HentaiVerse: Difference between revisions
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When you are victorious in battle, some monsters may drop items or equipment that are automatically stored into your inventory. Sometimes consumable healing (health, mana, or spirit) items can be obtained through the use of the [[Bazaar#Healer|Healer]]. The majority of items are consumables; that is, use one and it's gone. Most consumables are used to restore health, mana, or spirit, and can be of the following: | When you are victorious in battle, some monsters may drop items or equipment that are automatically stored into your inventory. Sometimes consumable healing (health, mana, or spirit) items can be obtained through the use of the [[Bazaar#Healer|Healer]]. The majority of items are consumables; that is, use one and it's gone. Most consumables are used to restore health, mana, or spirit, and can be of the following: | ||
*Draught: Recovery over 12 turns | *Draught: Recovery over 12 turns (15 for Health Draughts). | ||
*Potion: Recovery over 3 turns. | *Potion: Recovery over 3 turns. | ||
*Elixir: Recovery over 10 turns. | *Elixir: Recovery over 10 turns. | ||
Revision as of 17:33, 9 October 2009
HentaiVerse is a computer Role Playing Game (RPG) found on e-hentai.org.
Stats
Stats are purchased with unused experience points. As stats increase, the cost for each successive level increases greatly.
From the forums, info may be outdated:
Attack Hit Chance= 80 + DEX / 10 + AGI / 20
Magic Hit Chance= 90 + INT / 10 + WIS / 20
Attack Crit Chance= 3 + DEX / 25 + AGI / 50
Magic Crit Chance= 3 + INT / 25 + WIS / 50
Evade Chance= 5 + DEX / 20 + AGI / 10
Resist Chance= 5 + INT / 20 + WIS / 10
Attack Rating= 1 + STR + DEX * 0.75 + AGI * 0.25
Shield Rating= 1 + STR * 0.5 + DEX * 0.25 + AGI * 0.25 + END
Magic Rating= 1 + INT * 1.5 + WIS * 0.5
Barrier Rating= 1 + END * 1.5 + WIS * 0.5
Health Points= (50 + LEVEL * 5 + STR + END * 4) * HP Tank Modifier
Health Regen= 5 + END / 10
Magic Points= (10 + LEVEL + INT * 0.25 + WIS * 0.75) * MP Tank Modifier
Magic Regen= 1 + WIS / 50
Spirit Points= (1 + POWER / 7 + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier
Spirit Regen= 0.1 + (STR + DEX + AGI + END + INT + WIS) / 600
Action Speed= 100 + AGI / 3
Overcharge= 100 * Overcharge Modifier
Attack Hit Calculation: Attacker's Attack Hit Chance - Target's Evade Chance
Magic Hit Calculation: Attacker's Magic Hit Chance - Target's Resist Chance
Spirit: Always hits
Attack damage calculated from Attack Rating vs Shield Rating
Magic damage calculated from Magic Rating vs Barrier Rating
Spirit damage calculated as the sum of two damage rolls, one for Attack and one for Magic, modified by Overcharge and those Hath Perks.
Abilities
Every 10 levels, starting with level 1, brings for a new slate of abilities that may be purchased with ability points. One ability point is granted per level. Additional points may be purchased via Training. Every rank has the following:
Experience Bonus (x3)- provides 3% experience boost per level bought
Health Tank (x3)- boosts total HP by 3%
Magic Tank (x3)- boosts total MP by 3%
Sprit Tank (x3)- boosts total SP by 3%
Overcharge Boost (x5)- boosts Overcharge limit by 2%
- New Offensive Spell (x1)
- New AoE Spell (x5)- Area of Effect version of above new spell
- Elemental Rating (x5)- Increases elemental rating of new spell type by 2% per level bought
- New AoE Spell (x5)- Area of Effect version of above new spell
- Tactical Spell (x5)- Changes outcome of battle by influencing conditions. Many of these are status effects. Each additional purchase increases spell duration by 25%.
and one of the following
Aura Slots (x1): allows for an additional Aura to be active
- Aura slots can be found at these tiers - 1, 3, 5
Focused Aura (x1): Increases a single aura rank raising its elemental rating
- Focused Aura can be found at these tiers - 7
Item Slots (x1): allows for an additional item to be carried
- Item slots can be found at these tiers - 2, 4, 6, 8
X-Item (x1): Decreases item usage time by 25%
- X-Item can be found at tier 9
X-Attack (x1): Your skills at wielding weapons are boosted, decreasing attack time by 25%
- X-Item can be found at tier 10
Spells
Note that spellcosts are all a percentage of your Base MP. In other words, they are a percentage of what your MP would be if you didn't put any points in INT / WIS / MP Tank. The formula is LEVEL * 2.
For example, 'Cure' has a base cost of 25. At level 65, it would take 65 * 2 * 0.25 = 32.5 MP.
- Magic Missile- Everyone starts with this, it does Unspecified damage. Initially costs 1 mana.
Fireball- Beginner rank elemental spell, does Fire damage. Initially costs 2 mana. May inflict Searing Skin on an enemy (a status effect that slowly damages the enemy and also lowers cold resistance.)
Inferno- Beginner rank elemental spell, does Fire damage to all enemies. Initially costs 4 mana.
- Poison- Beginning rank tactical (deprecating) spell, does Damage over Time (DOT). Costs 3 mana.
Icestrike- Novice rank elemental spell, does Cold damage. Initially costs 3 mana. May inflict Freezing Limbs on an enemy (a status effect that slows the enemy and also lowers wind resistance).
Snowstorm- Novice rank elemental spell, does Cold damage to all enemies. Initally costs 6 mana.
- Slow- Novice rank tactical (deprecating) spell, slows the enemy so that they attack less frequently. Initially costs 3 mana.
Higher level spells will be listed here soon.
Items
When you are victorious in battle, some monsters may drop items or equipment that are automatically stored into your inventory. Sometimes consumable healing (health, mana, or spirit) items can be obtained through the use of the Healer. The majority of items are consumables; that is, use one and it's gone. Most consumables are used to restore health, mana, or spirit, and can be of the following:
- Draught: Recovery over 12 turns (15 for Health Draughts).
- Potion: Recovery over 3 turns.
- Elixir: Recovery over 10 turns.
- Infusion: Adds elemental damage to spirit and attacks for 25 turns.
- Scrolls: Provides supporting effects.
Numerous levels of proficiency in items exist for each type of restoration item.
For example, an "Average Health Potion" would recover 18% of your health over 3 turns (54% total).
Keep an eye out for rare items such as elixirs, or even the artifact items (which are non-consumable).
For more information on the non-consumable equipment go to Equipment
Combat
Combat can be initiated by random encounters (which happen while browsing the site every hour or less often), arena battles, or grindfests. Each battle with spawn any number of monsters for you to fight. You will always act first.
When it is your time to perform an action, you may choose between 5 selections:
- Fight: Basic physical attack, applying attack stats against your target's defense stats.
- Skills: Prompts you to select a skill. Currently the only skill implemented is the "Flee" skill is given for free here. Double click to run from a battle. Note that this takes a full turn to execute, so monsters will get a chance to attack before you escape.
- Magic: Prompts you to select a spell to cast. See the spells section above for details.
- Items: Prompts you to use an item from your battle inventory. Note that the battle inventory is NOT the same as the item inventory. Items in the item inventory must be moved to the battle inventory before they can be used.
- Spirit: Perform your spirit attack on a target.
After you select your command and execute it, each enemy will 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, like multi-attack spells. In this case, some enemies may act again before you. Combat ends when you or your enemies' health is reduced to zero, or you successfully flee from battle.