Battles
Battle is a special screen in HentaiVerse game, where player can fight against monsters in order to get Experience points, Proficiency points, Items, Equipments and Credits.
Setup
- Battles are initiated by the player entering one of the battle modes manually or via Random Encounters while browsing the E-Hentai site. No battles can triggered itself.
- Each battle will spawn up to 10 monster to fight. In Random Encounter battle mode, exists a special handicap for low-levelled player to prevent them face many monsters at once.
- The player always acts first. Monsters can't ambush player or do any action first.
- The difficulty setting may be freely adjusted at any time outside of battle.
- The player can flee from battle to prevent losing.
Terms
- A "turn" refers to a single action from player (attacking, using spells, using items, etc.).
- A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flee/dies.
- A "battle series" refers to a set of battle rounds that last until completed or until the player flee/dies.
- e.g. The "First Blood" Arena challenge is a battle series with 5 rounds. Random Encounters and Ring of Blood challenges consist of only 1 round.
Combat
When it is the player's turn to perform an action, he may choose between 7 different actions:
| Action | Description | Hotkey | |
|---|---|---|---|
| Basic physical attack, applying physical attack stats against the target's physical defense stats. | Q | ||
Prompts the player to select a skill to use or a spell to cast.
Player can put spells/skills, he constantly use, in one of the quick-cast slots. This way, spells/skills can be selected via clicking and can also be selected using the hotkeys Alt + 1 through Alt + 0 (the number corresponds to the spell or skill's quickslot placement). These slots are linked with to the player's Personas and will be blank when switching to a new persona for the first time. |
W | ||
| Prompts the player to use one of their Battle Items. To use that action, player should move Items from their Inventory to one of the Battle Item slot. By default every player has five Battle Items slots, this amount may be increased via specific Trainings. While player use items custom monsters can't attack him in between. Items restock themselves in battle based on various cooldowns. | E | ||
Toggles Spirit Stance. Can be toggled once a player has at least 50% Overcharge and consumes one SP and 10% Overcharge per round.
|
S | ||
Use Defend command. Can be selected in anytime.
|
D | ||
Use Focus command. Can be selected in anytime.
|
F | ||
After selecting and executing a command each living enemy may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities take longer to perform than others. In these cases, some enemies may act a second time before the player can respond.
Targeting
Enemies can be targeted by mouse clicking or keyboard's hotkeys 1 through 0 (either on the home row or number pad); 1 corresponds to the
through to 0 for
.
Targeting is important for certain Fighting Styles and spells that can hit multiple targets.
Criticals
There is a chance, that during regular physical or magical attack player or monster will perform critical attack (crit), which deals more damage than regular attack and provide 100% chance to execute a weapon's or spell's innate procs. Does not affect procs granted by equipment suffixes or fighting style.
Critical hits have the following properties:
- Player's damage (physical & magical) is boosted by +50%. This extra damage may be increased further by:
- Physical:
- Using the Heartseeker spell.
- Using equipment with "Savage" prefix or "Fatality" potency
- Magical:
- Using the Arcane Focus spell.
- Using equipment with "Mystic" prefix or "Annihilator" potency
- Physical:
- The chance to deal critical attacks ("crit rate") can be increased by:
- Physical:
- Using equipment which has innate bonuses to attack crit chance or specific suffixes.
- Investing into STR and DEX primary attributes.
- Using a Flower Vase special item?
- Using the ability DW Crit (Dual Wielding or Niten Ichiryu fighting styles only).
- Using the ability Light Crit (light armor only).
Having Burden above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
- Magical:
- Using equipment which has innate bonuses to magic crit chance or specific suffixes.
- Investing into INT and WIS primary attributes.
- Using a Flower Vase special item?
- Using the ability Cloth Spellcrit (cloth armor only).
Having Interference above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.
- Physical:
- Monsters have a base 20% crit damage bonus and crit rate, increased by their STR and DEX (for physical attacks) and WIS and INT (for magical attacks).
Day of the Week
During each day of the week damage done by a damage type is temporarily increased (both for the player and for monsters). Mitigation for the element is reduced by 10 points except for Friday's which is 5.
| Day | Damage Type |
|---|---|
| Sunday | Holy |
| Monday | Dark |
| Tuesday | Fire |
| Wednesday | Cold |
| Thursday | Wind |
| Friday | All |
| Saturday | Elec |
End of Round
Round ends in this cases:
- Player win (victorious) - after that occurs next round in battle series; player will be ejected from battle series if no further rounds are present.
- Player lose (dies) - after that player will be ejected from battle series with penalties.
- Player flees - after that player will be ejected from battle series with little to no penalties.
Victory

Player are winning round when every spawned monster died (their health are reduced to 0).
The player will be given a message to indicate their winning with next text:
"You are victories!
You Gain [Amount] EXP
Continue [Battle mode]"
Player should click on this "Continue" text string to move toward next round or press Spacebar.
Rewards for winning round are:
- Specific amount of Experience Points.
- Some credits, items or equipment may be obtain as drop.
Rewards for winning battle series are:
- Specific amount of Potency Experience (PXP), as well new Potency for equipment (If Battle Mode was Item World).
- Specific amount of Credits (If Battle Mode was Arena, Ring of Blood or Grindfest).
- Some Equipment as Clear Bonus (If Battle Mode was Arena or Ring of Blood).
- Chance to get Token of Blood or Token of Chaos (If Battle Mode was Arena or Ring of Blood).
- Chance to get Soul Fragment (If Battle Mode was Random Encounter).
- Any powerups held will be lost.
Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina (player with great stamina will lose double amount of stamina).
Losing

Player are losing the current round when his HP are reduced to 0 and Spark of Life does not proc.
The player will be given a message to indicate their losing with next text:
"You have been defeated!
The [Battle mode] has ended"
Penalties for losing current rounds are:
- Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
- The player will keep any proficiency points gained during the round.
- The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). This lose also can be cut in half with the Repair Bear Mk.4 Hath Perk.
- Any powerups held will be lost.
- User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
Note: Entering any new battle series without recovering at least 1 HP will result in another immediate loss.
Fleeing

In any time player may flee from current round and left battle behind.
To escape from battle player should open his
and select "Flee" from
list.
The player will be given a message to indicate their successfully fleeing:
"You have run away!
The escape from the [Battle mode]"
Penalties for fleeing current rounds are:
- Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
- The player will keep any proficiency points gained during the round.
- Any powerups held will be lost.
- User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was fled.
Note: Leaving a battle takes one tick (roughly 1-2 monster turns); in that time monsters can kill the player. The Yakety Sax Hath Perk allows players to leave the battle immediately.
Recovering
- While out of combat MP, and SP regenerate over time at various rates based on the player's primary attributes. HP regenerates as well too, almost immediately.
- While out of battle the
option, located beneath the SP bar, is also available. It allows players to consume a few Items#Restoratives draughts and potions to fully restore any of these points. These restorations are affected by abilities.
Battle Window

Player Side
- Status Effects: All of the effects (mostly from supportive spells or items) currently on the player. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after auto-cast spells. Effects due to expire in 1 turn will blink. Hovering the cursor over any icons provides information about the effect.
- Health Points: If this is reduced to 0 the player loses. Health can be restored in battle via restorative items or healing spells. Will turn silver if Spark of Life is active and has sufficient Spirit Points to proc. Will flash red at 35%.
- Mana Points: Used to cast spells.
- Spirit Points: Used for Spirit Stance and as a cost to proc certain supportive spells.
- Overcharge Gauge: Used for Spirit Stance, Defend, Focus and fighting skills.
- Quick-cast Bar: Buttons for executing spells or skills; can be adjusted in the settings area.
Battle Log

A log of all the events during the battle. Only shows the last 100 lines.
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.
Monsters' spawn information contains the following:
- MID: The monster's ID number. The monster's name is also listed in parentheses.
- LV: The monster's level.
- HP: The monster's starting health.
Log Colors For Drops
| Color | Drops |
|---|---|
| Red | Equipment |
| Gold | Credits |
| Light Green | Restoratives, Scrolls, Infusions, Special Items, and Shards |
| Dark Green | Tokens |
| Cyan | Food |
| Blue | Artifacts and Collectables |
| Purple | Trophies |
| Magenta | Crystals |
While Credit drops are shown in the log the player's amount will only update after the battle series has ended.
Monster Side
Each monster has its own row with the following:
- Monster Letter
: Refers to the monster's position for targeting purposes. - Monster Level: Can be equal to or up to 5 levels lower than the player's level.
- Monster Color: Indicates the monster's class/rarity.
- No color = Ordinary (Common; all player created monsters are of this class)
- Orange = Boss
- Red = Schoolgirl
- Purple = God
- Monster HP: If reduced to 0 the monster is dead and can no longer take any action. If all monsters' health are reduced to 0 the player is victorious in the battle round.
- Monster MP: Monsters can potentially use their magic attacks when they have at least 50% mana.
- Monster SP: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.
- Status Effects: The status effects (usually from deprecating spells) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.
- See here for a list of known beneficial status effects.
Spawning Pattern
- Custom Monsters are picked according to their Power Level vs. the player's level.
- Any given custom monster won't appear more than once every ten rounds (roughly).
- Monsters of the same class (species) will tend to appear together. It is not possible to face more than 4 different classes of monsters in a single round.
- Only 1 custom monster per owner may spawn per round.
Battle Modes
| Name | # of rounds | Drop Conditions | Monster damage multiplier | EXP Mod | Notes |
|---|---|---|---|---|---|
| Random Encounter | 1 | Overall chance bonus, Soul Fragment chance, 3x credits | Normal | 5x | Can be triggered once per 30 minutes, up to 24 times per day. |
| Arena | 5 - 150A | Guaranteed equipment drop (Tier 1-8 trophy qualityA) | Higher challenges have more high-class monsters | 1x - 3xA | Higher challenges require clearing the previous ones. Level requirements. |
| Ring of Blood | 1 | Guaranteed equipment drop | Only face boss-class or higher monsters | 1x | Costs Tokens of Blood to enter. Level requirements. |
| Grindfest | 1,000 | ¼ credits. Additional chance to get crystal drops | 50%? to start, increases by .4%? each round | Crystal drop multiplier. | |
| Item World | 20 - 100B | ¼ credits | 100% to start, increases by 2%? each round. Overall multiplierB | 0.8x - 1.284xB | For increasing equipment potency. |
A - Depending on challenge selected.
B - Depending on equipment quality.