Monster Lab
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 to their owner as they do not assist the player in any other way.
Monster Creation
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 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 (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 & 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 these actions can no longer be taken.
- Deleting a monster only frees up the slot, nothing else is refunded.
Monster Stats & Power Level
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.
| 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 participate in battles.
- 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
| Power Level |
Effects |
|---|---|
| 25 | Unlocks naming and becomes active in battles once named |
| 200 |
|
| 250 | Renaming and Deleting are no longer possible |
| 400 |
|
| 499? | Gifts may now include High-Grade materials |
| 700 | Morale drain reduced by 3x |
| 750? | Low-Grade materials can no longer be gifts |
| 1,000 | Morale drain reduced by 4x |
| 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
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.
- 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.
| 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 | 100 | |
| Beast | Physical | Basic (Slashing/Piercing) | 20 |
| Physical | Slashing/Piercing | 50 | |
| Physical | Slashing/Piercing | 100 | |
| Celestial | Physical | Basic (Slashing/Crushing) | 50 |
| Physical/Magical | Holy | 80 | |
| Magical | Holy/Void | 120 | |
| Daimon | Physical | Basic (Slashing/Piercing) | 30 |
| Physical | Slashing/Piercing | 60 | |
| Physical | Dark/Void | 100 | |
| Dragonkin | Physical | Basic (Piercing/Crushing) | 20 |
| Physical/Magical | Piercing/Crushing/Fire | 50 | |
| Magical | Fire | 100 | |
| Elemental | Magical | Basic (Fire/Elec/Wind/Cold) | 30 |
| Magical | Fire/Elec/Wind/Cold | 60 | |
| Magical | 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 | Crushing/Slashing/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 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 up to 12,000 points of morale that gradually decay over time at a base rate of ~33 per hour, lasting roughly 15 days. Morale solely affects a 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 based on how many are spent (roughly 500 + 2.5*N) and pills restore 6,000.
Morale Drain Rate
- Increased By:
- A starving monster will lose morale faster (50%?) than normal
- Decreased By:
- All Owned 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%)
- Every chaos level reduces the drain rate, capping at 50% if the monster reaches chaos level 240
Food
Monsters consume food at a base rate of ~166 per hour and can be fed up to 12,000 food (3 days' worth). Freshly created monsters start at 2,000 food.
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 1,000 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 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
- Hunger rate can be slowed (up to halved?) via Culinarian 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 180 days of starving a monster will cease to participate in battles and will be un-named.
- Monsters that are 500 PL or higher are immune to this.
Gifts
Player-created monsters have a chance of bringing materials to their owner. 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 (updated dynamically; a monster that goes from yellow morale to green may bring a gift as soon as they are fed the crystals/pills). A monster can give gifts up to once per hour.
Fleeing from battle counts as a win for all of the monsters in that round.
Monsters will automatically earn gifts if they have not earned one in the past 72 hours.
"Battles won" does NOT count:
- Deaths to a player's own monsters
- There is a cooldown on how often a player can count as a repeat win
- Spark of Life being triggered
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:
Gift Quality Roll = random(1..1000) + Power_Level
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.
Distribution Ratio
Graded materials are gifted at a ratio of 2:1:1:1 in Metal:Cloth:Leather:Wood.
See also
- Monster Stats
- Monster Lab Bestiary - Includes the top 50 monsters
- HentaiVerse Bestiary
- Jenga201's Monster Database
- The Forge
- Grindfest