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
| &nbsp; || &nbsp; || [[Fire]], [[Wind]], [[Elec]], Slash  
| &nbsp; || &nbsp; || [[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
| &nbsp; || &nbsp; || Elec, Pierce  
| &nbsp; || &nbsp; || 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
| &nbsp; || &nbsp; || Wind, Cold, Crush
| &nbsp; || &nbsp; || 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
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Holy
| &nbsp; || &nbsp; || 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
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Dark
| &nbsp; || &nbsp; || 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
| &nbsp; || &nbsp; || Fire, Elec, Crush, Slash
| &nbsp; || &nbsp; || 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
| &nbsp; || &nbsp; ||  Fire, Cold, Elec, Wind, Holy, Dark
| &nbsp; || &nbsp; ||  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
| &nbsp; || &nbsp; || Fire, Cold, Crush
| &nbsp; || &nbsp; || 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
| &nbsp; || &nbsp; || &nbsp;
| &nbsp; || &nbsp; || &nbsp;
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
| &nbsp; || &nbsp; || Fire, Cold, Wind, Holy, Slash, Pierce
| &nbsp; || &nbsp; || Fire, Cold, Wind, Holy, Slash, Pierce
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| 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
| &nbsp; || &nbsp; ||Fire, Elec, Crush, Slash
| &nbsp; || &nbsp; ||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
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Holy, Pierce
| &nbsp; || &nbsp; || Fire, Cold, Elec, Wind, Holy, Pierce
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| 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
| &nbsp; || &nbsp; || Cold, Elec, Wind, Dark, Crush, Pierce
| &nbsp; || &nbsp; || Cold, Elec, Wind, Dark, Crush, Pierce
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| 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).
-- For primary stats, every point increases the stat by 1/10th of the base value, but at least 6 and at most 10.


===Colored Charts===
===Colored Charts===

Revision as of 19:57, 6 July 2013

The Monster Lab Mainpage.

The lab allows the players to create custom monsters that any player can then encounter during battles. A monster slot is needed in order to create a new monster; such slots can be unlocked using Chaos Tokens. A new monster is created by giving it a name, a base class, and a primary attack type.

Monster Creation

Monster Creation page.

Monsters can be created when 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

Monster Stats page.

Once a monster is created, it can be strengthened using crystals. The monster's PL will rise with each stat upgrade. As crystals are used to increase a monster's attributes, the cost of subsequent increases in that stat goes up.

Upgrading

= 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) 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

The Skill Editor page.

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

  • Skill names need to be set before monsters can use them.
  • The initial skill has the same damage type as the monster's main attack, and costs 50% MP.
    • Monsters with a physical attack damage type gets a Physical type skill (which is boosted by DEX), while those with an elemental attack type get an Magical type skill (which is boosted by INT).
  • Additional skills at PL 200 and PL 400 have following characteristics:
    • The skill at PL 200 costs 50% MP and is more powerful than the initial skill.
    • The skill at PL 400 costs 100% SP and is more powerful than both MP skills.
    • Some monster classes can choose between physical and magical skills. The damage type can also be changed.
Monster Class Skill Type Damage Type Power
Arthropod Physical Basic 20
Physical Crushing/Piercing 50
Physical Crushing/Piercing 100
Avion Physical Basic 20
Physical Piercing/Slashing 50
Physical Piercing/Slashing 100
Beast Physical Basic 20
Physical Slashing/Piercing 50
Physical Slashing/Piercing 100
Celestial Physical Basic 50
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

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:
      • Training Gentleman reduces the rate at which morale drains
      • Players with a Gold Star or higher have half the morale drain rate
        • These 2 bonuses stack
    • 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

Monster Gift notification.

Player-created monsters have a chance of bringing items to their owner after at least one hour. Currently only Materials can be gotten this way. 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

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