Possible to teach, if creature has only one certain Move?
Mar 22, 2020 15:36:15 GMT -6
Post by Twilight-Claw on Mar 22, 2020 15:36:15 GMT -6
Hopefully I’m doing it correctly with this.
Ok, so, What I am wondering about is with the move’s I placed here, the ones in bold if they can also learn all the moves placed below it because either the tp is similar or lower, and carries some of the same characteristics the one on top has.
Overgrowth [DoT - E]
* – I’ve noticed in the one who either has Summon Wooden Spear (Tat-Lung Trained List) or Rapid Bloom (Felusine Trained List) that it is also possible to train Verdant Growth, and in the case of Summon Wooden Spear also Plant Burst. So at least a few of them could be considered confirmed in being possible to train should you go down the list with high to low tp in training.
Call Lightning [Flt] [Nrs] [Lmt #1]
* – ker-zaap!, I have seen with a Drake in the tournament that this move was picked while it only had Call Lightning and Thunder. So I know this one is possible at least, since you can’t pick a move in the tournament with the ribbon of telepathy that can’t be taught in the first place.
* – Static Touch & Electric Charge I know from having asked in the past through pm with multiple electric moves (high above the initial Ker-Zaap! in tp which I had picked to be at the top similar to this) that these ones where possible to do. So I know with these two as well that they are a possibility to be taught.
Hidden Mist [Tmp #1] [Cdn #3]
Shadow Meld [Lmt #1]
These four I am currently the most interested in since it will affect some of my breeding projects I am working on, and I am hoping any of the staff would be willing to answer if they know this is possible to teach if the creature only knows the move that is at the top and in bold, and if any on the list below the top in that section wouldn’t work out.
Ok, so, What I am wondering about is with the move’s I placed here, the ones in bold if they can also learn all the moves placed below it because either the tp is similar or lower, and carries some of the same characteristics the one on top has.
Overgrowth [DoT - E]
The creature summons forth a flurry of plants to cover everything in it's path - including the foe.
Causes 1 point of damage every turn until the end of the battle.
Earth – 8
Summon Wooden Spear [Flt] *Causes 1 point of damage every turn until the end of the battle.
Earth – 8
A spire of dead-wood or sharp bamboo is summoned forth from the ground, impaling the opponent.
8 Damage.
Has NO effect on "plant creatures".
Earth – 8
Rapid Bloom *8 Damage.
Has NO effect on "plant creatures".
Earth – 8
The creature summons forth a flurry of beautiful flowers to sprout from the earth, or itself... These flowers have a sweet scent, and carry healing properties.
All creatures within' the area (including the foe) gains +1 Stamina every turn until their Stamina is "full". May only be used once per day.
Earth – 6
Verdant Growth [Lmt #1]All creatures within' the area (including the foe) gains +1 Stamina every turn until their Stamina is "full". May only be used once per day.
Earth – 6
Summons vines and other plant life to tangle around the feet of the opponent, hindering movement.
The opponent loses one turn. If the opponent has less than 20 strength the opponent loses two turns.
Earth – 5
Plant Burst [Mnt]The opponent loses one turn. If the opponent has less than 20 strength the opponent loses two turns.
Earth – 5
The creature sends out a "burst" of its element, causing damage to its foe.
+1 Damage
Earth – 4
Plant Spear [Str]+1 Damage
Earth – 4
The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage.
+1 Damage
Earth – 1
+1 Damage
Earth – 1
* – I’ve noticed in the one who either has Summon Wooden Spear (Tat-Lung Trained List) or Rapid Bloom (Felusine Trained List) that it is also possible to train Verdant Growth, and in the case of Summon Wooden Spear also Plant Burst. So at least a few of them could be considered confirmed in being possible to train should you go down the list with high to low tp in training.
Call Lightning [Flt] [Nrs] [Lmt #1]
Uses the power of magic to call a lightning bolt down from the sky to strike the foe.
Deals 10 Electrical Damage directly to the foe if they do not have over 10 dexterity. If your creature has 11 Dexterity and above it is safe from harm.
Electrical – 10
Thunder Spheres [Tmp #3] [Flt] [Lmt #1]Deals 10 Electrical Damage directly to the foe if they do not have over 10 dexterity. If your creature has 11 Dexterity and above it is safe from harm.
Electrical – 10
The creature surrounds itself in tiny electrical spheres, creating a literal "shield of electricity". The creature surrounded by the thunder spheres is temporarily immune to electrical damage, and most creatures would not be foolish enough to touch the shield.
Foes that come within "physical damage" range receive 5 Electrical Damage for every turn in that range. Bite and Claw are some examples of attacks within "physical range". The creature using Thunder Spheres cannot attack with any element other than electrical while Thunder Spheres is in effect.
Electrical – 8
Bio PulseFoes that come within "physical damage" range receive 5 Electrical Damage for every turn in that range. Bite and Claw are some examples of attacks within "physical range". The creature using Thunder Spheres cannot attack with any element other than electrical while Thunder Spheres is in effect.
Electrical – 8
The creature sends out a small electrical "pulse" from it's body, temporarily paralyzing the foe.. it is said that many pulses in a row can cause heart failure, so one should approach these creatures with caution.
Paralyses foe, preventing them from any action of the body (but they can still use their mind-related abilities; including many shadow, light, and psychic moves). Every turn, the foe has a 50% chance of recovering from the paralysis.
Electrical – 6
Ker-zaap! [Flt] [Nrs] *Paralyses foe, preventing them from any action of the body (but they can still use their mind-related abilities; including many shadow, light, and psychic moves). Every turn, the foe has a 50% chance of recovering from the paralysis.
Electrical – 6
An electrical shock is released from the creature.
5 Damage.
Electrical – 5
Zap [Flt] [Nrs]5 Damage.
Electrical – 5
A bolt of electricity is fired at the foe.
4 Damage
Electrical – 5
Electric Burst [Mnt]4 Damage
Electrical – 5
The creature sends out a "burst" of its element, causing damage to its foe.
+1 Damage
Electrical – 4
Static Touch [Flt] [Nrs] *+1 Damage
Electrical – 4
Touches the opponent, releasing a static charge.
2 Damage
Electrical – 3
Electric Spear [Str]2 Damage
Electrical – 3
The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage.
+1 Damage
Electrical – 1
Electric Charge *+1 Damage
Electrical – 1
The creature concentrates, and starts to store energy for it's next attack.
Causes next electrical attack to do 2x the regular damage.
Electrical – 1
Causes next electrical attack to do 2x the regular damage.
Electrical – 1
* – ker-zaap!, I have seen with a Drake in the tournament that this move was picked while it only had Call Lightning and Thunder. So I know this one is possible at least, since you can’t pick a move in the tournament with the ribbon of telepathy that can’t be taught in the first place.
* – Static Touch & Electric Charge I know from having asked in the past through pm with multiple electric moves (high above the initial Ker-Zaap! in tp which I had picked to be at the top similar to this) that these ones where possible to do. So I know with these two as well that they are a possibility to be taught.
Hidden Mist [Tmp #1] [Cdn #3]
A strange mist forms around the (friendly) target - making it easy to either disappear from harm's way, or attack from an unseen location.. A very obscuring mist, so thick you feel it could be sliced like butter... but not really. It certainly gives the impression of confusion.
Surrounds a (friendly) target in a thick mist - allowing them to either escape from battle without further harm, OR have a 100% chance to dodge the next attack from the foe (unless the foe has echolocation, etc) - and they themselves get double accuracy for their own next attack - thus disturbing the unnatural fog, and making it disappear.
Water – 8
Mist Burst [Mnt]Surrounds a (friendly) target in a thick mist - allowing them to either escape from battle without further harm, OR have a 100% chance to dodge the next attack from the foe (unless the foe has echolocation, etc) - and they themselves get double accuracy for their own next attack - thus disturbing the unnatural fog, and making it disappear.
Water – 8
The creature sends out a "burst" of its element, causing damage to its foe.
+1 Damage
Water – 4
Mist Spear [Str]+1 Damage
Water – 4
The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage.
+1 Damage
Water – 1
+1 Damage
Water – 1
Shadow Meld [Lmt #1]
The creature "melts into the shadows", in all senses of the phrase. It can hide there, then strike out of any nearby shadow, reforming as it pleases.
IF there are good shadows (such as night), the creature can use the shadows to "teleport" to any location in sight, that is also in shadows... If used, the creature that used it gets a free attack, in addition to it's normal one - on the next turn...
Uses Mentality.
Shadow – 8
Vanish [Lmt #3]IF there are good shadows (such as night), the creature can use the shadows to "teleport" to any location in sight, that is also in shadows... If used, the creature that used it gets a free attack, in addition to it's normal one - on the next turn...
Uses Mentality.
Shadow – 8
The creature uses the darkness to literally vanish.. an absence of light. This of course, is merely and illusion - as the creature does not become ethereal in this way... It does make it a lot more difficult to attack it however.
Creature "vanishes" from sight.
Foe has 1/2 dexterity when attacking.
Creature gains +4 dexterity when attacking.
Vanish fades when the creature attacks.
Shadow – 3
Shadow Burst [Mnt]Creature "vanishes" from sight.
Foe has 1/2 dexterity when attacking.
Creature gains +4 dexterity when attacking.
Vanish fades when the creature attacks.
Shadow – 3
The creature sends out a "burst" of its element, causing damage to its foe.
+1 Damage
Shadow - 4
Shadow Spear [Str]+1 Damage
Shadow - 4
The creature sends out an extremity of itself, hardening it into a spear-like appendage of its element to deal damage.
+1 Damage
Shadow - 1
+1 Damage
Shadow - 1
These four I am currently the most interested in since it will affect some of my breeding projects I am working on, and I am hoping any of the staff would be willing to answer if they know this is possible to teach if the creature only knows the move that is at the top and in bold, and if any on the list below the top in that section wouldn’t work out.