Maximizing Your HP
Below is a comprehensive list of the best equipment to wear that directly affects your maximum HP.
Increasing your Muscle also has an effect on your maximum HP, at a base ratio of one HP per Muscle point. This ratio is improved to 1.5 HP per Muscle point if you are a Seal Clubber or a Turtle Tamer. Seal Clubbing Frenzy can also increase your maximum HP indirectly by raising your Muscle by two for a cost of one MP.
|Ultra rares and Raffle House/Radio prizes||Tradable and still obtainable, but rare|
|Semi-rares and war hero drops|
|Mr. Store/KoL Con accessible derivatives||Tradable (directly or ingredients or zone access consumable), unlimited generation to those who own source, source unobtainable, source maybe tradeable|
|Mr. Store/KoL Con items and inaccessible derivatives||Tradable, but no longer obtainable|
|Other limited time content|
|Clan Dungeon non-tradables||Untradable, but still obtainable|
|Non-tradables from past holidays and world events||Untradable, and no longer obtainable|
|*||Single-equip restriction, or two-handed/three-handed weapon|
- The passive percent boosters used to be multiplicative, but are now additive. See HP for details.
- This table describes only HP increasers; it would be more accurate to take HP due to Muscle into account. Since almost all effects from items or skills are stackable, maximizers should also buff their Muscle as much as possible. Choices usually only have to be made between what equipment to wear. From the HP page, Muscle classes want to wear an outfit that has the maximum value of
1.5 × EquipmentMuscleBuff + EquipmentHPBuff
- whereas other classes should wear the outfit that has the maximum value of
EquipmentMuscleBuff + EquipmentHPBuff
- El Vibrato Relics must have El Vibrato punchcard (165 holes)(s) in the helmet, for every one you add it is 100 HP