becomes replaceable. You can either manually replace damaged charms and pouches from the charm selector, or automatically by repairing it with the Repair button on the [[Modify]] page or via the Repair tab.&lt;br /&gt;
&lt;br /&gt;
If you replace a worn or torn charm with an identical charm, it will not charge upkeep materials, and any remaining condition will be added to the new charm. So if the old charm had 10% condition remaining, the replacement charm will initially be at 110% condition.&lt;br /&gt;
&lt;br /&gt;
Charms also require upkeep items. For example, strike charms and proof charms require elemental infusions, while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. This is charged as part of the slotting and repair costs.&lt;br /&gt;
&lt;br /&gt;
Charms can be obtained by clearing [[Item World|Item Worlds]]; however, they are not automatically attached to the cleared equipment. Charms and pouches can also be obtained by offering trophies in [https://ehwiki.org/wiki/Shrine The Shrine], and can be traded in [[The Market]].&lt;br /&gt;
&lt;br /&gt;
===  Charm Point costs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Charm&lt;br /&gt;
|Charm Point Cost&lt;br /&gt;
|Effects&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Featherweight Charm&lt;br /&gt;
|5&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Greater Featherweight Charm&lt;br /&gt;
|10&lt;br /&gt;
|Reduces [[Burden]] and [[Interference]]&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Hollowforged Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Hollowforged Charm&lt;br /&gt;
|25&lt;br /&gt;
|Turns damage into Void and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Fire Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Cold Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Lightning Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Wind Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Holy Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark Strike Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 30% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark Strike Charm&lt;br /&gt;
|20&lt;br /&gt;
|Adds 50% Dark Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Butcher Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Butcher Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Attack Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Swiftness Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Swiftness Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Speed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fatality Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fatality Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Attack Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Overpower Charm&lt;br /&gt;
|5&lt;br /&gt;
|Adds 12% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Greater Overpower Charm&lt;br /&gt;
|10&lt;br /&gt;
|Adds 20% Counter-Parry&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Voidseeker Charm&lt;br /&gt;
|15&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 30% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Greater Voidseeker Charm&lt;br /&gt;
|30&lt;br /&gt;
|Turns damage into Void, Increases Accuracy, and Adds 50% Void Strike&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Archmage Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Archmage Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases Magic Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Economizer Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 10% Mana Conservation for One-Handed and 15% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Greater Economizer Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 15% Mana Conservation for One-Handed and 25% for Two-Handed&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Spellweaver Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cast Speed by 5%&lt;br /&gt;
|-&lt;br /&gt;
|Greater Spellweaver Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cast Speed by 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Annihilator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Greater Annihilator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Magic Critical Strike Damage&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Penetrator Charm&lt;br /&gt;
|15&lt;br /&gt;
|Adds 12% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Greater Penetrator Charm&lt;br /&gt;
|30&lt;br /&gt;
|Adds 20% Counter-Resist&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Aether Charm&lt;br /&gt;
|15&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Greater Aether Charm&lt;br /&gt;
|30&lt;br /&gt;
|Increases Accuracy and adds Mana Conservation&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Fire-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Fire-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Fire Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Cold-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Cold-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Cold Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Lightning-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Lightning-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Lightning Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Wind-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Wind-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Wind Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Holy-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Holy-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Holy Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Dark-proof Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Dark-proof Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases Dark Mitigation depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Juggernaut Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Juggernaut Charm&lt;br /&gt;
|40&lt;br /&gt;
|Increases HP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Capacitor Charm&lt;br /&gt;
|10&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|-&lt;br /&gt;
|Greater Capacitor Charm&lt;br /&gt;
|20&lt;br /&gt;
|Increases MP depending on the equipment slot&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
	<entry>
		<id>https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64276</id>
		<title>Stat Fusion</title>
		<link rel="alternate" type="text/html" href="https://ehwiki.org/index.php?title=Stat_Fusion&amp;diff=64276"/>
		<updated>2026-06-08T18:20:24Z</updated>

		<summary type="html">&lt;p&gt;Ramaki: /* Stat Fusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Stat Fusion&#039;&#039;&#039; ===&lt;br /&gt;
Stat Fusion can be found on the Modify screen of [[The Armory]], after selecting an equipment under the [[Modify]] tab.&lt;br /&gt;
&lt;br /&gt;
It allows you to increase the base stat rolls of a Legendary gear, by sacrificing a different Legendary or Peerless gear of the same template + slot. In other words, cotton shoes can be fused with all other cotton shoes regardless of [[Detailed Equip Characteristics|prefix/suffix]], but not with phase shoes or cotton pants.&lt;br /&gt;
&lt;br /&gt;
For each stat, if the equip being sacrificed is Peerless or has a base stat higher than the equip being fused, the stat is increased by +2. Otherwise, it is increased by +1, and requires a core corresponding to the equip being fused.&lt;br /&gt;
&lt;br /&gt;
If any of the stats are already capped, it will add +1 overflow point for each capped stat. These are redistributed to uncapped stats in order of lowest base. Stats can get multiple overflow points if there are more capped stats than uncapped stats.&lt;br /&gt;
&lt;br /&gt;
It will charge 10 [[The Forge#Bindings|bindings]] for each stat being upgraded - that is, per fusion, not per point. It also charges a fixed number of credits per fusion based on the type of gear being upgraded and its average base stats. If you are missing any cores, it will add the equivalent number of credits instead, just like for upgrades.&lt;br /&gt;
&lt;br /&gt;
Fully fusing a Legendary piece of equipment to have 200 in all base stats will change it into a Peerless. There are no differences between natural-born Peerless equips and fused post-Legendary Peerless equips.&lt;br /&gt;
&lt;br /&gt;
Note that if you statfuse gear with a &amp;quot;legacy name&amp;quot; (i.e. equipment converted from the old system with a name that doesn&#039;t exist or is different in the new system), this name will be cleared if you fuse it to the point where it changes quality tier.&lt;br /&gt;
&lt;br /&gt;
Certain hath perks will be added that also allow you to upgrade Peerless gear further. You can still sacrifice Legendary gear to fuse these, but the same rules apply. In other words, if sacrificing a Legendary, every stat increase will be +1 and require a Peerless core; if sacrificing a Peerless, every stat increase will be +2 and will not require a core.&lt;/div&gt;</summary>
		<author><name>Ramaki</name></author>
	</entry>
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