Way": Gameplay

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all characters are at least 18

Way" [edit]





Five-Star Quartet Rain Triple Moon Sakura Animals Red Blue Seed Color Kasu
Five-Star Quartet Rain Triple Moon Sakura Animals Red Blue Seed Color Dregs
15pt 10pt 8pt 6pt 3pt 3pt 6pt 6pt 6pt 1pt+ 1pt+ 1pt+
Five-Star Rain Quartet Triple Moon Sakura Animals Red Blue Seed Color Kasu


Element Elemental
Magic Sword
Sun Sun Sakura Sunbeam Gold Courage Courage Virginity Ejaculation Stage only Cobra
Moon Moon Moon Moonbeam Purple Harmony Harmony Anal Experience Ejaculation Stage only Sheep
Fire Fire Red Flame Red Power Power Pussy Grade Pussy Rhinoceros
Wind Wind Triple Thunder White Wisdom Wisdom Service Grade Ejaculation Stage only Crocodile
Wood Wood Animals Mountain Green Magic Magic Anal Grade Service Anteater
Water Water Blue Ice Blue Life Life Cooking Anal Fish


  • Each element also has a roughly associated Seed type. Note that the elements that compose a Heroine class differ from the Seed effect, eg Wood is added by Anal Grade, but Anal ejaculation increases Water instead. This is probably related to the cryptic confusion of the Elemental Tables as far back as Haro.
Increasing Elements

Without the [Stability] effect, combining Elements can be a complex alchemy with unforeseeable and irrational results. However, you may be able to create more powerful swords for certain classes (ie; Crystal Gazer, Shinobi) by attempting to inject Seed by using these tables. You could also use this system to summon specific Shadow Heroes, in case you find the tables provided for that too complex.

+Sun Sun Moon Fire Wind Wood Water + Moon Sun Moon Fire Wind Wood Water + Fire Sun Moon Fire Wind Wood Water
+1 -- +1 -- +1
Moon +1 Sun +1 Sun -1 +2
Wood +1 -1 +1 Fire -1 +1 +1 Wind +1
Moon+Wood -1 +2 -1 Sun+Fire -1 -1 +1 Wood +1
Sun+Wind +2 -1
Sun+Wood -1 +1 +1
Wind+Wood -1
Sun+Wind+Wood -1 +1 +2 -1 -1
+ Wind Sun Moon Fire Wind Wood Water + Wood Sun Moon Fire Wind Wood Water + Water Sun Moon Fire Wind Wood Water
-- +1 -- +1 +1
Moon -1 +1 +1 -1 Sun -1 +1 +1 Moon +1
Fire -1 Wood +1
Sun+Fire -1 Moon+Wood +1 -1

Quest Challenges

Each of these are rewarded with an additional book to store items.

  • Tutorial: Defeat the Snake bonus boss. It's unlikely you'll be able to succeed the first time, even with a great charm equipped and full Life and Pow you can expect some defeats before he's finally beaten. You do not need to have Karma recorded to earn this reward, so you can rest at Camp between attempts.
  • Chapter 1: During the final raid, achieve a kill count of 1000. This can also be awarded during any Arena Battle in which 1k kills are achieved.
  • Chapter 3: Dispatch a Unit on a successful search mission. You get 2 attempts.
  • Chapter 4: Dispatch a Unit on a successful search mission.


Anything you can equip and move between inventory and storage. Found as rewards in Quest Mode Hunt/Search/Combat, or at the end of Marches.

Item Drops

Under most conditions, drops are guaranteed: Meat Animals will be earned from successful Hunts, Items will be discovered in successful Searches, and Gifts of Deyla will always appear after capturing 5 or more Seed in a round. The quality of these drops depend on several random factors.

Fortune increases the chance that any given card will yield a treasure chest, but only if captured. The bottom is never increased, so the chances get much rangier, and you always have the chance of poor rolls (especially with a bad RNG seed.)

These Finds are totaled at the end of all rounds, so it may benefit you to extend a game rather than finish quickly, and bonus Find from items (and possibly other sources,) are added. There still isn't a lower limit, as the total is then randomly rolled against itself, and that will be the final Find. This diminishes the results towards the average, with the worst possibility ever present.

In Serious Seeding, the rewards are both immediate and long term; the arrival of spectators increases Mana and the chances of Dark Spirit offerings, and when creating a sword, total Finds during the Seeding session are a determining factor in many of the Hero's final stats.

If you have a trade.sav file, Finds at the end of Marches are simpler. At ~65 Difficulty and above, a random slot is selected from the Merchant's store; if the store is full, you'll always get an item.


Anything that can be sacrificed. Only found on Hunts, except for Rabbits, which can be found as Gifts of Deyla and at the end of Marches.

  • Wild game
  • Sheep
  • Rabbits


Just like in Haro (and Nethack,) scrolls remain cryptic until identified or used, and any can be positive or negative effect. Fortunately you only have to learn each scroll's use once per save slot in order to identify them again. Your knowledge of scrolls will remain throughout all Quests and in between.

Scroll Type Effect Blessed Effect Cursed Effect
Identify Identifies a selected item - -
Remove Curse Removes Cursed status from selected item - -
Insensitivity +3 Late Ejaculation for 2 turns - +3 Early Ejaculation for 2 turns
Enchant Item +1 Enchantment to equipped item1 +3 Enchantment -1 Enchantment
Rejuvenation Restores Penis if damaged - -
Fortune + 30 Fortune +70 Fortune - 30 Fortune
Intoxication +20% Pregnancy, +1 Seed Capacity for 2 turns Same effect + restores Penis if damaged. -
Destroy Genitals Without [SexProt] damages Penis; otherwise restores Penis damage - -
Destroy Item Without [ItemProt] destroys equipped item; otherwise no effect - -
Accuracy +72% Pregnancy, +3 Early Ejac, +3 Seed Capacity for 3 turns Same, and restores Penis if damaged -
Contraception -200% Pregnancy, + Late Ejac for 4 turns Same, and restores Penis damage -
Elemental Scrolls
Imbues Hero with Element Sun/Moon/Fire/Wind/Earth/Water (and +2 to ?) for 4 turns Same (+4 to ?) -
Blessing2 Improves equipped item's BUC status by 1, if nothing equippped, restores damaged Penis - Does nothing for equipped item, but still restores Penis damage
Curse2 Degrades equipped item's BUC status by 1, no effect if nothing equipped No effect -
Amnesia3 Removes Identification from equipped item No effect Resets memory of all scroll names


  • Enchantment has no effect if no item is equipped, and unfortunately there is no direct body enchantment in this game.
  • Enchantment only increases the Hero and Heroine's Genital values, useful only in the Harem, and Cooking, which used in all Cooking.
  • Enchanting over +6 runs an increasing risk of Overenchant, which destroys the item. Items with an [ItemProt] affix gain +5% to successfully Enchant.
 +6 Enchantment - 65% chance of oe
 +11 - 40% chance
 +16 - 20%
 +21 - 10%
 +26 - 5%
 +31 - -10%
  • Neither Blessing the item nor the Enchantment Scroll improves this chance.

Blessed and Cursed2: Blessed add +26 to Fortune when equipped, Cursed items add -13.

Amnesia3: don't believe this appears in the game, but need confirmation


An enchanted charm
Charms, talismans, amulets, trinkets and other unlikely items most prized for the benefits of their properties when equipped. If unidentified, all of these properties will be hidden, and even the name may reflect the holder's lack of familiarity with the item.
『Name』 Typically named generically by the type of item, more cryptically named if not identified, (they can be renamed by hovering the mouse over and pressing <N>.) Charms bearing an Artifact map will be named "Artifact" even before they are identified. Items imported from a Haro trade file will be named after the trader, which could also be customized.
『Description』 An extended name for the item, flavored with various adjectives hinting at its powers. Each adjective is associated with a wide range of modifiers; it's rarer for one to have less than three than it is to have more than 7. Not all of the properties associated with each adjective are revealed (or used,) and may have unexpected and unpredictable influences.
Pressing <F> while mousing over can update the name, sometimes needed after enchanting, more often necessary if the item was found in a previous version of the game or imported from Haro.
[Description Affixes]
Shows whether the item is identified, and if so, shows the item's BUC (or beatitude.) As in Rogue-like RPG's, Cursed items reduce luck (or Fortune) and can't be unequipped until the curse is removed. Blessed items will grant more luck.
+/- Enchantment Displays the total Enchantment value, whether positive or negative. Specific Enchanted values will be displayed next to those values.
[#]-[####] Artifacts only; the hashes indicate the power level of the artifact.
[Black Book] Artifacts only; if the artifact is already owned, it will be named here.
[Special] Indicates the item has a property that not displayed in the stats or flags below. These may be guessed at from the adjectives in the description. This is attached to items with an Artifact and items imported from Haro.
[4-Leaf] This item was imported from a Haro trade file. These also come with the [Special] affix, and all have Fortune modifiers.
[XMas] The charm was a gift from Santa, which can be collected from a special event each month from the 20th to the 26th. These are the only known source of the [Star Blessing] property. These can be used once to grant any Hero with an empty space in their home for furniture a Star Talisman, which also bestows the [Star Blessing].
Heroine Modifiers These are divided by the categories they are applied to, Pussy/Service/Anal and sometimes Boobs. The Boobs category is only applied to Heroines with the 'Breast Enhancement' trait. Heroine's traits are detailed in their own section.
Grade Modifier to Grade.
Lv Increases initial Rank.
T-Points Increases initial T-Points
Hand Increases the size of starting hands. The maximum you can start with is 8 cards, but higher difficulties can reduce this, and more Hand will offset the loss.
Field Puts extra cards on the playing field. The maximum starting field is 12 cards, but like Hand, higher difficulties will reduce this.
Inhibition Modifies Inhibition.
Penis [#÷3] Enhances the already Legendary Penis. For most purposes the number is divided by 3; for determining the capacity of the ballbag and bonus score added in Insertion. Each point over 9 also increases your starting Mana in Serious Seeding.
Note: Enchantment over 10 points appears to do nothing to the value, but up to +15 will actually be counted toward Seed Capacity. The ideal amount for Serious Seeding would be 18÷3, as that would give almost any Hero a Penis value of 10 and maximum seed capacity. But that would require finding a charm with at least 8÷3 before Enchantment, which is possible but not a reasonable expectation. 15÷3 is recommended by the Seesaw Wiki, but 12 is serviceable enough if you give your seeding Heroes Unicorn Horns and/or Incubus Vibes, which adds to the Penis value after division. Their effects are cumulative, so you may fill a castle with them for a whopping +6. Incubus Vibes also add +5 T-Points each, in case they're needed against especially high Grades.
Premature/Late Ejaculation Adds or subtracts from the Heroine's pleasure score against you. As in Haro, each have their benefits and challenges, and finding a manageable balance between them depends on the player. The effects of Premature Ejaculation are easier to mitigate and exploit than Late Ejaculation, but extremely high values of this plus Grade become trickier.
Life The Hero's physical condition, which is reduced by the rigors of questing and sex. The Hero's base Life is 5, maximum is 10, so while it's possible to find Life bonuses over +5, no benefit from the extra Life has been verified.
Cooking Increases the Heroine's Cooking skill
Spice Adds to the Heroine's Kitchen value, improving Life recovery from foods. [Bug: This isn't used at all, but Cooking is added twice. Enchantment of this value is wasted.]]
Hunt[#/#/#] and
Increases ability for each round of Hunt and Search.
Attack Reduces overall Combat difficulty
Def Adds DEF
Special Affixes These display a variety of properties with special effects.
[Enlight] Reveals hidden attributes in items, Heroes and Heroines, magic swords to be forged, and more.
[Star Blessing] Only found on [XMas] gifts. Assumed to be beneficial, but the effect is still unknown.
These increase or decrease Inhibition in all categories, by greater or lesser magnitudes.
[SexProt] Protects genitals from negative effects of scrolls.
[ItemProt] Protects items from destruction. This negates the effects of Destroy Item scrolls, and adds 5% success rate to Enchantment.
Increases or decreases the chance and quality of item drops at the end of Hunt/Search and March. In Serious Seeding, it improves the chance of gaining audience and Mana. These tags indicate the general rank of Fortune (or Misfortune,) though not the exact value. About every 50 points of Fortune will show a different level. Scrolls of Blessing and Curse are enough to increase or decrease by one level.
Modifies the chance of pregnancy from vaginal Ejaculation.
(or [Ident])
Chance of automatically identifying items.
[Find] A flat bonus to Treasure Chests found in Quest hunting.
[Clumsy] Incurs a chance of losing all items drops at the end of Hunt/Search.
[Stable] This replaces the byzantine and error-fraught elemental tables with a very straightforward system: when you increase an element, that element increases. This greatly reduces the complexity of making swords, but it also means the method for creating certain classes will require sub-optimal Seeding.
A summary of all Enchantments on Pussy/Service/Anal/Penis/Cooking.
Weapon Many charms represent a weapon the Hero is carrying. These are found on almost every item in Quest mode, and they only apply to Quest mode (the Zero Heroes have their own weapons.) The weapon is identified by type and modifiers which only apply to Combat in Quests.
Hand/Field Increases Hand and Field.
Attack Reduces Combat Enemy's Defense.
Bow Adds a preemptive attack to the beginning of each round. Like Ghost Archers, items with a Bow value also carry a Def penalty, and if damage reduces the enemy to 0, you will win the round regardless of outcome.
Defense Adds to Defense value in Combat.
Battle Skill Only rare magic weapons have this.
Quest Weapons
Weapon Hand Field Attack Shoot Defense Battle Skill
Copper Sword (default weapon) 1 1 0 0 0 0
Longsword 1 2 0 0 0 0
Wakizashi 2 -2 0 0 0 0
Bow 0 0 0 1 -3 0
Axe 0 2 2 0 0 0
Mace 1 0 1 0 0 0
Sword <the Ripper> 1 3 1 0 0 0
Elven Saber 2 -1 1 0 0 0
Dwarven Axe 0 3 3 0 0 0
Bow <SilentWind> 0 1 0 2 -3 0
Hard Mace 1 1 2 0 0 0
Orcish Sword 1 0 0 0 0 0
Orcish Shortsword 2 -3 0 0 0 0
Crude Bow 0 -1 0 1 -3 0
Caveman's Axe 0 1 1 0 0 0
Crude Mace 1 0 0 0 0 0
Samurai Sword 1 4 3 0 0 0
Ninja Sword 2 0 2 0 0 0
Elven Bow 0 0 0 4 -3 0
Elven Axe 0 4 6 0 0 0
Warhammer 1 3 4 0 0 0
Sword <the Chopper> 1 5 4 0 0 0
Elven Broadsword 2 2 4 0 0 0
Rune Bow 0 3 0 6 -3 0
Dwarven Mithril Axe 0 4 6 0 0 0
Staff of Protection 1 2 1 0 5 0
Rune Sword 1 6 5 0 0 1
Silver Saber 2 3 5 0 0 1
Black Bow <Kurome> 0 4 0 7 -3 1
Guillaume's Mithril Axe 0 5 7 0 0 1
Terrible Crowbar 1 4 5 0 0 0