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[[Image:Monster Lab Mainpage.PNG|thumb|The Monster Lab Mainpage.]]
[[Image:Monster Lab Mainpage.PNG|thumb|The Monster Lab Mainpage.]]
[http://hentaiverse.org/?s=Bazaar&ss=ml The Monster Lab] allows the players to create custom monsters that any player can then encounter during [[battles]]. Monsters are primarily created to bring [[#Gifts|gifts]] to their owner as they do not assist the player in any other way.
[https://hentaiverse.org/?s=Bazaar&ss=ml The Monster Lab] allows the players to create custom monsters that any player can then encounter during [[battles]]. Monsters bring [[#Gifts|gifts]] to their owner, they do not assist in any other way.


==Monster Creation==
==Monster Creation==
[[Image:Monster Creation.JPG|thumb|Monster Creation page.]]
[[Image:Monster Creation.JPG|thumb|Monster Creation page.]]
A monster slot is needed in order to create a new monster; such slots can be unlocked using [[Tokens|Chaos Tokens]]. A new monster is created by giving it a name, a base class, and a melee attack [[damage type]]. Players may choose from any of the 13 monster classes, each with their own strengths and weaknesses. Up to 100 monster slots can be unlocked; [[donators]] get up to 200.
A monster slot is needed in order to create a new monster; these can be unlocked using [[Tokens|Chaos Tokens]]. A new monster is created by giving it a name, a base class, and a melee attack [[damage type]]. Players may choose from any of the 13 monster classes, each with their own strengths and weaknesses. Up to 100 monster slots can be unlocked; [[donators]] get up to 200.


===Naming===
===Naming===
Monsters can only be named once they reach a Power Level of 100 ([[#Monster Stats & Power Level|see below]]). Some guidelines should be followed regarding the name of the monsters:
Monsters can only be named once they reach a Power Level of 25 ([[#Monster Stats & Power Level|see below]]). Some guidelines should be followed regarding the name of the monsters:


*Maximum of 30 characters
*Maximum of 30 characters
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*Only 1 monster should be named directly after an E-Hentai user
*Only 1 monster should be named directly after an E-Hentai user
*No racist or hateful names
*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 typographically similar numerical substitutions on names of existing monsters (e.g. o=0, i=1=l)
**No consecutive spaces or hyphens
**No consecutive spaces or hyphens
**Spaces and hyphens cannot be next to each other
**Spaces and hyphens cannot be next to each other
**Cannot start or end with hyphens
**Cannot start or end with hyphens
**Maximum 5 spaces or hyphens per name
**Maximum 5 spaces or hyphens per name
[[Image:chaostokentotal.png|thumb|Slot costs.]]
*Monster names must be unique. Attempting to use an existing name will cause a popup informing this.
*Names that are <span style=color:#d34646>marked in red</span> indicate that the monster is flagged for having an unacceptable name. Such monsters will not bring any [[#Gifts|gifts]]. Any monster flagged for over a month will be deactivated and unnamed. Renaming a monster removes the flag but does not retroactively bring any gifts that were lost due to being flagged.


===Costs & Deleting===
===Costs & Deleting===
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*Monsters can be renamed and deleted for free.
*Monsters can be renamed and deleted for free.
**Once a monster reaches PL 250 these actions cost chaos tokens starting at 10 and increasing by 5 tokens every 100 PLs.
**Once a monster reaches PL 250, it cannot be deleted.
**Deleting a monster only frees up the slot, nothing else is refunded.
**Deleting a monster only frees up the slot, nothing else is refunded.


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!PL increase per upgrade
!PL increase per upgrade
!Total PL (per stat)
!Total PL (per stat)
!Morale restored
!Cap (per stat)
!Cap (per stat)
|-  
|-  
!Primary
!Primary
|round(50 * 1.555079154^N) || 3 + (N * 0.5) || 3 * (N + 1) + Roundup(N * (N + 1) / 4) || +25
|round(50 * 1.555079154^N) || 3 + (N * 0.5) || N*(6+(N-1)*0.5)/2 || (roundup(N*0.5)+3)*1000 || +25
|-  
|-  
!Elemental
!Elemental
|round(10 * 1.26485522^N) || Rounddown(1 + (N * 0.1) || - || +50
|round(10 * 1.26485522^N) || Rounddown(1 + (N * 0.1) || (rounddown(N/10)+1)*(rounddown(N/10)*5+remainder(N/10)) || (rounddown(N/10)+1)*2000 || +50
|}
|}


There is currently no way to increase a monster's Piercing, Crushing, or Slashing defenses.
The monster's actual PL is a round value of all stats added together.
 
There is no way to increase a monster's Piercing, Crushing, or Slashing defenses.
 
For stat upgrades, holding Shift while clicking on the stat name upgrades by 5 instead of 1 and holding Ctrl while clicking on the stat name upgrades by 10


<!--====Costs and Results====
<!--====Costs and Results====
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|125||25||25||25||150||25
|125||25||25||25||150||25
|}-->
|}-->
===Monster PL vs. Player Level===
===Monster PL vs. Player Level===
*A monster must have a PL of at least 100 to participate in [[battles]].
*A monster must have a PL of at least 25 to participate in [[battles]].
*Monsters give an additional [[EXP]] bonus of (1 + PL / 200).
*Higher PL monsters give more [[Experience Points|Experience]].
*Monsters give additional [[Loot_Drop_Rolls|loot drop chance]] as ((PL - 500) / 50), capped at 15%.
*Monsters give additional [[Loot_Drop_Rolls|loot drop chance]] as ((PL - 500) / 50), capped at 15%.
*It is possible for players to fight monsters that they have created.
*It is possible for players to fight monsters that they have created.
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===Important Power Levels===
===Important Power Levels===
[[Image:Crystal packs vs PL.png|thumb|Crystal packs required for each PL.]]
[[Image:Crystal packs vs PL.png|thumb|Crystal packs required for each PL. "Bonus" is the boost in PL you'll earn between two different situations.]]
{|class="wikitable"
{|class="wikitable"
!Power<br>Level
!Power<br>Level
!Effects
!Effects
|-
|-
|100 || Unlocks naming and becomes active in [[battles]] once named
|25 || Unlocks naming and becomes active in [[battles]] once named
|-
|200 || Unlocks second Skill Attack
|-
|-
|200 ||  
|250 || Can no longer be deleted
*Unlocks second Skill Attack
*[[Morale]] drain reduced by 1.5x
|-
|-
|400 ||  
|251 || Requires Monster Edibles instead of Monster Chow as [[#Food|Food]]
*Unlocks Spirit Attack
|-
*Morale drain reduced by 2x
|400 || Unlocks Spirit Attack
|-
|-
|499? || Gifts may now include High-Grade materials
|499? || Gifts may now include High-Grade materials
|-
|-
|700 || Morale drain reduced by 3x
|750 || Low-Grade materials can no longer be gifts (?)
|-
|-
|750? || Low-Grade materials can no longer be gifts
|751 || Requires Monster Cuisine instead of Monster Edibles as [[#Food|Food]]
|-
|-
|1,000 ||
|1,000 || <span title="Banned players still lose theirs (may take up to 30 days)" style="border-bottom:1px dotted">Will never be deactivated</span>
*Morale drain reduced by 4x
*Will never be un-named / deactivated
|-
|-
|1,005 || All Chaos Upgrades are available
|1,005 || All Chaos Upgrades are available
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[[Image:Skill Editor.PNG|thumb|The Skill Editor page.]]
[[Image:Skill Editor.PNG|thumb|The Skill Editor page.]]
Monsters get skills when they are created, at PL 200, and at PL 400.  
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.
*If you don't create a skill for your monster, it will use the default skill
**Skills names must be between 3 and 30 characters long and contain only alphanumeric characters, hyphens, and spaces.
**Skills names must be between 3 and 30 characters long and contain only alphanumeric characters, hyphens, and spaces.
*The initial skill has the same damage type as the monster's main attack, and costs 50% MP.
*The initial skill has the same damage type as the monster's main attack, and costs 50% MP.
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**Some monster classes can choose between physical and magical skills. The [[damage type]] can also be changed.
**Some monster classes can choose between physical and magical skills. The [[damage type]] can also be changed.


Skills marked as "Basic" in the following table means that the skill will be of the same type than the basic attack you've chosen upon creation of the monster.
In other words, you ''cannot'' chose the element of that skill.
{|class="wikitable"
{|class="wikitable"
|-
|-
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| Physical || Piercing/Slashing || 50
| Physical || Piercing/Slashing || 50
|-
|-
| Physical || Piercing/Slashing || 100
| Physical || Piercing/Slashing/Wind || 100


|-
|-
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| Physical || Slashing/Piercing || 50
| Physical || Slashing/Piercing || 50
|-
|-
| Physical || Slashing/Piercing || 100
| Physical || Slashing/Piercing/Crushing || 100


|-
|-
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| Physical/Magical || Holy || 80
| Physical/Magical || Holy || 80
|-
|-
| Magical || Holy/Void || 120
| Physical/Magical || Holy/Void || 120


|-
|-
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| Physical || Slashing/Piercing || 60
| Physical || Slashing/Piercing || 60
|-
|-
| Physical || Dark/Void || 100
| Physical/Magical || Dark/Void || 100


|-
|-
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| Magical || Basic (Fire/Elec/Wind/Cold) || 30
| Magical || Basic (Fire/Elec/Wind/Cold) || 30
|-
|-
| Magical || Fire/Elec/Wind/Cold || 60
| Magical || Basic (Fire/Elec/Wind/Cold) || 60
|-
|-
| Magical || Fire/Elec/Wind/Cold || 100
| Magical || Basic (Fire/Elec/Wind/Cold) || 100


|-
|-
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| Physical || Crushing/Slashing || 50
| Physical || Crushing/Slashing || 50
|-
|-
| Physical/Magical || Crushing/Slashing/Dark || 100
| Physical/Magical || Dark || 100
|}
|}


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*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.
*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.
*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.
*Holding Shift while clicking on the + upgrades by 5 instead of 1 and holding Ctrl while clicking on the + upgrades by 10.


{|class="wikitable"
{|class="wikitable"
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!Name || Related Stats
!Name || Related Stats
|-
|-
|Scavenging || Increases chance for double [[#Gifts|gift]] by 5%
|Scavenging || Increases the [[#Gift_Factor|gift factor]] by 2.5%
|-
|-
|Brutality || Increases monster damage by 2.5%
|Brutality || Increases monster damage by 2.5%
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|Warding || Increases monster magical mitigation by 1%
|Warding || Increases monster magical mitigation by 1%
|}
|}
===Gift Factor===
The Gift Factor influences the amount of [[#Gifts|gifts]] a monster earns at once. The base value is 100% and each upgrade of Scavenging adds 2.5% to this total. While this chaos upgrade is specifically designed to raise the gift factor, the other chaos upgrades contribute to the gift factor aswell, by an amount of 0.5% for each upgrade. A fully chaosed monster therefore gets a +160% bonus to the gift factor, effectively bringing the maximum value of the gift factor to 260%.
To optimize the amount of [[Tokens|chaos tokens]] spent on a monster regarding the gift factor aspect, one has to invest 5 times more tokens in the Scavenger upgrade than other upgrades. This means having a Scavenging level 5 times higher than other levels. The following table gives an approximation of the chaos levels needed to optimize the investment on a monster:
{|class="wikitable"
|-
!Scavenging level || Tokens || Other upgrade || Tokens || Factor* || Total tokens*
|-
|2 || 3 || 0 || 0 || 105% || 3
|-
|5 || 15 || 1 || 1 || 118% || 26
|-
|10 || 55 || 2 || 3 || 136% || 88
|-
|15 || 120 || 3 || 6 || 154% || 186
|-
|20 || 210 || 4 || 10 || 172% || 320
|}
''<nowiki>*</nowiki>: The factor and the total tokens displayed here correspond to what results in Scavenger raised to the given level, and the 11 other upgrades to the "other upgrade" level.''


==Crystal List==
==Crystal List==
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! rowspan="2" | Monster Class
! rowspan="2" | Monster Class
! colspan="6" | Starting Attributes
! colspan="6" | Starting Attributes
! colspan="3" | Resistances
! Resistances
! rowspan="2" | Neutral<br />(0)
! rowspan="2" | Neutral<br />(0)
! colspan="3" | Weaknesses
! colspan="2" | Weaknesses
! rowspan="2" | Damage Types
! rowspan="2" | Damage Types
|- style="font-size: 0.8em"
|- style="font-size: 0.8em"
! STR !! DEX !! AGI !! END !! INT !! WIS
! STR !! DEX !! AGI !! END !! INT !! WIS
! Major<br />(75) !! Minor<br />(50) !! Light<br />(25)
! (+25)
! Light<br />(-25) !! Minor<br />(-50) !! Major<br />(-75)
! (-25) !! (-50)
|-
|-
! <span title="Arthropods are a diverse phylum of invertebrate animals distinguished by having a segmented body with jointed appendages, encased in a hard exoskeleton. Variants include insects, spiders and scorpions, and they exist in many different forms and sizes. Remains of humanoid Arthropods have been discovered in old ruins, but it is unknown whether such animals still exist, and whether or not they are intelligent. Arthropods are typically equipped with crushing melee attacks using claws and similar appendages, or piercing attacks with stingers. There are rumors of massive mutated members of the species, large enough to crush other creatures with the sheer bulk of their bodies. Their natural armor provides a high degree of resistance against slashing attacks, but they are vulnerable to blunt weapons. The exoskeleton provides a heightened defense against most elemental attacks." style="border-bottom:1px dotted">Arthropod</span>
! <span title="Arthropods are a diverse phylum of invertebrate animals distinguished by having a segmented body with jointed appendages, encased in a hard exoskeleton. Variants include insects, spiders and scorpions, and they exist in many different forms and sizes. Remains of humanoid Arthropods have been discovered in old ruins, but it is unknown whether such animals still exist, and whether or not they are intelligent. Arthropods are typically equipped with crushing melee attacks using claws and similar appendages, or piercing attacks with stingers. There are rumors of massive mutated members of the species, large enough to crush other creatures with the sheer bulk of their bodies. Their natural armor provides a high degree of resistance against slashing attacks, but they are vulnerable to blunt weapons. The exoskeleton provides a heightened defense against most elemental attacks." style="border-bottom:1px dotted">Arthropod</span>
| 80 || 50 || 70 || 100 || 40 || 40
| 80 || 50 || 70 || 100 || 40 || 40
| &nbsp; || &nbsp; || [[Fire]], [[Wind]], [[Elec]], Slash  
| Fire, Wind, Elec, Slash  
| [[Holy]], [[Dark]], Pierce
| Holy, Dark, Pierce
| [[Cold]], Crush || &nbsp; || &nbsp;
| Cold, Crush || &nbsp;
| Crush, Pierce
| Crush, Pierce
|-
|-
! <span title="Avions, also known as Aves or simply Birds, are a class of vertebrate endothermic animals distinguished by having wings. Variations exists, but typical Avions are bipedal with strong talons on their feet, covered in feathers, and equipped with a powerful beak. All Avions in the HentaiVerse have the ability to fly; non-flying birdlike creatures are classified as Beasts. Avions can specialize into using their beak for piercing attacks or talons for slashing attacks. The superior mobility and keen eyesight of higher level avions let them accurately target weak or unprotected parts of their opponent, giving them a high chance of scoring critical hits or temporarily cripple the target. While fast and agile, they do not have strong physical defenses. Due to their feather-covered body and flying nature, they are weak to fire and wind-based magicks. The fact that they are not grounded does however mean that they are resistant to electrical attacks." style="border-bottom:1px dotted">Avion</span>
! <span title="Avions, also known as Aves or simply Birds, are a class of vertebrate endothermic animals distinguished by having wings. Variations exists, but typical Avions are bipedal with strong talons on their feet, covered in feathers, and equipped with a powerful beak. All Avions in the HentaiVerse have the ability to fly; non-flying birdlike creatures are classified as Beasts. Avions can specialize into using their beak for piercing attacks or talons for slashing attacks. The superior mobility and keen eyesight of higher level avions let them accurately target weak or unprotected parts of their opponent, giving them a high chance of scoring critical hits or temporarily cripple the target. While fast and agile, they do not have strong physical defenses. Due to their feather-covered body and flying nature, they are weak to fire and wind-based magicks. The fact that they are not grounded does however mean that they are resistant to electrical attacks." style="border-bottom:1px dotted">Avion</span>
| 50 || 80 || 140 || 40 || 60 || 50
| 50 || 80 || 140 || 40 || 60 || 50
| &nbsp; || &nbsp; || Elec, Pierce  
| Elec, Pierce  
| Cold, Holy, Dark, Crush, Slash
| Cold, Holy, Dark, Crush, Slash
| Fire || Wind || &nbsp;
| Fire || Wind
| Pierce, Slash
| Pierce, Slash
|-
|-
! <span title="Beasts cover the wide range of vertebrate air-breathing animals known as Mammals. There are many variations in this class, but the majority are quadrupeds of sizes varying from smaller than mice to larger than elephants. Beasts are typically either covered in fur or feathers, or more rarely, clad in a thick hairless hide. The fur makes them somewhat weak to fire-based magicks, but resistant to wind- and cold-based attacks. Most have average defense against physical weapons, but some have evolved a hard armor of keratin around vital points which heightens these defenses significantly. Their natural range of weapons allow them to bite down with sharp teeth, shred their foes with large claws, and impale them on pointy tusks. The most powerful beasts can simply use the sheer bulk of their body to crush a target. Rumors persist about terrible Beasts corrupted beyond all recognition with dark magicks, but those who have encountered them are not in a state to give a coherent description of their abilities." style="border-bottom:1px dotted">Beast</span>
! <span title="Beasts cover the wide range of vertebrate air-breathing animals known as Mammals. There are many variations in this class, but the majority are quadrupeds of sizes varying from smaller than mice to larger than elephants. Beasts are typically either covered in fur or feathers, or more rarely, clad in a thick hairless hide. The fur makes them somewhat weak to fire-based magicks, but resistant to wind- and cold-based attacks. Most have average defense against physical weapons, but some have evolved a hard armor of keratin around vital points which heightens these defenses significantly. Their natural range of weapons allow them to bite down with sharp teeth, shred their foes with large claws, and impale them on pointy tusks. The most powerful beasts can simply use the sheer bulk of their body to crush a target. Rumors persist about terrible Beasts corrupted beyond all recognition with dark magicks, but those who have encountered them are not in a state to give a coherent description of their abilities." style="border-bottom:1px dotted">Beast</span>
| 80 || 90 || 90 || 70 || 30 || 20
| 80 || 90 || 90 || 70 || 30 || 20
| &nbsp; || &nbsp; || Wind, Cold, Crush
| Wind, Cold, Crush
| Elec, Holy, Dark, Slash, Pierce
| Elec, Holy, Dark, Slash, Pierce
| Fire || &nbsp; || &nbsp;
| Fire || &nbsp;
| Slash, Pierce
| Slash, Pierce
|-
|-
! <span title="Celestials are supernatural divine beings that reside on a different plane of existence. From time to time, some of these beings enter our world for reasons they usually choose not to divulge to outsiders. While worshiped by some individuals and groups as inherently good, it is suspected that those who leave have their own agendas that do not necessarily mesh well with that ideal. Appearing as lithe humanoid creatures who refuse to wear any form of armor, they have below average resistance to most physical attacks but make up for it with high agility. They have high resistance to elemental magicks, and are nearly impervious to divine attacks. They are however very weak against forbidden magicks, and their spiritual nature makes them somewhat more susceptible to soul-based magicks. Celestials can use a wide variety of humanoid armaments, but for unknown reasons they do not employ piercing weapons in their arsenal. Higher level celestials can imbue their weapons with pure divine power that lets their melee attacks deal holy damage." style="border-bottom:1px dotted">Celestial</span>
! <span title="Celestials are supernatural divine beings that reside on a different plane of existence. From time to time, some of these beings enter our world for reasons they usually choose not to divulge to outsiders. While worshiped by some individuals and groups as inherently good, it is suspected that those who leave have their own agendas that do not necessarily mesh well with that ideal. Appearing as lithe humanoid creatures who refuse to wear any form of armor, they have below average resistance to most physical attacks but make up for it with high agility. They have high resistance to elemental magicks, and are nearly impervious to divine attacks. They are however very weak against forbidden magicks, and their spiritual nature makes them somewhat more susceptible to soul-based magicks. Celestials can use a wide variety of humanoid armaments, but for unknown reasons they do not employ piercing weapons in their arsenal. Higher level celestials can imbue their weapons with pure divine power that lets their melee attacks deal holy damage." style="border-bottom:1px dotted">Celestial</span>
| 50 || 50 || 100 || 50 || 100 || 80
| 50 || 50 || 100 || 50 || 100 || 80
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Holy
| Fire, Cold, Elec, Wind, Holy
| &nbsp;
| &nbsp;
| Crush, Slash, Pierce
| Crush, Slash, Pierce
| Dark || &nbsp;
| Dark
| Slash, Crush
| Slash, Crush
|-
|-
! <span title="Daimons are supposedly corporeal manifestations of impure and often malevolent supernatural spirits that, some say, originate from the same plane of existence as Celestials. Their exact nature and relation to Celestials is however unknown. These spirits can take on any number of different appearances, but tend to choose one specifically tailored to the fears of their opponent. To allow for this shape changing capability, they do not wear any armor or use any other form of humanoid weaponry. This leaves them weak to physical attacks. Like Celestials, they have high resistances to elemental magicks and are somewhat susceptible to soul-based attacks. They are almost impervious to forbidden magicks, but highly vulnerable to divine attacks. Instead of forged weapons, these creatures take advantage of their physical malleability to reshape parts of their own body into blade-like weapons or sharp implements that they use for slashing and stabbing attacks. Higher level daimons are said to be able to conjure weapons of pure darkness that can bypass all defenses not specially enchanted to withstand it." style="border-bottom:1px dotted">Daimon</span>
! <span title="Daimons are supposedly corporeal manifestations of impure and often malevolent supernatural spirits that, some say, originate from the same plane of existence as Celestials. Their exact nature and relation to Celestials is however unknown. These spirits can take on any number of different appearances, but tend to choose one specifically tailored to the fears of their opponent. To allow for this shape changing capability, they do not wear any armor or use any other form of humanoid weaponry. This leaves them weak to physical attacks. Like Celestials, they have high resistances to elemental magicks and are somewhat susceptible to soul-based attacks. They are almost impervious to forbidden magicks, but highly vulnerable to divine attacks. Instead of forged weapons, these creatures take advantage of their physical malleability to reshape parts of their own body into blade-like weapons or sharp implements that they use for slashing and stabbing attacks. Higher level daimons are said to be able to conjure weapons of pure darkness that can bypass all defenses not specially enchanted to withstand it." style="border-bottom:1px dotted">Daimon</span>
| 90 || 90 || 80 || 40 || 60 || 50
| 90 || 90 || 80 || 40 || 60 || 50
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Dark
| Fire, Cold, Elec, Wind, Dark
| &nbsp;
| &nbsp;
| Crush, Slash, Pierce
| Crush, Slash, Pierce
| Holy || &nbsp;
| Holy
| Slash, Pierce
| Slash, Pierce
|-
|-
! <span title="Dragonkin consist of Dragons, Drakes, and all other creatures that could be mistaken for giant flying fire-breathing lizards. That is however somewhat of an over-simplification as not all Dragonkin can fly, while breath attacks are not always fire, and are only fully developed in mature members of the species." style="border-bottom:1px dotted">Dragonkin</span>
! <span title="Dragonkin consist of Dragons, Drakes, and all other creatures that could be mistaken for giant flying fire-breathing lizards. That is however somewhat of an over-simplification as not all Dragonkin can fly, while breath attacks are not always fire, and are only fully developed in mature members of the species." style="border-bottom:1px dotted">Dragonkin</span>
| 100 || 50 || 30 || 90 || 50 || 60
| 100 || 50 || 30 || 90 || 50 || 60
| &nbsp; || &nbsp; || Fire, Elec, Crush, Slash
| Fire, Elec, Crush, Slash
| Holy, Dark, Pierce
| Holy, Dark, Pierce
| Wind || Cold || &nbsp;
| Wind || Cold
| Pierce, Crush
| Pierce, Crush
|-
|-
! <span title="Elementals are metaphysical beings that manifest as crystalline beings of pure elemental energy. It is thought that they can change between different elemental forms at will, but this has never been observed in battle." style="border-bottom:1px dotted">Elemental</span>
! <span title="Elementals are metaphysical beings that manifest as crystalline beings of pure elemental energy. It is thought that they can change between different elemental forms at will, but this has never been observed in battle." style="border-bottom:1px dotted">Elemental</span>
| 30 || 60 || 60 || 40 || 80 || 120
| 30 || 60 || 60 || 40 || 80 || 120
| &nbsp; || &nbsp; ||  Fire, Cold, Elec, Wind, Holy, Dark
| Fire, Cold, Elec, Wind, Holy, Dark
| Slash
| Slash
| Crush, Pierce || &nbsp; || &nbsp;
| Crush, Pierce || &nbsp;
| Fire, Elec, Wind, Cold
| Fire, Elec, Wind, Cold
|-
|-
! <span title="Giants are huge, slow and stupid. The only reason they still thrive as a species is their extreme natural aggression and immense strength, combined with the fact that they are highly amused by smashing anything they can get a hold of." style="border-bottom:1px dotted">Giant</span>
! <span title="Giants are huge, slow and stupid. The only reason they still thrive as a species is their extreme natural aggression and immense strength, combined with the fact that they are highly amused by smashing anything they can get a hold of." style="border-bottom:1px dotted">Giant</span>
| 100 || 80 || 30 || 120 || 20 || 10
| 100 || 80 || 30 || 120 || 20 || 10
| &nbsp; || &nbsp; || Fire, Cold, Crush
| Fire, Cold, Crush
| Holy, Dark, Slash
| Holy, Dark, Slash
| Elec, Wind, Pierce || &nbsp; || &nbsp;
| Elec, Wind, Pierce || &nbsp;
| Crush
| Crush
|-
|-
! <span title="Humanoids comprise the various intelligent bipedal primates found in the world. While they have no notable supernatural powers nor beastlike strength, and are largely covered in a soft and delicate skin which grants only minor protection from the elements, a variety of armor and weapons fill the gaps in their natural defenses and give them a surprisingly large amount of flexibility in their offensive capabilities." style="border-bottom:1px dotted">Humanoid</span>
! <span title="Humanoids comprise the various intelligent bipedal primates found in the world. While they have no notable supernatural powers nor beastlike strength, and are largely covered in a soft and delicate skin which grants only minor protection from the elements, a variety of armor and weapons fill the gaps in their natural defenses and give them a surprisingly large amount of flexibility in their offensive capabilities." style="border-bottom:1px dotted">Humanoid</span>
| 50 || 100 || 80 || 50 || 80 || 70
| 50 || 100 || 80 || 50 || 80 || 70
| &nbsp; || &nbsp; || &nbsp;
| &nbsp;
| ''All but Dark''
| ''All but Dark''
| Dark || &nbsp; || &nbsp;
| Dark || &nbsp;
| Pierce, Slash, Crush
| Pierce, Slash, Crush
|-
|-
! <span title="Mechanoids are essentially living machines, remnants of ancient and highly advanced civilizations. The art of making such machinations has been long lost, but many still roam the world, oblivious of the fate that has befallen their deceased masters. Many variants of Mechanoids exist, from large bipedal machines forged for destruction to smaller humanoid builds created for peaceful purposes. Some were originally fitted with a wide variety of weaponry, but due to wear and lack of maintenance, most of the Mechanoids that are still functional equip themselves with simple melee weapons. These are typically blade- and spike-shaped attachments in place of a limb or other tool. There are however rumors of terrible machines that are capable of searing a creature to the bones with a stream of fire, or shatter their bodies with a torrent of deadly metal. Mechanoids are highly resistant to wind and cold-based magicks, and due to their artificial nature, they are almost impervious to divine and soul-based attacks. Their internal systems are however highly vulnerable to electrical shocks. Most have armor worn brittle with age, but stories of preserved heavily armored variants are told by the few who are fortunate enough to survive such an encounter." style="border-bottom:1px dotted">Mechanoid</span>
! <span title="Mechanoids are essentially living machines, remnants of ancient and highly advanced civilizations. The art of making such machinations has been long lost, but many still roam the world, oblivious of the fate that has befallen their deceased masters. Many variants of Mechanoids exist, from large bipedal machines forged for destruction to smaller humanoid builds created for peaceful purposes. Some were originally fitted with a wide variety of weaponry, but due to wear and lack of maintenance, most of the Mechanoids that are still functional equip themselves with simple melee weapons. These are typically blade- and spike-shaped attachments in place of a limb or other tool. There are however rumors of terrible machines that are capable of searing a creature to the bones with a stream of fire, or shatter their bodies with a torrent of deadly metal. Mechanoids are highly resistant to wind and cold-based magicks, and due to their artificial nature, they are almost impervious to divine and soul-based attacks. Their internal systems are however highly vulnerable to electrical shocks. Most have armor worn brittle with age, but stories of preserved heavily armored variants are told by the few who are fortunate enough to survive such an encounter." style="border-bottom:1px dotted">Mechanoid</span>
| 100 || 70 || 40 || 70 || 40 || 30
| 100 || 70 || 40 || 70 || 40 || 30
| &nbsp; || &nbsp; || Fire, Cold, Wind, Holy, Slash, Pierce
| Fire, Cold, Wind, Holy, Slash, Pierce
| Dark, Crush
| Dark, Crush
| &nbsp; || Elec || &nbsp;
| &nbsp; || Elec
| Pierce, Slash
| Pierce, Slash
|-
|-
! <span title="Reptilians are cold-blooded creatures that thrive in and near water. They comprise animals like crocodiles, snakes, turtles and lizards, but also intelligent biped humanoid variants that have evolved independently of their fellow primates. Their skin is covered in scales or scutes, and some have hardened shells covering parts of their bodies." style="border-bottom:1px dotted">Reptilian</span>
! <span title="Reptilians are cold-blooded creatures that thrive in and near water. They comprise animals like crocodiles, snakes, turtles and lizards, but also intelligent biped humanoid variants that have evolved independently of their fellow primates. Their skin is covered in scales or scutes, and some have hardened shells covering parts of their bodies." style="border-bottom:1px dotted">Reptilian</span>
| 70 || 100 || 60 || 80 || 60 || 40
| 70 || 100 || 60 || 80 || 60 || 40
| &nbsp; || &nbsp; ||Fire, Elec, Crush, Slash
| Fire, Elec, Crush, Slash
| Wind, Holy, Dark, Pierce
| Wind, Holy, Dark, Pierce
| &nbsp; || Cold || &nbsp;
| &nbsp; || Cold
| Pierce, Slash
| Pierce, Slash
|-
|-
! <span title="Sprites are diminutive beings that seldom get involved in the Big World, preferring to remain with their own kin in the hidden places of the land where nature is still thick and undisturbed. Only a small minority choose to seek out the human world, where their high intelligence and small size make them excel for many tasks, ranging from accounting to assassination. Sprites are not a single species, but most of the big folk will be hard pressed to tell a pixie apart from a faery. They are commonly armed with using tiny swords and rapiers, and while they do not have much strength to put behind a thrust, their ability to seek out the most vulnerable parts of a target still make them a force to be reckoned with. Higher level Sprites can also master powerful magicks, and many an unwary adventurer have engaged them recklessly only to be sent to an early grave. Physically weak, the best way of dealing with them is swatting them with a crushing attack, but they are fast and hard to hit. Their tiny size also make them difficult to hit them with stabbing weapons. All Sprites have some resistance to elemental magicks, and depending on their natural affinity they can even be fully impervious to some elements. They are however naturally weak to the forbidden magicks." style="border-bottom:1px dotted">Sprite</span>
! <span title="Sprites are diminutive beings that seldom get involved in the Big World, preferring to remain with their own kin in the hidden places of the land where nature is still thick and undisturbed. Only a small minority choose to seek out the human world, where their high intelligence and small size make them excel for many tasks, ranging from accounting to assassination. Sprites are not a single species, but most of the big folk will be hard pressed to tell a pixie apart from a faery. They are commonly armed with using tiny swords and rapiers, and while they do not have much strength to put behind a thrust, their ability to seek out the most vulnerable parts of a target still make them a force to be reckoned with. Higher level Sprites can also master powerful magicks, and many an unwary adventurer have engaged them recklessly only to be sent to an early grave. Physically weak, the best way of dealing with them is swatting them with a crushing attack, but they are fast and hard to hit. Their tiny size also make them difficult to hit them with stabbing weapons. All Sprites have some resistance to elemental magicks, and depending on their natural affinity they can even be fully impervious to some elements. They are however naturally weak to the forbidden magicks." style="border-bottom:1px dotted">Sprite</span>
| 30 || 120 || 120 || 20 || 70 || 60
| 30 || 120 || 120 || 20 || 70 || 60
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Holy, Pierce
| Fire, Cold, Elec, Wind, Holy, Pierce
| Slash
| Slash
| Crush || Dark || &nbsp;
| Crush || Dark
| Pierce, Slash
| Pierce, Slash
|-
|-
! <span title="Undeads are animated necrotic remnants of living beings, cursed to an eternal lifeless existence with no warmth or joy. They range from mindless brutes such as zombies and animated skeletons, to higher undeads that have preserved parts of their mind but lost their soul, like liches, vampires and banshees. Having no need to maintain a body temperature and no vital processes that can be disturbed by electricity, undeads are highly resistant to cold and electrical magicks. Being born from darkness itself also makes them impervious to forbidden magicks, but they are vulnerable to divine attacks and fire magicks. Piercing attacks are ineffective due to a lack of weak points, while crushing or cutting off limbs works reasonably well. Mindless undeads tend to use simple melee implements like swords, or just crush their targets using their own limbs. Higher level undeads can use more sophisticated weaponry, and some even master deadly forms of forbidden magicks." style="border-bottom:1px dotted">Undead</span>
! <span title="Undeads are animated necrotic remnants of living beings, cursed to an eternal lifeless existence with no warmth or joy. They range from mindless brutes such as zombies and animated skeletons, to higher undeads that have preserved parts of their mind but lost their soul, like liches, vampires and banshees. Having no need to maintain a body temperature and no vital processes that can be disturbed by electricity, undeads are highly resistant to cold and electrical magicks. Being born from darkness itself also makes them impervious to forbidden magicks, but they are vulnerable to divine attacks and fire magicks. Piercing attacks are ineffective due to a lack of weak points, while crushing or cutting off limbs works reasonably well. Mindless undeads tend to use simple melee implements like swords, or just crush their targets using their own limbs. Higher level undeads can use more sophisticated weaponry, and some even master deadly forms of forbidden magicks." style="border-bottom:1px dotted">Undead</span>
| 100 || 70 || 40 || 100 || 20 || 20
| 100 || 70 || 40 || 100 || 20 || 20
| &nbsp; || &nbsp; || Cold, Elec, Wind, Dark, Crush, Pierce
| Cold, Elec, Wind, Dark, Crush, Pierce
| Slash
| Slash
| &nbsp; || Fire, Holy || &nbsp;
| &nbsp; || Fire, Holy
| Crush, Slash
| Crush, Slash
|}
|}
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==Morale==  
==Morale==  
Each monster has up to 12,000 points of morale that gradually decays over time. Morale solely affects a monster's ability to bring [[#Gifts|gifts]] to its owner. Freshly created monsters start with 0 morale.
Each monster has up to 24,000 points of morale that gradually decays over time. Morale solely affects a monster's ability to bring [[#Gifts|gifts]] to its owner. Freshly created monsters start with 0 morale.


{|class="wikitable"
{|class="wikitable"
!Morale Color
!Morale Color
!Morality
!Morale
!Affect on [[Gift]]s
!Effect on [[Gift]]s
|-
|-
|Green || 6,000 - 12,000 || +25% chance
|Green || 6,000 - 24,000 || +25% chance
|-
|-
|Yellow || 3,000 - 5,999 || Normal chance
|Yellow || 2,400 - 5,999 || Normal chance
|-
|-
|Red || 1 - 2,999 || -50% chance
|Red || 1 - 2,399 || -50% chance
|-
|-
|Empty || 0 || 0% chance (any held gifts are lost and no new ones can be earned)
|Empty || 0 || 0% chance (any held gifts are lost and no new ones can be earned)
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Morale can be raised by feeding monsters [[crystals]] or Happy Pills. Crystals restore morale based on how many are spent (roughly 500 + 2.5*N) and pills restore 6,000 (or 12,000 for players with the Extra Strength Formula [[Hath Perk]]).
Morale can be raised by feeding monsters [[crystals]] or Happy Pills. Crystals restore morale based on how many are spent (roughly 500 + 2.5*N) and pills restore 6,000 (or 12,000 for players with the Extra Strength Formula [[Hath Perk]]).
The Drug All button will only give pills to Yellow morale monsters.


===Morale Drain Rate===
===Morale Drain Rate===
Morale drains over time at a base rate of ~33 per hour, lasting roughly 15 days.
Morale drains over time at a base rate of ~33 per hour, lasting roughly 30 days.
*'''Increased By''':
*'''Increased By''':
**A [[#Food|starving]] monster will lose morale faster (50%?) than normal
**A [[#Food|starving]] monster will lose morale faster (50%?) than normal
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**All Owned Monsters:
**All Owned Monsters:
***[[Training]] Inspiration (5% per rank?)
***[[Training]] Inspiration (5% per rank?)
***Players with a [[Stars#Gold_Star|Gold Star]] or higher have 50% drain rate
***Players with a [[Gold Star]] or higher have 50% drain rate
****These 2 bonuses stack multiplicatively
****These 2 bonuses stack multiplicatively
**Individual Monsters:
**Individual Monsters:
***Raising a monster's PL past 200 reduces its drain rate by 33%, this is further improved at PL 400 (50%), PL 700 (67%), and PL 1000 (75%)
***Raising a monster's PL past 250 reduces its drain rate linearly, up to 7x slower at PL 2,250<sup>[https://forums.e-hentai.org/index.php?showtopic=206976&st=0&p=4881600&#entry4881600]</sup>. (An approximate point for 2x is ~580<sup>[https://forums.e-hentai.org/index.php?s=&showtopic=206976&view=findpost&p=4910553][https://forums.e-hentai.org/index.php?showtopic=29703&st=48120&p=5508540&#entry5508540]</sup>).
***Every [[#Chaos_Upgrades|chaos level]] reduces the drain rate, capping at 50% if the monster reaches chaos level 240


<div id="food"></div><div id="hunger"></div><div id="Hunger"></div>
<div id="food"></div><div id="hunger"></div><div id="Hunger"></div>
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!Food Required
!Food Required
|-
|-
|1 - 300 || Monster Chow
|1 - 250 || Monster Chow
|-
|-
|301 - 750 || Monster Edibles
|251 - 750 || Monster Edibles
|-
|-
|751 - 2,250 || Monster Cuisine
|751 - 2,250 || Monster Cuisine
|}
|}


Monsters can be fed up to 12,000 food (3 days' worth). Each unit of food restores up to 1,000 points; this can be increased to 1,200 with the That's Good Eatin' [[Hath Perk]].
Monsters can be fed up to 24,000 food (6 days' worth). Each unit of food restores up to 1,000 points; this can be increased to 1,200 with the That's Good Eatin' [[Hath Perk]].
*Food can be fed 1 unit at a time or (if visiting an individual monster) a "max" amount which will only use as much food as possible without being wasteful (stopping before whichever unit does not restore a full 1,000) unless the monster has less than 1,000 hunger.
*Food can be fed at a "max" amount which only uses as much food as possible without being wasteful (stopping before a unit does not restore a full 1,000) unless the monster has less than 1,000 hunger.
*Using the "Feed All Monsters" option however ''is'' wasteful.


Higher tier food [[items]] drop more frequently on higher [[difficulties]] (capping at 40%/30%/30% on IWBTH).
Higher tier food [[items]] drop more frequently on higher [[difficulties]] (capping at 40%/30%/30% on IWBTH).
Line 704: Line 736:
Monsters consume food at a base rate of ~166 per hour.
Monsters consume food at a base rate of ~166 per hour.
*This can be slowed (up to halved?) via Metabolism [[Training]].
*This can be slowed (up to halved?) via Metabolism [[Training]].
*Players with a [[Stars#Gold_Star|Gold Star]] will halve their monsters' hunger rate.
*Players with a [[Gold Star]] will halve their monsters' hunger rate.
**These 2 bonuses stack (to 75%? reduced hunger).
**These 2 bonuses stack (to 75%? reduced hunger).


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*After 90 days of starving a monster will cease to participate in [[battles]] and will be un-named.
*After 90 days of starving a monster will cease to participate in [[battles]] and will be un-named.
**Monsters that are 1,000+ [[PL]] are immune to this.
**Monsters that are 1,000+ [[PL]] are immune to this.
**Un-named monsters will retain monster-type, power level and chaos upgrades
**Un-named monsters can be revived by feeding and renaming them


==Gifts==
==Gifts==
[[Image:Monster Gift.PNG|thumb|Monster Gift notification.]]
[[Image:Monster Gift.PNG|thumb|Monster Gift notification.]]
Player-created monsters have a chance of bringing [[The_Forge#Materials|materials]] to their owner. Monsters can hold up to 3 gifts (further doubled by the Scavenging [[#Chaos Upgrades|chaos upgrade]]). Simply visiting the Monster Lab will check if any of the player's monsters have gifts to give.
Player-created monsters have a chance of bringing [[The_Forge#Materials|materials]] to their owner. Monsters can hold up to 3 gifts (further increased by [[#Chaos Upgrades|chaos upgrades]] up to +160%). Simply visiting the Monster Lab will check if any of the player's monsters have gifts to give.


===Chances===
===Chances===
The chance to receive a gift is based on how many battles a monster has won since they last delivered a gift, modified by their [[#Morale|morale]] (updated dynamically; a monster that goes from yellow morale to green may bring a gift immediately; visiting the monster list is necessary). A monster can give gifts up to once per hour. Monsters will automatically earn gifts if they have not earned one in the past 72 hours.
The chance to receive a gift is based on how many battles a monster has won since they last delivered a gift, modified by their [[#Morale|morale]] (updated dynamically; a monster that goes from yellow morale to green may bring a gift immediately<sup>[https://forums.e-hentai.org/index.php?s=&showtopic=29703&view=findpost&p=4794188]</sup>; visiting the monster list is necessary). A monster can give gifts up to once per hour. Monsters will automatically earn gifts if they have not earned one in the past 72 hours.


'''Battles won''':
'''Battles won''':
*[[Skills#Universal_Skills|Fleeing]] from battle counts as a win for all of the monsters in that round.
*[[Skills#Universal_Skills|Fleeing]] from battle counts as a win for all of the monsters in that round.
*Does '''not''' count deaths to a player's own monsters
*Does '''not''' count deaths to a player's own monsters.
*[[Abilities#Tier_11|Spark of Life]] being triggered does not count as anything
*To prevent potential abuses there is a cooldown on how often a player can count as a repeat win.
*There is a cooldown on how often a player can count as a repeat win
 
===Power Level's Effect On Gifts===
[[Power Level]] helps with the quality of the gift. Whenever a player receives a graded material, its quality is determined as such:
<s><pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Gift Quality Roll''' = random(1..1000) + Power_Level</pre></s>
A roll of 500?+ is needed for medium-grade and 1500?+ for high-grade. At PL 750? low-grades will no longer be received and the chance to receive a high-grade starts at 500?. At PL 1499? the chance to receive a high-grade maxes out. PL has no effect on what gifts are received otherwise.


<div id="Gift List"></div>
<div id="Gift List"></div>
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==See also==
==See also==
*[[Monster Stats]]
*[[Monster Stats]]
*[[Monster Lab Bestiary]] - Includes the top 50 monsters
*[[HentaiVerse Bestiary]]
*[[HentaiVerse Bestiary]]
*[http://hvlist.niblseed.com/ Jenga201's Monster Database]
*[https://hv-monster.skk.moe/ zhenterzzf and OnceForAll's Monster Database]
*[[The Forge]]
*[[The Forge]]
*[[Grindfest]]
*[[Grindfest]]


{{HVnav}}
{{HVnav}}

Latest revision as of 10:53, 7 May 2025

The Monster Lab Mainpage.

The Monster Lab allows the players to create custom monsters that any player can then encounter during battles. Monsters bring gifts to their owner, they do not assist in any other way.

Monster Creation

Monster Creation page.

A monster slot is needed in order to create a new monster; these can be unlocked using Chaos Tokens. A new monster is created by giving it a name, a base class, and a melee attack damage type. Players may choose from any of the 13 monster classes, each with their own strengths and weaknesses. Up to 100 monster slots can be unlocked; donators get up to 200.

Naming

Monsters can only be named once they reach a Power Level of 25 (see below). Some guidelines should be followed regarding the name of the monsters:

  • 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 (e.g. o=0, i=1=l)
    • 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
Slot costs.
  • Monster names must be unique. Attempting to use an existing name will cause a popup informing this.
  • Names that are marked in red indicate that the monster is flagged for having an unacceptable name. Such monsters will not bring any gifts. Any monster flagged for over a month will be deactivated and unnamed. Renaming a monster removes the flag but does not retroactively bring any gifts that were lost due to being flagged.

Costs & Deleting

  • The Nth monster slot costs roundup(1 + (N - 1)^1.2) Chaos Tokens to unlock.
    • Donators at or above the Gold Star level get two slots per unlock. Slots unlocked before donating are retroactively doubled.
  • Monsters can be renamed and deleted for free.
    • Once a monster reaches PL 250, it cannot be deleted.
    • Deleting a monster only frees up the slot, nothing else is refunded.

Monster Stats & Power Level

Monster Stats page.

Monsters can be strengthened by their owner by using crystals. The monster's Power Level (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) Morale restored Cap (per stat)
Primary round(50 * 1.555079154^N) 3 + (N * 0.5) N*(6+(N-1)*0.5)/2 (roundup(N*0.5)+3)*1000 +25
Elemental round(10 * 1.26485522^N) Rounddown(1 + (N * 0.1) (rounddown(N/10)+1)*(rounddown(N/10)*5+remainder(N/10)) (rounddown(N/10)+1)*2000 +50

The monster's actual PL is a round value of all stats added together.

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

For stat upgrades, holding Shift while clicking on the stat name upgrades by 5 instead of 1 and holding Ctrl while clicking on the stat name upgrades by 10


Monster PL vs. Player Level

  • A monster must have a PL of at least 25 to participate in battles.
  • Higher PL monsters give more Experience.
  • Monsters give additional loot drop chance as ((PL - 500) / 50), capped at 15%.
  • 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 .
  • 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?

At higher level players will face a minimum of (min(max_pl/2, 500)).

Important Power Levels

Crystal packs required for each PL. "Bonus" is the boost in PL you'll earn between two different situations.
Power
Level
Effects
25 Unlocks naming and becomes active in battles once named
200 Unlocks second Skill Attack
250 Can no longer be deleted
251 Requires Monster Edibles instead of Monster Chow as Food
400 Unlocks Spirit Attack
499? Gifts may now include High-Grade materials
750 Low-Grade materials can no longer be gifts (?)
751 Requires Monster Cuisine instead of Monster Edibles as Food
1,000 Will never be deactivated
1,005 All Chaos Upgrades are available
1,499? Mid-Grade materials can no longer be gifts (100% are High-Grade)
2,250 Power Level cap reached

Skill Editor

The Skill Editor page.

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

  • If you don't create a skill for your monster, it will use the default skill
    • Skills names must be between 3 and 30 characters long and contain only alphanumeric characters, hyphens, and spaces.
  • 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.


Skills marked as "Basic" in the following table means that the skill will be of the same type than the basic attack you've chosen upon creation of the monster. In other words, you cannot chose the element of that skill.

Monster Class Skill Type Damage Type Power
Arthropod Physical Basic (Crushing/Piercing) 20
Physical Crushing/Piercing 50
Physical Crushing/Piercing 100
Avion Physical Basic (Piercing/Slashing) 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing/Wind 100
Beast Physical Basic (Slashing/Piercing) 20
Physical Slashing/Piercing 50
Physical Slashing/Piercing/Crushing 100
Celestial Physical Basic (Slashing/Crushing) 50
Physical/Magical Holy 80
Physical/Magical Holy/Void 120
Daimon Physical Basic (Slashing/Piercing) 30
Physical Slashing/Piercing 60
Physical/Magical Dark/Void 100
Dragonkin Physical Basic (Piercing/Crushing) 20
Physical/Magical Piercing/Crushing/Fire 50
Physical/Magical Piercing/Crushing/Fire 100
Elemental Magical Basic (Fire/Elec/Wind/Cold) 30
Magical Basic (Fire/Elec/Wind/Cold) 60
Magical Basic (Fire/Elec/Wind/Cold) 100
Giant Physical Basic (Crushing) 10
Physical Basic (Crushing) 30
Physical Basic (Crushing) 50
Humanoid Physical Basic (Piercing/Slashing/Crushing) 30
Physical Piercing/Slashing/Crushing 60
Physical/Magical Piercing/Slashing/Crushing
/Fire/Wind/Elec/Cold
100
Mechanoid Physical Basic (Piercing/Slashing) 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing 100
Reptilian Physical Basic (Piercing/Slashing) 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing 100
Sprite Physical Basic (Piercing/Slashing) 50
Physical/Magical Fire/Elec/Wind/Cold 100
Physical/Magical Void 150
Undead Physical Basic (Crushing/Slashing) 20
Physical Crushing/Slashing 50
Physical/Magical Dark 100

Chaos Upgrades

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 white 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.
  • Holding Shift while clicking on the + upgrades by 5 instead of 1 and holding Ctrl while clicking on the + upgrades by 10.
Name Related Stats
Scavenging Increases the gift factor by 2.5%
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%

Gift Factor

The Gift Factor influences the amount of gifts a monster earns at once. The base value is 100% and each upgrade of Scavenging adds 2.5% to this total. While this chaos upgrade is specifically designed to raise the gift factor, the other chaos upgrades contribute to the gift factor aswell, by an amount of 0.5% for each upgrade. A fully chaosed monster therefore gets a +160% bonus to the gift factor, effectively bringing the maximum value of the gift factor to 260%.

To optimize the amount of chaos tokens spent on a monster regarding the gift factor aspect, one has to invest 5 times more tokens in the Scavenger upgrade than other upgrades. This means having a Scavenging level 5 times higher than other levels. The following table gives an approximation of the chaos levels needed to optimize the investment on a monster:

Scavenging level Tokens Other upgrade Tokens Factor* Total tokens*
2 3 0 0 105% 3
5 15 1 1 118% 26
10 55 2 3 136% 88
15 120 3 6 154% 186
20 210 4 10 172% 320

*: The factor and the total tokens displayed here correspond to what results in Scavenger raised to the given level, and the 11 other upgrades to the "other upgrade" level.

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 (+25) (-25) (-50)
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, Pierce Cold, Holy, Dark, Crush, Slash 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 Holy, Dark, Slash 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
  • For primary stats every point increases the stat by 1/10th of the base value (but always between 6 and 10).

Colored Charts

Resistances

Fire Cold Elec Wind Holy Dark Crushing Slashing Piercing
Arthropod 25 -25 25 25 0 0 -25 25 0
Avion -25 0 25 -50 0 0 0 0 25
Beast -25 25 0 25 0 0 25 0 0
Celestial 25 25 25 25 25 -50 -25 -25 -25
Daimon 25 25 25 25 -50 25 -25 -25 -25
Dragonkin 25 -50 25 -25 0 0 25 25 0
Elemental 25 25 25 25 25 25 -25 0 -25
Giant 25 25 -25 -25 0 0 25 0 -25
Humanoid 0 0 0 0 0 -25 0 0 0
Mechanoid 25 25 -50 25 25 0 0 25 25
Reptilian 25 -50 25 0 0 0 25 25 0
Sprite 25 25 25 25 25 -50 -25 0 25
Undead -50 25 25 25 -50 25 25 0 25
Total 125 75 150 100 0 -50 25 50 0

Morale

Each monster has up to 24,000 points of morale that gradually decays over time. Morale solely affects a monster's ability to bring gifts to its owner. Freshly created monsters start with 0 morale.

Morale Color Morale Effect on Gifts
Green 6,000 - 24,000 +25% chance
Yellow 2,400 - 5,999 Normal chance
Red 1 - 2,399 -50% chance
Empty 0 0% chance (any held gifts are lost and no new ones can be earned)

Morale can be raised by feeding monsters crystals or Happy Pills. Crystals restore morale based on how many are spent (roughly 500 + 2.5*N) and pills restore 6,000 (or 12,000 for players with the Extra Strength Formula Hath Perk). The Drug All button will only give pills to Yellow morale monsters.

Morale Drain Rate

Morale drains over time at a base rate of ~33 per hour, lasting roughly 30 days.

  • Increased By:
    • A starving monster will lose morale faster (50%?) than normal
  • Decreased By:
    • All Owned Monsters:
      • Training Inspiration (5% per rank?)
      • Players with a Gold Star or higher have 50% drain rate
        • These 2 bonuses stack multiplicatively
    • Individual Monsters:
      • Raising a monster's PL past 250 reduces its drain rate linearly, up to 7x slower at PL 2,250[1]. (An approximate point for 2x is ~580[2][3]).

Food

Monsters consume food in order to "live" and must be fed every so often to keep them fighting and from losing morale. Freshly created monsters start at 2,000 food.

Monsters of different power levels require different foods:

Power Level Food Required
1 - 250 Monster Chow
251 - 750 Monster Edibles
751 - 2,250 Monster Cuisine

Monsters can be fed up to 24,000 food (6 days' worth). Each unit of food restores up to 1,000 points; this can be increased to 1,200 with the That's Good Eatin' Hath Perk.

  • Food can be fed at a "max" amount which only uses as much food as possible without being wasteful (stopping before a unit does not restore a full 1,000) unless the monster has less than 1,000 hunger.

Higher tier food items drop more frequently on higher difficulties (capping at 40%/30%/30% on IWBTH).

Hunger Rate

Monsters consume food at a base rate of ~166 per hour.

  • This can be slowed (up to halved?) via Metabolism Training.
  • Players with a Gold Star will halve their monsters' hunger rate.
    • These 2 bonuses stack (to 75%? reduced hunger).

Starving

  • A starving monster will lose morale 50%(?) quicker.
  • After 90 days of starving a monster will cease to participate in battles and will be un-named.
    • Monsters that are 1,000+ PL are immune to this.
    • Un-named monsters will retain monster-type, power level and chaos upgrades
    • Un-named monsters can be revived by feeding and renaming them

Gifts

Monster Gift notification.

Player-created monsters have a chance of bringing materials to their owner. Monsters can hold up to 3 gifts (further increased by chaos upgrades up to +160%). Simply visiting the Monster Lab will check if any of the player's monsters have gifts to give.

Chances

The chance to receive a gift is based on how many battles a monster has won since they last delivered a gift, modified by their morale (updated dynamically; a monster that goes from yellow morale to green may bring a gift immediately[4]; visiting the monster list is necessary). A monster can give gifts up to once per hour. Monsters will automatically earn gifts if they have not earned one in the past 72 hours.

Battles won:

  • Fleeing from battle counts as a win for all of the monsters in that round.
  • Does not count deaths to a player's own monsters.
  • To prevent potential abuses there is a cooldown on how often a player can count as a repeat win.

Distribution Ratio

Graded materials are gifted at a ratio of 2:1:1:1 in Metal:Cloth:Leather:Wood.

See also

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