In the HentaiVerse items are obtained by killing monsters, completing arena challenges, and as gifts from the owned monsters. Training can increase the chance for some items to drop from slain monsters as well as affect the quality and type of drops.
During a battle round any defeated monster has a ~4% chance of dropping a powerup. These powerups are automatically slotted in the "P" item slot of the player's inventory. Players can only have one powerup at a time and cannot receive a new one until the current one is used. They persist between rounds of a battle but are lost at the end of a battle series, essentially making them temporary items.
|Mystic Gem||Grants the Channeling effect for 15 turns or until a spell is cast.|
|Health Gem||Restores 100% base health.|
|Mana Gem||Restores 50% base mana.|
|Spirit Gem||Restores 25% base spirit.|
These may be set as a player's Battle Items. Players start with 5 item slots and can unlock 10 more via training Rat Pack. Items will restock themselves in battle as long as there is sufficient supply. The effects of these items when used in combat can be increased via General abilities.
|Draught||Restores 2% base health per turn for 50 turns.|
|Potion||Restores 100% of base health.|
|Elixir||Restores 100% health on use + 2% base health per turn for 100 turns.|
Magic and Spirit restoratives are separate items, they simply have the same percentages.
|Draught||Restores 1% base mana/spirit per turn for 50 turns.|
|Potion||Restores 50% of base mana/spirit.|
|Elixir||Restores 100% mana/spirit on use + 1% base mana/spirit per turn for 100 turns.|
|Energy Drink||10 turns||Restores 10 points of Stamina, up to the maximum of 99. When used in battle, it also boosts Overcharge and Spirit by 10% for 10 turns.|
|Caffeinated Candy||5 turns||Restores 5 points of Stamina, up to the maximum of 99. When used in battle, it also boosts Overcharge and Spirit by 10% for 5 turns.|
|Last Elixir||100 turns||Fully restores all vitals, and grants long-lasting restoration effects.
If used as a Battle Item:
|Flames||Infused Flames||50 turns||You are wreathed in the power of flames. You gain +25% resistance to Fire elemental attacks and your Fire Spell damage bonus is raised by an additive 25%.|
|Frost||Infused Frost||50 turns||You are suffused with the power of frost. You gain +25% resistance to Cold elemental attacks and your Cold Spell damage bonus is raised by an additive 25%.|
|Lightning||Infused Lightning||50 turns||You are surrounded by the power of lightning. You gain +25% resistance to Elec elemental attacks and your Elec Spell damage bonus is raised by an additive 25%.|
|Storms||Infused Storms||50 turns||You are draped in the power of storms. You gain +25% resistance to Wind elemental attacks and your Wind Spell damage bonus is raised by an additive 25%.|
|Divinity||Infused Divinity||50 turns||You are veiled in the power of divinity. You gain +25% resistance to Holy elemental attacks and your Holy Spell damage bonus is raised by an additive 25%.|
|Darkness||Infused Darkness||50 turns||You are cloaked in the power of darkness. You gain +25% resistance to Dark elemental attacks and your Dark Spell damage bonus is raised by an additive 25%.|
- Only 1 infusion effect may be active at any time in combat.
- Players start with one slots for these and can unlock 5 more via training Tincture. They will restock themselves during battle as long as there is sufficient supply.
If used as an enhancement through The Forge:
- Multiple infusions can be used to extend the time their effects last.
- Last 1 hour per infusion.
- Adds 5% elemental resistance to the corresponding element to the player's armors.
These may be set as Battle Items.
- Players start with 1 slot for these and can unlock 5 more via training Scholar of War. They will restock themselves during battle as long as there is sufficient supply.
- These grant supportive spell effects when used and last a long number of turns.
- These override their respective spells. Any Innate Arcana spells affected in this manner will not be auto-cast until the scroll's effect ends.
- Each effect has a 100 turn duration (besides Absorption which lasts until triggered, and Gods and Avatar which last for 200 turns).
|Swiftness||Grants the Haste effect.
|Protection||Grants the Protection effect.
|the Avatar||Grants the Haste and Protection effects.|
|Shadows||Grants the Shadow Veil effect.
|Absorption||Grants the Absorb effect.
|Life||Grants the Spark of Life effect.
|the Gods||Grants the Absorb, Shadow Veil, and Spark of Life effects.|
These may be set as Battle Items in the same slots as restoratives. These consumables provide extremely powerful benefits. They are exceptionally rare.
|Your attacks and spells deal significantly more damage for a short time, will always hit, and will always land critical hits.
|Your attack/magic damage, attack/magic hit/crit chance, and evade/resist chance increases significantly for a short time.
Items that can be exchanged for certain random benefits at the Shrine. They are quite rare, but the chance for them to drop can be increased via Archaeologist (up to doubled) and Scavenger training while training Quartermaster very slightly reduces the chances of getting an artifact.
Items dropped by Rare, Legendary, and God-class monsters that can be exchanged for a piece of equipment at the Shrine. Trophies drop 100% of the time except in Arena challenges higher than The Trio and the Tree where the chance is a static 10% (except in the final round where it is once again 100%). The results of trophy hand-ins are not affected by anything else in the game such as Luck of the Draw training.
Arena clear bonuses are equivalent to a trophy roll of corresponding tier, but also note that trophies can boost Shrine counter (though it's useful only for FoS users), and can also be upgraded (up to tier 5) for increased Shrine value and a chance of better gears.
|Name||Source||Trophy Tier||Minimum Quality||Shrine Value (trophies only)|
|(N/A)||Arena Clear Bonus drop level: Endgame challenge and below on Normal/Hard difficulty||1||Average||-|
|(N/A)||Arena Clear Bonus drop level: Longest Journey challenge on Nightmare difficulty?||-|
|Invisible Pink Unicorn||5||5000|
|(N/A)||Arena Clear Bonus drop level: The Trio and the Tree challenge on IWBTH/PFUDOR difficulty?||-|
|||Flying Spaghetti Monster||6||Exquisite||5000|
|(N/A)||Arena Clear Bonus drop level: End of Days and Eternal Darkness challenge on IWBTH/PFUDOR difficulty?||-|
|(Varies)||Certain holiday events||7||Magnificent|
|Automatically awarded on X-Mas||2000|
|(N/A)||Arena Clear Bonus drop level: A Dance with Dragons, Post Game Content, Secret Pony Level||-|
|Loot & Harvest Festival (late September)||2000|
|(Varies)||Certain holiday events||8||Magnificent|
|Follower of Snowflake||Peerless (soulbound)|
Note: The rows with (N/A) in the first column describe the equipment drop that you get for finishing an arena, and have nothing to do with shrine or trophies. These rows have been added to compare the end-of-arena equipment drop quality to the equipment quality from shrining trophies
These are given to the users who place in the top 50 of the monthly toplists and operate very similarly to the trophies listed above. Here is a list of the different coupons and the expected outcome when shrining them:
|Name||Source||Trophy Tier||Minimum Quality||Shrine Value|
|Bronze Coupon||Ranking 26th-50th in a Toplist||3?||Average|
|Silver Coupon||Ranking 11th-25th in a Toplist||5?||Superior|
|Gold Coupon||Ranking 4th-10th in a Toplist||7||Magnificent||6000|
|Platinum Coupon||Ranking 1st-3rd in a Toplist||8||Magnificent|
Rare drops in normal battles. Blood and Chaos Tokens are primarily obtained as Arena and Ring of Blood clear bonus drops; chaos can also be gotten from The Lotteries. Tokens cannot be sold to the Item Shop (besides Soul Fragments), sent via MoogleMail, or be exchanged for other tokens.
- Token of Blood: Can be used for the chance to face powerful monsters in the Ring of Blood.
- Chaos Token: Used in the Monster Lab to create new monster slots and upgrade various stats of monsters.
Soul Fragments are used for equipment soulfusion and for ability resets. They are untradeable and can be obtained as a drop from random encounters, purchased from the Item Shop for 1k credits each or received every dawn for players with the Soul Catcher Hath Perk.
Therefore the total number of Fragments needed to soulfuse an item at a generic level can be calculated as:
Total number of Fragments = Base_Cost + Increase * Max((Item_level - player_level), 0)
In the case player's level is higher than the level of that item, the total cost will simply be equal to Base cost. Note that a player cannot soulfuse with anything that is 100+ levels above their own.
These 27 items are figurines that are the rarest drop in the game (as a portion of artifact drops). Collecting at least 21 different ones unlocks the Orbital Friendship Cannon Skill. They can also be exchanged for bindings and high-grade materials at the Shrine.
A set of 1k crystals of each type is usually referred by players as "Crystal pack", even if this name is purely unofficial.
Shards allow for temporary but powerful enchantments to equipment that last for 1 hour (real-time). Multiple shards can be used to extend the time their effects last. Voidseeker, Aether, and Amnesia Shard drops only occur on Hard or higher difficulty. These effects are automatically removed if the affected equipment is sold to the Bazaar.
See The Forge - Enchant for the list of shards and their effects.
Materials allow for permanent upgrade to equipment stats. It can primarily be obtained through gifts from monsters or salvaging. The amount/type of materials required depends on the specific stats of the equipment.
See The Forge - Materials for the list of materials and their effects.
The base drop rate for ALL items is 10% per monster kill but this is segmented into every type including equipment.