HentaiVerse Advice
This page is for general HentaiVerse advice.
Pre-Level 50
Keep stats balanced, do not invest in a build unless you are certain. Determine which play style you think best suits you.
Mages: Weapon should be Ebony/Redwood staff of Focus. Armor choice should be "of the Elementalist".
Melees: Weapon should be "of Balance" if you have problem with accuracy. You can use "of Slaughter" on main-hand if you're using Dual-Wield/One-Handed.
Picking Your Role
(See Fighting Styles)
Mage
- Use cloth armor and staffs only.
- Can use every damage type except Void.
- Can fully AoE.
- Can take advantage of elemental explosions.
- Are most vulnerable to attacks.
- Do not need to deal with interference.
Melee
1H
- Can use shields for extra defense but have to deal with more burden and interference.
- Can further boost block chance via Shield armor.
2H
- Can partially AoE.
DW
- Great vs. single targets.
- Can take advantage of 2 procs (e.g. stun and penetrated armor).
Niten
- For advanced players only.
Best Use of Stamina
Leveling: Random Encounter, CrysFest, Arena, Ring of Blood
Credits: Grindfest, CrysFest, Arena
Items/Equips: Grindfest, Item World, Arena, Ring of Blood
Regardless of Build
The following are universal regardless of whether you choose a melee or a mage build.
Abilities
- Top priority goes toward all HP tanks followed by Item and Aura Slots, then MP tanks.
- Invest in EXP tanks after a fair amount of Adept Learner training.
- Invest in a few scroll slots and one infusion slot if you need them in regular strategy.
- Invest into SP tanks and overcharge boosts only if you're melee or level 250+.
- Elemental resistances should have the lowest priority.
Spells
Recommended Spells
- Supportive: Haste, Shadow Veil, Spark of Life, Spirit Shield
- Curative: Cure, Regen, Regen II
- Deprecating: Weaken, Imperil, Silence
- Mage: Arcane Focus
- Melee: Heartseeker
Optional Spells
- Poison: Useful in place of Silence before level 110
- Slow: Level 100+ with sufficient deprecating proficiency
- Protection: The more mitigation your armor has, the better this is
- Blind: Useful against gods
- Cure II: When Cure doesn't heal enough
- X-nerf: For high difficulty arenas or random encounters
- Magnet: If lacking 100%+ accuracy as a mage
Substandard Spells
- Sleep: Rarely useful
- Confuse: Not worth investing
- Absorb: Only useful for level 220+ arenas and gods
- Spike spells: Useful mostly for grinding Supportive proficiency, only 1 is needed
- Nerf: Not as good as Weaken
- Cure III: Rarely useful
- Lifestream: Rarely useful
Auras
- To utilize the Auras you're about to get through level 1-60 it's advisable to not release any auras that breaks from your primary build (Melee/Mage). Since by level 60, where Focus Aura I is unlocked, you'll most likely end up with 3 Aura Slots, max Rank Aura 2 and 0 Aura points to spend on upgrading your most favorable Auras.
Mage Builds
- EDB or Destruction staff. High MDB or EDB for the elements you use.
- MDB > EDB > Prof = INT. Proc chance and duration preferably be 30-40%, 2-3 effective turns.
- Phase gear "of Fox" or element you use.
Mage Stats
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level * ~0.8 | 2nd lowest |
| DEX | Level * ~0.8 | Lowest |
| AGI | Level | Mid |
| END | Level | Mid |
| INT | Level + all available | Highest |
| WIS | Level + a bit | 2nd highest |
Mage Spells
- Get at least 2 kinds of elemental AoEs before level 100
- Start getting Holy/Dark spells past level 100, Soul is not a priority
Mage Auras
Violet -> Indigo -> Blue -> Green -> Yellow -> Red / Orange
Melee Builds
- 2-Handed mace/estoc "of Slaughter". High ADB and proc chance/duration.
- Ethereal mace at high level.
- For DW, club on mainhand and rapier on offhand. Preferably with high weapon damage for mainhand weapon and high parry chance/accuracy for offhand weapon.
- Shade or Kevlar "of protection" gear for light melee.
- Plate, shield and power armor for heavy melee. Preferably with "of protection", "of barrier", "of balance" or "of slaughter" suffix.
Melee Stats
| Stat | Equal to | Priority |
|---|---|---|
| STR | Level + all available | Highest |
| DEX | Level + a bit | 3rd Highest |
| AGI | Level | Mid |
| END | Level + a bit | 2nd Highest |
| INT | Level * ~0.7 | Lowest |
| WIS | Level * ~0.9 | 2nd lowest |
Melee Auras
Red -> Orange -> Green / Yellow -> Blue -> Violet -> Indigo
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, dagger, wakizashi)
- High chance/duration/damage for procs (bleeding, stun, penetrated armor, ether theft)
- High MDB/EDB for staffs (ebony, katalox)
- High EDB for phases
- High evade/ADB for shade, high crit rate for of shadowdancer suffix
- High mitigation (of protection) for kevlar, plate, shield, and power armor
- High block rate for shields and shield armor
- High ADB for power armor of slaughter
- Ethereal weapons
- Rare and worth more than normal equips because of void damage
- Rarity
- Rare equips: scythe, wakizashi, katana, ebony staff, katalox staff, phase, shade, power
- Common equips: axe, club, rapier, mace, estoc, oak, willow, gossamer, kevlar, shield
- Very common equips: dagger, shortsword, longsword, redwood, cotton, leather, plate
- Prefix
- Better prefix produces better equips
Items
- Save all Tokens of Blood after clearing each round of Ring of Blood once. After that use them exclusively to fight FSM.
Monster Lab
- Make 1-2 monsters and get them to a fair PL (100+) before making any others.
- Do not increase the INT of any non-Elemental monsters unless it is to inflate their PL.
- Likewise with the DEX of Elemental monsters.
- Don't spend too many credits on crystals at lower level.
- For Chaos Upgrades: Fortitude > Brutality > Defense > Warding > (Everything Else); Affection only at higher PLs.
- Check monsters every few hours for gifts. If they get very few wins check less often.
- Remember to name your monsters' special attacks or they won't be used in combat.
Hath Perks
Aura Perks
Black -> Rainbow -> White
Crystal Perks
Plausible if you play tons of rounds.
Innate Arcana
Common selection:
- 1st: Haste
- 2nd: Shadow Veil
Shadow Veil can be substituted with SoL or SS 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 it is triggered.
God 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.
- Check if you have sufficient deprecating proficiency to keep all the debuffs on.
- Mages:
- Armor: Use those which boosts your damage in specific element. Heaven-sent/heimdall for FSM, demon-fiend/fenrir for IPU. Fox (soul spells) or elementalist (magic missile) for RL.
- 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 AOE spell. Banish for FSM, pestilence or Ragnarok for IPU, soul harvest/magic missile for RL. 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 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
Only needed if they are below 50-75% of your level.
- Weapons - Go into a high difficulty crude equipment's Item World and go for as long as you can.
- Flee if you are about to complete it so that it can be re-entered freely.
- Armors, Elemental - Same as above but on Easy difficulty.
- Remember that you still gain armor proficiency when you evade so there's no harm in using Shadow Veil, etc.
- Remove Haste from IA if you are training Armor as you want monsters to attack you as often as possible.
- Curative - Spam Cure I.
- Supportive - Spam Spike spells.
- Deprecating - Spam Weaken / Imperil.
- Remember that you still gain deprecating proficiency when you fail to curse weave.
- Divine, Forbidden, Spiritual - Spam Purge and Pestilence (alternating each turn).
Trophies
- Since the equip stat are scaled to your level, you can shrine the equips anytime you want.
Training
- Train Adept Learner to ~100-150.
- Train Ability Boost to ~50.
- Fully train Refined Aura by level 150.
- Fully train Pack Rat as your item consumption dictates.
- Train 2-3 ranks of Assimilator when you are power-leveling.
- Keep Scavenger higher than Archaeologist, LotD, and Quartermaster until ~150-200. Then keep them balanced.
- Misc Posting, Karma Amplifier, and Power Tank do (almost) nothing for you in HV.
- Set Collector isn't useful until much later on.