Way": Harem&Blade
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all characters are at least 18
Story
- Hanafuda System
- Quests
- Hidden Village
Serious Seeding
Weak Points
Erotic flavor text aside, Weak Points are a set of point bonuses applied during and after a round of Serious Seeding. The bonuses added to score during Insertion are shown in the lower left of the ballbag. The bonuses added to Ejaculation are shown in the upper right, above the 10 Lust panels.
When the Heroine has no weak points, or an opening from 3-point attack, and the Hero has at least 10 Penis, you can use the extra space in your ballbag to fill with Seed or point bonuses. Anything placed there will fall out between rounds, and will have to be replaced. This is a good way to swap out different bonuses or combos without Ejaculating, or fill it with Will Barriers that you may only need for one round.
H Play
Defense/Attack | Intimacy | Point Quota | Heroine's Yaku | |||
Life POW Mana |
Torifuda | |||||
Extra Cards | ||||||
Your Yaku | Seed |
Intimacy:
- The Intimacy Tiles will light up each turn during Insertion that you score another combo, even if it's a zero point gain. Lighting these is important to breaking the Acme Barrier of high Inhibition Heroines.
- The Intimacy bonus shown in the score increases 1 point per turn of Insertion, regardless of score, up to a maximum of 4.
Genital Modifier: The Hero's bonus equals the Penis value, capped at the Heroine's Grade. Her bonus will be double her Grade, up to a maximum of 20. In this example, the Hero has a Penis of 12 and the Heroine has a Service Grade of 11, so his bonus is limited to 11 while hers is limited to the max 20.
Ejaculation: When hovering over the Ejaculation button, the score added after Ejaculation will be displayed. The green (illegible-style) tiles indicate bonus yaku from the Hero's (Crystal Gazer in this case) Meatstick. The red yaku tiles are the Heroine's score. Ejaculation can also add Seed from the Hero's Meatstick. This will not interfere with any combos or LOS effect. If the Heroine's Just Fit combos are deficient in a Seed, a Hero with that Seed in his Meatstick could supply it. The earlier it is in his Meatstick, the less Power required to access it.
Top Scores
Factors in making a magic sword, in order of importance:
1. Top Pleasure Score: This should be seen as a measure of capacity rather than quantity. There are many bonuses to pleasure that don't contribute to power, and it's possible for a weaker result -- less sperm quantities and incomplete distribution, inferior skill selection, not enough Pleasure in the desired category and/or Acme in a different one -- to overtake a better one by score alone. But it is most important because the result with the highest Pleasure Score will determine Skills and Skill Lvs, Combat/Search/Hunt rates, and the attack power of the weapon. The 2nd/3rd scores contribute to attack power to a lesser degree.
- The Coupling Effect occurs when the Heroine is Seeded by a compatible Hero, and is noted at the end of Serious Seeding and marked on the Heroine's scorecard with a heart beside the Hero's Class. The effect adds ~200 points to Pleasure Score (could be %-based, but seems to be constant.) This is another way to ensure a chosen Heroine, or chosen Hero, achieves a higher result than the others. When a Coupling Effect occurs in 2nd and 3rd place results, the Hero Class created by the Seeding can be selected when finishing the sword.
2. Seed: Power Lv (also called Magic Power) is a measure of all Seed types and quantities ejaculated, and is significant for all 3 Heroines. The Hero's Power Lv (shown inside the Blacksmith's) is the direct product of Seed quantities. The highest quantity Seed is preferable for the Top Score, but the two other Heroines Seed quantities can make up for deficiencies far better than Onigiri can. Seed distribution also matters; if any Seed types are unlit in the score display, that trait will be especially weakened for that category (eg: the greyed out Power Seed under the 1st Heroine's Search rates indicates the Hero will have less Hand when Searching.) If the Ejaculation button is left dark, the Hero will be weaker overall in that category.
3. LOS Effect: Up to three red, green, or blue jewels may be displayed in the lower half of a Heroine's portrait. Achieving these increases abilities in ways not reflected in Power Lv, and multiple jewels of the same type have cumulative effect. [Sources are oblique on the actual effect, but all agree on their significance.]
- Red - Increases base abilities
- Green - Enhances growth (growth rate, or upper limit?)
- Blue - Effective against powerful opponents (added Courage?)
With at least one jewel, the Hero Class created by the 2nd or 3rd Heroine's results can be selected for producing the sword.
Only the top scoring Heroine's jewel effects will be added to the sword.
4. Skills and Skill Levels: These are displayed at the Blacksmith's, if equipped with the [Enlight] affect. More powerful skills become available with each sword created, and skill levels are developed by sufficiently stimulating each erogenous category (Pussy/Service/Anal), even faster if more pleasure is added to the zone after Acme is reached.
The 2nd and 3rd Heroine's skills and levels aren't considered in completing the sword.
5. Combat/Search/Hunt rates: The Red, Green and Blue rank gauges indicate how close the Hero meets his Class potential in Combat, Searching and Hunting. Combat rate determines the number of attacks a Hero can get each round, Search determines the frequency of Exp gains from chests, and Blue improves Hunting frequency and Defense. Although there are other ways to bolster combat effectiveness, success in Search and Hunt depends heavily on Green and Blue Ranks.
The 2nd and 3rd Heroine's Ranks aren't considered in completing the sword.
6. Acme category and Pleasure: The 'Acme' button lights up to indicate the erogenous zone where Acme occurred, and the Hero's ability in that category will be increased. The buttons beneath the Ejaculation buttons will light in proportion to the amount of Pleasure received in that zone, which indicates a lesser effect on proportionate abilities.
Seed Varieties
Courage: The greater the disparity in ability between two, the more aggressive the one with the upper hand will be. A challenger with more Courage can face an opponent on equal footing. To the player this means the opponent AI's difficulty is reduced. To the Hero it may mean that their own AI aggressiveness is increased. Either way, this helps equalize the ability between differing ability levels.
Harmony: This represents how well the Hero uses the space around him. The more cards present on the field, the more informed strategic choices the player can make. The maximum starting field is 12, but higher relative difficulty can reduce this. More Harmony equalizes the difference by restoring those cards to the field.
Power: This represents how well the Hero uses the means at hand (depending on context, this could be weapon or penis.) The more cards in hand, the more potential yaku can be collected, and the choice to KoiKoi or fold is more frequent. The maximum starting hand is 8, but like field, hand can be reduced with relative difficulty. More Power corrects this reduction against higher difficulty opponents.
Wisdom: This represents attacks of opportunity at the beginning of an encounter, and is used in Combat only. Each point of this grants a guaranteed point of damage at the beginning of the round. For combat-oriented characters this shouldn't be a significant source of damage, though +5 over the course of 9 attacks certainly adds up. Support characters need every edge they can get to survive combats at the difficulty levels that front line characters should be able to face.
Magic: This determines the amount of initial Pow the Hero has to perform special attacks. Whether this is set per encounter or once at the start of a March is uncertain. No maximum is stated in the manual, but it may be safe to presume 10 since that's the max Pow the Hero can start with in Quests.
Life: Pretty self-explanatory; much like Life is to the player in Quests and Seeding, this is the measure of a Hero's durability.
Attack/Reload/Crit: During Ejaculation Phases, Attack # of dice are rolled, and any that exceed the Heroine's Defense (4 - Love Level) are added to total points for each repeat. For each point of Crit, a roll of 6 adds an additional 14 points, and rolls of 4-5 add an additional 4-5. Reload doesn't appear to do anything but decrement each time a 6 is rolled while Reload > 0 -- it doesn't do anything else in that condition, and is completely ignored in any other conditions.