Monster Lab: Difference between revisions
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! Light<br />(-25) !! Minor<br />(-50) !! Major<br />(-75) | ! Light<br />(-25) !! Minor<br />(-50) !! Major<br />(-75) | ||
|- | |- | ||
! Arthropod | ! <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 | ||
| || || [[Fire]], [[Wind]], [[Elec]], Slash | | || || [[Fire]], [[Wind]], [[Elec]], Slash | ||
| Line 557: | Line 557: | ||
| Crush, Pierce | | Crush, Pierce | ||
|- | |- | ||
! Avion | ! <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 | ||
| || || Elec, Pierce | | || || Elec, Pierce | ||
| Line 564: | Line 564: | ||
| Pierce, Slash | | Pierce, Slash | ||
|- | |- | ||
! Beast | ! <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 | ||
| || || Wind, Cold, Crush | | || || Wind, Cold, Crush | ||
| Line 571: | Line 571: | ||
| Slash, Pierce | | Slash, Pierce | ||
|- | |- | ||
! Celestial | ! <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 | ||
| || || Fire, Cold, Elec, Wind, Holy | | || || Fire, Cold, Elec, Wind, Holy | ||
| Line 579: | Line 579: | ||
| Slash, Crush | | Slash, Crush | ||
|- | |- | ||
! Daimon | ! <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 | ||
| || || Fire, Cold, Elec, Wind, Dark | | || || Fire, Cold, Elec, Wind, Dark | ||
| Line 587: | Line 587: | ||
| Slash, Pierce | | Slash, Pierce | ||
|- | |- | ||
! Dragonkin | ! <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 | ||
| || || Fire, Elec, Crush, Slash | | || || Fire, Elec, Crush, Slash | ||
| Line 594: | Line 594: | ||
| Pierce, Crush | | Pierce, Crush | ||
|- | |- | ||
! Elemental | ! <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 | ||
| || || Fire, Cold, Elec, Wind, Holy, Dark | | || || Fire, Cold, Elec, Wind, Holy, Dark | ||
| Line 601: | Line 601: | ||
| Fire, Elec, Wind, Cold | | Fire, Elec, Wind, Cold | ||
|- | |- | ||
! Giant | ! <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 | ||
| || || Fire, Cold, Crush | | || || Fire, Cold, Crush | ||
| Line 608: | Line 608: | ||
| Crush | | Crush | ||
|- | |- | ||
! Humanoid | ! <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 | ||
| || || | | || || | ||
| Line 615: | Line 615: | ||
| Pierce, Slash, Crush | | Pierce, Slash, Crush | ||
|- | |- | ||
! Mechanoid | ! <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 | ||
| || || Fire, Cold, Wind, Holy, Slash, Pierce | | || || Fire, Cold, Wind, Holy, Slash, Pierce | ||
| Line 622: | Line 622: | ||
| Pierce, Slash | | Pierce, Slash | ||
|- | |- | ||
! Reptilian | ! <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 | ||
| || ||Fire, Elec, Crush, Slash | | || ||Fire, Elec, Crush, Slash | ||
| Line 629: | Line 629: | ||
| Pierce, Slash | | Pierce, Slash | ||
|- | |- | ||
! Sprite | ! <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 | ||
| || || Fire, Cold, Elec, Wind, Holy, Pierce | | || || Fire, Cold, Elec, Wind, Holy, Pierce | ||
| Line 636: | Line 636: | ||
| Pierce, Slash | | Pierce, Slash | ||
|- | |- | ||
! Undead | ! <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 | ||
| || || Cold, Elec, Wind, Dark, Crush, Pierce | | || || Cold, Elec, Wind, Dark, Crush, Pierce | ||
| Line 643: | Line 643: | ||
| Crush, Slash | | 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=== | ===Colored Charts=== | ||
Revision as of 19:57, 6 July 2013
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
Monsters can be created when one or more free monster slots are available. Players must choose from 13 monster classes, each with 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, space=hyphen)
- 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
Costs
- Each monster slot costs ??? Chaos Tokens to unlock.
- Donators 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 251 these actions can no longer be taken.
Limits
- Only 100 monster slots can be unlocked. Donators get up to 200.
Monster Stats & Power Level
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
= 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.
| Stat type | Crystal cost to upgrade | PL increase per upgrade | Total PL (per stat) | Cap (per stat) |
|---|---|---|---|---|
| Primary | round(50 * 1.555079154^N) | 3 + (N * 0.5) | 3 * (N + 1) + Roundup(N * (N + 1) / 4) | +25 |
| Elemental | round(10 * 1.26485522^N) | Rounddown(1 + (N * 0.1) | - | +50 |
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 + PL / 200).
- 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? |
Important Power Levels
- 25 - Unlocks naming (becomes active in battle once named)
- 200 - Unlocks second Skill Attack, morale drain reduced by 1.5x
- 251 - Renaming and Deleting are no longer possible
- 400 - Unlocks Spirit Attack, morale drain reduced by 2x
- 499 - High-grade material can be gifts
- 700 - Low-grade materials can no longer be gifts?, morale drain reduced by 3x
- 1000 - Morale drain reduced by 4x
- 1005 - All Chaos Upgrades are available
- 1499 - Mid-grade materials can no longer be gifts (100% are High-grade)
- 2250 - PL maxes out
Skill Editor
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 |
| Physical/Magical | Holy | 80 | |
| Magical | Holy?/Void | 120 | |
| Daimon | Physical | Basic | 30 |
| Physical | Slashing/Piercing | 60 | |
| Physical | Dark? | 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 |
| Physical/Magical | Fire/Elec/Wind/Cold | 100 | |
| Magical | Void | 150 | |
| Undead | Physical | Basic | 20 |
| Physical | Crushing/Slashing | 50 | |
| Physical | Crushing/Slashing | 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 while 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.
| Name | Related Stats |
|---|---|
| Scavenging | Increases chance for double gift by 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% |
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 | Major (75) |
Minor (50) |
Light (25) |
Light (-25) |
Minor (-50) |
Major (-75) | |||
| 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 |
-
Primary Attributes gained with each crystal upgrade
-
Resistances gained with each crystal upgrade; Appears to round down
Morale
Each monster has points of morale (up to 12,000) that gradually decay over time, roughly lasting for a base of 15 days from fully moralized to 0. Morale solely affects the monster's ability to bring gifts to its owner. Freshly created monsters start with 0 morale.
| Morale Color | Morality | Affect |
|---|---|---|
| Green | 6,000 - 12,000 | +25% chance |
| Yellow | 3,000? - 5,999 | Normal chance |
| Red | 1 - 2,999? | -50% chance |
| Empty | 0 | 0% chance (any held gifts are lost and no new ones can be gotten) |
Morale can be raised by feeding monsters crystals or Happy Pills. Crystals restore morale roughly higher than how many are spent and pills restore 6,000.
Morale Drain Rate
- Increased:
- A starving monster will lose morale faster than normal
- Decreased:
- All Owned Monsters:
- Individual Monsters:
- Raising a monster's PL past 200 reduces its drain rate by 1.5x, this is further improved at PL 400 (2x), PL 700 (3x), and PL 1000 (4x)
- Every chaos level reduces the drain rate, capping at half the rate if the monster reaches chaos level 240
- Stopped:
- A monster that has not given a gift in over 3 days will stop losing morale until it has delivered a gift
Food
Monsters consume food at a base rate of ~166 per hour and can be fed up to 12,000 food (3 days' worth). A starving monster will lose morale quicker. Freshly created monsters start fully fed.
Monsters of different power levels require different foods:
| Power Level | Food Required |
|---|---|
| 1 - 300? | Monster Chow |
| 301? - 750 | Monster Edibles |
| 751 - 2,250 | Monster Cuisine |
Each unit of food restores up to 2,000 points. Food can be fed 1 unit at a time or a "max" amount which will only use as much food as possible without being wasteful (stopping before whichever unit does not restore a full 2,000) unless the monster has less than 2,000 hunger. Higher tier food items drop more frequently on higher difficulties (capping at 40%/30%/30% on IWBTH).
Hunger Rate
- Hunger rate can be slowed (up to halved?) via Culinarian Training.
- Players with a Gold Star will half their monsters' hunger rate.
- These 2 bonuses stack.
Gifts
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. Monsters can hold up to 3 gifts (further doubled by the Scavenging chaos upgrade).
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.
Fleeing from battle counts as a win for the monsters involved.
"Battles won" does NOT count:
- Deaths to a player's 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 a player receive a graded material, its quality is determined as such:
Gift Quality Roll = random(1..1000) + Power_Level
A roll of 500+ is needed for medium-grade and 1500+ for high-grade. At PL 700? 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.
Gift List
(See The Forge - Materials)
Materials are gifted at a ratio of 2:1:1:1 (Metal:Cloth:Leather:Wood).
See also
- Monster Stats
- Monster Lab Bestiary - Includes the top 50 monsters
- HentaiVerse Bestiary
- The Forge
- Grindfest