User:F4tal

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Revision as of 16:23, 22 July 2016 by F4tal (talk | contribs) (fixes % according to http://forums.e-hentai.org/index.php?s=&showtopic=29703&view=findpost&p=4547558)
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Hello, everyone!

Currently I am working on:

Battles

Battle is a special screen in HentaiVerse game, where player can fight against monsters in order to get Experience points, Proficiency points, Items, Equipments and Credits.

Setup

  • Battles are initiated by the player entering one of the battle modes manually or via Random Encounters while browsing the E-Hentai site. No battles can triggered itself.
  • Each battle will spawn up to 10 monster to fight. In Random Encounter battle mode, exists a special handicap for low-levelled player to prevent them face many monsters at once.
  • The player always acts first. Monsters can't ambush player or act first.
  • The difficulty setting may be freely adjusted at any time outside of battle.
  • The player can flee from battle to prevent losing.

Terms

  • A "turn" refers to a single action from player (attacking, using spells, using items, etc.).
  • A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flee/dies.
  • A "battle series" refers to a set of battle rounds that last until completed or until the player flee/dies.

Combat

When it is the player's turn to perform an action, he may choose between 7 different actions:

Action Description Hotkey
| Basic physical attack, applying physical attack stats against the target's physical defense stats. Q

Prompts the player to select a skill to use or a spell to cast.
  • Pressing the hotkey R will recast the previously cast spell/skill on the previously selected target or on the player if a supportive/curative spell was cast.
    • If the previous target is dead it will open the Skillbook menu and select the previously cast spell/skill, but not cast it.
    • Recast works even if the player performs other actions in between.
    • If no spell/skill has been cast at all during the round hitting R will have same effect as selecting Skillbook.
  • Any skill/spell on cooldown will have its name and quickcast icon grayed/faded out.

Note that player can put spells/skills, he constantly use, in one of the quick-cast slots. This way, spells/skills can be selected via clicking and can also be selected using the hotkeys Alt + 1 through Alt + 0 (the number corresponds to the spell or skill's quickslot placement). These slots are linked with to the player's Personas and will be blank when switching to a new persona for the first time.

W
| Prompts the player to use one of their Battle Items. To use that action, player should move Items from their Inventory to one of the Battle Item slot. By default every player has five Battle Items slots, this amount may be increased via specific Trainings. While player use items custom monsters can't attack him in between. Items restock themselves in battle based on various cooldowns. E
| Toggles Spirit Stance. Can be toggled once a player has at least 50% Overcharge and consumes one SP and 10% Overcharge per round.
  • On the current turn:
    • Physical damage is boosted by +100%.
    • Mana cost is reduced by 25%.
  • On the following turn:
    • Same as above, until player has enough Overcharge or he decided to toggle off Spirit Stance.
S
| Toggles Defend Stance. Can be toggled in anytime.
  • On the current turn:
    • Physical and magical mitigations are boosted by +25%.
    • 10% Overcharge is consumed to recover 10% base health (requires 10%+ overcharge).
  • On the following turn:
    • Physical and magical mitigations are boosted by +25%.
D
| Toggles Focus Stance. Can be toggled in anytime.
  • On the current turn:
    • Evade, Block, Parry and Resist? reduced to 0% (-100% penalty). Monsters can still miss though. Note: only for this turn.
    • 25% Overcharge is consumed to recover 5% base mana (requires 25%+ overcharge).
  • On the following turn:
    • Magic Hit Chance/Spell Hit Chance is boosted by 100%?.
    • Counter-resist is boosted by 50%.
    • Monster's resist is reduced by 50%?.
    • Interference is reduced by 50%?.
F

After selecting and executing a command each living enemy may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities take longer to perform than others. In these cases, some enemies may act a second time before the player can respond.

Targeting

Enemies can be targeted by mouse clicking or keyboard's hotkeys 1 through 0 (either on the home row or number pad); 1 corresponds to the through to 0 for .
Targeting is important for certain Fighting Styles and spells that can hit multiple targets.

Criticals

There is a chance, that during regular physical or magical attack player or monster will perform critical attack (crit), which deals more damage than regular attack and provide 100% chance to execute a weapon's or spell's innate procs. Does not affect procs granted by equipment suffixes or fighting style.

Critical hits have the following properties:

  • Player's attacks (physical & magical) are boosted by +50%. This extra damage may be increased further by:
    • For critical physical attacks:
    • For critical magical attacks:
  • Chances to deal critical physical attack or critical magical attack (their "rate") maybe increased by:
    • For physical attacks crit rate:
      • Using certain equipment, which have innate bonuses to attack crit chance.
      • Using equipment with specific suffixes.
      • Investing into STR and DEX primary Primary Attributes.
      • Using Flower Vase special item?.
      • Using ability, named DW Crit, which can increase physical attacks crit rate when player use DW ot Niten playing styles. This modification scaling with player's DW proficiency.
      • Using ability, named Light Crit, which can increase physical attacks crit rate when player use only cloth armor. This modification scaling with player's light armor proficiency.
      • Having Burden above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
    • For magical attacks crit rate:
      • Using certain equipment, which have innate bonuses to magic crit chance.
      • Using equipment with specific suffixes
      • Investing into INT and WIS primary Primary Attributes
      • Using Flower Vase special item?.
      • Using ability, named Cloth Spellcrit, which can increase magical attacks crit rate when player use only cloth armor. This modification scaling with player's cloth armor proficiency.
      • Having Interference above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.
  • Monsters have 20% damage bonuses and rate to deal crit attack, depends on their STR and DEX (for physical attacks) and WIS and INT (for magical attacks). Fury of the Sisters status-effect increases hit and crit chances of all living monsters.

End of Round

Round ends in this cases:

  • Player winning (victorious) - then occurs next round in battle series or player will be ejected from battle series if no further rounds are present.
  • Player losing (dies) - then player will be ejected from battle series with penalties.
  • Player flees - then player will be ejected from battle series with little to no penalties.

Victory

Player win current round.

Player win the current round when every spawned monster died (their health are reduced to 0).
The player will be given a message to indicate their winning with next text:

"You are victories!
You Gain (Amount) EXP
Continue (Battle mode)"

Player should click on this "Continue" text string to move toward next round or press Spacebar.
Reward for winning current rounds are:

Reward for winning battle series are:

  • Specific amount of Potency Experience Points, as well new Potency for equipment (If Battle Mode was Item World).
  • Specific amount of Credits (If Battle Mode was Arena, Ring of Blood or Grindfest).
  • Some Equipment as Clear Bonus (If Battle Mode was Arena or Ring of Blood).
  • Chance to get Token of Blood or Token of Chaos (If Battle Mode was Arena or Ring of Blood).
  • Chance to get Soul Fragment (If Battle Mode was Random Encounter).
  • Any powerups held will be lost.

Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina (player with great stamina will lose double amount of stamina).

Losing

Player lose current round.

Player lose the current round when his HP are reduced to 0 and Spark of Life does not proc.
The player will be given a message to indicate their losing with next text:

"You have been defeated!
The (Battle mode) has ended"

Penalties for losing current rounds are:

  • The player's MP and SP will be depleted to 0, HP will be depleted to 1.
  • Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
  • Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
  • The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). This lose also can be cut in half with the Repair Bear Mk.4 Hath Perk.
  • Any powerups held will be lost.
  • User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
  • The player will keep any proficiency points gained during the round.

Note: Entering any new battle series without recovering at least 1 HP will result in another immediate loss.

Fleeing

Player run away from current round.

In any time player may flee from current round and left battle behind.
To escape from battle player should open his and select "Flee" from list. The player will be given a message to indicate their successfully fleeing:

"You have run away!
The escape from the (Battle mode)"

Penalties for fleeing current rounds are:

Note: Leaving a battle takes one tick (roughly, one-two monster turns) in which time monsters can kill player. After activating Yakety Sax Hath Perk, player can leave battle immediately.

Recovering

While out of combat MP, and SP regenerate over time at various rates based on the player's primary attributes. HP regenerates as well too, almost immediately. While out of battle the option, located beneath the SP bar, is also available. It allows players to consume a few draughts and potions to fully restore any of these points. These restorations are affected by abilities.

Battle Window

The Battle window.

Player Side

Battle Log

Example of log and drops.

A log of all the events during the battle. Only shows the last 100 lines.

When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.

Monsters' spawn information contains the following:

  • MID: The monster's ID number. The monster's name is also listed in parentheses.
  • LV: The monster's level.
  • HP: The monster's starting health.

Log Colors For Drops

Color Drops
Red Equipment
Gold Credits
Light Green Restoratives, Scrolls, Infusions, Special Items, and Shards
Dark Green Tokens
Cyan Food
Blue Artifacts and Collectables
Purple Trophies
Magenta Crystals

While Credit drops are shown in the log the player's amount will only update after the battle series has ended.

Monster Side

Each monster has its own row with the following:

  • Monster Letter : Refers to the monster's position for targeting purposes.
  • Monster Level: Can be equal to or up to 5 levels lower than the player's level.
  • Monster Color: Indicates the monster's class/rarity.
  • Monster HP: If reduced to 0 the monster is dead and can no longer take any action. If all monsters' health are reduced to 0 the player is victorious in the battle round.
  • Monster MP: Monsters can potentially use their magic attacks when they have at least 50% mana.
  • Monster SP: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.
  • Status Effects: The status effects (usually from deprecating spells) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.
    • See here for a list of known beneficial status effects.

=Spawning Pattern

Battle Modes

Name # of rounds Drop Conditions Base Difficulty EXP Mod Notes
Random Encounter 1 Overall chance bonus, Soul Fragment chance, 3x credits Normal 5x Can be triggered once per 30 minutes, up to 24 times per day.
Arena 5 - 150A Guaranteed equipment drop (Tier 1-8 trophy qualityA) Higher challenges have more high-class monsters 1x - 3xA Higher challenges require clearing the previous ones. Level requirements.
Ring of Blood 1 Guaranteed equipment drop Only face boss-class or higher monsters 1x Costs Tokens of Blood to enter. Level requirements.
Grindfest 1,000 ¼ credits. Additional chance to get crystal drops 50%? to start, increases by .4%? each round Crystal drop multiplier.
Item World 10 - 100B ¼ credits 100% to start, increases by 2%? each round. Overall multiplierB 1x - 1.2xB For increasing equipment potency.

A - Depending on challenge selected.
B - Depending on equipment quality.

See Also

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Random Encounter

A Random Encounter (also known as RE) is one of the battle modes in the HentaiVerse mini-game.

Random Encounter is a single-round battle that places players against common foes in order to get a lot credits and EXP.

Details

  • Rounds: 1 round.
  • Number of monsters: Random amount of monsters per round; players below level 100 can encounter 5 monsters maximum, while level 100+ players can encounter up to 10 monsters.
  • Difficulty progression: In the Arena, monsters do not get stronger as the rounds progress; they remain at 100% strength at all times.
  • Credits Bonus: 3x, increased credit drops.
  • EXP Bonus: 5x, increased EXP.

Rewards

  • High chance for a 5x Soul Fragment drop.
    • Capped at ~60/day; cap recovers by 1 every 2 hours.
    • Guaranteed drop if it's the first one within 24 hours.
  • Increased loot drop chances (same as on final round of an Arena challenge).

Limits

A Random Encounter has occurred.
  • May only be attempted 24 times per day regardless of success or failure.
  • This battle event can occur once every 30 minutes upon visitation of the E-Hentai front page or a gallery. A message will be displayed in the ad space at the top of the page and clicking on the link will automatically open a HentaiVerse window to the battle.
    • The battle itself will not occur unless the link is clicked but the message appearing does count towards the daily limit. The cooldown for the next random encounter begins as soon as the message appears.

Monsters

  • Players are pitted against several monsters which can range from Common to Legendary-class.

Occurrence Blockage

Random Encounters cannot occur during the following situations:

  • The player is already engaged in another battle. Clicking the link after the first battle is completed will work.
  • The player has not yet triggered the Dawn of a New Day event.
  • The player has already triggered 24 daily battles.

See also

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Arena

The Arena interface.

The Arena is one of the battle modes in the HentaiVerse mini-game.

The Arena is a multi-round battle that places players against common foes.

Details

  • Rounds: Every challenge has a predetermined amount of rounds.
  • Number of monsters: Every challenge has a predetermined amount of monsters per round.
  • Difficulty progression: Monsters do not get stronger as the rounds progress; they remain at 100% strength at all times.
  • Credits Bonus: 1x, normal credit drops, no special bonuses or penalties.
  • EXP Bonus: 1x - 3x, depends on selected challenge.

Rewards

  • High chance for a Token drop.
    • Gives a 15~25% chance for a token drop. This chance increases for higher-level arenas (50~90% for 50+ round challenges).
  • The first time rewards a significant credit bonus. Subsequent clears reward a reduced amount.
  • The first time a challenge is cleared on a higher difficulty than previously accomplished grants full HP and MP restoration.
  • Gives a chance of an equipment drop that is equal to a tier 1 trophy roll. This chance increases for higher-level arenas (becomes guaranteed at 100+ round challenges). // *There is a guaranteed equipment drop upon completing any challenge.
  • Increased loot drop chances (same as on Random Encounter).

Limits

Each challenge:

  • Has a level requirement.
  • Requires that the preceding one be cleared at least once.
  • May only be attempted once per day regardless of success or failure.
    • Challenges started before the Dawn of a New Day but cleared afterwards are counted towards the previous day and do not enter cooldown.

Monsters

  • Players are pitted against several monsters which can range from Common to Legendary-class.

Arena Challenges

Monster Legend:
x = Common/Custom
x = Boss
x = Legendary
x = Ultimate
Round Composition indicates the number of rounds with that specific amount of monsters per round.
Challenge Min. Level Rounds EXP Mod First Clear Future Clears Total Monster Count Round Composition (Number of monsters)
1 2 3 4 5 6 7 8 9 Last Round
First Blood 1 5 1.0 100 C 20 C 5 4 1
Learning Curves 10 7 1,000 C 200 C 9 5 1 2
Graduation 20 12 2,000 C 400 C 27 9 2 3
Road Less Traveled 30 15 3,000 C 600 C 52 10 3 1 5
A Rolling Stone 40 20 4,000 C 800 C 77 11 3 4 1 6
Fresh Meat 50 25 5,000 C 1,000 C 126 14 3 3 3 1 8
Dark Skies 60 30 6,000 C 152 16 4 4 4 1 8
Growing Storm 70 35 7,000 C 177 19 5 4 4 2 8
Power Flux 80 40 8,000 C 202 22 5 5 5 2 8
Killzone 90 45 9,000 C 227 25 5 6 6 2 8
Endgame 100 50 10,000 C 233+1 32 7 7 3 7+1
Longest Journey 110 55 1.1 12,500 C 278+1 30 7 7 7 3 8+1
Dreamfall 120 60 1.2 15,000 C 356+1 36 7 6 7 3 9+1
Exile 130 65 1.3 20,000 C 385+1 39 7 8 7 3 9+1
Sealed Power 140 70 1.5 25,000 C 351+2 39 9 9 8 4 8+2
New Wings 150 75 1.6 30,000 C 350+3 48 10 11 5 7+3
To Kill A God 165 80 1.8 35,000 C 474+1 48 9 9 9 4 9+1
Eve of Death 180 90 1.9 40,000 C 452+1+1 50 11 12 11 5 8+1+1
The Trio and the Tree 200 100 2.0 50,000 C 494+4 56 12 13 12 6 4
End of Days 225 110 2.2 414+2+57 54 10 (3+1) 18 (4+1) 18 (5+1) 9 (6+1) 6+2+2
Eternal Darkness 250 125 2.5 313+3+127 41 37 (2+1) 5 (3+1) 26 (3+2) 15 (4+2) 4+3+3
A Dance With Dragons 300 150 3.0 497+224+3 37 37 (3+1) 13 (3+2) 25 (4+2) 25 (5+3) 12 (6+3) 3
Challenge Min. Level Rounds EXP Mod First Clear Future Clears Total Monster Count Round Composition (Number of monsters)

See also

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Ring of Blood

The Ring of Blood interface.

Ring of Blood (also known as RoB) is one of the battle modes in the HentaiVerse mini-game.

The Ring of Blood is a single-round battle that places players against powerful foes.

Details

  • Rounds: 1.
  • Number of monsters: Every challenge has a predetermined amount and kind of monsters per round.
  • Difficulty progression: Monsters do not get stronger as the rounds progress; they remain at 100% strength at all times.
  • Credits Bonus: 1x, normal credit drops, no special bonuses or penalties.
  • EXP Bonus: 1x, normal EXP, no special bonuses or penalties.

Rewards

  • High chance for a Token drop.
  • The first time rewards a significant credit bonus. Subsequent clears reward a reduced amount.
  • The first time a challenge is cleared on a higher difficulty than previously accomplished grants full HP and MP restoration.
  • There is a guaranteed equipment drop upon completing any challenge.

Limits

Each challenge:

  • Require appropriate amount of Tokens of Blood to occur.
  • Has a level requirement.
  • Requires that the preceding one be cleared at least once?
  • May only be attempted once per day regardless of success or failure.
    • Challenges started before the Dawn of a New Day but cleared afterwards are counted towards the previous day and do not enter cooldown.

Monsters

  • Players are pitted against several monsters which can range from Boss to God-class.

Ring of Blood Challenges

Challenge Min. Level Token Cost 1st Clear Bonus Composition
Konata 50 1 25,000 C Konata + Manbearpig
Mikuru Asahina 75 2 Mikuru Asahina + White Bunneh
Ryouko Asakura Ryouko Asakura + Mithra
Yuki Nagato Yuki Nagato + Dalek
Real Life 100 3 50,000 C Real Life + Konata
Invisible Pink Unicorn 150 100,000 C Invisible Pink Unicorn + (Random Schoolgirl besides Konata)
Flying Spaghetti Monster 200 5 150,000 C Flying Spaghetti Monster + Ryouko Asakura + Mikuru Asahina + Yuki Nagato
Triple Trio And The Tree 250 10 200,000 C Goddess Trio + The 3 Dragons + Real Life + Invisible Pink Unicorn + Flying Spaghetti Monster

See also

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Grindfest

Grindfest (also known as GF) is one of the battle modes in the HentaiVerse mini-game.

Grindfest is a multi-round battle that places players against common foes in order to get a lot crystals with credit penalty.

Details

  • Rounds: 1,000 rounds.
  • Number of monsters: Random amount of monsters per round, but have tends to rise as the round counter increases.
  • Difficulty progression: Monster damage starts at 50%? base and increases by 0.4%? per round.
  • Credits Bonus: 1/4, reduced credit drops.
  • EXP Bonus: 1x, normal EXP, no special bonuses or penalties.

Rewards

  • There is a clear bonus of 5,000 credits upon finishing all 1,000 rounds.
  • For every monster kill, there is both the usual chance of a normal drop as well as an equal chance of a crystal drop (see below)

Limits

  • Not known limits.

Monsters

  • Players are pitted against several monsters which can range from common to Boss-class?.

Crystal Drops

Player win round and get two drop from a single enemy: regular drop and few crystals.

Grindfest is well known as a battle mode design to give player a lot crystals, which he may use to upgrade his monsters.

The base number of crystals dropped increases with the number of rounds played. This caps at round 501 at 3x the normal amount.

The formula for crystals dropped is as follows:

Crystal Drop = floor(crystarium * (diffmod + min(gfbonus, (gfbonus / 500) * round)))
  • crystarium is 2, 3, 5, 7, 10 for each rank of the Hath Perk, respectively. Otherwise it is 1.
  • diffmod is 1-3 depending on difficulty.
  • gfbonus is 0-2 depending on difficulty, but only applicable for Grindfests.

See also

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Item World

Item World (also known as IW) is one of the battle modes in the HentaiVerse mini-game.

Item World is a multi-round battle that places players against common foes in order to get a PXP (Potency Experience) to any 'not equipped equipment with credit penalty.

Details

  • Rounds: 10 - 100 rounds, depends on equipment quality.
  • Number of monsters: Random amount of monsters per round, but have tends to rise as the round counter increases.
  • Difficulty progression: Monster damage starts at 100% base and increases by 2%? per round.
  • Credits Bonus: 1/4, reduced credit drops.
  • EXP Bonus: 1x - 1.2x, depends on equipment quality.

Rewards

  • Gives a certain amount of PXP (Potency Experience) towards increasing the potency of the equipment.

Limits

  • Not known limits.

Monsters

  • Players are pitted against several monsters which can range from common to Boss-class?.

Item Potency

Player got 176 PXP and unlocked new potency.

Clearing an Item World earns PXP (Potency Experience). When equipment has enough PXP, it will got Potency improvements, which will increase innate equipment's stats or provide brand new. These additional stats cannot be further upgraded in the forge. Potency Level (Tier) will increase by 1 as well.

Fleeing or being defeated in an Item World does not grant any PXP; only clearing all rounds grants PXP for the item. Players cannot gain any PXP if they are at "exhausted" stamina.

All equipment starts at Potency Level (Tier) 0, and can be leveled up to Potency Level (Tier) 10. At Level 10 an equipment piece ceases to gain PXP, no longer shows up in the Item World and may be renamed freely (max 50 characters).

One equipment may have only 3 different potencies, maximum level of a single potency may be 5. The only exception is Level 10 weapon potency, which maybe forth in a row and have no levels.

Additional levels of potency are more likely to level up existing ones rather than give new ones (50% chance when you have one, 70% when you have two) sssss2's data.

The amount of PXP required for the next Potency Level (Tier) is displayed next to the equipment "Potency Tier:" text string and increases as the item gains in potency levels. Formula for exact amount of PXP player will gain upon completing Item world is:

PXP gain = roundup(Item round count * PXP modifier)
Difficulty PXP modifier for
un-soulfused equipment
PXP modifier for
soulfused equipment
Normal x2.0 x4.0
Hard x3.0 x6.0
Nighmare x4.0 x8.0
Hell x6.0 x12.0
Nintendo x10.0 x20.0
IWBTH x16.0 x32.0
PFUDOR x16.0 x32.0

Rounds

An Item World has rounds based on the equipment's quality. It can be approximated by:

Number of Item World Rounds = 75 * ((PXP0 - 100) / 250)^3
  • Player can find PXP0 near "Potency Tier:0" text string (only availably before equipment got any Potency).

EXP

The strength of the monsters and EXP gains depend on the quality of the item. Mostly, higher-quality equipment have significantly harder mobs than a low-quality one. Gained Experience points can be approximated by:

EXP Gains in IW = Non-IW_EXP * (PXP0 - 100) * 0.004
  • Player can find PXP0 near "Potency Tier:0" text string (only availably before equipment got any Potency).
  • Non-IW_EXP means a regular basic experience player usually from killing monsters.

Potencies

Example of Level 4 Equipment with three potencies: Swift Strike Lv.1, Fatality Lv.2, Overpower Lv.1.
  • Mostly, potencies give +2.00% bonus per potency level.
    • Mitigation potencies give +4.00% bonus per potency level.
    • Economizer potency gives +5.00% bonus per potency level.
    • Overpower potency gives +4.00% bonus per potency level.
  • Player can get any potency to any equipment, according to the chart below, with few exceptions:
    • Staff with "of focus" suffix cannot get Economizer potency.
    • Any armor with a mitigation prefix (Ruby, Cobalt, Amber, Jade, Zircon, Onyx) cannot gain mitigation potency for same element.
  • Gained Potencies can be reset by reforging in the forge. This requires Amnesia Shards equal to the equipment's Item Potency level. Players can only keep all the existing potencies or forfeit all of them. Amount of required shards to reforging may be decreased via Dark Descent Hath Perk.
Example of Renamed Level 10 Equipment with two potencies: Coldproof Lv.5 and Windproof Lv.5.
Class Name Addition Weapon Shield Armor
Melee Staff
Mitigation
Coldproof Cold X X
Darkproof Dark X X
Elecproof Elec X X
Fireproof Fire X X
Holyproof Holy X X
Windproof Wind X X
Special
Capacitor Bonus MP X
Juggernaut Bonus HP X
Butcher Bonus Weapon Damage X
Fatality Attack Crit Damage X
Overpower Counter-Parry X
Swift Strike Attack Speed X
Annihilator Spell Crit Damage X
Archmage Bonus Magic Damage X
Economizer Mana Conservation X
Penetrator Counter-Resist X
Spellweaver Casting Speed X

Weapon Level 10 Only

Player get Potency Level 10 on his weapon and got Cold Strike Potency. Also note, that this weapon attack twice, thanks to Void Stike + Cold Strike.

At Potency Level (Tier) 10 a weapon will always get a special potency based on what kind of weapon it is.

Ethereal weapons will get a random Elemental Strike potency from the chart below.

  • This does not turn a weapon into a true Elemental Weapon (as a true elemental weapon also has Elemental Damage Bonus to boost spell damage).

All other weapons will get Hollowforged potency which converts its damage type from Crushing/Slashing/Piercing to Void.

Weapon Level 10 have two different strike and this means this weapon will do two different strikes on a single enemy during physical attack.

Class Name Addition
Elemental
Strike
Cold Strike Adds Cold damage
Dark Strike Adds Dark damage
Elec Strike Adds Elec damage
Fire Strike Adds Fire damage
Holy Strike Adds Holy damage
Wind Strike Adds Wind damage
Special Hollowforged Damage Type converts to Void, adds Void Strike

Formula for PXP

PXP(x) = PXP(1) * (1 + PXP(1)/1000)^(x-1)

Note that PXP(x) is the amount of PXP required to advance from level (x-1) to level x.

The amount of PXP required to advance from level 0 to level n is as follows:

Total PXP needed = 1000*((1+PXP(1)/1000)^n - 1)

See also

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Wiki's pages in priority

  • Create a separate page for procs and put here:

Translate one of mandatory pages

I should translate one of this pages:

In the end only, since I am noob.

I guess, I will shoot in a Donation or Credits, since money is all this game about. =) Damn, I need help with H@H, because I never used it. Hard to translate page, I don't understand subject of =/

Translating the whole game in Russian

Ага, блин, одна из тех задач, которые человек выполняет просто для того чтобы выполнить >_>