Battles
Battles in the HentaiVerse are where players can fight against monsters in order to gain Experience, Proficiency, Items, Equipment, 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 galleries.
- Each battle will spawn up to 10 monsters to fight. In Random Encounters low-levelled players will face fewer monsters.
- The player always acts first.
- The difficulty setting may be adjusted at any time outside of battle.
- The player may flee from battle to prevent defeat.
Terms
- A "turn" refers to a single action taken by the player (attacking, using spells, using items, etc.).
- A "round" refers to a fight with monsters that ends once they are defeated (or the player flees/dies).
- A "battle series" refers to a set of rounds that last until completed (or the player flees/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 they may choose from 7 different actions:
Action | Description | Hotkey | |
---|---|---|---|
| | Basic physical attack, applies the physical attack stats against the target's physical defense stats. | Q | |
Prompts the player to select a skill / spell to use.
Players can put spells/skills they constantly use in one of the quick-cast slots. Spells/skills can be selected via clicking and can be selected using the hotkeys Alt + 1 through Alt + 0 (corresponding to the quickslot placement). These slots are linked to the player's Persona 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, players must move items from their Inventory to one of the Battle Item slot beforehand. By default every player has five Battle Items slots; this amount may be increased via Training. Using items is a free action; monsters cannot attack for that turn. Items have various cooldowns once consumed. | E | |
| | Toggles Spirit Stance. Can be toggled once a player has at least 50 units of Overcharge and consumes one SP and 10% Overcharge per round.
|
S | |
| | Use Defend command. Has no cooldown.
|
D | |
| | Use Focus command. Has no cooldown.
|
F |
After selecting and executing a command each living monster 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 monsters 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 .
Criticals
Physical and Magical attacks have a chance to perform a critical attack (crit) for both monsters and players, which deals bonus damage, as well as having a 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 damage (physical & magical) is boosted by +50%. This extra damage may be increased further by:
- Physical:
- Using the Heartseeker spell.
- Using equipment with "Savage" prefix or "Fatality" potency
- Magical:
- Using the Arcane Focus spell.
- Using equipment with "Mystic" prefix or "Annihilator" potency
- Physical:
- The chance to deal critical attacks ("crit rate") can be increased by:
- Physical:
- Using equipment which has innate bonuses to attack crit chance or specific suffixes.
- Investing into STR and DEX primary attributes.
- Using the ability DW Crit (Dual Wielding or Niten Ichiryu fighting styles only).
- Using the ability Light Crit (light armor only).
- Having Burden above 70 reduces any critical physical attack bonuses, completely removing them at 120 burden.
- Magical:
- Using equipment which has innate bonuses to magic crit chance or specific suffixes.
- Investing into INT and WIS primary attributes.
- Using the ability Cloth Spellcrit (cloth armor only).
- Having Interference above 0 reduces any critical magical attack bonuses, completely removing them at 50 Interference.
- Physical:
- Monsters have a base 20% crit damage bonus and crit rate, increased by their STR and DEX (for physical attacks) and WIS and INT (for magical attacks).
Day of the Week
During each day of the week damage done by a damage type is temporarily increased (both for the player and for monsters). Mitigation for the element is reduced by 10 points except for Friday's which is 5.
Day | Damage Type |
---|---|
Sunday | Holy |
Monday | Dark |
Tuesday | Fire |
Wednesday | Cold |
Thursday | Wind |
Friday | All (see note) |
Saturday | Elec |
Note: Friday's 'all' damage bonus includes Void damage, as well as Slashing, Crushing, Piercing, and all elements listed on the table.
End of Round
Rounds end in these cases:
- Player win (victorious) - after which the player may enter the next round in the battle series, until the final round where they will be ejected from the battle upon victory.
- Player defeat (dies) - after which the player will be ejected from the battle series with armor durability loss.
- Player flees - after which the player will be ejected from battle series, and if successful will have no penalties. Players may still be killed, unless they have the Yakety Sax Hath Perk
Victory
Players are victorious when every spawned monster has been defeated (their health is reduced to 0).
The player will be given a message to indicate their victory with the text:
"You are victories!
You Gain [Amount] EXP
Continue [Battle mode]"
Clicking on Continue [Battle mode] or pressing Spacebar will move the player onto the next round.
Rewards for winning a round are:
- Specific amount of Experience Points.
- Some credits, items or equipment may be obtained as a drop from monsters.
Rewards for winning a battle series are:
- Specific amount of Potency Experience (PXP), 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 a Clear Bonus (If Battle Mode was Arena, Ring of Blood, or The Tower).
- Chance to get Token of Blood or Token of Chaos (If Battle Mode was Arena or Ring of Blood).
- Chance to get 5 Soul Fragments (If Battle Mode was Random Encounter, and guaranteed at the end of each floor of The Tower).
- Any powerups held will be lost.
Note: Stamina is slightly consumed at the end of every successfully cleared round; the amount consumed depends on player's existing amount of stamina (player with great stamina will lose stamina at double the normal rate).
Losing
The player will lose the current round when his HP is 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:
- Any progress made in a round will be lost. No credits, EXP, or drops are given for the incomplete round.
- The player will keep any proficiency points gained during the round.
- The player will lose a set percentage of condition on all equipment currently worn (depends on player's level). The loss of durability can be reduced to 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.
Fleeing
At any time the player may flee from the current round and leave the battle behind.
To escape from battle the player should open his and select "Flee" from list.
The player will be given a message to indicate that they have successfully fled:
"You have run away!
You 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.
- The player will keep any proficiency points gained during the round.
- 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.
Note: Leaving a battle takes one tick (roughly 1-2 monster turns); in that time monsters can kill the player. The Yakety Sax Hath Perk allows players to leave the battle immediately.
Recovering
- While out of combat MP, SP and health are fully recovered instantaneously.
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, Defend, Focus 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, and materials from Auto-Salvaging and Isekai drops |
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: Equal to 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.
- Any given 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 | Monster damage multiplier | EXP Mod | Notes |
---|---|---|---|---|---|
Random Encounter | 1 |
|
Normal | 5x | Can be triggered once per 30 minutes, up to 24 times per day |
Arena | 5 - 100 | Guaranteed equipment drop (Tier 1-8 trophy) | Higher challenges have more high-class monsters | 1x - 3x |
|
Ring of Blood | 1 | Guaranteed equipment drop | Only face boss-class or higher monsters | 1x |
|
Grindfest | 1,000 | ¼ credits. Additional chance to get crystal drops | 50%? to start, increases by .4%? each round | Crystal drop multiplier | |
Item World | 20 - 100 | ¼ credits | 100% to start, increases by 1% each round | 1x - 1.2x | For increasing equipment potency |
The Tower |
|
100% to start, increases by 2% each round | 1x | For increasing rank in Isekai Mode. Not available in persistent. |
Note: Crystals will not drop in Grindfest while in Isekai Mode.