Monster Lab: Difference between revisions

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Monster Classes: Update to 0.76
Monster Classes: Restoring Chart (Temp)
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===Colored Chart===
[[File:Damage_Types_Monster_Lab.0.76.png]]


==Morale==  
==Morale==  

Revision as of 04:04, 21 May 2013

Some information is obsolete as of patch 0.76

The Monster Lab Mainpage.

The lab allows the players to create custom monsters that any player can then encounter during battles. A monster slot is needed in order to create a new monster; such slots can be unlocked using Chaos Tokens. A new monster is created by giving it a name, a base class, and a primary attack type.

Monster Creation

Monster Creation page.

Monsters can be created when one or more free monster slots are available. Players must choose from 13 monster classes, each with their own strengths and weaknesses. The main melee damage type is also chosen when the monster is created.

Naming & Deleting

Monsters can be named when they reach PL 25. Some guidelines should be followed regarding the name of the monsters in order to avoid libelous or otherwise unacceptable names.

Naming Rules

  • Maximum of 30 characters
  • No gibberish
  • No misspellings of existing monsters' names
  • No misleading names (e.g. "Weak Against Holy" or "Bob the Dragon" on a non-dragon monster)
  • Only 1 monster should be named directly after an E-Hentai user
  • No racist or hateful names
  • No typographically similar numerical substitutions on names of existing monsters (that is, o=0 and i=1=l, space=hyphen)
    • No consecutive spaces or hyphens
    • Spaces and hyphens cannot be next to each other
    • Cannot start or end with hyphens
    • Maximum 5 spaces or hyphens per name

Costs

  • Each monster slot costs 1 + N Chaos Tokens to unlock, where N is the number of slots already opened.
    • Donators get two slots per unlock. Slots unlocked before obtaining the aura are also doubled.
  • Monsters can be renamed and deleted for free.
    • Once a monster reaches PL 251 these actions can no longer be taken.

Limits

  • Only 100 monster slots can be unlocked. Donators get up to 200.

Monster Stats & Power Level

Monster Stats page.

Once a monster is created, it can be strengthened using crystals. The monster's PL will rise with each stat upgrade. As crystals are used to increase a monster's attributes, the cost of subsequent increases in that stat goes up.

Upgrading

= Not enough crystals to upgrade, or the stat is maxed out

= Enough crystals to upgrade, simply click on it to spend the crystals

Mousing over either of these will show the name and number of crystals needed for the next upgrade.

Where N is the number of times a stat has been upgraded so far
Stat type Crystal cost to upgrade PL increase per upgrade Total PL (per stat) Cap (per stat)
Primary round(50 * 1.555079^N) 1.5 + (N * 0.5) N * (2 + (N - 1)/4) +25
Elemental round(10 * 1.264855^N) 1 N +50

There is currently no way to increase a monster's Piercing, Crushing, or Slashing defenses.


Monster PL vs. Player Level

  • A monster must have a PL of at least 25 to become active in battle.
  • Monsters give an additional EXP bonus of (1 + PL / 200).
  • Monsters give additional loot drop chance starting from PL 500, and is increased by 1% per 25 PL.
  • It is possible for players to fight monsters that they have created.
  • For the PL cap calculation, a player's effective level (current level + difficulty modifier) is used .
    • A monster won't appear more than once every ten rounds (roughly).
  • The system is biased towards picking monsters that are closer to the player's PL cap. The maximum PL of monsters that a player can face is:
Player's Level + Difficulty Modifier Max Monster PL
1-99 Player's effective level
100+ ((Player's effective level) ^ 1.27) - 247


Important Power Levels

  • 25 - Unlocks naming (becomes active in battle once named)
  • 200 - Unlocks second Skill Attack
  • 250 - High-grade materials can now be gifts
  • 251 - Renaming and Deleting are no longer possible
  • 400 - Unlocks Spirit Attack
  • 749 - Low-grade materials can no longer be gifts
  • 1000 - All Chaos Upgrades are available
  • 1249 - Mid-grade materials can no longer be gifts (100% are High-grade)
  • 2160 - PL maxes out

Skill Editor

The Skill Editor page.

Monsters get skills when they are created, at PL 200, and at PL 400.

  • Skill names need to be set before monsters can use them.
  • The initial skill has the same damage type as the monster's main attack, and costs 50% MP.
    • Monsters with a physical attack damage type gets a Physical type skill (which is boosted by DEX), while those with an elemental attack type get an Magical type skill (which is boosted by INT).
  • Additional skills at PL 200 and PL 400 have following characteristics:
    • The skill at PL 200 costs 50% MP and is more powerful than the initial skill.
    • The skill at PL 400 costs 100% SP and is more powerful than both MP skills.
    • Some monster classes can choose between physical and magical skills. The damage type can also be changed.
Monster Class Skill Type Damage Type Power
Arthropod Physical Basic 20
Physical Crushing/Piercing 50
Physical Crushing/Piercing 100
Avion Physical Basic 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing 100
Beast Physical Basic 20
Physical Slashing/Piercing 50
Physical Slashing/Piercing 100
Celestial Physical Basic 50
Magical Holy 80
Magical Holy?/Void 120
Daimon Physical Basic 30
Physical Slashing/Piercing 60
Physical Dark?/Void 100
Dragonkin Physical Basic 20
Physical Piercing/Crushing 50
Magical Fire 100
Elemental Magical Basic 30
Magical Fire/Elec/Wind/Cold 60
Magical Fire/Elec/Wind/Cold 100
Giant Physical Basic 10
Physical Basic 30
Physical Basic 50
Humanoid Physical Basic 30
Physical Piercing/Slashing/Crushing 60
Physical Piercing/Slashing/Crushing 100
Mechanoid Physical Basic 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing 100
Reptilian Physical Basic 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing 100
Sprite Physical Basic 50
Physical/Magical Fire/Elec/Wind/Cold 100
Magical Void 150
Undead Physical Basic 20
Physical Crushing/Slashing 50
Physical Crushing/Slashing 100

Chaos Upgrades

File:Chaos Upgrades.PNG
The Chaos Upgrades page.

Monsters can be further upgraded using chaos tokens. This will not change the monster's PL but does increase its "chaos level".

  • Available upgrades depend on PL of monster (every 5 PL unlocks another rank of at least 1 upgrade), and is shown in light blue blocks. Unavailable upgrades are shown in while blocks.
  • The number of tokens required for an upgrade equals the number of next upgrade. (i.e. the Nth upgrade requires N tokens). Upgraded stats are shown in yellow.
  • Each upgrade has 20 ranks. It takes 210 tokens to fully rank up an upgrade. Thus, it takes 2520 chaos tokens to fully upgrade one monster.
Name Related Stats
Scavenging Increases chance for double gift by 5%
Brutality Increases monster damage by 2.5%
Swiftness Increases monster attack speed by 2.5%
Accuracy Increases monster accuracy by 5%
Precision Decreases effective target evade/block by 1%
Overpower Decreases effective target parry/resist by 1%
Fortitude Increases monster health by 5%
Interception Increases monster parry by 0.5%
Dissipation Increases monster resist by 0.5%
Evasion Increases monster evade by 0.5%
Defense Increases monster physical mitigation by 1%
Warding Increases monster magical mitigation by 1%

Crystal List

Use these to increase a monster's stats as follows.

Crystal Stat increased
Crystal of Vigor Strength
Crystal of Finesse Dexterity
Crystal of Swiftness Agility
Crystal of Fortitude Endurance
Crystal of Cunning Intelligence
Crystal of Knowledge Wisdom
Crystal of Flames Fire resistance
Crystal of Frost Cold resistance
Crystal of Lightning Elec resistance
Crystal of Tempest Wind resistance
Crystal of Devotion Holy resistance
Crystal of Corruption Dark resistance

Monster Classes

Monster Class Starting Attributes Resistances Neutral
(0)
Weaknesses Damage Types
STR DEX AGI END INT WIS Major
(75)
Minor
(50)
Light
(25)
Light
(-25)
Minor
(-50)
Major
(-75)
Arthropod 80 50 70 100 40 40     Fire, Wind, Elec, Slash Holy, Dark, Pierce Cold, Crush     Crush, Pierce
Avion 50 80 140 40 60 50     Elec Cold, Holy, Dark, Crush, Slash, Pierce Fire Wind   Pierce, Slash
Beast 80 90 90 70 30 20     Wind, Cold, Crush Elec, Holy, Dark, Slash, Pierce Fire     Slash, Pierce
Celestial 50 50 100 50 100 80     Fire, Cold, Elec, Wind, Holy   Crush, Slash, Pierce Dark   Slash, Crush
Daimon 90 90 80 40 60 50     Fire, Cold, Elec, Wind, Dark   Crush, Slash, Pierce Holy   Slash, Pierce
Dragonkin 100 50 30 90 50 60     Fire, Elec, Crush, Slash Holy, Dark, Pierce Wind Cold   Pierce, Crush
Elemental 30 60 60 40 80 120     Fire, Cold, Elec, Wind, Holy, Dark Slash Crush, Pierce     Fire, Elec, Wind, Cold
Giant 100 80 30 120 20 10     Fire, Cold, Crush, Slash Holy, Dark Elec, Wind, Pierce     Crush
Humanoid 50 100 80 50 80 70       All but Dark Dark     Pierce, Slash, Crush
Mechanoid 100 70 40 70 40 30     Fire, Cold, Wind, Holy, Slash, Pierce Dark, Crush   Elec   Pierce, Slash
Reptilian 70 100 60 80 60 40     Fire, Elec, Crush, Slash Wind, Holy, Dark, Pierce   Cold   Pierce, Slash
Sprite 30 120 120 20 70 60     Fire, Cold, Elec, Wind, Holy, Pierce Slash Crush Dark   Pierce, Slash
Undead 100 70 40 100 20 20     Cold, Elec, Wind, Dark, Crush, Pierce Slash   Fire, Holy   Crush, Slash

Colored Chart

Morale

Each monster has points of morale (up to 12,000) that gradually decay over time (roughly 15 days if fully moralized). This affects the monster's ability to bring gifts to its owner. A starving monster will lose morale faster than normal. Freshly created monsters start with 0 morale.

Morale Color Affect
Green +25% chance
Yellow Normal chance
Red -50% chance
Empty 0% chance (any held gifts are lost and no new ones can be gotten)

Morale can be raised by feeding monsters crystals or happy pills. Crystals restore morale roughly equal to how many are spent (caps at 12,000+ crystals which will fully moralize the monster) and pills restore 6,000.

Morale Drain Rate

  • Training Gentleman reduces the rate at which morale drains
  • Every chaos level reduces the drain rate, capping at half the rate if the monster reaches chaos level 240
  • Players with a Gold Star or higher have half the morale drain rate (this stacks with the chaos level bonus)
  • A monster that has not given a gift in over 3 days will stop losing morale until it has delivered a gift.

Food

Monsters consume ~166 food every hour, consuming up to 12,000 food (3 days' worth). Starving monsters will lose morale quicker. Freshly created monsters start fully fed.

Monsters of different power levels require different foods:

Power Level Food Required
1 - 299? Monster Chow
300? - ??? Monster Edibles
??? - Max Monster Cuisine

Each unit of food restores up to 2,000 points. Food items are normal drops but higher tier foods drop more often on higher difficulties (caps at 40/30/30 on IWBTH).

Hunger Rate

Hunger always occurs at the same rate except for players with a Gold Star which results in half the normal rate. Hunger rate can also be slowed via Culinarian Training. These 2 bonuses stack.

Gifts

Monster Gift notification.

Player-created monsters have a chance of bringing items to their owner after at least one hour. Currently only Materials can be gotten this way. Monsters can hold up to 3 gifts (further doubled by the Scavenging chaos upgrade).

Chances

The chance to receive a gift is based on how many battles a monster has won since they last delivered a gift.

Fleeing from battle counts as a win for the monsters involved.

"Battles won" does NOT count:

  • Deaths to a player's own monsters (to prevent abuse)
    • There is a cooldown on how often a player can count as a repeat win (also to prevent abuse)
  • Spark of Life being triggered

Materials are gifted at a ratio of 2:1:1:1 (Metal:Cloth:Leather:Wood).

Power Level's Effect On Gifts

Power Level helps with the quality of the gift. Whenever a player receive a graded material, its quality is determined as such:

Gift Quality Roll = random(1..1000) + Power_Level

A roll of 750+ is needed for medium-grade and 1250+ for high-grade. Thus to receive a high-grade item a monster's minimum PL must be 250, and the chance maxes out at PL 1249. At PL 749 low-grades will no longer be received. PL has no effect on the chance to receive rares.

Gift List

(See The Forge - Materials)

See also

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