Nature Gear [Old vs New]

Even with the festivities in place, this week’s Wanted Challenge (WC) still runs as per normal, proving how much WC is *cough*really essential*cough* to DH5. Well…the show MUST go on!

This week marks the 3rd elemental gear set and features the strongest nature set to date and showcasing some noteworthy attack/armor multipliers (13%). Something of which might possibly highly sought after for due to the absurd number of voror knights in strongholds.

However, as the mid-way point of the ‘beetle coin’ WC gear and reviewing this week’s results, I’m starting to wonder whether my initial statement about the new WC gear (and how it made the previous edition obsolete) might be true after all.

Let’s look at the facts before we jump to conclusions.

*Special thanks to Higira for correcting some of the figures inside this post! 

*Note: If you use auto-mode, do note that it is slightly broken in this map. It is advisable for you to check on it at the end of the match as there is a high chance that your character might do one of the following:
– Stand around the map after the boss is dead because the chest does not spawn only unless your character moves about after killing the boss
– Stand in the swamp pit till death
– Constantly walking into a tree and dodge rolling (?!)

The Armors

Swamp Monster Hide

Base Armor 2467
Nature Skill Cooldown 10%
Crit Hit Damage 30% (54.8%)
Health 6%
Nature Attack 13%


Titan Hornplate

Base Armor 2322
Nature Skill Damage 10%
Damage to Attacker 75 (95)
Nature Skill Cooldown 12%
Nature Armor 10%

Quite an obvious difference here. The Swamp Monster hide has traits that focuses more on attack while the Titan Hornplate focuses more on defense. Both have nature skill cooldown reduction, though I question how much a 2% difference would make a significance during actual combat.

The Weapons
Dragon Bile Blade (Greatsword)

Base Attack 2467
Nature Skill Damage 8%
Attack Speed 13% (14%)
Health/Hit 11 (15)
Nature Armor 13%


Asgirr (Glaive)

Base Attack 2322
Nature Armor 10%
Nature Skill Damage 10%
Nature Skill cooldown 12%
Attack 75 (140)

Again, the newer variation takes the cake. Despite having the same base attack (the Asgirr boosted by its raw 140 attack), the Asgirr loses out by one trait and lacks the 14% attack speed that the Dragon Bile Blade has. This means the new Greatsword makes your character a hard-and-fast hitting machine, which is advantageous against Vorors and other pesky dark minions.

In the latest update, the Asgirr loses out on the raw attack bonus but is balanced out by the armor bonus addition. Although it doesn’t have as much ‘punch’ as before, it makes your character slightly hardier, especially beneficial in Voror fights and tanking swarms of Voror knights. (back to normal!)

Seriously, is there any point in comparing?
Both weapon and armor are already individually superior than their predecessors.

Anyway, just for the sake of it, here we go!

As a Nature set, let’s try gear with health bonuses this round.

Fixed gear and attributes which I used for this comparison would be:
Back – T5 Healing Shield (+10% armor)
Hand – T5 Shockwave (+10% attack)
Belt – T5 Earthen Wrath (+10% armor)

Trinkets – 3 x T2 trinkets (+24% armour & attack)
Guild – 5% for both armor and attack

The weapon and armor used are fully evolved T5 versions.
Superfusion points have been kept at 0 for standardisation.

Combo (1): Dragon Bile Sword + Swamp Monster Hide
Attack: 5830 (Global); 3835 (Base)
Armor: 6388 (Global); 3943 (Base)
Traits: Nature Skill Cooldown 10%; Nature Skill Damage 8%; Crit Hit Dmg 54.8%,; Health 6%; Attack Speed 14%; Health/hit 15


Combo (2): Asgirr + Titan Hornplate
Attack: 5324 (Global); 3830 (Base)
Armor: 6419 (Global); 3798 (Base)
Traits: Nature Skill Dmg 20%; Nature Skill Cooldown 24%; Damage to Attacker 95


Although having similar base stats for attack, the newer weapon has an extra attack speed as discussed earlier, making it much more deadly compared to the Asgirr.

Armor stat wise, the older set wins in terms of global stat value due to the additional armor bonuses from both armor and weapon, something can be depended upon when facing off swarms of voror or tormentors. However, when against other elemental types, the newer set fares much much better.

While the older set has faster cooldowns and increased damage for spell skills, I question how much and how often players will actually use their skills in combat. The newer gear has more reliable traits like health bonuses and health/hit, making it more versatile, especially in melee combat.

Overall, my vote goes with the newer set with this one as it has higher base stats and more traits which are useful as well.

Other Combinations

Combo (3): Dragon Bile Sword + Titan Hornplate
Attack: 5715 (Global); 3835 (Base)
Armor: 6153 (Global); 3798 (Base)
Traits: Nature Skill Damage 18%; Nature Skill Cooldown 12%; Attack Speed 14%; Damage to Attacker 95; Health/hit 15



Combo (4): Asgirr + Swarm Monster Hide
Attack: 5822 (Global); 3830 (Base)
Armor: 6269 (Global); 3943 (Base)
Traits: Nature Skill Cooldown 22%; Nature Skill Damage 10%; Crit Damage 54.8%; Health 6%


When mix-and-matching weapons and armors, combo (3) and (4) prove that the original combinations maximise the effectiveness of their respective gear and make more sense to don on the matching weapon/armor.

However, if I had to pick a combination, I would choose combo (3) as it prioritises on offense while packing a ‘damage to attacker’ trait and decent percentages on skill damage and cooldown, despite its lower global values. I would say…this makes the character function like a ‘half-warrior/half-magician‘ hybrid that hits hard and attacks equally with spells. (Okay, I know that DH5 doesn’t have classes, so let’s not go there.)

Highest global attack: Combo (1) – 5830
Highest base attack: Combo (1,3) – 3835
Highest global defense: Combo (2) – 6419
Highest base defense: Combo (1,3) – 3943

Happy Holidays!


Effective Farming & Sweet Spots

The daily (in-game) grind of events to obtain crystals, runestones, evolution materials, fusion boosters, experience points are some of the familiar necessities which players within Dungeon Hunter 5 often have to engage in. However, one question players might ask: Is there such a thing as an effective way to farm?

– This strategy is meant for players of all levels.
– Timings and figures below are to be used for reference only and the below strategy is to adopted at the player’s own discretion. 

To achieve an ‘effective’ farming method, we target for the player to fulfill 2 conditions:
(1) Little to No effort from the player’s part;
(2) Fastest completion timing.

For those entrapped by work, auto-mode might be the way to go. Pressing the big ‘Auto’ button at the bottom of the screen allows one’s character to be handled effortlessly by an AI which will run the course of the mission, while you go about your own daily grind in reality.
(Awesome Youtube video by Kobo Joon inside this paragraph)

Nonetheless, the immediate core disadvantage that one might point out would be the time needed to complete each daily mission. As the AI usually takes the longer route by trudging around the whole map, this would be assumed that the AI takes longer to achieve what a normal human player might take. Hence, it can be said that auto-mode might not be effective in terms of time.

On the contrary, while human minds might beat the AI in terms of speed, having to engage in the game does inevitable consume brain-power, resulting in the player spending some effort by focusing on the game.

Nonetheless, there is a way to find a middle ground between auto and manual mode.

What you’ll need:
– A decently levelled ranged weapon (crossbow or staff)
– Optimally >4k + global stats for both attack and armor
(optional) A friend who also has about 4k+ global stats

Fundamentally, there are 2 major maps that are used for the daily missions, of which I’ll fondly term as the ‘Valenthian Arena’ and the ‘Ashkardian Trials’ maps.

In each map, there is a ‘sweet‘ spot where players can position their characters and tap the attack button till the mission finishes. This drastically reduces the time and effort taken by a human player in getting the job done.

In the spirit of research, let’s examine how both auto and manual modes fare in each map and determine which mode is most effective:

– This experiment was done by only constantly tapping on the attack button right after moving to the target ‘sweet’ spot. After-which, I did not look at my screen until it was time to open the chest.
– Taking into account reaction time, 2 timings were taken for the manual mode: when the boss falls & when the chest is opened
– My global stats and gear at the time of this experiment were 5.1k/6.0k; Shocking Thundereye/ Prestigious Skybridge Armor. 

Valenthian Arena
Used in: Monday’s Fusion Booster; Tuesday’s Evolution Materials; Wednesday’s Relic; Friday’s Runestone/Heirloom
Map size: Small


The Valenthian Arena sports 3 consecutive different waves of monsters that will appear along the perimeter of the map. Once all 3 waves are cleared, a final champion boss will be revealed in the center. Defeating it will spawn the chest in the same location.

‘Sweet’ Spot

Having a small area, the trick would be to stand at the edge of the middle circle, just below the base, where your field of vision is just slightly touching the end of the map (see image below). This will allow you to see all the monsters when they appear and give you enough range to reach them.


Do note that every single minion will swarm upon your location as you are equally as visible to them as for them to you. Thus, you can easily pick off all the monsters within the map with minimal difficulty (if you have at least the recommended 4k stats).

As you’re not within range of the final chest that spawns, the character will not accidentally open the chest, allowing you to initiate the ‘pause‘ trick* to see what you have gained at the end, which is especially useful for Tuesday’s (evolution materials) and Friday’s (Rune stones/ Heirlooms) events.

However, if the final reward is guaranteed (ie. Wednesday’s relics) or if you disregard the type of item you get, you can position your character in the center of the circle for the same effect. This time, he/she will automatically open the chest upon clearing the boss.

*Note: This works only if you’ve killed most of the minions on the map. If your ally has been doing that for you, then you might see only 0-1 out of the 2 items. 

Time Comparison

Auto Mode
Average Timing: 52 seconds

Manual Mode
Average Timing: 50 seconds
(Champion boss falls at 47 seconds)

Timing between auto and manual mode differs by only 2 seconds. Hence, in terms of effective farming, auto mode takes the cake for this map.

However, if its a specific elemental material you’re looking for, manual mode would be more viable so you don’t lose unnecessary energy on drops that are not of value to you.

Ashkardian Trials
Used in: Monday’s Quartz & Experience; Thursday’s Crystal
Map Size: Large


Similar to the Arena, the Ashkardian Trials has 3 waves of monsters to clear. However, as this is a big map, each wave will spawn according to where your character’s position is and they will ‘linger’ there until defeated. Should any one of the minions be left alive, the next wave will not spawn. Each wave is signified by an animation sequence where certain platforms on the map are elevated/dropped.

Likewise, the champion boss(es) will spawn in the middle of the map and the reward chest will appear right in the center upon clearing all foes from the map.

!! Caution !!: Because of the change to the walk-able terrain, there is a (slight) possibility that the auto-mode AI might get ‘stuck’ at certain corners that used to have platforms. This is not a major glitch, but you’ll need to manually disengage auto-mode, move out far from your current location, and seek out the next target before activating auto-mode again.

‘Sweet’ Spot

In this map, situating your character in the lower left quadrant of the grilled center area allows a full reach of all the monsters that will spawn around you. Typically, you’ll be facing monsters from all around (360 deg), but let the auto-targeting do the work and just sit back and tap.


A drawback would be that you’ll need to go to the center of the map once the final champion boss(es) have been defeated. Thus, this presents the need for checking back at around the 1 min 15 secs mark.

Time Comparison

Auto Mode
Average Timing: 1 min 40 secs

Manual Mode
Average Timing: 1 min 18 secs
(Champion boss falls at 1 min 14 secs)

As mentioned previously, the large map size proves disadvantageous to users of auto-mode as the AI will attempt to ‘seek out’ foes throughout the whole map. On the other hand, manual mode ‘draws’ monsters to one single location, saving much needed time to find new enemies on the map.

In conclusion, manual mode prevails in this map with its fast speed of clearing with minimal effort required.

Hope this helps and happy holidays!

Dark v Dark [Old vs New]

Announced a few hours ago, the Dark WC set (Demon skull armor, Dark revenge) now runs in competition against its old contender (Shadowtusk, Aginvild). Interestingly, with both having same weapon types, let’s see how much difference there will be when we put the figures to the test.

(For first timers, do check out this video by Dungeon Hunter 5 Pro on defeating the Death Knight on Legendary difficulty.)

In my flurry of updating, I overlooked a very important factor which colapepsi commented in the forums (read here): there was a lack of consideration (in the previous post) for base attack and defense, which makes up for raw damage output and resisting damage respectively (source: Dummy0151).

This would explain why the Possessed Asgirr is advertised as having 2462 attack even though it only shows 2322 as a level 100 T5. The additional 140 raw attack has been factored in as well.

This base damage (or ‘real’ damage) plays a much larger role when dealing against minions/players that are not of your gear’s weakness, where the base attack value is pit against the opponent’s armor value before the multipliers come into play.

Thus, subsequent comparison posts would include the base values as well as global. The light WC post will be updated as well.


Take note that as I do not posses these gear, there is no combat data/experimentation available. Hence, what this analysis takes into account is global and base stats (attack and defense) and does not have actual damage output.

However, in benefit of the rest of the DH5 community, if you do possess these items, any comments as how these gear(s) function in real-time combat would be highly appreciated. 

The Armors
Demon Skull Armor

Base Armor stats 2467
Fear 4%
Crit Chance 13%
Run 10%
Death Attack 11%



(*Artwork is the same!)

Base Armor stats 2322
Crit Chance 13%
Crit Damage 50% (69.8%)
Attack 75 (140)
Crossbow 10%


At first glance, the older Shadowtusk seems more apt for offense, packing both crit chance and damage bonuses while having raw attack power. However, one might wonder whether the additional 140 attack is able to hold up against the more versatile higher-than-average Death attack bonus (11%) of the Demon Skull Armor.

Sadly, after the nerf for the Shadowtusk stats, its additional raw attack power is only able to match up to the 4th cycle WC gear. The new armor stat gives the armor a more balanced stat boost though.

The Weapons
Dark Revenge (Crossbow)

Base Attack stats 2467
Attack Speed 11%
Fear 4%
Stun 6%
Death Armor 11%



Aginvild (Crossbow)

Base Attack stats 2322
Fear 4%
Crit Chance 13%
Crit Damage 50% (69.8%)
Death Armor 10%



As both crossbows, the Dark Revenge generally fares better in terms of traits, raw attack power and death armor bonus. Not only does it have a guaranteed 11% attack speed, but also has fear and stun as well. Thus, allowing the player to have a higher chance to unleash these negative statuses more often.

The Results
Like the previous Light WC comparison, a tabulation of results will be done using fully evolved gear and skill items, to best simulate achievable stats of a player with decent equips. Since we’re using a Death player, let’s go for a high attacker fear chance build for the fun of it (ie. 6% attacker fear chance).

The fixed equipment used in calculation are:

Back – T5 Demonic Shield (+10% armor)
Hand – T5  Spinning Slash (+10% attack)
Belt – T5 Nightmare Burst (+10% armor)

Trinkets – 3 x T2 trinkets (+24% armor & attack)
Guild – 5% for both armor and attack

Superfusion points of the gear are kept at 0 for standardisation purposes.

Combo (1): Aginvild + Shadowtusk
Attack: 5707 (Global); 3830 (Base)
Defense: 5924 (Global); 3726 (Base)
Other Bonuses: Fear 4%; Crit Chance 26%; Crit Damage 139.6%(?!)


Combo (2): Dark Revenge + Demon skull Armor
Attack: 5753 (Global); 3835 (Base)
Defense: 6194 (Global); 3871 (Base)
Other Bonuses: Fear 8%; Crit Chance 13%; Stun 6%; Attack Speed 11%; Run 10%


Looking at the global stats, it’s quite clear that why GL chose not to do the Dark repeat WC.

With weaker overall stats, the old gear (combo 1) loses out by a 200 stat difference in defense and 50 in attack (saved by the extra 140 raw attack from the armor).

An interesting thing to note would be that the base attack for the old gear is comparable to that of the new one, meaning your raw damage output would be roughly equal when facing non-light foes.

In terms of traits, although Combo (1) features some significant increment in crit chance and damage bonuses, the newer gear (Combo 2) has attack speed, stun, crit chance and high fear percent (8%) that make it a generally more worthwhile set to invest in.

Hence, the new Dark WC set for the win (FTW) this round.

Other Combinations

Combo (3): Dark Revenge + Shadowtusk
Attack: 5923 (Global); 3975 (Base)
Defense: 5962 (Global); 3726 (Base)
Other Bonuses: Crit Chance 13%; Crit Dmg 69.8%; Attack Speed 11%; Fear 4%; Stun 6%


Combo (4): Dark Revenge + Shadowtusk
Attack: 5535 (Global); 3690 (Base)
Defense: 6155 (Global);  3871 (Base)
Other Bonuses: Fear 8%; Crit Chance 26%; Crit Damage 69.8%; Run 10%

Dark (4)

Combo (4) exchanges offense with defense, featuring the same base defense value as combo (2). However, it does have the high fear and crit chance to make up for the weaker attack value.

On the other hand, Combo (3) is a generally balanced build. Merging the traits from both old and new gear, this means your 11% attack speed would be able to dish out critical hits and trigger fear and stun rates more often.

Moreover, it has the highest base attack out of the 4 combinations, making it a set to potentially consider.

Highest global attack: Combo (3) – 5923
Highest base attack: Combo (3) – 3975
Highest global defense: Combo (2) – 6194
Highest base defense: Combo (2,4) – 3871


Good luck and happy Dungeon-huntering!

WC Light Gear [Old vs New]

With the new WC items being released in the recent Forsaken Sands 2nd update, it is somewhat clear that these newer gear will overpower the older variants with their higher base stats (+105 to be exact) and higher percentage traits. Being rather sore about spending $50+ to get the recent light WC armour in the repeat WC event, I made a sweeping statement about the older models being obsolete (see here). However,that got me thinking (through work) whether my presumption has been a huge mistake.

Hence, let us do the math and compare this week’s WC light gear (Eye of the Sky, Light Fencer Full plate) against its predecessor (Agmundr, Skybridge Armour).

*To see how to battle against the Spirit of Absolution in this week’s WC, check out Dungeon Hunter Pro’s video here.

Overview of Stats

The Armors
wc light armor
Light Fencer Full Plate

Max Base Armor 2427
Crit Dmg 30% (54.8%)
Attack 75 (140)
Attacker Fear Chance 3%
Light attack bonus 9%



wc light armor
Skybridge Armor

Max Base Armor 2322
Light armor 10%
Light attack 10%
Attack 75 (140)
Dual-blade 10%


Comparing both armor, it is clear that the Skybridge armor focuses more on adding to base stats and providing more % to attack and defence. It also pairs up well with the weapons (both dual blades) with its dual blade %. On the other hand, the Light Fencer Plate, while having a higher base stat armor, is weaker when adding light-based attack, 1% less than the Skybridge armor. It also has useful traits like Crit Dmg and Attacker fear chance (which is good against raiders).

Unfortunately, with the recent gear stat nerf, the Skybridge armor no longer adds a significant 140 to raw attack value. Instead, it compensates with an additional 65 armor.

The Weapons
Eye of the Sky

Max Base Attack 2427
Crit Chance 13%
Stun 10%
Dmg over 3s 200 (398)
Light Armor 9%




Max Base Attack 2322
Light Armor 10%
Pushback 9%
Fear 4%
Stun 8%

The Agmundr has a generally weaker overall trait list compared to the Eye of the Sky, with weaker stun and focuses more on less ‘direct damage’. Crit chance and Dmg over 3s is also beneficial for fast attacking dual blades. Although the Eye of the Sky also has greater base attack, it loses out in Armor bonus (1% less).

How do they hold up?

Comparing each gear individually doesn’t do justice and it really boils down to using both as a set that you’ll be able to see the difference.

For most late game players, base stats are crucial in combat as other non-direct combat traits (eg. Pushback, Stun, Fear etc.) are based on percentages for triggering and are not guaranteed. Base stats of attack and defence/armour can also be boosted very much through trinkets (as an increase of 4%s can bring you into the >6k+ range). Hence, we’ll be using base stats for the criteria of evaluation.

For this, I created a calculator (using excel) to tabulate the final attack and defence stats which you’ll be getting if you were to equip a full light set for a mid to late game player.

Fixed gear and attributes which I used for this comparison would be:
Back – T5 Lightning Shield (+10% armour)
Hand – T5 Chain Lightning (+10% attack)
Belt – T5 Haste (+10% armour)

Trinkets – 3 x T2 trinkets (+24% armour & attack)
Guild – 5% for both armour and attack

The weapon and armour used are fully evolved T5 verisons.
Superfusion points have been kept at 0 for standardisation.

(1) Agmundr + Skybridge
Attack: 6147
Armour: 6236


(2) Eye of the Sky + Light Fencer Full Plate
Attack: 5877
Armour: 5996


The Verdict

The calculations don’t lie: the 2322 combination set (1) wins the newer models (2) by a good 200-300 difference, looks like the +% bonus to attack and armour are highly important. From this, I sincerely apologise for my lack of research in the previous post for giving false information, and I hope this clears the air about the new WC equips and how they fare against their older variants.

Other Combinations

Since we’re on the topic of comparing, let’s do some other combinations to see how whether a mix and match returns better results:

(3) Eye of the Sky + Skybridge
Attack: 6314
Armour: 6199


(4) Agmundr + Light Fencer Full Plate
Attack: 5722
Armour: 6034


Hence, it looks like if you want the highest attack (6314), combo (3) is the way to go. On the other hand, combo (1) features the highest defence (6236) out of the 4 sets.

Hope this helps!

*Disclaimer: Images of gear were taken from the Dungeon Hunter 5 Wikia. The Excel images are the author’s own.