Monster Lab

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Revision as of 16:07, 9 October 2011 by Maximum Joe (talk | contribs) (Gifts)
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The monster lab was released in patch 0.5.0. While still in development, the lab allows the players to create custom monsters that any players 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. Some guidelines should be followed regarding the name of the monsters in order to avoid libelous or otherwise unacceptable names.

A list of all player-created monsters is available here. Some of the highest level (PL 280+) ones are listed in the Unofficial Monster Lab Bestiary.

A monster can be renamed by paying with additional Chaos Tokens. However, once the monster reached PL 100 this can no longer be done.

Monster Stats & Power Level

Once a monster is created, it can be enhanced 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. The cost to upgrade a monster's stat can be calculated thusly:

N is the number of times a stat has been upgraded so far
Primary stat: round(50*1.9^N)
Elemental resistance: round(10*1.25^N)

Monster PL vs. Player Level

  • A monster must have a PL of at least 1 to become active in battle. Note that it is unlikely to win many fights at that PL.
  • You can fight monsters that you created.
  • At low levels the maximum PL of monsters that you can fight is equal to around your level. Above level 100 however, it becomes this formula instead:
(level^1.2 - 151)
  • The system is biased towards picking monsters that are closer to your PL cap.

Crystal List

Use these to increase a monster's stats as follows:

  • 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 elemental resistance
  • Crystal of Frost - Cold elemental resistance
  • Crystal of Lightning - Elec elemental resistance
  • Crystal of Tempest - Wind elemental resistance
  • Crystal of Devotion - Holy elemental resistance
  • Crystal of Corruption - Dark elemental resistance
  • Crystal of Quintessence - Soul elemental resistance

Monster Classes (Starting Attributes)

Monster Class Attributes Resistance Weakness Damage Type
STR DEX AGI END INT WIS Major Minor Light Light Minor Major
 Arthropod 8 5 7 10 4 4 Slashing Elec, Fire, Wind Cold, Crushing Crushing, Piercing
 Avion 5 8 14 4 6 5 Elec Fire Wind Piercing, Slashing
 Beast 8 9 9 7 3 2 Wind Cold, Crushing Fire Slashing, Piercing
 Celestial 5 5 10 5 10 8 Holy Fire, Cold, Elec, Wind Soul, Crushing, Slashing, Piercing Dark Slashing Crushing
 Daimon 9 9 8 4 6 5 Dark Fire, Cold, Elec, Wind Soul, Crushing, Slashing, Piercing Holy Slashing, Piercing
 Dragonkin 10 5 3 9 5 6 Fire, Crushing Elec, Slashing Wind Cold Piercing Crushing
 Elemental 3 6 6 4 8 12 Fire, Cold, Elec, Wind Holy, Dark, Crushing, Piercing Soul Fire, Cold, Elec, Wind
 Giant 10 8 3 14 2 1 Crushing Fire, Cold, Slashing Elec, Wind Crushing
 Humanoid 5 10 8 5 8 7 Dark Piercing, Slashing, Crushing
 Mechanoid 9 7 4 7 4 3 Holy, Soul Fire, Cold, Wind, Piercing Slashing Elec Piercing, Slashing
 Reptilian 7 10 6 8 6 4 Fire, Elec, Crushing, Slashing Cold Piercing, Slashing
 Sprite 3 12 12 2 7 6 Piercing Fire, Cold, Elec, Wind, Holy Crushing Dark Piercing, Slashing
 Undead 9 7 4 10 2 2 Cold, Elec, Wind, Dark Piercing Crushing Fire Holy Crushing, Slashing

Gifts

Player-created monsters have a chance of bringing gifts to their owner after at least one hour. The chance is calculated as such when you check on them:

Gift chance (%) = Hours elapsed since last check * Battles won since last gift

Power Level helps with material quality. Whenever you receive a non-rare material, material quality is determined as such:

Roll = random(1..1000) + Power Level

You must roll 1250 or more for high-grade, 750 or more for medium-grade. Thus to receive a high-grade item your monsters minimum PL must be 250, and the chance maxes out at PL 1250.

Materials currently have no use, but are to be used for reforging in a future version.

Gift List

Basic Materials

These come in Low, Mid, and High-grade varieties. Their assumed relations to equipment are in parentheses.

  • Cloth (Cloth, Gossamer)
  • Leather (Leather)
  • Metals (Most Melee Weapons, Plate)
  • Wood (Staffs, Clubs)

Rares

These are rarer gifts. Their assumed relations to equipment are in parentheses.

  • Crystallized Phazon (Phase Cloth)
  • Shielding Rune (Shield Plate)
  • Repurposed Actuator (Power Plate)
  • Kevlar Piece (Kevlar Leather)
  • Shade Fragment (Shade Leather)

Bindings

These are assumed to be related to Equipment Suffixes.

  • Binding Of Fenrir
  • Binding Of Focus
  • Binding Of Freyr
  • Binding Of Heimdall
  • Binding Of Mjolnir
  • Binding Of Niflheim
  • Binding Of Surtr
  • Binding Of Balance
  • Binding Of Dampening
  • Binding Of Deflection
  • Binding Of Protection
  • Binding Of Slaughter
  • Binding Of Destruction
  • Binding Of The Barrier
  • Binding Of The Fleet
  • Binding Of The Nimble
  • Binding Of The Stone-Skinned
  • Binding Of The Turtle
  • Binding Of The Fox
  • Binding Of The Owl
  • Binding Of The Ox
  • Binding Of The Cheetah
  • Binding Of The Elementalist
  • Binding Of The Demon-Fiend
  • Binding Of The Curse-Weaver
  • Binding Of The Earth-Walker
  • Binding Of The Heaven-Sent
  • Binding Of The Priestess
  • Binding Of The Thunder-Child
  • Binding Of The Fire-Eater
  • Binding Of The Frost-Born
  • Binding Of The Wind-Waker
  • Binding Of The Thrice-Blessed
  • Binding Of The Spirit-Ward

Bazaar Selling Prices

  • Low-Grades: 20C
  • Mid-Grades: 200C
  • High-Grades: 2000C
  • Rares: 10000C
  • Bindings: 200C