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'''What are the different playing styles in this game?'''
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<!--Comments so I can search easily when editing-->
<!--Playstyle-->
==Choosing your playstyle==


Basically there’re three playing styles in HV: mage, light melee and heavy melee.
Basically there’re three playing styles in HV: mage, light melee and heavy melee.
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Some melees would choose to convert to mages at higher levels, because mages can clear rounds much faster than melees. It’s not a must though, as there are numerous melees who can reach high levels.
Some melees would choose to convert to mages at higher levels, because mages can clear rounds much faster than melees. It’s not a must though, as there are numerous melees who can reach high levels.


- Mages:


Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.
===Mages===
 
''Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.''


Advantages:
'''Advantages'''
* Their AOE spells can hit every monsters in the field (assuming you don’t miss).
* Their AOE spells can hit every monsters in the field (assuming you don’t miss).
* Offensive spells are generally more powerful than direct attack.
* Offensive spells are generally more powerful than direct attacks.
* Their armors don’t have any interference, so their supportive/depreciating spells have the longest duration.
* Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost
 
'''Disadvantages'''
Disadvantages:
* They’re mana-intensive. It’s usual for mages to consume tons of mana potions.
* They’re mana-intensive. It’s usual for mages to consume tons of mana potions.
* They don’t have great defense, so they can be dealt serious damage from monsters.
* They don’t have great defense, so they can be dealt serious damage from monsters.


- Light melee:


They wear light armors, which gives great boost to agility and evade.
===Light melee===


Advantages:
''They wear light armors, which gives great boost to agility and evade.''
* They don’t rely (that much) on mana.
 
* They can perform multiple rounds before monsters can react.
'''Advantages'''
* They don’t rely on mana comparatively.
* They can act multiple rounds before monsters can react.
* They have the best evade, so monsters can’t hit them easily.
* They have the best evade, so monsters can’t hit them easily.
'''Disadvantages'''
* They need more turns to clear a round.
* It still hurts when multiple monsters land hits in the same round.


Disadvantages:
* They need more turns to clear a round
* It still hurts when multiple monsters land hits on the same round


- Heavy melee:
===Heavy melee===


They wear heavy armors, which gives great boost to mitigation.
''They wear heavy armors, which gives great boost to mitigation and attack power.''


Advantages:
'''Advantages'''
* They have great mitigation, which means monsters can’t deal that much damage.
* They have great mitigation, which means monsters can’t deal that much damage.
* Rare power variant usually gives the best attack boost.
* Rare power variant usually gives the best attack boost.
'''Disadvantages'''
* They have high burden, which means they can't evade monsters' attacks.
* They have high interference, which means they need more mana to cast supportive/depreciating spells.
* Diminishing effects on mitigation may hurt at higher levels.


Disadvantages:
* They have high burden, which means monsters can land multiple hits before you can react.
* They have high interference, which shorten the duration of supportive/depreciating spells.
* Diminishing effects on mitigation hurts at higher levels.


There’re also some unsuccessful playing styles:
There’re also some unsuccessful playing styles


* Ninja style, with focus on high evade/parry.
#Ninja style, with focus on high evade/parry.
Why it doesn’t work:
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.
Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.
Also, the attack output is just too low.
Also, the attack output is just too low.


* There’re battlecaster weapons, but it’s not recommended at lower levels.
#Battlecaster style
There’re battlecaster weapons, but it’s not recommended at lower levels.
 
In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and trainings on both melee and mage proficiencies.  
In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and trainings on both melee and mage proficiencies.  


<!--Fighting Styles-->
<!--Comments so I can search easily when editing-->
==Fighting Styles==
There’re also different fighting styles among mages and melees.
===Mages===
====Elemental Spells====
Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.
Advantages:
* Mana-saving
* Assessable at lower level
Disadvantages
* Monsters with double resistance
* Ineffective at higher difficulty
====Holy/Dark spells====


'''How should I allocate my primary attributes?'''
They have 2 tiers of spells.


The first principle is: never allocate too much EXP on one particular attribute.  
Advantages:
* They’re more powerful spells.
Disadvantages:
* They are assessable at higher level
* They’re mana-consuming.


The EXP required to raise your attribute above 115% of your current level can be enormous.
===Melees===


For mages, it’s suggested to keep the following trend:
====One-handed====


INT=WIS>AGI=END>STR>DEX
====Dual-Wield====


For melees, it’s suggested to keep the following trend:
====Two-handed====


WIS=END=AGI=STR=DEX>INT
'''WIP'''


Further explanations:
<!--Primary Attributes-->
<!--Comments so I can search easily when editing-->
==Primary Attributes==


WIS gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.
The first principle is: never allocate too much EXP on one particular attribute.  


END gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.
The EXP required to raise your attribute above 115% of your current level can be enormous.


AGI gives you more action speed and better evade. It’s quite important at higher levels, since you’re going to get hit less often.
For mages, it’s suggested to keep the following trend:


INT primarily increase magic damage output, while STR increases physical damage output. They’re useful only in the respective style.
INT=WIS>AGI=END>STR>DEX


DEX increases your physical attack accuracy, and is primarily useful for melees only.
For melees, it’s suggested to keep the following trend:


WIS=END=AGI=STR=DEX>INT


'''How should I choose my fighting style?'''
{| class="wikitable collapsible"
|-
! colspan="2" | Reference


There’re also different fighting styles among mages and melees.
|-
|
;WIS :gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.


Mages:  
;END :gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.


- Elemental Spells
;AGI :gives you better evade.


Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.
;INT :primarily increase magic damage output. Useful in the mage style.


Advantages:
;STR :primarily increase physcial damage output. Useful in the melee style.
* Mana-saving
* Assessable at lower level
Disadvantages
* Monsters with double resistance
* Ineffective at higher difficulty


- Holy/Dark spells
;DEX :increases your physical attack accuracy, and is primarily useful for melees only.


They have 2 tiers of spells.
|}


Advantages:
<!--Choosing Equipments-->
* They’re more powerful spells.
<!--Comments so I can search easily when editing-->
Disadvantages:
* They are assessable at higher level
* They’re mana-consuming.


'''What equipments should I pick?'''
==Choosing Equipments==


Some general principles:
Some general principles:
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Most of the time, only a few stats are important for a particular type of equipments. You should put your emphasis on those stats instead of the prefix.
Most of the time, only a few stats are important for a particular type of equipments. You should put your emphasis on those stats instead of the prefix.


Mages:
===Mages===


Starting (lv. < 130)
Starting (lv. < 130)
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3. If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.
3. If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.


'''How should I allocate my ability points?'''
===Melees===
 
'''WIP'''
 
<!--Ability Points-->
<!--Comments so I can search easily when editing-->
==Ability Points==


You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.
You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.
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Some general principles:
Some general principles:


1. Pick any spells you need.
# Pick any spells you need.
 
# Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.
2. Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.
# Pick scroll/infusion slots when you need to fight bosses/legends/gods.
 
# Start picking HP tanks. It’s essential for survival.
3. Pick scroll/infusion slots when you need to fight bosses/legends/gods.
# After filling up the HP tank, invest into EXP tanks and MP tanks evenly. <br>You can adjust the ratio between these tanks to level faster/greater chance for survival.
 
#If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.
4. Start picking HP tanks. It’s essential for survival.
# Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.
 
# Finally, pick some overcharge tanks if you still have APs left.
5. After filling up the HP tank, invest into EXP tanks and MP tanks evenly.  
 
You can adjust the ratio between these tanks to level faster/greater chance for survival.
 
6. If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.


7. Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.
<!--Trainings-->
 
<!--Comments so I can search easily when editing-->
8. Finally, pick some overcharge tanks if you still have APs left.
==Trainings==
 
'''What should I do with my trainings?'''


I’ll group training in accordance with their uses.
I’ll group training in accordance with their uses.




For general gameplay
===For general gameplay===


Adept Learner:
'''Adept Learner'''


This training gives 1% experience bonus per level trained.
This training gives 1% experience bonus per level trained.
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Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.
Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.


Ability boost
'''Ability boost'''


This training gives you 1 extra ability point.
This training gives you 1 extra ability point.
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Avoid training it over 50/100, as you can alternatively get ability points from artifacts.
Avoid training it over 50/100, as you can alternatively get ability points from artifacts.


Assimilator
'''Assimilator'''


This training increases your prof. gaining rate by 10%.
This training increases your prof. gaining rate by 10%.
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When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.
When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.


Pack Rat
'''Pack Rat'''


This training gives you 1 extra item slot.
This training gives you 1 extra item slot.
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It’s advised to max this training as soon as you’ve extra credits.
It’s advised to max this training as soon as you’ve extra credits.


Refined aura
'''Set collector'''
 
This training gives you 1 extra aura slot.
 
It’s also an important training, as you can get 7% experience bonus every time you can activate a new aura.
 
However, you only get a new aura point for every 10 levels, so you can train that gradually when you’re leveling, and maximizing that at about lv. 150.
 
Set collector


This training gives you 1 extra equipment sets.
This training gives you 1 extra equipment sets.
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It’s not an important training. Take it only if you want to engage in different playing styles.
It’s not an important training. Take it only if you want to engage in different playing styles.


Spelunker
===Drop-rate related trainings===
 
The cooldown for IW decreases by an hour.
 
It’s not an important training. Take it only if you want to level up your equipment twice per day. (you’ll need at least 9 levels of spelunker to do so)
 
 
Drop-rate related trainings


Scavenger
'''Scavenger'''


This training gives +2 loot drop chance.
This training gives +2 loot drop chance.
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It’s advised to get a few levels even when your level is low, as it can replenish your supply.
It’s advised to get a few levels even when your level is low, as it can replenish your supply.


Luck of the Draw (LotD)
'''Luck of the Draw (LotD)'''


This training gives 1% loot quality bonus.
This training gives 1% loot quality bonus.
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When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.
When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.


Quartermaster/Archaeologist
'''Quartermaster/Archaeologist'''


This training gives 5%/10% more base equipment/artifacts drop chance.
This training gives 5%/10% more base equipment/artifacts drop chance.
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Karma related
===Karma related===


Karma Amplifier
'''Karma Amplifier'''


This training gives you 1% bonus to all received karma.
This training gives you 1% bonus to all received karma.


Power Tank
'''Power Tank'''


This training gives you 0.5 base power.
This training gives you 0.5 base power.
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'''What does different battle modes do?'''
<!--Spells-->
<!--Comments so I can search easily when editing-->
==Spells==
 
{| class="wikitable collapsible"
|-
! colspan="2" | Reference
 
|-
|
===Supportive Spells===
 
 
'''Protection'''
 
Gives 25% bonus to your armor's physical and magical defense.
 
More useful for melees, less useful for mages (as cloth has low defense)
 
 
'''Haste'''
 
Gives you extra action speed.
 
Useful for almost any type of gameplay except bleeding.
 
Its effect is more significant when you progress in levels.
 
It may or may not help mages to shed off damage, depending on the number of creatures which can react after a mage cast a certain spell.
 
As for melees, a definite plus to stun.
 
 
'''Shadow Veil'''
 
Gives you 20% increment in evade.


There’re four different battle modes, namely grindfest, crysfest, item world (IW) and areans.
Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.
 
So it's useless for heavy melees now (who has almost 0 evade)
 
Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)
 
Effective for EDB mages and shade melees (who has full evade)
 
 
'''Absorb'''
 
A universal spell.
 
Not that good at lower level because
 
1. It only targets magical attacks. (from elementals/bosses/legends/gods only)
 
2. It cannot prevent critical hits. ( can be solved in conjunction with Weaken)
 
3. It only has 75% success chance.
 
4. There's something called scroll of absorption which has 100% success chance.
 
It can be good for high-level players when casting with surplus channeling.
 
 
'''Spark of Life'''
 
A universal spell.
 
A spell you'll eventually use when running through arenas.
 
They're better alternatives in some situations
 
ROB against gods for mages -> use scroll of life to lower SP cost
 
ROB against gods for melees -> silence is better
 
 
'''Spikes'''
 
Useless for mages. I don't think they're useful for melees.
 
But hey, you can train your prof. with spikes! (since it has lowest cost)
 
'''Arcane Focus/Heartseeker'''
 
I don't think I need to explain it, right?
 
A must pick for their individual playstyle.
 
 
'''SP shield'''
 
Another universal spell.
 
You need this spell when you play high-difficulty arenas/normal EODs.
 
A very good substitute for spark, but it's less useful once you progress in levels.
 
Eventually you'll need SP shield together with spark.
 
===Curative Spells===
 
 
'''Cure 1'''
 
Good. You should pick that, and you'll always need that.
 
 
'''Cure 2'''
 
Still good. Not as useful as cure 1 though.
 
 
'''Cure 3'''
 
It sucks. Even heavy melees don't need them now. Bye Bye.
 
 
'''Regen 1/2'''
 
You need them because they can smooth your hp recovery rate.
 
You probably would like to cast these spells because of its high cost.
 
===Deprecating Spells===
 
 
'''Poison'''
 
Good against bosses/legends gods.
 
The damage is not the main focus; it's the reduction in monster's SP/MP regen rate that it's useful.
 
Because of its long duration, you probably need to put 1 AP only, till you meet gods.
 
1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.
 
 
'''Slow'''
 
It slows down monster's action speed by 50%.
 
Not that useful at lower level, mainly because of its short duration.
 
This spell will get better once you have better action speed and depreciating prof.
 
 
'''Weaken'''
 
Reduces damage by 50% and prevents crit.
 
A very useful spell for both mages and melees against bosses/legends/gods.
 
Also useful when you play in x25 difficulty.
 
 
'''Sleep/Confuse'''
 
Not a very useful spell.
 
The problem is that it's too easy to break, and it has low duration.
 
 
'''Blind'''
 
Reduce physical/magical hit chance by 25%.
 
A very good spell, but it will not be your first priority.
 
 
'''Silence'''
 
Prevent monsters from using special attacks and magic.
 
Bread and butter for melees against gods. Also useful against bosses/legends.
 
However
 
1. It will dispel blind and weaken. It means you'll take more damage and crits.
 
2. It only prevents monsters from using its skills. It doesn't drain monster's SP/MP, so monsters will still use them whenever silence is off.
 
It's not that useful for mages because you can'y use silence with weaken, which means you'll get more hits.
 
 
'''Nerf'''
 
Bread and butter for any type of gameplay.
 
It reduces damage, lower monster's evade and resist chance, and reduce monster's defense.
 
With offensive and defensive potential, it's certainly a must-pick.
 
 
'''X-Nerf'''
 
AOE version of Nerf.
 
Not a must pick, but useful against 3 or more enemies.
 
 
'''MagNet'''
 
Reduce monster's action speed by 25% and make them unable to evade attacks.
 
The later part is more important when you play in the last round of lv.300 arenas, against those dragons.
 
Otherwise it's just another slow.
 
 
'''Lifestream'''
 
Absorbs HP from monster.
 
Because the damage dealt is so low, it simply doesn't worth it.
 
|}
 
<!--Battle Modes-->
<!--Comments so I can search easily when editing-->
 
==Battle Modes==
 
There are three different battle modes, namely grindfest, item world (IW) and arenas.
Each one has its own advantages and disadvantages:
Each one has its own advantages and disadvantages:


Arenas:
'''Arenas'''


Pros : credits, equipments (esp. in high level).
Pros : credits, equipments (esp. in high level).
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Cons : less drops on average, can be difficult.
Cons : less drops on average, can be difficult.


Grindfest:
'''Grindfest'''


Pros: Balance between credits and EXP. Can also grind items in high level.
Pros: Balance between credits and EXP. Can also grind items & crystals in high level.


Cons: consumes tons of stamina (2 times arenas)
Cons: Gets more difficult the higher round is.


Crtsfest:
'''IW'''


Pros: EXP per stamina (1/2 time arenas). Can also grind crystals in high level.
Pros: Drops. You can raise your equipment's level in high level.
 
Cons: No credits, less EXP (depending on item's quality).
 
<!--Items-->
<!--Comments so I can search easily when editing-->
 
==Items==
 
'''WIP'''
 
<!--Auras-->
<!--Comments so I can search easily when editing-->
==Auras==
 
'''WIP'''
 
<!--Beating the Gods-->
<!--Comments so I can search easily when editing-->
==Beating the Gods==
 
'''WIP'''


Cons: you only get crystals and artifacts. No equipments, no items, no credits.
<!--Hath Perks-->
<!--Comments so I can search easily when editing-->
==Hath Perks==


IW:
'''WIP'''


Pros: Drops. You can raise your equipment's level in high level.
<!--Small Tips-->
<!--Comments so I can search easily when editing-->
==Small Tips==


Cons: No credits, less EXP (depending on item's quality).
'''WIP'''

Latest revision as of 17:19, 8 March 2013

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Choosing your playstyle

Basically there’re three playing styles in HV: mage, light melee and heavy melee.

It’s not difficult to change between mage and melee: usually you only need to obtain suitable equipments, adjust your primary attributes, and train your proficiencies.

Some melees would choose to convert to mages at higher levels, because mages can clear rounds much faster than melees. It’s not a must though, as there are numerous melees who can reach high levels.


Mages

Mages are professionals in offensive spells. They primarily use different types of spells to clear rounds quickly.

Advantages

  • Their AOE spells can hit every monsters in the field (assuming you don’t miss).
  • Offensive spells are generally more powerful than direct attacks.
  • Their armors don’t have any interference, so their supportive/depreciating spells have the lowest casting cost

Disadvantages

  • They’re mana-intensive. It’s usual for mages to consume tons of mana potions.
  • They don’t have great defense, so they can be dealt serious damage from monsters.


Light melee

They wear light armors, which gives great boost to agility and evade.

Advantages

  • They don’t rely on mana comparatively.
  • They can act multiple rounds before monsters can react.
  • They have the best evade, so monsters can’t hit them easily.

Disadvantages

  • They need more turns to clear a round.
  • It still hurts when multiple monsters land hits in the same round.


Heavy melee

They wear heavy armors, which gives great boost to mitigation and attack power.

Advantages

  • They have great mitigation, which means monsters can’t deal that much damage.
  • Rare power variant usually gives the best attack boost.

Disadvantages

  • They have high burden, which means they can't evade monsters' attacks.
  • They have high interference, which means they need more mana to cast supportive/depreciating spells.
  • Diminishing effects on mitigation may hurt at higher levels.


There’re also some unsuccessful playing styles

  1. Ninja style, with focus on high evade/parry.

Diminishing return on stacking evade/parry means it’s difficult to evade/parry every monsters’ attacks.

Also, the attack output is just too low.

  1. Battlecaster style

There’re battlecaster weapons, but it’s not recommended at lower levels.

In order to utilize this build, you’ll need high and yet balanced primary attributes, tons of ability points, and trainings on both melee and mage proficiencies.

Fighting Styles

There’re also different fighting styles among mages and melees.

Mages

Elemental Spells

Elemental spells corresponds to fire, cold, elec and wind spells. They all have 3 tiers of spells, with different status effects.

Advantages:

  • Mana-saving
  • Assessable at lower level

Disadvantages

  • Monsters with double resistance
  • Ineffective at higher difficulty

Holy/Dark spells

They have 2 tiers of spells.

Advantages:

  • They’re more powerful spells.

Disadvantages:

  • They are assessable at higher level
  • They’re mana-consuming.

Melees

One-handed

Dual-Wield

Two-handed

WIP

Primary Attributes

The first principle is: never allocate too much EXP on one particular attribute.

The EXP required to raise your attribute above 115% of your current level can be enormous.

For mages, it’s suggested to keep the following trend:

INT=WIS>AGI=END>STR>DEX

For melees, it’s suggested to keep the following trend:

WIS=END=AGI=STR=DEX>INT

Reference
WIS
gives you more mana and mana regen, and since everyone needs mana to cast supportive spells, it’s the most important attribute in HV.
END
gives you more hp and mitigation. It’s quite important at lower levels, but its effect diminishes when you progress.
AGI
gives you better evade.
INT
primarily increase magic damage output. Useful in the mage style.
STR
primarily increase physcial damage output. Useful in the melee style.
DEX
increases your physical attack accuracy, and is primarily useful for melees only.


Choosing Equipments

Some general principles:

1. There’s something called ‘level scaling’ for over-leveled equipments, which means the stat of those equipments are scaled down to your level, except burden and interference.

You should probably pick over-leveled equipments, since those equipments’ stat will also grow when you advance in levels.

The preferred way to obtain over-leveled equipments is through WTS in the forum, where other players are selling their equipments.

2. Equipment quality

Equipment’s quality can be known from its prefix.

Currently the highest quality is legendary, and the lowest quality is crude.

Equipments with better quality suffix have better averaged stat, and equipments of exquisite quality and above will give you bonus stats.

However, it is advised not to determine equipment’s usefulness with its prefix.

Most of the time, only a few stats are important for a particular type of equipments. You should put your emphasis on those stats instead of the prefix.

Mages

Starting (lv. < 130)

1. Pick a ebony staff of focus, preferably with high attack accuracy bonus (AAB) and magical damage bonus (MDB). At lower levels accuracy is more important, and you can increase your power output by appropriate armors.

2. Pick fox/elementalist clothes with high elemental proficiency or high INT, to increase your power. Mitigation is not important.

Middle (lv. >130) (also applies to conversion from melee to mage)

1. At lv. 130 you should get aranca focus, which greatly improves your accuracy. Therefore, you can start using destruction staffs for more power output.

2. You should also start collecting phases which provides elemental damage bonus(EDB). Try to collect the same elements in order to maximize its power.

3. If you want to become a holy-dark mage, demon-fiend and heaven-sent clothes can be used in-transit.

Melees

WIP

Ability Points

You should always do some training on ability boost to obtain some ability points(AP), until it reaches about 40/100.

Artifacts also have a chance to give APs, and that would be your main AP source after you reached 40 levels in ability boost.

Some general principles:

  1. Pick any spells you need.
  2. Pick item slots, aura slots, focused aura, x-item, x-attack, x-magic when they’re available.
  3. Pick scroll/infusion slots when you need to fight bosses/legends/gods.
  4. Start picking HP tanks. It’s essential for survival.
  5. After filling up the HP tank, invest into EXP tanks and MP tanks evenly.
    You can adjust the ratio between these tanks to level faster/greater chance for survival.
  6. If you’re a melee, you should also fill 1-2 ranks of SP tanks and overcharge.
  7. Pick SP tanks when you’ve filled any necessary tanks. That should be important after lv.190, when you get SP shield.
  8. Finally, pick some overcharge tanks if you still have APs left.

Trainings

I’ll group training in accordance with their uses.


For general gameplay

Adept Learner

This training gives 1% experience bonus per level trained.

However, because of the structure of the experience formula, you won’t get a direct 1% bonus to your current experience gain rate.

Therefore, avoid training them over 150/200, and use aura perks as the alternate source of experience bonus.

Ability boost

This training gives you 1 extra ability point.

Useful for new players as you need ability points to fill your ability tree.

Its usefulness diminished after lv.110, when players start to get a new tier of abilities per 20 levels.

Avoid training it over 50/100, as you can alternatively get ability points from artifacts.

Assimilator

This training increases your prof. gaining rate by 10%.

It isn’t that cost-effective currently, as prof. have limited effect on your gameplay.

When you advance in levels, your leveling rate will slow down, and prof. will eventually catch up with your level.

Pack Rat

This training gives you 1 extra item slot.

It’s one of the more important trainings. Getting 1 extra item slot means you can bring more mana potion, thus you can play in more difficult/longer arenas.

It’s advised to max this training as soon as you’ve extra credits.

Set collector

This training gives you 1 extra equipment sets.

It’s not an important training. Take it only if you want to engage in different playing styles.

Drop-rate related trainings

Scavenger

This training gives +2 loot drop chance.

The most important of all trainings concerning drops, as it’s the only training which actually increases the chance you can get more items. (The other three only modifies the proportion/quality of drops)

It’s advised to get a few levels even when your level is low, as it can replenish your supply.

Luck of the Draw (LotD)

This training gives 1% loot quality bonus.

It’s not an important training when you’re lower-leveled, as you need to play in difficult areans in order to see its effect.

Equipments are also less worthy at lower levels.

However, it is advised to get more levels of LotD when you progress in levels.

When you reach higher level, your focus would shift to getting better equipments, which makes quality over quantity.

Quartermaster/Archaeologist

This training gives 5%/10% more base equipment/artifacts drop chance.

However, they only changes the proportion of equipments/artifacts you’re going to get from drops, so you’ll need also high Scavenger.

You should train them gradually when you progress in levels, as artifacts/equipments will be important sources of credits/other bonus.

LotD is more important if you play more difficult arenas.

Quartermaster/Archaeologist are important if you play tons of rounds.


Karma related

Karma Amplifier

This training gives you 1% bonus to all received karma.

Power Tank

This training gives you 0.5 base power.

Both of them contributes to your overall power, which in turn is related to your SP level.

However, this power has no effect on your character’s damage output.

Take these training only if you’re an active member in the forum, and expected to receive lots of karma.


Spells

Reference

Supportive Spells

Protection

Gives 25% bonus to your armor's physical and magical defense.

More useful for melees, less useful for mages (as cloth has low defense)


Haste

Gives you extra action speed.

Useful for almost any type of gameplay except bleeding.

Its effect is more significant when you progress in levels.

It may or may not help mages to shed off damage, depending on the number of creatures which can react after a mage cast a certain spell.

As for melees, a definite plus to stun.


Shadow Veil

Gives you 20% increment in evade.

Since it depends on your CURRENT evade (which in turn depends on your burden), extra burden means SV is more inefficient.

So it's useless for heavy melees now (who has almost 0 evade)

Partial effective for gossamer mages and kevlar melees (who has some evade, but not much)

Effective for EDB mages and shade melees (who has full evade)


Absorb

A universal spell.

Not that good at lower level because

1. It only targets magical attacks. (from elementals/bosses/legends/gods only)

2. It cannot prevent critical hits. ( can be solved in conjunction with Weaken)

3. It only has 75% success chance.

4. There's something called scroll of absorption which has 100% success chance.

It can be good for high-level players when casting with surplus channeling.


Spark of Life

A universal spell.

A spell you'll eventually use when running through arenas.

They're better alternatives in some situations

ROB against gods for mages -> use scroll of life to lower SP cost

ROB against gods for melees -> silence is better


Spikes

Useless for mages. I don't think they're useful for melees.

But hey, you can train your prof. with spikes! (since it has lowest cost)

Arcane Focus/Heartseeker

I don't think I need to explain it, right?

A must pick for their individual playstyle.


SP shield

Another universal spell.

You need this spell when you play high-difficulty arenas/normal EODs.

A very good substitute for spark, but it's less useful once you progress in levels.

Eventually you'll need SP shield together with spark.

Curative Spells

Cure 1

Good. You should pick that, and you'll always need that.


Cure 2

Still good. Not as useful as cure 1 though.


Cure 3

It sucks. Even heavy melees don't need them now. Bye Bye.


Regen 1/2

You need them because they can smooth your hp recovery rate.

You probably would like to cast these spells because of its high cost.

Deprecating Spells

Poison

Good against bosses/legends gods.

The damage is not the main focus; it's the reduction in monster's SP/MP regen rate that it's useful.

Because of its long duration, you probably need to put 1 AP only, till you meet gods.

1 AP should provide you with enough duration to kill most of the enemies/bosses/legends.


Slow

It slows down monster's action speed by 50%.

Not that useful at lower level, mainly because of its short duration.

This spell will get better once you have better action speed and depreciating prof.


Weaken

Reduces damage by 50% and prevents crit.

A very useful spell for both mages and melees against bosses/legends/gods.

Also useful when you play in x25 difficulty.


Sleep/Confuse

Not a very useful spell.

The problem is that it's too easy to break, and it has low duration.


Blind

Reduce physical/magical hit chance by 25%.

A very good spell, but it will not be your first priority.


Silence

Prevent monsters from using special attacks and magic.

Bread and butter for melees against gods. Also useful against bosses/legends.

However

1. It will dispel blind and weaken. It means you'll take more damage and crits.

2. It only prevents monsters from using its skills. It doesn't drain monster's SP/MP, so monsters will still use them whenever silence is off.

It's not that useful for mages because you can'y use silence with weaken, which means you'll get more hits.


Nerf

Bread and butter for any type of gameplay.

It reduces damage, lower monster's evade and resist chance, and reduce monster's defense.

With offensive and defensive potential, it's certainly a must-pick.


X-Nerf

AOE version of Nerf.

Not a must pick, but useful against 3 or more enemies.


MagNet

Reduce monster's action speed by 25% and make them unable to evade attacks.

The later part is more important when you play in the last round of lv.300 arenas, against those dragons.

Otherwise it's just another slow.


Lifestream

Absorbs HP from monster.

Because the damage dealt is so low, it simply doesn't worth it.


Battle Modes

There are three different battle modes, namely grindfest, item world (IW) and arenas. Each one has its own advantages and disadvantages:

Arenas

Pros : credits, equipments (esp. in high level).

Cons : less drops on average, can be difficult.

Grindfest

Pros: Balance between credits and EXP. Can also grind items & crystals in high level.

Cons: Gets more difficult the higher round is.

IW

Pros: Drops. You can raise your equipment's level in high level.

Cons: No credits, less EXP (depending on item's quality).


Items

WIP

Auras

WIP

Beating the Gods

WIP

Hath Perks

WIP

Small Tips

WIP