Monster Lab

From EHWiki
Jump to navigationJump to search
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 there is free slots available. Player need to choose from 13 monster classes, which have 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)

Costs

  • Slots costs 1 + N Chaos Tokens, where N is the number of slots already opened.
  • Monsters can be renamed at the cost of 1 Chaos Token (although it says you need 3.) Fixing capitalization is free.
  • Monsters can be deleted at the cost of 5 Chaos Tokens.
    • Once a monster reaches PL 100 these actions can no longer be taken.

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

fire.png = You don't have enough crystals to upgrade, or the stat is maxed out

fire_a.png = You have 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 * 1.9^N) 3 + N N * (N + 1) / 2 + 2N 25
Elemental round(10 * 1.25^N) 1 N 75

At this time, a fully upgraded monster (of any class) would require a grand total of 2,767,851,038 crystals and would be PL 2,775. 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% per PL, meaning that a PL 100 monster will give double the normal EXP.
  • It is possible for players to fight monsters that they have created.
  • 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 Max Monster PL
1-99 Player's current level
100-199 ((Player's current level ^ 1.2) - 151)
200+ Any

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/Soul 120
Daimon Physical Basic 30
Physical Slashing/Piercing 60
Physical Dark/Soul 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
Magical Fire/Elec/Wind/Cold 100
Magical Soul 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.

  • Available upgrades depend on PL of monster, 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 n th upgrade requires n tokens). Upgraded stats are shown in yellow.
  • Currently it takes 2310 chaos tokens to fully upgrade one monster.
Name Related Stats
Affection Increases chance for double gift by 5%
Fortitude Increases monster health by 5%
Brutality Increases monster damage by 5%
Accuracy Increases monster accuracy by 5%
Precision Decreases effective target evade/block by 1%
Overpower Decreases effective target parry/resist by 2.5%
Interception Increases monster parry by 1%
Dissipation Increases monster resist by 1%
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. Note that monsters regenerate mana as a percentage, so INT and WIS increases do not negatively affect them.

Crystal Stat increased Affects
Crystal of Vigor Strength Physical attack strength and health
Crystal of Finesse Dexterity Physical skill attack strength
Crystal of Swiftness Agility Action Speed
Crystal of Fortitude Endurance Physical mitigation and health (more so than Strength)
Crystal of Cunning Intelligence Magical skill attack strength
Crystal of Knowledge Wisdom Magical mitigation
Crystal of Flames Fire elemental resistance
Crystal of Frost Cold elemental resistance
Crystal of Lightning Elec elemental resistance
Crystal of Tempest Wind elemental resistance
Crystal of Devotion Holy elemental resistance
Crystal of Corruption Dark elemental resistance
Crystal of Quintessence Soul elemental 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 8 5 7 10 4 4   Slash Fire, Wind, Elec Holy, Dark, Soul, Pierce Cold, Crush     Crush, Pierce
Avion 5 8 14 4 6 5   Elec   Cold, Holy, Dark, Soul, Crush, Slash, Pierce Fire Wind   Pierce, Slash
Beast 8 9 9 7 3 2   Wind Cold, Crush Elec, Holy, Dark, Soul, Slash, Pierce Fire     Slash, Pierce
Celestial 5 5 10 5 10 8   Holy Fire, Cold, Elec, Wind   Soul, Crush, Slash, Pierce Dark   Slash, Crush
Daimon 9 9 8 4 6 5   Dark   Holy   Slash, Pierce
Dragonkin 10 5 3 9 5 6   Fire, Crush Elec, Slash Holy, Dark, Soul, Pierce Wind Cold   Pierce, Crush
Elemental 3 6 6 4 8 12   Fire, Cold, Elec, Wind Holy, Dark Slash Crush, Pierce Soul   Fire, Elec, Wind, Cold
Giant 10 8 3 12 2 1   Crush Fire, Cold, Slash Holy, Dark, Soul Elec, Wind, Pierce     Crush
Humanoid 5 10 8 5 8 7       All but Dark Dark     Pierce, Slash, Crush
Mechanoid 10 7 4 7 4 3   Fire, Cold, Wind, Holy, Soul, Pierce Slash Dark, Crush     Elec Pierce, Slash
Reptilian 7 10 6 8 6 4     Fire, Elec, Crush, Slash Wind, Holy, Dark, Soul, Pierce   Cold   Pierce, Slash
Sprite 3 12 12 2 7 6   Pierce Fire, Cold, Elec, Wind, Holy Soul, Slash Crush Dark   Pierce, Slash
Undead 10 7 4 10 2 2   Cold, Elec, Wind, Dark, Pierce Crush Soul, Slash   Fire Holy Crush, Slash

Colored Chart

File:Damage Types Monster Lab.0.6.4.png

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.

Chances

The chance to receive a gift is calculated when you check on them via the Monster Lab screen:

Gift chance (%) = # of hours since last check * Battles won since last gift * 2

Monsters can bring gifts without getting any wins, but the odds are very low (1%).[1]

Metals have more chance to drop than other materials.

"Battles won" does not count:

  • Deaths to your 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

Power Level's Effect On Gifts

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

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 your 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, bindings, or shards.

Gift List

(See The Forge - Materials)

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools