TermsSome terms and conditions appear across multiple areas of stats. Here is a definition for those terms and what they mean in detail.
Abilities: An ability is something a creature is capable of that is not an action in combat. Abilities are passive things that may have an effect on the battle. Unless otherwise stated in the ability's description, abilities are considered always active and cannot be 'turned off'.
Accuracy: When a move mentions halving or doubling accuracy, it relates to the to-hit roll. When the to-hit roll is made and dexterity is added, the final number is then halved (or doubled, depending on the effect) to see if you hit or not. Similarly, if a move states that the opponent's chance of dodging is doubled or halved during a to-hit roll, it would apply to their final contested value (see To-Hit).
Base/Bonus Damage: When you read a move’s description, you may see it list a number of damage, whether or not it says “# damage” or simply “+#” at the end of the move’s description. This is called the base damage. When a move has the [Mnt] or [Str] tag (or an otherwise specified value), the bonus damage is the value of the stat that is then added to the base damage.
Contests: Every so often you may be asked to perform a “contest”- for example, a strength contest, a dexterity contest, or a mentality contest.
These are performed as follows:
- Define a “Creature A” and “Creature B” by flipping a coin, or by just agreeing with your opponent. Then, check the needed stats.
- The stat in question is added to another number. This other number is usually its opponent’s stat, but it can sometimes be a set number (for example, in Whirlpool the number needed to escape the whirlpool starts out at 10, but decreases as time goes on.).
- A dice is rolled with a number of faces equal to the combined numbers. For example, one creature (Creature A) has a stat of 3, its foe (Creature B) has a stat of 5, you would combine them to roll a 1d8.
- If the creature is Creature A (as mentioned in step 1), then its values start from 1. If the creature is Creature B, then its values come after Creature A’s. For example, take the last step’s example creature. Creature A would win the contest if the 1d8 rolls a 1, 2, or 3, and Creature B would win the contest if the 1d8 rolls a 4, 5, 6, 7 or 8. Creature A’s values always come before Creature B’s.
Damage Range: In the description of moves, you might see something like “+4-6 Damage”. This means that a move can deal 4, 5, or 6 points of damage and the battle moderator will roll a die with a range of 4-6 to see how much damage you’ve done.
Dual Element Moves: Sometimes a move will have two or more elements listed for it and will show up in more than one list of moves under each element. How these moves behave is based on whether or not it is listed as “element AND element” or “element OR element”.
Lava Spit is a Fire AND Earth move. If you are resistant to a particular element and are attacked by a move that is dual element (for example, being hit with Lava Spit when you have Fire Resistance), you have ¼ of your usual level of resistance against the damage from that attack (so it will damage you at 75% of full strength). It is considered both at the same time for the purpose of determining a creature’s elemental basis as well.
Spook is Shadow OR Wind OR Psychic. In this case, the move only counts as ONE of these elements, and what element is being used as is determined when the creature’s elemental basis is determined. For example, if the creature is shadow based and using Spook as a Shadow move, then it would be prevented by any moves that cancel Shadow moves for a few turns. But if it’s a wind based creature using it as a Wind move, then canceling Shadow moves would not do anything to it.
Death: A creature is knocked out and cannot continue fighting once it hits 0 HP. A creature dies when it reaches -10 HP.
Element Based Creature: [Hi beta testers! This will be updated soon.]
Environments: A creature may only have one of the following abilities (unless it also has the ability Adaptable): Cave Crawler, Desert Dwelling, Forest Dweller, Jungle Dweller, Mountain Dweller, Plains-Runner, and Tundra-Dwelling. Creatures which already have one of these abilities cannot learn a second one, whether it is in their base stats or not. All environmental abilities only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless explicitly specified.
Loss of Control: When a creature loses control for any reason, the control is given over to a die. The die has the same number as the base moves of the creature, plus one. (So a creature with Bite, Scratch, and Roar will be 1 for Bite, 2 for Scratch, 3 for Roar.) A ‘do nothing’ option is also added as the last number on the die. Furthermore, the creature will attack targets randomly instead of obeying orders to attack a particular target, but will never attack itself. In fighting pit battles its owner is too far away for it to target, but outside of the fighting pit, watch out! Your pet may attack you as well if they have lost control.
Melee Range: While the [Mel] tag defines a move that a creature has to physically touch the opponent to use, some moves are defined by whether or not the opponent is close enough to touch in theory, but the move itself doesn’t actually require touching them (Ex. Healing Aura). Your creature is in melee range of its opponent if it used a [Mel] move on its last turn, or if it is under the effect of a [Grp] move from that opponent. A creature can also be forcefully moved in or out of melee range by some moves, such as Sticky Tongue.
Move: A move is an action a creature can take in combat. Unless otherwise stated, a creature can use one move per turn. Moves often do damage, but they can also have other effects. A move must be actively used in battle to take effect.
Round: A round is a complete phase of battle, consisting of the dexterity roll, taking into account multi-turn effects (such as damage over time) each player’s turn where they perform moves, and the final damage and reduction of HP as a result.
Rounding: If a calculation (such as halving a number) results in a fraction/decimal, the total is rounded UP unless otherwise stated in the effects of a move or ability.
Secondary Effects: Several moves and abilities might mention the prevention, removal, or addition of “secondary effects”. Secondary effects are any effects a move may have outside of its primary damage such as stat changes, halving/doubling accuracy, or canceling turns. [DoT] effects are NOT considered secondary effects.
Sleep: Several moves will put your creature to sleep. Unless otherwise stated in an attack, a creature that is asleep is unable to attack until it takes damage - including DoT damage. At that point, it wakes up and can attack as normal. All moves targeted at this creature automatically hit, and it always goes second in turn order. If the creature is left unharmed for 3 of its turns, it wakes up and can attack on the 4th.
Tmp #X: A Tmp #1 move means its effect occurs through your opponent’s next turn and ends before your following turn. So if you move first then the effect occurs in that same round, but if you move last then it occurs through when your opponent makes their move in the following round. A Tmp #2 move would occur on your opponent’s next turn and the turn after that before ending, and so on and so forth. The same reasoning applies to the [Cdn] tag as well.
To-Hit Roll: This is the roll that determines if you hit your opponent after selecting a move. To make it, roll 1d10. Then, add your dexterity to that number. If the result meets or goes over 3+ your opponent’s dex/2 (rounded down), the move hits. (So a creature with a dex of four would be hit with a roll of 5 (3 + [4/2]) or higher.) On rolling a 1, the move automatically misses, and a roll of 10 automatically hits, regardless of the actual target number.
Turn: A turn is a segment within a round - each participating player gets one turn per round, and in this period they select the move their pet will use and make their rolls.
Weaknesses and Resistances: See weaknesses and resistances tutorial. [Hi Beta testers! This is coming soon!]