HentaiVerse Advice Advanced

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Important disclaimer

Information on this page may be outdated, biased or plain wrong. It is highly recommended that you use the HentaiVerse forum to ask for advanced advice.

Melee Builds

Melee Weapon

Do note that the following are general guidelines to help you choose your weapons. These are not absolute rules about what is good or what is bad.

Keep in mind that every player has his own preferences/tastes, so please do not label given equipment as better or bad when giving advice yourself and be wary of higher level players who may attempt to bend your choices by doing so.

  • Ethereal versions of "bigger" weapons (axe, club, all two-handed) are usually preferred for builds that require as much evade as possible, as they have no Burden. It does not mean that other ones are bad.
  • Elemental versions are good for smaller weapons (Burden<=7: rapiers, shortswords, wakizashis), as you can negate their Burden and Interference completely with a Featherweight Shard.
  • Rapiers/Estocs have a low base damage output, but the Penetrated Armor can lower the monster's Physical Mitigation by 25~75%.
  • Rapiers and Estocs are the go-to choice for their ease of play, as they require neither imperil nor particular equipment setups/gameplay strats to perform well.
  • Clubs/Maces can stun the monsters, which is useful to prevent them from evading/parrying your attacks while avoiding to get hit yourself.
  • Clubs and Maces are the best at dealing damage consistently, but they are unable to get rid of / bypass the monster's Physical Mitigation
  • Slashing weapons (Axes, Shortswords, etc) have slightly higher stats in various aspects, but the Bleeding Wound proc is rather weak if used alone.
  • While being impractical at first glance, or performing poorly when used randomly, the slashing weapons / the Bleeding Wound proc are excellent candidates in expert builds/strats designed to deal the largest damage output or achieve the best clear times.
  • These builds/strats can't be detailed in this page, so feel free to ask for the advice of an expert on forums if you want to try them.
  • 1H: Usually played with Rapier/Shortsword (good offense+defense) or Wakizashi (low offense, but maximum defense) and a Shield with a higher block chance (Force Shield, Buckler of the Barrier).
  • Slaughter is the preferred suffix. Nimble provides extra parry, but is usually overly defensive.
  • While technically possible, playing 1H with an Axe or a Club is not recommended, as they have no innate Parry, which cripples your ability to counter-attack on top of lowering your defense. Moreover, the stun of a Club is basically redundant for 1H.
  • A Buckler of the Nimble can do a good job too if you have a low budget, but such shields are bad at blocking the occasional magical attacks.
  • Kite Shields are usually discarded due to their moderately lower Block stat, but some still can have a higher Block than a Buckler of the Barrier/Force Shield, and some others offer the highest damage mitigation, such as a Reinforced Kite Shield of Protection/Warding.
  • Imperil 1H: 1H with imperil is faster than 1H without imperil, at the cost of more consumables and interrupting Overwhelming Strikes stacks.
  • Using imperil makes Shortswords and Rapiers roughly equal in performance, whereas without imperil Rapier is a clear winner.
  • The best Item World potency is Butcher, with Fatality and Overpower being reasonable second choices. For endgame players with tons of damage, Fatality often overkills enemies, wasting the extra damage. For everyone else, Fatality may be better, especially if you don't use imperil.
  • 2H: There are no particular better choices. Following the general weapon choice guidelines is enough.
  • Do note that in the current meta (HV 0.86), Slaughter/Balance are the only two suffixes generally sought after for classical gameplay
  • At lower levels, you may prefer a Slaughter over a Balance weapon if you are ready to use Voidseeker Shards to deal with your lack of accuracy on top of dealing void damage
  • Slaughter will have higher raw damage output, Balance will hit more consistently and will help your procs occur more often, since your weapon gets a guaranteed proc if you crit.
  • Longsword of Slaughter sports the very highest raw physical damage output in the game, at the cost of suffering from monster's physical mitigation at higher levels (this can be handled with Imperil)
  • Mace of Balance will provide the best defense for the 2H playstyle (most likely to stun monsters)
  • The best Item World potency is Overpower, unless you're using a mace in which case you may still want Overpower. Butcher is a good second choice, or Fatality if you're going for a crit build.
  • DW: There are various weapon combinations possible. Usually a high damage weapon (so not Wakizashi), preferably of Slaughter, goes in the main hand, with a parrying weapon (Shortsword/Rapier/Wakizashi) in the offhand.
  • For the offhand weapon, Balance is the usual offensive suffix and Nimble is the defensive option.
  • Club of Slaughter + Rapier of Balance is the most popular offensive combination. The stun from the club prevents the enemy from parrying, and the rapier cuts through their defenses.
  • Rapier of Slaughter + Wakizashi of the Nimble is the most popular defensive combination, providing a very high parry chance.
  • Club of Slaughter + Rapier of the Nimble is an in-between option.
  • Axe of Slaughter can go in the main hand, but the stun from a club is usually preferred. Axe and Club are not recommended in the offhand due to very low defense.
  • Shortswords can work in the main hand (Slaughter) or offhand (Balance).
  • In the current meta (HV 0.86), Club of the Nimble and Shortsword of Swiftness are usually not advised, as the bonus provided by the suffix is mediocre compared to what can be obtained by just playing another weapon.
  • Again, Overpower is the best Item World potency unless you're using a club (but consider it even then). Fatality is a good second choice on the offhand weapon, with either Butcher or Fatality working as the second choice on the main hand weapon.
  • Niten: It's all about what Katana and what Wakizashi you will use. There is no particular better setup.
  • Just like for 2H, use a Katana of Balance if you prefer being more consistent in your damage output / enjoy proccing Bleeding Would more often, or a Slaughter (with Voidseeker Shards) for raw damage output.
  • Katana of Balance + Wakizashi of Balance sports the maximum critical chance, which helps at stacking Bleeding Wound quickly.
  • Again, the best Item World potency is Overpower. Fatality is a great second choice, or Butcher on the Katana.
  • Users of FUS RO DAH (usually 2H and Niten players on difficult content) like to have some attack speed in order to be able to reapply it just after the stun wears off to minimize hits taken. This is usually achieved by using (Agile) Light armor, but other options include Swiftness weapons and the Swift Strike Item World potency.

Melee Armor

  • Light: Shade "of Fleet/Shadowdancer" or Leather "of Protection" gears are suggested. If possible, Reinforced prefix on Leather and Savage Shade of the Shadowdancer.
    • At low levels, leather is fine to use because it is easier to repair and has higher damage mitigation. Once stats scale enough, Shade offers ample defense due to higher evade, and much better offense.
  • Heavy: For lower levels, "of Protection" in combination with "of Warding" suffix is preferred for defensive boost, with Plate providing better defense while Power hits harder offensively. At high levels, Power of Slaughter is faster. Power of Balance has its niche in crit builds, but is not recommended for 1H. The "Savage" prefix gives an offensive bonus, but any elemental prefix is better for defense. "Ruby" and "Zircon" provide a bit more safety against average pool of monsters. The "Mithril" prefix should be considered for melee styles other than 1H, who want to featherweight their heavy armor. If you're having trouble surviving, consider using a piece of Shielding Plate.

Melee Stats

(Does not include stats from equipment).

1H Heavy should use less AGI whilst other styles care about evade and should use more, especially when using Light armor. INT provides SP which is useful for Spirit Stance and slightly helpful for 1H, but is not necessary. The following table contains the general idea of how to build a melee build: this is not an absolute rule to follow, as some melee playstyles do require some stats at higher/lower amounts than indicated.

Stat Equal to Priority
STR Above your level High
DEX Above your level High
AGI Above your level (Mid-low/High depending on builds)
END Above your level High
INT 0 to Level * ~0.7 Lowest
WIS Around your level Mid

Melee Abilities

  • Recommended: Better Heartseeker.
  • Optional: Better Silence.


  • Should aim for 150%+ after level 200 against high PL monsters that have higher evasion.
  • Accuracy above 200% has no use

Mage Builds

Also check out Nezu's Mage Equipment Guide.

Mage Getting Started

Start by using the gear that you have start mage in arena's. First two schoolgirl arena's are best to start with, because they are easier to survive. In a couple of rounds, your proficiency will be high enough to get access to the T3 spells. Also buy plenty of Health Draughts/Potions and Mana Draughts/Potions on The Market. It is advised to train 1 to 5 levels of Assimilator training.

  • Step 2: Gearing Up

Go on the lookout for decent Legendary Phase of your element and a matching staff (see Mage Weapon) on the auctions. Once you get an armor piece switch back to 1H and Item World it to get Juggernaut Potency (at least 3 stacks). This is also the step where you should decide if you want to go with 4 Phase + 1 proficiency cotton or 3 phase + 2 proficiency cotton. End goal is to get proficiency factor of at least:

Mage build Imperil style Prof factor
Elemental Imperil 0.79
Dark Imperil 1.0
Dark No imperil 1.0
Holy No imperil 1.0

You can calculate the expected achievable prof factor at level 500 of a set of equipment. This value is a good indication of the proficiency factor achievable at any level. Start with your expected [Natural base prof] at level 500, which will be probably be between 500 and 525 (600 is theoretically possible). Then use the following 5 steps:

  • step 1: [Equip base prof] = [Staff base prof] + [Cloth_1 base prof] + [Cloth_2 base prof]
  • step 2: [Full forged prof] = [Equip base prof] * 1.342
  • step 3: [Level 500 equip prof] = [Full forged prof] * 15
  • step 4: [Prof with Perk] = [Natural base prof] * 1.1 + [Level 500 equip prof]
  • step 5: [Level 500 Prof factor] = ( [Prof with Perk] / 500 ) -1
  • Step 3: Getting Somewhere

Once your effective elemental proficiency goes above your level it's time to actually do something with it. By now you should have some stuff from Step 2, so ramp up the difficulty a bit and include Imperil as you'll have to get up deprecating proficiency as well to be effective. Start each round with imperiling then cast a T3 spell. Finish off with T2/1 spells. Your MP consumption will steeply ramp up at this point (you're likely spending more mana on Imperil than damage spells), so check that you have enough potions. It is advised to get the proficiency Hath Perk for your element at this stage.

  • Step 4: Looking Forward

You now should have at least 0.7 proficiency factor. You should have your base set bought and IW'ed with somewhere between 140-150% HP Bonus. Monsters no longer resist every spell you cast so go ahead and try what you can do. This is the point where Forging gets relatively expensive.

Mage Weapon

  • EDB-suffix (Surtr, Heimdall, etc.) or Destruction staff. High MDB or EDB for the elements you use.
    • Preferably Willow/Redwood if you use elemental spells, Oak/Katalox for Holy spells, Willow/Katalox for Dark spells.
    • Redwood is the cheapest alternative for new players.
    • MDB > EDB ≥ Proficiencies
    • Try to find a prefix, slot name and suffix combo that matches a certain element and its abilities. All prefixes are available for each type of wood, but suffixes aren't. Destruction suffix is considered as a jolly when possible.

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) to get the proficiency factor you need (0.68 for elemental mage).
  • EDB > PAB ≥ Evade, generally speaking.
  • Charged prefix increases survival chance

Mage Stats

(Does not include stats from equipment).

END, AGI, and DEX are important defensive stats, in that order. INT and WIS, the offensive stats, can be below them for extra defense, or above them for extra offense. Against the hardest content, going more defensive is usually better.

Stat Equal to Priority
STR Can be kept at 0 Lowest
DEX A bit above your level Mid
AGI Somewhat above your level High
END Well above your level Highest
INT Above your level Mid-High
WIS Above your level Mid-High

note: adding STR increases spirit, but that does not improve Spirit Shield

note: adding DEX is only for parry, it doesn't do anything else for mage

Mage Abilities

  • Recommended: Cloth armor abilities, Staff magic damage, Better Arcane Focus.
  • Holy Build: Holy spells, Holy Imperil, Spike Shield (type to your own taste)
  • Dark Build: Dark spells, Dark Imperil, Spike Shield (type to your own taste).
  • Elemental Builds: Elemental spells, Spike Shield; use one that benefits your spell cycle (e.g. if you cast Cold spells a lot pick Flame Spike Shield).
  • Discouraged: Staff Damage; you rarely melee and the damage is negligible compared to your spells. And Spirit theft is crap.


See also Superlatanium's guidelines for auctionable items for (slightly outdated) help on which equipment is valuable.

Principles for worthy equipment, in order of importance:

  1. 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 (Rapier, Club) and two-handed weapons
    • High parry chance for off-hand weapons (Rapier, Wakizashi)
      • Alternatively, high attack accuracy so procs will occur more often
    • High chance/duration/damage for procs (bleeding, stun, penetrated armor, ether tap)
    • High MDB/EDB for staffs
    • High EDB for Phase armor
    • High Evade/ADB/PABs for Shade, high Crit rate for of Shadowdancer suffix
    • High ADB for Power armor of Slaughter
    • High mitigation (of Protection) for Plate and Power armor
    • High Block rate for shields and Shielding prefixed armor
  2. Ethereal weapons
    • Rare and worth more than normal equips because of Void damage
  3. Rarity
    • Rare equips: Phase, Shade, Power, Force
  4. Prefix
    • Better quality produces better equips
  5. Primary Attribute Bonuses
    • Make sure the equips have the best PAB for specific styles.
      • INT/WIS for mage builds.
      • STR/END/DEX for melee builds. Also AGI if the melee plays with Shade armors.

Hath Perks

Stat Perks

Vigorous Vitality -> Effluent Ether

  • VV/EE increases your base HP/MP, so restorative items will have a greater impact.
  • Melee can skip EE as it carries no major benefit for them.

Suffusive Spirit (SS) is of no major benefit to any play style and is not recommended.

Innate Arcana

  • 1st: Spark of Life
  • 2nd: Spirit Shield
  • 3rd: Haste/Shadow Veil/Protection

Spark of Life is less necessary when playing on low difficulty. 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. Choice for the 3rd slot depends on your playstyle: if you play as 1H Power, you may want to assign the slot to Protection. In all the other cases, Haste or Shadow Veil.

Damage Perks

The first damage perk, Dæmon Duality, is a good investment if you play regularly. The other damage perks are useful for high level players with good gear and high income.

Proficiency Perks

For mages: Elemental proficiency perk for your element -> Evil Enchantress when playing Imperil style.

Crystal Perks

More valuable the more rounds you can survive in Grindfest (minimum 200+).

Other Perks

After the ones mentioned above, consider the following: Postage Paid, Thinking Cap, Long Gone Before Daylight, Tokenizer I, Enigma Energizer, Dark Descent

Strategies for Experience gain

Most experience is gained when stamina is above 60. Best battles for experience gain are the last few arenas (A Dance with Dragons through Secret Pony Level and To Kill a God through The Trio and the Tree). Highest possible experience gain per round is Secret Pony Level arena at stamina above 60. Note that three points of stamina are lost every 100 rounds when stamina is above 60, and two per 100 rounds when stamina is below 60.

After those arenas, doing 100 round Item Worlds gives the most experience. Try to find a piece of equipment requiring as much PXP to reach level 1 as possible, up to 400. Legendary/Peerless Arcanist armor is a good option.

Some player prefer to have less experience gain, because lower level equipment can be sold for more credits in the current market. Other players prefer to level up fast, because level 500 equipment can be bought much cheaper and there is much more available for sale. Also, more experience gain gives you more proficiency gain.

Ring of Blood Strategies

  • Universal: Weaken, Slow, Imperil, Silence (if available). If possible, keep Spark and Spirit Shield and Haste up at all times. Shadow Veil is also good, but is not a must for Melee.
  • Mages:
    • Strategy: Don't play Ring of Blood as mage unless your build is complete. You can first switch back to 1h heavy for RoB. 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.


Warning: Training is a massive credit sink and generally offers very little rewards except for Adept Learner, Ability Boost, and Assimilator.

  • Train Adept Learner to ~100. Possibly more when you'll raise your level.
  • Train Assimilator to ~5 to increase the proficiency gain rate, so you'll be able to raise proficiency to above your level.
  • Train Ability Boost whenever you need more AP for your main abilities, as you will eventually reach a point where you have more abilities to train than AP.
  • Train Pack Rat as your item consumption dictates. Same goes for Scholar of War and Tincture. An extra point in Pack Rat can be useful to allow you to use 1 draught and potion of each type (not including elixirs).
  • Keep Scavenger, Archaeologist, LotD, and Quartermaster balanced cost-wise.
    • Note that Quartermaster slightly decreases the drop chance of Tokens and artifacts.
  • Set Collector isn't useful unless you have enough equipment and want to try different play styles.

Monster Lab

  • Maximize gifts by using chaos tokens to unlock more monsters, rather than upgrading existing ones.
    • Slight exception being that it's worth upgrading 1 level of Scavenging per 40 cost of a new monster (80 with gold star), and 1 level of everything else per 200 cost of a new monster (400 with gold star). After unlocking all monsters, continue with the ratio of 5 Scavenging levels per 1 of everything else.
  • Use crystals instead of happy pills to boost morale until you have stronger monsters (PL 400+)
  • Monsters need a ludicrous amount of crystals to reach high enough PL to regularly show up in combat. It's more economical to sell excess crystals.
  • Increasing the INT of any monsters without magical attacks does not help in combat, but is useful to inflate their PL. Same goes for STR in case of monsters without physical attacks.
  • For Chaos Upgrades: Scavenging > Fortitude > Swiftness > Brutality > Dissipation > (Everything Else)
    • Chaos upgrades do not slow a monster's morale drain rate in the current version of the HentaiVerse
  • 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 which haven't given you a gift in 3 days will acquire one automatically.
  • Tip: When naming monsters, you can use your fantasy, so funny monster/attack names are recommended. Do not use the same name with numbering for all, this type of naming may result in monsters getting flagged and you won't get gifts from them.

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.
    • 5 levels of upgrade are worth roughly +8% increase for the relevant stats (+11% in case of ADB/MDB). This is most effective on large stats such as attack damage, or ones in which a small increase makes a significant difference (parry, mitigation, etc). Primary Attribute Bonuses usually do not see much of an increase at low levels.
  • Do NOT spend bindings on upgrades unless you have amazing pieces of equipment, especially if it requires a rare material as well.
  • Remember that stacking infusions increases their duration but not their effects.
  • Salvage high quality common tier equipment only if its bazaar sale value is worse than the possible material(s) that would be gained.
  • Low-grade materials and wispy catalysts can be used on fair quality equipment to get easy forge experience, but grinding Forge exp is not necessary as you can always get someone else with a higher forge level to upgrade an item for you (unless it is bound to you)
  • 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).

Helpful Scripts and Resources

  • Monsterbation greatly speeds up combat by allowing hover play (hover cursor over monster to repeatedly attack) as well as more advanced hotkeys, and much more.
  • HVUtils revamps the interface, adding many convenient features and quality of life improvements.
  • The Forums. Ask advice from experts, get price checks, rent equipment, buy or sell in weekly auctions, get free prizes from giveaways, and make some friends too!

See also

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