HentaiVerse Advice: Difference between revisions

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This page is for general [[HentaiVerse]] playing advice. For help with shortened terms see the [[acronyms]] page. For extra help beyond this wiki simply [https://forums.e-hentai.org/index.php?showtopic=22234 Ask The Experts].
==Important disclaimer==
<span style="color:red;>'''Information on this page may be outdated or somewhat biassed.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.'''</span>


==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==
__TOC__
'''If you want to get an [[equipment]]'s link, mouse over it and press {{Keypress|C}}.'''
*Make sure Caps Lock is off and popups are enabled.


==Pre-Level 50==
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].
Keep [[stats]] balanced and do not invest in a particular build unless you are certain. Determine which [[play style]] you think best suits you.


'''[[#Mage|Mages]]''': [[Weapon]] should be Ebony/Redwood staff of Focus. Armor choice should be "of the Elementalist".
==Pre-Level 100==
Don'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.  


'''[[#Melee|Melees]]''': [[Weapon]] should be "of Balance" if you have problems with accuracy. You can use "of Slaughter" on main hand if you're using [[Fighting_Styles#Dual_Wielding|Dual-Wield]]/[[Fighting_Styles#One-Handed|One-Handed]] style.
==Level 101-309==


===Picking Your Role===
===Fighting Style Summaries===
(See [[Play Styles]] and [[Fighting Styles]])
Around level 100 it's best to stick to one style at a time. Viable options are:


All styles are viable by the end-game but vary in ease of use and affordable [[equipment]].
* [[Fighting_Styles#One-Handed|One hand style (1H)]]
** 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.
** Off hand: Shield. Block is the most important stat, the higher the block the better.
** Armors: Heavy (Light works at low levels)
** Good style overall. Many players find this the easiest to play on high difficulty at lower level.
** Deals strong single target damage with counter-attacks providing some AoE.
** 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's not recommended after this point.
** 'Vital Strike' 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.
** Against normal enemies it's best to use your [[overcharge]] to stay in [[spirit stance]].
** Don't be afraid of the high [[burden]] and [[interference]]. That's how 1H with heavy armor works.
* [[Fighting_Styles#Dual_Wielding|Dual Wield (DW)]]
** Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives 'stun' (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.
** Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn't give 'penetrated armor', it's best to use an off hand weapon that does (i.e. rapier)
** Armors: Light
** Highest melee damage vs single targets, some AoE with [[fighting skill|Fighting skill]] 'Frenzied Blows', and slightly less defense than 1H.
** Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.
** You need to manage your [[overcharge]] and use 'Frenzied Blows' to maximize your damage.
** Can reach very high parry chance, but weaker against magic attacks.
** Imperil is needed (if available) for schoolgirls and other [[System_Monsters|System Monsters]], but not for normal monsters
* [[Fighting_Styles#Staff|Mage]]
** Main hand: Staff
** Off hand: -
** Armors: Cloth
** Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.
** Below level 310 you won't be able to spam the 'imperil' spell which you need to play at higher difficulty.
** 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.
** Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
** Fire and cold are the cheapest options, but slightly weaker end-game.
** 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.
* 1H Mage
** Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)
** 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
** Armors: Cloth
** You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.
** Still very good AoE damage, but somewhat lacking against [[System_Monsters|System Monsters]].
** Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the 'Faster Imperil' ability does not come until level 310, and that makes this style much more pleasant to play.
** Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
** Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.
* [[Fighting_Styles#Two-Handed|Two Hand (2H)]]
** Main hand: 2H weapon. Ethereal prefix is recommended.
** Off hand: -
** Armors: Light
** Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn't compensate for it by giving high damage.
** Mace, with its stuns, is the least bad option. 
** Easiest style to apply [[Equipment Procs|procs]] on multiple monsters
* [[Fighting_Styles#Niten_Ichiryu|Niten Ichiryu (NI)]]
** Main hand: Katana
** Off hand: Wakizashi
** Armors: Light
**Partial benefits from 2H and DW:
***Domino Strike limited to 5 monsters.
***Offhand damage but no parry bonus.
** This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty.
** With full balance (crit chance) gear, NI stacks [[Equipment_Procs|Bleeding Wound]] incredibly quickly. <br />


===Mage===
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.
*Only use Cloth armor and Staffs.
*Can cast [[spells]] of every [[damage type]] except [[Void]].
*Can cast AoE spells which can hit multiple monsters on the field.
*Can take advantage of [[Spells#Status_Effects|elemental explosions]].
*Have 0 [[interference]] and very little [[burden]].
*Lowest mitigation.


===Melee===
===Leveling Adjustments===
====Light Armor====
As you progress in [[level]]s you'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's a few adjustments you can do:
*Medium mitigation, [[burden]], and [[interference]].
*Lower your [[difficulty]] setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain [[shard]]s.
*Has variants which increase mitigation, evasion, attack damage, as well as less [[burden]] (Shade armor).
*Get better [[Equipment Basics|equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn't that big.
*Utilize your deprecating [[spell]]s such as Weaken, Silence, and Sleep.
*Use more buffs, such as Haste, Protection, Shadow Veil, etc.
*It may be wise to invest in an [[Innate Arcana]] slot if you haven't already. The first slot costs 50 [[hath]].
*Make sure your accuracy is at least 100% to ensure your attacks won't miss. Further accuracy up to 194.8% reduces monsters' chance to evade your attacks.


====Heavy Armor====
==Level 310+==
*Highest mitigation but also the most [[burden]] and [[interference]].
Same styles remain viable. But some things change because level 310 allows maxing out the 'Faster Imperil' [[ability]] which lets you spam imperil with no cooldown. Level 330 allows maxing the 'Better Imperil' [[ability]], increasing its effectiveness further.
*Has a variant which increases attack damage (Power armor).


====1H====
Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.
*Can use [[shields]] for extra block chance at the cost of more [[burden]] and [[interference]].
*Can further boost block chance via Shielding [[prefix|prefixed]] armor.
*Overwhelming Strikes [[fighting skill]] gives increase damage, accuracy, and parry chance.


====DW====
By now Melee styles should [[Item World]] their weapon(s) to ''<span title="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.">Item World level 10</span>''. 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't have to land imperil on every single monster---getting most monsters imperiled is already an improvement.
*Highest damage versus single targets. Good for high [[difficulty]] [[Ring of Blood]] and legendary [[Arena]] challenges.
*Can take advantage of 2 different [[Equipment Procs|procs]] (e.g. stun and penetrated armor) because of offhand strikes.
*Final [[fighting skill]] can hit multiple targets.


====2H====
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.
*Domino Strike has the chance to hit multiple targets.
**Easiest style to apply [[Equipment Procs|procs]] on multiple monsters.


====Niten====
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]].
*Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.
*Partial benefits from 2H and DW.
**Domino Strike limited to 5 monsters.
**Offhand damage but no parry bonus.
*Generally only good for new (below lv.100) or advanced (above lv.300) players.
**Does NOT give any weapon [[proficiencies]], but benefits from existing ones.


==Regardless of Build==
==Regardless of Build==
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===[[Abilities]]===
===[[Abilities]]===
*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]].
*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]].


{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
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!colspan="2"|Top Priority
!colspan="2"|Top Priority
|-
|-
|HP Tank || Increases health pool, massively increases survival
|HP Tank || Increases health pool, massively increases survival.
|-
|MP Tank || Increases mana pool, greatly useful.
|-
|-
|MP Tank || Increases mana pool, greatly useful
|Better Cure || Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.
|-
|Better Regen || Stronger and longer heal-over-time.
|-
|Better Protection || Solid survival boost.
|-
|-
!colspan="2"|Second Priority
!colspan="2"|Second Priority
|-
|-
|(Applicable [[Armor]] & [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong
|(Applicable [[Armor]] & [[Weapon]] abilities) || Improve with [[proficiency]] and work well with the [[fighting style]] to which they belong.
Mages can ignore Staff Damage and Staff Accuracy.
|-
|-
!colspan="2"|Recommended
!colspan="2"|Recommended
|-
|-
|Better Mana Pots || Mana are the most recommended type of restorative to bring into [[battle]]
|Better Mana Pots || Mana is the most recommended type of restorative to bring into [[battle]].
|-
|-
|Better Cure || Can cast more frequently and better healing
|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.
|-
|-
|Better Regen || Stronger and longer heal-over-time
|Stronger Spirit || Procs earlier and uses less SP per proc.
|-
|-
|Better Haste || Further action speed increase, ''very useful''
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become available (also useful for mage).
|-
|-
|Stronger Spirit || Procs earlier and uses less SP per proc
|Better Shadow Veil || Decent survival boost, especially at lower levels.
|-
|Better Protection || Solid survival boost
|-
|Better Shadow Veil || Decent survival boost, especially at lower levels
|-
|-
!colspan="2"|Optional
!colspan="2"|Optional
|-
|-
|Better Imperil || Increases damage done using Imperil, especially good for mages
|Better Imperil || Increases damage done using Imperil, especially good for mages.
|-
|-
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected
|Faster Imperil || Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.
|-
|-
|SP Tanks || Good for melee (to use [[Spirit Stance]] more) or once Spark of Life / Spirit Shield become useful
|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.
|-
|-
!colspan="2"|Substandard
!colspan="2"|Substandard
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|Better Drain || Very weak increase in damage.
|Better Drain || Very weak increase in damage.
|-
|-
|Faster Drain || Already a fast [[spell]], still a long cooldown
|Faster Drain || Already a fast [[spell]], still a long cooldown.
|-
|-
|Better Absorb || Just procs more often, still a weak [[spell]]
|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.
|-
|-
|Better Spark || Just decreases cost and increases duration; worth even less if SoL is [[auto-cast]]
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available.
|-
|-
|Better Slow || Replaceable with Better MagNet once the MagNet [[spell]] becomes available
|Mind Control || Both [[spell]]s are not highly useful even when they break less often.
|-
|Mind Control || Both [[spell]]s are not highly useful even when they break less often
|-
|-
!colspan="2"|Discouraged
!colspan="2"|Discouraged
|-
|-
|Better Blind, Faster Blind || Weaken is more useful
|Better Blind, Faster Blind || Weaken is more useful.
|-
|Ether Theft || Already occurs as part of the Mage [[play style]]
|}
 
==Mage Builds==
===Mage Philosophy===
*Glass Cannon: kill them faster than they kill you.
**Uses primarily damage and evasion to avoid damage
**Expensive to be powerful
 
===Mage Weapon===
*EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use.
**Preferably Ebony/Redwood if using elemental spells, Katalox if using [[holy]]/[[dark]] spells
**Oak if you primarily use [[holy]] spells.
**Redwood is the cheapest alternative for new players.
**MDB > EDB = Proficiencies, Proc chance and duration preferably be 30-40% with 3-4 effective turns. The use of EDB/prof depends on the amount of EDB bonus you have.
 
===Mage Armor===
*Matching Phase gear of the element you use, with a [[prefix]] if you can get it. Recommended to stick with one element.
**[[Proficiency]] cloth (Demon-fiend, Heaven-sent, or Elementalist) can be used when you have insufficient funds, but are less recommended as you get higher in [[proficiency]].
*EDB > PAB = Evade, generally speaking.
 
===Mage Stats===
(Does not include stats from [[equipment]])
 
{|class="wikitable"
!Stat
!Equal to
!Priority
|-
|STR || Level * ~0.8 || Lowest
|-
|DEX || Level * ~0.9 || Low
|-
|AGI || Level * ~0.9 || Low-Mid
|-
|END || Level + a bit || Mid
|-
|INT || Level + a bit || High
|-
|WIS || Level + a bit || High
|}
 
===Mage Abilities===
*'''Optional''': Better Arcane Focus.
*'''Holy/Dark Builds''': Spirit Theft, Dark Imperil, Holy Imperil.
*'''Elemental Builds''': Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot get Flame Spike Shield).
 
==Melee Builds==
===Melee Philosophy===
*Efficiency and enduring attacks
**Uses high defenses in combined with regen spell to survive most attacks
**Uses either Block or Evade as a primary defense.
**Unlike other games, all melee builds are battle mages in that you need to constantly keep yourself buffed up.
 
===[[Fighting_Styles|Recommended Combos]]===
*2H Weapon + Light Armor
*DW Weapons + Light Armor
*1H Weapon + Shield + Heavy Armor
 
===Melee Weapon===
* 2H: Mace/Estoc "of Slaughter" with high ADB and proc chance/duration.
* DW: Club/Axe on main hand and Rapier on offhand. Preferably with "of Slaughter" suffix (high weapon damage) for main hand weapon and "of Nimble/Balance" suffix (high parry chance/accuracy) for offhand weapon. Some combinations include:
:; Club+Rapier:
:* club of slaughter + rapier of nimble - Not viable. The chance to inflict [[Penetrated Armor]] is pretty low.
:* club of nimble + rapier of nimble - Not viable. You lose way too much ADB.
:* club of slaughter + rapier of balance - A pretty good offensive combination but lacks some defense.
:; Rapier+Wakizashi:
:* rapier of slaughter + wakizashi of nimble - This combo lets you play more like 1H (less Cure used). You get a massive Parry due to DW's Parry Bonus. Very good for Grindfest.
:* rapier of slaughter + wakizashi of balance - The fastest and mode offensive DW combo. enough said.
:* rapier of nimble + wakizashi of nimble - The "safest" and most defensive DW combo. But kinda slow to kill the mobs, since your ADB is not enough.
:* rapier of balance + wakizashi of balance - Due to DW's Crit Chance Bonus, this combo somewhat works, if combined with a shadowdancer build. But overall, not very good.
:* rapier of slaughter + wakizashi of swiftness - Another combination that plays like 1H.
*1H Rapier of Slaughter, Force Shield with High Block chance.
*[[Ethereal]] versions of Weapons are preferable at higher levels.
 
===Melee Armor===
*For light melee Leather "of Protection" or Shade "of Fleet/Shadowdancer" gear and with the "Agile" [[prefix]] if you can get it.
*For heavy melee Plate and Power armor, preferably with "of Protection", "of Barrier", "of Balance" or "of Slaughter" suffix and with the "Mithril" [[prefix]] if you can get it.
 
===Accuracy===
*Should have around 100%+ before level 200 to ensure the attacks won't miss.
*Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.
 
===Melee Stats===
(Does not include stats from [[equipment]])
 
Heavy armor players should use less AGI, light armor players should use more.
 
{|class="wikitable"
!Stat
!Equal to
!Priority
|-
|STR || Level + a bit || High
|-
|-
|DEX || Level || Mid-high
|Ether Theft || Already occurs as part of the Mage [[play style]].
|-
|AGI || Level ± a bit || Mid-low
|-
|END || Level + a bit || High
|-
|INT || Level * ~0.7 || Lowest
|-
|WIS || Level || Mid
|}
|}


===Melee Abilities===
==[[Equipment Basics|Equipment]]==
*'''Recommended''': Better Silence.
*Low level players should look for free or cheap equipment in the WTS sub[[forum]].
*'''Optional''': Better Heartseeker.
*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.  
 
*Equipments of a higher quality don'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.
==Leveling Adjustments==
When you progress in [[level]] you'll start facing monsters of increased [[Power Level]], mostly above PL 400 (thus with powerful spirit attacks). As a result most of the fights will be significantly more difficult. There's a few adjustments you can do:
*Lower your [[difficulty]] setting until you get accustomed to the new monsters.
*Get better [[equipment]] (especially a better [[weapon]]). Do not worry if its a few levels lower than you, the stat difference isn't that big.
*Utilize your [[scrolls]] and deprecating spells such as Weaken, Silence, and Imperil.
*Understand [[Monster_Lab_Bestiary|which monsters]] are more difficult to deal with and their strengths/weaknesses.
*For melee players, use [[Skills#Innate_Skills|Focus]] as it replenishes mana and helps to land deprecating spells on monsters at the same time.
*It may be wise to invest in an [[Innate Arcana]] slot if you haven't already.
 
==[[Equipment]]==
Principles for worthy equipments, in order of importance:
# Suitability to the playing style. (Refer to [[Equipment Ranges]] for max/min base values)
#* High weapon damage (''of Slaughter'') for main-hand one-handed weapons (Club, Axe) and two-handed weapons
#* High parry chance for off-hand weapons (Rapier, Wakizashi)
#**Alternatively, high attack accuracy so proc will appear more often
#* High chance/duration/damage for [[Equipment_Procs|procs]] (bleeding, stun, penetrated armor, [[Fighting_Styles#Staff|ether tap]])
#* High MDB/EDB for staffs (Katalox)
#* High EDB for Phases
#* High evade/ADB for Shade, high crit rate for ''of Shadowdancer'' suffix
#* High mitigation (''of protection'') for Kevlar, Plate, and Power armor
#* High block rate for [[Shield_(Equipment)|shields]] and shielding prefixed armor
#* High ADB for Power armor ''of Slaughter''
# [[Ethereal]] weapons
#* Rare and worth more than normal equips because of [[void]] damage
# Rarity
#* Rare equips: Wakizashi, Katana, Katalox, Phase, Shade, Power, Force
# [[Equipment#Prefixes|Prefix]]
#* Better quality produces better equips
# Primary Attribute Bonuses
#* Make sure the equips have the best PAB for specific styles.
#** INT/WIS for mage build.
#** STR/END/DEX for melee build.


==[[Items]]==
==[[Items]]==
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**It is always safe to use an item since it takes 0 [[action speed]].
**It is always safe to use an item since it takes 0 [[action speed]].
**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.
**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.
*Remember that [[token]], [[trophy]], and [[artifact]] [[drop rates]] are not affected by [[difficulty]] so fighting on Normal is fine for farming them.
**Low level players can obtain free draughts from some players, check the WTS forum.
*[[Tokens|Tokens of Blood]] used for fighting FSM/TT&T give the best return on investment. Clear all the other [[Ring of Blood]] challenges only once for their [[credit]] bonuses.
*[[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.
**Consider TT&T only if you are capable of beating it at PFUDOR [[difficulty]].
**TT&T is second best, if you still have tokens to spare. It's a difficult fight, so be prepared and consider lowering your [[difficulty]].


==[[Monster Lab]]==
==[[Monster Lab]]==
*Do not increase the INT of any monsters without magical attacks unless it is to inflate their PL.
*Don't use happy pills instead of [[crystals]] until you have stronger monsters (PL 400+).
*For [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]]: Scavenging > Fortitude > Swiftness > Brutality > Dissipation > (Everything Else)
**Remember that all chaos upgrades slow a monster's [[morale]] drain rate.
*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't have them that frequently.
*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't have them that frequently.
**Remember that monsters who haven't given you a gift in 3 days will acquire one automatically.
**Remember that monsters who haven't given you a gift in 3 days will acquire one automatically.
*Remember to name your monsters' [[Monster_Lab#Skill_Editor|special attacks]] or they won't be used in [[combat]].
**To maximize gifts, unlock as many monsters as you can.
*Avoid using food if it says it will restore less than 1,000 hunger; same with Pills restoring less than 6,000 morale as this is wasteful.
*Funny monster names are recommended. Do not use the same name with numbering or gibberish.
 
==[[Hath Perks]]==
===Tank/Regeneration===
Resplendent Regeneration  -> Effluent Ether  -> Vigorous Vitality -> Suffusive Spirit
 
Note that EE/VV/SS increases your maximum HP/MP/SP but not the base HP/MP/SP, so any restoratives used would still recover the same amount.
 
===[[Crystal]] Perks===
More valuable the more rounds you can survive in [[Grindfest]] (minimum 200+).
 
===[[Innate Arcana]]===
*1st: Haste
*2nd: Shadow Veil/Protection
 
Shadow Veil/Protection can be substituted with Spark of Life or Spirit Shield when you're playing on high [[difficulty]]. However, remember that putting SoL and SS on IA has risks since they can dissipate if you fall below 10% mana. SoL will '''not''' be recast if you are below 25% and its effect is triggered.
 
<div id="God Strategies"></div>
==[[Ring of Blood]] Strategies==
*Universal: Weaken, Slow, Imperil, Silence. If you don't have silence, keep Spark (or Spirit Shield with over 50% health) and Haste up at all times. Shadow Veil is also good, but is not a must.
*Mages:
**Armor: Use those which boosts your damage in specific element. Heimdall for FSM, Fenrir for IPU.
**Weapon: Preferably a Destruction staff with high magical damage bonus. EDB/prof staff is acceptable. High ether theft duration/chance is always a plus.
**Strategy: Use the strongest spells of the damage type(s) matching the weakness(es) of the opponent. You can also use infusions to raise the spell's power.
*Melee:
**Armor: Preferably mitigation armor with high mitigation bonus. Usual armor is also okay, but you'll receive more damage.
**Weapon(s): Void weapon is recommended (either [[ethereal]] weapon or use a voidseeker [[shard]]). For Dual Wield a club for Main Hand and a rapier as Off-hand. For two-handed, either a mace or estoc. Use the weapon with highest weapon damage.
**Strategy: Just beware of the health left. Always keep Silence on.
 
==Grinding [[Proficiencies]]==
Proficiency grinding is mostly only needed for Deprecating and Supportive proficiencies if they are below 50-75% of your [[level]]. [[Weapon]], [[armor]], and magic proficiencies usually keep up with you unless you are power-leveling.
*'''Weapons''' - Go into a high [[difficulty]] [[Quality|crude]] equipment's [[Item World]] and go for as long as you can.
*'''Armors''' - Same as above but on Normal [[difficulty]].
**Remember that you still gain armor proficiency when you evade so there's no harm in using Shadow Veil, etc.
**Do not use Haste when training Armor; you want monsters to attack you as often as possible.
*When grinding magic proficiencies it is recommended to change your equip according to your current proficiency level. Use cloth armor and mana-conserving staff at low proficiency to save mana, then gradually change to equips with high interference when your proficiency gain rate starts to slow down.
**'''Supportive''' - Spam Cure. Protection is also viable.
**'''Deprecating''' - Spam Weaken.
**'''Elemental''' - Spam any elemental tier 1 spells.
**'''Divine''' - Spam Smite.
**'''Forbidden''' - Spam Corruption.


==[[Trophies]]==
==[[Trophies]]==
*You can turn these in for [[equipment]] or sell them any time you want. Their value at the [[shrine]] never changes, thus there is no real point in hoarding them.
*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.  
*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 more than the bazaar pays.
*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.
*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.


==[[Training]]==
==[[Training]]==
*Train Adept Learner to ~100-150.
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.
*Train [[Ability]] Boost as much as possible unless you have no more active abilities to upgrade.
*Train Pack Rat as your item consumption dictates. Same goes for And A Scholar and Tincture.
*Train 2-4 ranks of Assimilator if you are power-leveling. If you've reached the proficiency cap in anything then don't train it further.
*Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.
*Set Collector isn't useful until much later on (when you have enough [[equipment]] and want to try different [[play styles]]).


==[[Equipment Shop]]==
==[[Equipment Shop]]==
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]). If you don't lock the equipment you want to keep, chances are that at some point you will click the "Sell All" button instead of "Accept" by mistake, accidentally selling a whole bunch of your valuable gear in the process. Woops.
*Clicking on the padlock ([[Image:padlock_open.png]]) next to a piece of equipment prevents it from being sold ([[Image:padlock_closed.png]]).
*Most gear in the bazaar will be very high [[level]] or of Average [[quality]] (or lower). It's usually better to buy directly from players on the WTS sub[[forums]].


==The [[Forge]]==
==The [[Forge]]==
*The first 5 upgrade levels don't require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.
*The first 5 upgrade levels don't require bindings (but may cost [[Upgrade#Rares|Rare Materials]]), thus making them relatively cost effective.
*Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.
**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.
*Salvage high [[quality]] common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.
*Remember that stacking [[infusions]] increases their duration but not their effects.
*Low-grade materials and wispy catalysts can be used on crude equipment to get easy forge experience.
*Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia [[shard]] to remove.
*Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia [[shard]] to remove.
*Remember that stacking [[infusions]] increases their duration but not their effects.
*[[Soul Fragments]] should almost never be bought. They can be easily farmed by clearing [[Random Encounter]]s (regardless of [[difficulty]]).
*Soul Fragments should never be bought. They can be easily farmed up to 6 per day by clearing [[Random Encounter]]s (regardless of [[difficulty]]).
 
==Very Important [[HentaiVerse_Hotkeys|Hotkey]]!==
'''If you want to get an [[Equipment Basics|equipment]]'s link, mouse over it and press {{Keypress|C}}.'''
*Make sure Caps Lock is off and popups are enabled.


==See also==
==See also==
*[[HentaiVerse FAQ]]
*[[HentaiVerse FAQ]]
*[[HentaiVerse Advice Advanced]]


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Latest revision as of 21:14, 13 August 2025

Important disclaimer

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.

For help with shortened terms see the acronyms page. For extra help see HentaiVerse Advice Advanced or Ask The Experts.

Pre-Level 100

Don'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.

Level 101-309

Fighting Style Summaries

Around level 100 it's best to stick to one style at a time. Viable options are:

  • One hand style (1H)
    • 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.
    • Off hand: Shield. Block is the most important stat, the higher the block the better.
    • Armors: Heavy (Light works at low levels)
    • Good style overall. Many players find this the easiest to play on high difficulty at lower level.
    • Deals strong single target damage with counter-attacks providing some AoE.
    • 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's not recommended after this point.
    • 'Vital Strike' does great single target damage against System Monsters such as schoolgirls, but make sure the target is stunned and imperiled (if available) and have spirit stance on as well.
    • Against normal enemies it's best to use your overcharge to stay in spirit stance.
    • Don't be afraid of the high burden and interference. That's how 1H with heavy armor works.
  • Dual Wield (DW)
    • Main hand: 1H weapon. Best to go for a high damage weapon. A weapon that gives 'stun' (i.e. club) can be useful. A rapier works well, but you can also use a shortsword.
    • Off hand: 1H weapon. Best to go for a weapon with high parry. If your main hand doesn't give 'penetrated armor', it's best to use an off hand weapon that does (i.e. rapier)
    • Armors: Light
    • Highest melee damage vs single targets, some AoE with Fighting skill 'Frenzied Blows', and slightly less defense than 1H.
    • Can take advantage of 2 different procs (e.g. stun and penetrated armor) because of offhand strikes.
    • You need to manage your overcharge and use 'Frenzied Blows' to maximize your damage.
    • Can reach very high parry chance, but weaker against magic attacks.
    • Imperil is needed (if available) for schoolgirls and other System Monsters, but not for normal monsters
  • Mage
    • Main hand: Staff
    • Off hand: -
    • Armors: Cloth
    • Highest offense, but terrible defense. You will need to play at lower difficulty until you can invest credits in equipment and forging.
    • Below level 310 you won't be able to spam the 'imperil' spell which you need to play at higher difficulty.
    • 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.
    • Elemental is best for beginner mages due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
    • Fire and cold are the cheapest options, but slightly weaker end-game.
    • 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.
  • 1H Mage
    • Main hand: 1H weapon with battlecaster or nimble suffix and high parry (i.e. Wakizashi)
    • 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
    • Armors: Cloth
    • You basically cast spells like a mage, but with the defense of a shield and parrying weapon instead of the offense of a staff.
    • Still very good AoE damage, but somewhat lacking against System Monsters.
    • Depending on difficulty level, imperil will become necessary sometime in the 200s. However, the last level of the 'Faster Imperil' ability does not come until level 310, and that makes this style much more pleasant to play.
    • Elemental is best due to faster cast times, lower mana cost, and better mitigation reduction from imperil.
    • Fire and cold are still cheapest, but they do just as well as wind and elec in 1H mage.
  • Two Hand (2H)
    • Main hand: 2H weapon. Ethereal prefix is recommended.
    • Off hand: -
    • Armors: Light
    • Does AoE damage with Domino Strike, but difficult to play at high difficulty. This style just lacks defense. And unlike mage, it doesn't compensate for it by giving high damage.
    • Mace, with its stuns, is the least bad option.
    • Easiest style to apply procs on multiple monsters
  • Niten Ichiryu (NI)
    • Main hand: Katana
    • Off hand: Wakizashi
    • Armors: Light
    • Partial benefits from 2H and DW:
      • Domino Strike limited to 5 monsters.
      • Offhand damage but no parry bonus.
    • This style is playable, but not as good as DW or 1H. You will probably need to play at lower difficulty.
    • With full balance (crit chance) gear, NI stacks Bleeding Wound incredibly quickly.

Continue to keep stats relatively balanced except for INT (unless maging) and replace your gear every ~30 levels. 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.

Leveling Adjustments

As you progress in levels you'll start facing monsters with increased Power Levels, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There's a few adjustments you can do:

  • Lower your difficulty setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.
  • Get better equipment (especially a better weapon). Do not worry if its a few levels lower than you, the stat difference isn't that big.
  • Utilize your deprecating spells such as Weaken, Silence, and Sleep.
  • Use more buffs, such as Haste, Protection, Shadow Veil, etc.
  • It may be wise to invest in an Innate Arcana slot if you haven't already. The first slot costs 50 hath.
  • Make sure your accuracy is at least 100% to ensure your attacks won't miss. Further accuracy up to 194.8% reduces monsters' chance to evade your attacks.

Level 310+

Same styles remain viable. But some things change because level 310 allows maxing out the 'Faster Imperil' ability which lets you spam imperil with no cooldown. Level 330 allows maxing the 'Better Imperil' ability, increasing its effectiveness further.

Mage is much more viable with imperil. Mage can be played at higher difficulty above level 310.

By now Melee styles should Item World their weapon(s) to Item World level 10. 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't have to land imperil on every single monster---getting most monsters imperiled is already an improvement.

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.

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.

Regardless of Build

The following are universal regardless of whether you choose a melee or a mage build.

Abilities

  • 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 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.
Ability Reason
Top Priority
HP Tank Increases health pool, massively increases survival.
MP Tank Increases mana pool, greatly useful.
Better Cure Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.
Better Regen Stronger and longer heal-over-time.
Better Protection Solid survival boost.
Second Priority
(Applicable Armor & Weapon abilities) Improve with proficiency and work well with the fighting style to which they belong.

Mages can ignore Staff Damage and Staff Accuracy.

Recommended
Better Mana Pots Mana is the most recommended type of restorative to bring into battle.
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.
Stronger Spirit Procs earlier and uses less SP per proc.
SP Tanks Good for melee (to use Spirit Stance more) or once Spark of Life / Spirit Shield become available (also useful for mage).
Better Shadow Veil Decent survival boost, especially at lower levels.
Optional
Better Imperil Increases damage done using Imperil, especially good for mages.
Faster Imperil Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages.
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.
Substandard
Better Drain Very weak increase in damage.
Faster Drain Already a fast spell, still a long cooldown.
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.
Better Slow Replaceable with Better MagNet once the MagNet spell becomes available.
Mind Control Both spells are not highly useful even when they break less often.
Discouraged
Better Blind, Faster Blind Weaken is more useful.
Ether Theft Already occurs as part of the Mage play style.

Equipment

  • Low level players should look for free or cheap equipment in the WTS subforum.
  • 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.
  • Equipments of a higher quality don'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.

Items

  • Utilize your restoratives. They're meant to be used, not for collection.
    • It is always safe to use an item since it takes 0 action speed.
    • 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.
    • Low level players can obtain free draughts from some players, check the WTS forum.
  • 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.
    • TT&T is second best, if you still have tokens to spare. It's a difficult fight, so be prepared and consider lowering your difficulty.

Monster Lab

  • 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't have them that frequently.
    • Remember that monsters who haven't given you a gift in 3 days will acquire one automatically.
    • To maximize gifts, unlock as many monsters as you can.
  • Funny monster names are recommended. Do not use the same name with numbering or gibberish.

Trophies

  • You can turn these in for 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.
  • 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.
  • 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.

Training

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.

Equipment Shop

  • Clicking on the padlock () next to a piece of equipment prevents it from being sold ().
  • Most gear in the bazaar will be very high level or of Average quality (or lower). It's usually better to buy directly from players on the WTS subforums.

The Forge

  • The first 5 upgrade levels don't require bindings (but may cost Rare Materials), thus making them relatively cost effective.
    • 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.
  • Remember that stacking infusions increases their duration but not their effects.
  • Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia shard to remove.
  • Soul Fragments should almost never be bought. They can be easily farmed by clearing Random Encounters (regardless of difficulty).

Very Important Hotkey!

If you want to get an equipment's link, mouse over it and press C.

  • Make sure Caps Lock is off and popups are enabled.

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools