User:F4tal
Hello, everyone!
Currently I am working on:
Upgrade Battle page
Current draft is:
V V V
Battle is a special screen in HentaiVerse game, where player can fight against monsters in order to get Experience points, Proficiency points, Items, Equipments and Credits.
Setup
- Battles are initiated by the player entering one of the battle modes manually or via Random Encounters while browsing the E-Hentai site. No battles can triggered itself.
- Each battle will spawn 1 to 10 monster to fight. In Random Encounter battle mode, exists a special handicap for low-levelled player to prevent them face many monsters at once.
- The player always acts first. Monsters can't ambush player or act first.
- The difficulty setting may be freely adjusted at any time outside of battle.
- The player can flee from battle to prevent losing.
Terms
- A "turn" refers to a single action from player (attacking, using spells, using items, etc.).
- A "round" refers to a single fight with a set of monsters that ends once they are defeated or the players flee/dies.
- A "battle series" refers to a set of battle rounds that last until completed or until the player flee/dies.
- e.g. The "First Blood" Arena challenge is a battle series with 5 rounds. Random Encounters and Ring of Blood challenges consist of only 1 round.
Combat
When it is the player's turn to perform an action, he may choose between 7 different actions:
| Action | Description | Hotkey | |
|---|---|---|---|
| Basic physical attack, applying physical attack stats against the target's physical defense stats. | Q | ||
Prompts the player to select a skill to use or a spell to cast.
Note that player can put spells/skills, he constantly use, in one of the quick-cast slots. This way, spells/skills can be selected via clicking and can also be selected using the hotkeys Alt + 1 through Alt + 0 (the number corresponds to the spell or skill's quickslot placement). These slots are linked with to the player's Personas and will be blank when switching to a new persona for the first time. |
W | ||
| Prompts the player to use one of their Battle Items. To use that action, player should move Items from their Inventory to one of the Battle Item slot. By default every player has five Battle Items slots, this amount may be increased via specific Trainings. While player use items custom monsters can't attack him in between. Items restock themselves in battle based on various cooldowns. | E | ||
Toggles Spirit Stance. Can be toggled once a player has at least 50% Overcharge and consumes one SP and 10% Overcharge per round.
|
S | ||
Toggles Defend Stance. Can be toggled in anytime.
|
D | ||
Toggles Focus Stance. Can be toggled in anytime.
|
F | ||
After selecting and executing a command each living enemy may perform an attack, spell, or spirit attack. Most of the time this will result in the end of a turn, though sometimes certain abilities take longer to perform than others. In these cases, some enemies may act a second time before the player can respond.
Targeting
Enemies can be targeted by mouse clicking or keyboard's hotkeys 1 through 0 (either on the home row or number pad); 1 corresponds to the
through to 0 for
.
Targeting is important for certain Fighting Styles and spells that can hit multiple targets.
Criticals
There is a chance, that during regular physical or magical attack player or monster will perform critical attack (crit), which deals more damage than regular attack and provide 100% chance to execute a weapon's or spell's innate procs. Does not affect procs granted by equipment suffixes or fighting style.
Critical hits have the following properties:
- Player's attacks (physical & magical) are boosted by +50%. This extra damage may be increased further by:
- For critical physical attacks:
- Using the Heartseeker spell.
- Using certain equipment with "Savage" prefix.
- Getting Fatality potency to melee weapon.
- For critical magical attacks:
- Using the Arcane Focus spell.
- Using certain equipment with "Mystic" prefix.
- Getting Annihilator potency to staff weapon.
- For critical physical attacks:
- Chances to deal critical physical attack or critical magical attack (their "rate") maybe increased by:
- For physical attacks crit rate:
- Using certain equipment, which have innate bonuses to attack crit chance.
- Using equipment with specific suffixes.
- Investing into STR and DEX primary Primary Attributes.
- Using Flower Vase special item?.
- Using ability, named DW Crit, which can increase physical attacks crit rate when player use DW ot Niten playing styles. This modification scaling with player's DW proficiency.
- Using ability, named Light Crit, which can increase physical attacks crit rate when player use only cloth armor. This modification scaling with player's light armor proficiency.
Having Burden above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
- For magical attacks crit rate:
- Using certain equipment, which have innate bonuses to magic crit chance.
- Using equipment with specific suffixes
- Investing into INT and WIS primary Primary Attributes
- Using Flower Vase special item?.
- Using ability, named Cloth Spellcrit, which can increase magical attacks crit rate when player use only cloth armor. This modification scaling with player's cloth armor proficiency.
Having Interference above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.
- For physical attacks crit rate:
- Monsters have 20% damage bonuses and rate to deal crit attack, depends on their STR and DEX (for physical attacks) and WIS and INT (for magical attacks). Fury of the Sisters status-effect increases hit and crit chances of all living monsters.
End of Round
Round ends in this cases:
- Player winning (victorious) - then occurs next round in battle series or player will be ejected from battle series if no further rounds are present.
- Player losing (dies) - then player will be ejected from battle series with penalties.
- Player flees - then player will be ejected from battle series with little to no penalties.
Victory

Player win the current round when every spawned monster died (their health are reduced to 0).
The player will be given a message to indicate their winning with next text:
"You are victories!
You Gain (Amount) EXP
Continue (Battle mode)"
Player should click on this "Continue" text string to move toward next round or press Spacebar.
Reward for winning current rounds are:
- Specific amount of Experience Points.
- Some credits, items or equipment may be obtain as drop.
- Any powerups held will be lost.
Reward for winning battle series are:
- Specific amount of Potency Experience Points, as well new Potency for equipment (If Battle Mode was Item World).
- Specific amount of Credits (If Battle Mode was Arena, Ring of Blood or Grindfest).
- Some Equipment as Clear Bonus (If Battle Mode was Arena or Ring of Blood).
- Chance to get Token of Blood or Token of Chaos (If Battle Mode was Arena or Ring of Blood).
- Chance to get Soul Fragment (If Battle Mode was Random Encounter).
Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina.
Losing

Player lose the current round when his HP are reduced to 0 and Spark of Life does not proc.
The player will be given a message to indicate their losing with next text:
"You have been defeated!
The (Battle mode) has ended"
Penalties for losing current rounds are:
- The player's MP and SP will be depleted to 0, HP will be depleted to 1.
- Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
- Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
- The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). This lose also can be cut in half with the Repair Bear Mk.4 Hath Perk.
- Any powerups held will be lost.
- User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was killed and a "Killing Blow" if they were the monster that dealt the final hit that defeated the player.
- The player will keep any proficiency points gained during the round.
Note: Entering any new battle series without recovering at least 1 HP will result in another immediate loss.
Fleeing

In any time player may flee from current round and left battle behind.
To escape from battle player should open his
and select "Flee" from
list.
The player will be given a message to indicate their successfully fleeing:
"You have run away!
The escape from the (Battle mode)"
Penalties for fleeing current rounds are:
- Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
- Arena and Ring of Blood challenges may not be attempted again until the next Dawn of a New Day and any Tokens of Blood used will not be refunded.
- Any powerups held will be lost.
- User-created monsters (besides the player's own) will gain a "Battle Won" during the round in which the player was fled.
- The player will keep any proficiency points gained during the round.
Note: Leaving a battle takes one tick (roughly, one-two monster turns) in which time monsters can kill player. After activating Yakety Sax Hath Perk, player can leave battle immediately.
Recovering
While out of combat MP, and SP regenerate over time at various rates based on the player's primary attributes. While out of battle the
option, located beneath the SP bar, is also available. It allows players to consume a few draughts and potions to fully restore any of these points. These restorations are affected by abilities.
Battle Window

Player Side
- Status Effects: All of the effects (mostly from supportive spells or items) currently on the player. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left after auto-cast spells. Effects due to expire in 1 turn will blink. Hovering the cursor over any icons provides information about the effect.
- Health Points: If this is reduced to 0 the player loses. Health can be restored in battle via restorative items or healing spells. Will turn silver if Spark of Life is active and has sufficient Spirit Points to proc. Will flash red at 35%.
- Mana Points: Used to cast spells.
- Spirit Points: Used for Spirit Stance and as a cost to proc certain supportive spells.
- Overcharge Gauge: Used for Spirit Stance and fighting skills.
- Quick-cast Bar: Buttons for executing spells or skills; can be adjusted in the settings area.
Battle Log

A log of all the events during the battle. Only shows the last 100 lines.
When a battle starts, the system prints information about the battle, which includes the type of battle, the current round (if in a multi-round battle series such as the Arena), and monsters' spawn information.
Monsters' spawn information contains the following:
- MID: The monster's ID number. The monster's name is also listed in parentheses.
- LV: The monster's level.
- HP: The monster's starting health.
Log Colors For Drops
| Color | Drops |
|---|---|
| Red | Equipment |
| Gold | Credits |
| Light Green | Restoratives, Scrolls, Infusions, Special Items, and Shards |
| Dark Green | Tokens |
| Cyan | Food |
| Blue | Artifacts and Collectables |
| Purple | Trophies |
| Magenta | Crystals |
While Credit drops are shown in the log the player's amount will only update after the battle series has ended.
Monster Side
Each monster has its own row with the following:
- Monster Letter
: Refers to the monster's position for targeting purposes. - Monster Level: Can be equal to or up to 5 levels lower than the player's level.
- Monster Color: Indicates the monster's class/rarity.
- No color = Ordinary (Common; all player created monsters are of this class)
- Orange = Boss
- Red = Schoolgirl
- Purple = God
- Monster HP: If reduced to 0 the monster is dead and can no longer take any action. If all monsters' health are reduced to 0 the player is victorious in the battle round.
- Monster MP: Monsters can potentially use their magic attacks when they have at least 50% mana.
- Monster SP: Only monsters with a PL of 400+ or Boss-class or higher monsters have these. Monsters can potentially use their spirit attack when they have 100% spirit.
- Status Effects: The status effects (usually from deprecating spells) with which the monster is afflicted. Status effects are ordered based on their remaining duration, with the effects closest to expiring placed to the far left. Effects that are due to expire in 1 turn will blink. Hovering the cursor over an icon provides information on the effect. Up to 6 effects can be shown although more can be active.
- See here for a list of known beneficial status effects.
Spawning Pattern
- Custom Monsters are picked according to their Power Level vs. the player's level.
- A custom monster won't appear more than once every ten rounds (roughly).
- Monsters of the same class (species) will tend to appear together. It is not possible to face more than 4 different classes of monsters in a single round.
- Only 1 custom monster per owner may spawn per round.
Battle Modes
| Name | # of rounds | Drop Conditions | Base Difficulty | EXP Mod | Notes |
|---|---|---|---|---|---|
| Random Encounter | 1 | Overall chance bonus, Soul Fragment chance, 3x credits | Normal | 5x | Can be triggered once per 30 minutes, up to 24 times per day. |
| Arena | 5 - 150A | Guaranteed equipment drop (Tier 1-8 trophy qualityA) | Higher challenges have more high-class monsters | 1x - 3xA | Higher challenges require clearing the previous ones. Level requirements. |
| Ring of Blood | 1 | Guaranteed equipment drop | Only face boss-class or higher monsters | 1x | Costs Tokens of Blood to enter. Level requirements. |
| Grindfest | 1,000 | ¼ credits. Additional chance to get crystal drops | 50%? to start, increases by .4%? each round | Crystal drop multiplier. | |
| Item World | 10 - 100B | ¼ credits | 100% to start, increases by 2%? each round. Overall multiplierB | 1x - 1.2xB | For increasing equipment potency. |
A - Depending on challenge selected.
B - Depending on equipment quality.
See Also
- Random Encounter, Arena, Ring of Blood, Grindfest, Item World - Five Battle Modes.
- Settings - Here player adjust his difficulty, Quick-cast Bar and auto-cast spells.
- Hotkeys - More information about hotkeys.
^^^
Draft ends here
Wiki's pages in priority
- Abilities - done
- Acronyms - done
- Action Speed - done
- Currency - done
- Credits - done
- Hath - done
- Hath Perks - done
- Gallery Points - done
- Create a separate page for procs and put here:
- Enemy Procs
- Equipment Procs
- Supportive Procs
- Deprecating Procs
- Every else status-effect
- Fighting Styles & Play Styles - kinda confusing and unorganized
- The Forge and Shrine
- Training and Proficiencies
- Damage - maybe merge them all?
- Never ever go in this pages, since it is raw data mostly, which should be used by special users (like Skillchip):
Translate one of mandatory pages
I should translate one of this pages:
- Credits
- Donation
- Technical Issues
- Gallery Tagging
- Expunging
- E-Hentai User Gallery System
- Reporting
In the end only, since I am noob.
I guess, I will shoot in a Donation or Credits, since money is all this game about. =) Damn, I need help with H@H, because I never used it. Hard to translate page, I don't understand subject of =/
Translating the whole game in Russian
Ага, блин, одна из тех задач, которые человек выполняет просто для того чтобы выполнить >_>