HentaiVerse battles are initiated by the player entering one of the battle modes manually or via Random Encounters which happen once per hour while browsing the E-Hentai site if the player is not already in combat (except for the Dawn event). Each battle will spawn 1 to 10 monsters to fight. The player always acts first. The difficulty setting may be freely adjusted at any time outside of battle.
- A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flees or dies.
- A "battle series" refers to a set of battle rounds that last until completed or until the player flees or dies.
When it is the player's turn to perform an action, they may choose between 7 different actions:
|Attack||Basic physical attack, applying physical attack stats against the target's physical defense stats.||Q|
|Skillbook|| Prompts the player to select a skill to use or a spell to cast.
|Items||Prompts the player to use an item from their battle inventory. Note that items in the item inventory must be moved to the battle inventory before they can be used this way. Infusions and Scrolls can be set to restock themselves during the battle but restorative items can only do so once a battle series has ended.||E|
|Spirit||Toggles Spirit Stance.||S|
Enemies can also be targeted using the hotkeys '1' through '0' (either on the home row or number pad), with 1 corresponding to the Monster A and 0 to Monster J. Targeting is important for certain Fighting Styles that can hit multiple targets. The quick-cast slots can also be selected using the hotkeys 'Alt+1' through 'Alt+0', where the number corresponds to the spell or skill's slot number. Note that these bars are linked with to the player's Equipment Set and will be blank when switching to a new set for the first time.
After selecting a command and executing it, each 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. Combat ends when either the player or all enemies' health are reduced to 0 or if the player successfully flees from battle.
Critical hits have the following properties:
- Player's attacks (physical & magical) do 1.5x damage (this can be increased further by investing into the Better Heartseeker and Better Arcane Focus abilities). For monsters it's 1.2x. This is calculated after all other damage factors.
- Have a 100% chance to proc a weapon's or spell's innate procs. Does not affect procs granted by equipment suffixes or fighting style.
Losing occurs when the player's Hit Points are reduced to zero and Spark of Life does not proc. The player will be given a message to indicate their defeat and will be ejected from the battle series in which they were fighting. Entering any new battle series without recovering at least 1 HP will result in another immediate loss. Fleeing allows the player to leave a battle at any time (given a few turns) with slightly less penalties.
- There is no direct penalty for being defeated, except for the ejection from the battle series in which the player was fighting.
- Any progress made in a multi-round battle series will be lost. No credits, EXP, or drops are given for the incomplete round.
- Any powerups held will be lost.
- Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
- User-created monsters besides the player's 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.
- The player will keep all remaining MP and SP, as well as any proficiency points gained during the round.
While out of combat HP, MP, and SP regenerate over time at various rates based on the player's primary attributes. While out of battle the option, located beneath the SP bar, is also available. It allows players to consume a few potions to fully restore any of these points. This uses Lesser potions of the appropriate type and will only use stronger ones if the Lesser potions are insufficient in number.
A single potion restores the player's base points in that stat multiplied by the following:
- Status Effects: Displays all the status 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 that expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect.
- Health Points: If this is reduced to 0 the battle series will end. 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 (50%+ base) 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 the supportive spells |Spark of Life and Spirit Shield.
- Overcharge Gauge: Displays the player's current overcharge level, used for spirit stance and fighting skills.
- Quick-cast Bar: Buttons for executing spells or skills; can be adjusted in the settings area.
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.
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.
- Monster HP: If reduced to 0, the monster is dead and can no longer take any action. Once all monsters' health are reduced to 0, the player is victorious in the battle round.
- Monster MP: Indicates how close a monster is to possibly using its magic attack. Monsters can potentially use their skill 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 once they have 100% spirit.
- Status Effects: Displays 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 expire in 1 turn will blink. Placing the cursor over the icon provides information on the status effect. Up to 6 effects can be shown although more can be active.
- See here for a list of known beneficial status effects.
- Monsters are picked according to their Power Level vs. the player's level.
- A monster won't appear more than once every ten rounds (roughly).
- Monsters of the same class will tend to appear together. It is not possible to face more than 4 different classes of monsters in a single round.
|Name||# of rounds||Drop Conditions||Base Difficulty||EXP Mod||Notes|
|Random Encounter||1||High chance bonus||Normal||High||Can be triggered only once per hour (Dawn event excluded)|
|Arena||Depends on challenge, max 150||Bonus drop on clear||Higher challenges have more high-class monsters||Depends on challenge||Clearing some challenges unlocks new ones. Level requirements|
|Ring of Blood||1||Guaranteed equipment drop||Only face boss-class or higher monsters||Normal||Costs Tokens of Blood to enter. Level requirements|
|Grindfest||∞||No credits. Additional chance to get crystal drops||50%? to start, increases by 1%? each round||Has a crystal drop multiplier|
|Item World||Depends on equipment quality, max 200||No credits||50%? to start, increases by 1%? each round. Overall multiplier depending on equipment quality||Depends on equipment quality||For increasing equipment potency|
- HentaiVerse Settings - Allows the adjustment of difficulty.
- HentaiVerse Hotkeys
|Character||Menu||Stats • Training • Settings|
|Abilities||Skills • Spells (Spell Damage) • Spirit Stance|
|Levels||Experience Points • Leveling Up • Ranks • Level and Rank Table|
|Info.||Action Speed • Overcharge • Proficiencies • Stamina|
|Bazaar||Monster Lab (Monster Stats • Bestiary) • Shrine • MoogleMail|
|Equipment||Fighting Styles • Prefixes • Suffixes • Interference • Burden • Level Scaling • Ranges • Procs • The Forge|
|Items||Loot Drop Rolls • Obsolete Items|
|Battles||Modes||Random Encounter • Arena • Ring of Blood • Grindfest • Item World|
|Info.||Bestiary • Damage Types • Damage (Physical Damage) • Enemy Procs • RiddleMaster|
|Misc.||Currency||Credits • Credit Transfer • Hath • Hath Perks|
|Strategy||Advice • Play Styles|
|System||Dawn of a New Day • Bugs • Technical Issues • FAQ • Hotkeys • Scripts & Tools|