Ability List (BETA)
Feb 6, 2024 19:29:29 GMT -6
Post by NPC on Feb 6, 2024 19:29:29 GMT -6
ABILITY LIST
Abilities are listed like this:
Acid Fang
The corrosive acid produced in the creature’s mouth eats away at the opponent's flesh when the creature bites down. This causes 2 points of Acid damage whenever it performs a bite-related attack.
Affects: Any attack with ‘Bite’ in its name, Crunch, Ebil Nom, Nibble, Nip
Untrainable
Adaptable
This creature is capable of adapting quickly to different environments. It can be trained two of the following abilities: Cave Crawler, Desert Dwelling, Forest Dweller, Jungle Dweller, Mountain Dweller, Plains-Runner, and Tundra-Dwelling. This creature does not suffer any penalties while in either of its preferred environments.
Additionally, the first one trained costs 2 training points; the second, however, costs the normal cost of 5.
Untrainable
Alpha
Every team needs a leader, and the alpha creature naturally takes that place. When "teamed up" with another critter of the same species, all of its stats gain +1 for each other creature in the group in addition to itself. This effect caps out at +3. In order to receive this bonus, the other creatures in the pack must also have Pack Instincts. This effect stacks with "Pack Instincts".
Only one creature may benefit from Alpha at a time. If two (or more) creatures have the ability Alpha, the player(s) controlling them must choose which one receives this bonus.
Requires "pack instincts" to teach.
10 TP
Amphibious
This creature can breathe air as well as water. While in the water, the creature has resistance to water damage, and increased resistance. When used with Swim, neither of the effects stack.
Effects (in water): Gives Water Resistance, +2 Resistance
Cancels: Drown
Untrainable
Aquatic
This creature is fully aquatic. The creature must stay in water - no land battles. While in the water, the creature has resistance to water damage, and increased resistance. When used with Swim, neither of the effects stack
Effects (in water): Gives Water Resistance, +2 Resistance
Cancels: Drown
Untrainable
Arboreal
The creature spends most of its time climbing or in trees. It rarely touches the ground. The creature can use Climb and another move in the same turn.
Untrainable
Assimilate
Allows a creature to assimilate a devoured opponent, adding its power to its own. Any time an opponent is "Devoured", 1/4 of the devoured creature’s stats are added to the creature that assimilated it. This ability activates on the turn after the move "Devour" is used. The effect wears off at the end of the fight.
Untrainable
Bioluminescence
The creature's body gives off a constant source of light, allowing it to see well in the dark and attract other creatures to it. When in a group, the creature with this ability will be the target of all incoming attacks until it has been defeated (or another effect states otherwise). Essentially, it becomes the center of attention. In addition to this, any creature attacking it has half accuracy for the rest of the battle.
Canceled by: Blind, Sonar Sense, Tremor Sense, Heat Sense, Diurnal Spirit
Untrainable
Blend-In
Easily adapts to any environment, making it fit in anywhere it goes. When the creature takes elemental damage from any source, it gains a Weak Resistance to that element until its next turn. Taking a new kind of elemental damage will override the previous resistance.
Untrainable
Blessing of the Shadows
The creature was revived from the Temple of Shadows, and was blessed by the Shadows in turn. Creatures with this blessing can also "see in the dark" - no matter how dark it is. Only creatures revived from the Temple of Shadows can have this ability.
Effects: Gives Shadow Immunity and Nightvision, Cannot attack or be attacked by any other creature with this ability
Untrainable
Blind
This creature cannot see visible light. The creature is immune to effects requiring sight, such as the secondary effects of many light and dark attacks. It also has half accuracy at all times, unless it is using a psychic move.
Immune to: Bioluminescence (Ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Untrainable
Bloodthirsty
This creature is out for blood, and it absolutely will not stop once it gets a taste. When the opponent drops to 1/2 its stamina or less, it goes into a frenzy (see below for effects). The frenzy ends when either the opponent is knocked unconscious (or killed), or when the Bloodthirsty creature has reached 1/2 its stamina or less.
Frenzy state: +5 Strength, +2 Dexterity, -5 Mentality, Cannot be controlled
Untrainable
Blubber
This creature has a thick layer of fat, giving it weak cold resistance, and resistance to the chilling effects of cold moves.
Cancels:
Blizzard (cancels half accuracy only, not damage)
Chill
Freeze
Ice Trap
Powder Snow
Untrainable
Botanical Growth
The creature was enhanced at the Vernal Herbarium, and now appears to be a little more plant than flesh in some ways. Creatures with this ability have "Chlorophyll", in addition to heightened sensitivity to tremors. Only creatures botanically enhanced in the Vernal Herbarium can have this ability.
Effects: Gains Earth Resistance and Chlorophyll
Immune to: Earthshake, Fissure, Rake the Earth, Cannot attack or be attacked by any other creature with this ability
Untrainable
Buoyancy
The creature can float on water without risk of drowning. This does not inherently give the creature the ability to swim underwater or the ability to breathe water. They simply float without trouble.
Effects (active while in water): Water Resistance
Untrainable
Carapace
The creature is surrounded by super-hard shell-like armor.
Effects:
Carapace has a Resistance and Stamina equal to 1/2 the creature's Stamina - always rounded down with a minimum of 1 Resistance.
The Carapace's HP is its Stamina x5
Example: if the creature has a Stamina of 10, then the carapace has a Resistance of 5, Stamina of 5, and HP of 25.
Whenever the creature is attacked, the damage is dealt to the carapace instead of the pet.
Once the carapace's Stamina is depleted, then the pet starts taking damage into its own Stamina. The damage the carapace takes lasts until the pet heals properly.
Untrainable
Cavalry
This creature is trained to not be afraid of battle. It learns to accept a rider's movements while they're fighting, and it can also use (most) attacks of its own while carrying a rider. Only the creature or the rider may attack each turn, unless the creature also has the ability 'War Trained'.
5 TP
Cave Crawler
This creature feels at home in dark, enclosed places and can navigate pitch black caves with ease.
Effects: Gives Weak Shadow Resistance, +1 Dexterity and +1 Mentality in Caves
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Chaotic Armor
This creature has been ‘blessed’ by chaos. The creature cannot control its own toughness during battle. Sometimes it is tougher than an Inkrum’s shell, and sometimes it could be knocked over by a feather. At the beginning of each turn, roll a 10-sided die. The creature’s Resistance is the result of the roll for the duration of that turn.
Untrainable
Chaotic Blood
This creature has been ‘blessed’ by chaos. The creature cannot control its own health during battle. It could shrug off a fire blast to the face just to fall over from stubbing its toe a second later. At the beginning of each turn, roll a 10-sided die. The creature’s base Stamina is the result of the roll for the duration of that turn.
Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on its next turn to become conscious again. If it fails, the battle is over. If this ability causes the creature to reach -10 hp or less at any point, then the creature dies.
Untrainable
Chaotic Heart
This creature is the ultimate embodiment of chaos. It seems completely unstable in every way. If you bring this creature into battle… you better hope that luck is on your side. At the beginning of each turn, roll a 10-sided die. The creature’s base Stamina is the result of the roll for the duration of that turn. Repeat this for every stat the creature has (Strength, Dexterity, etc). Every turn.
Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on its next turn to become conscious again. If it fails, the battle is over. If this ability causes the creature to reach -10 hp or less at any point, then the creature dies.
Untrainable
Chaotic Mind
This creature has been ‘blessed’ by chaos. The creature cannot control its own mind during battle. It always seems distracted, as if it is listening to a song no one else can hear. If it does manage to focus all of its attention, however, it can be truly destructive. At the beginning of each turn, staff rolls a 10-sided die. The creature’s Mentality is the result of the roll for the duration of that turn.
Untrainable
Chaotic Speed
This creature has been ‘blessed’ by chaos. The creature cannot control its speed during battle. It moves as if it's never quite sure where it’s going… until it is. At the beginning of each turn, staff rolls a 10-sided die. The creature’s Dexterity is the result of the roll for the duration of that turn.
Untrainable
Chaotic Strength
This creature has been ‘blessed’ by chaos. The creature cannot control its own power during battle. Despite its best efforts, sometimes this creature's attacks just fall flat. If it does manage to land a hit at full power, the damage it can deal is truly devastating. At the beginning of each turn, staff rolls a 10-sided die. The creature’s Strength is the result of the roll for the duration of that turn.
Untrainable
Chaotic Nature
This creature is not bound by elemental affinities, and there's something inherently unstable about it as a result. Attacking such a creature has been known to produce... interesting results, if you should choose to do so.
If the creature is attacked with a physical move, roll a 10-sided dice. The effect of the dice roll takes effect immediately.
Effects:
1 - Euphoric Goop
2 - Pollen Dust
3 - Give Way
4 - Fiery Soul
5 - Big Bubble
6 - Intangible Body
7 - Shadow Meld
8 - Divine Strength
9 - Freeze
10 - Nothing Happens
Untrainable
Chlorophyll
The creature absorbs strength from the surrounding light, naturally regaining vitality over time.
Effects:
Regain 1 HP per turn normally.
Regain 2 HP on a turn if the following moves are used: Bathe in Light, Shadow Protection, Wing of Light, Flash, Shimmer, Starlight, Crescent of Light, Holy Light, Holy Shield, Shield of Light, Sun from the Heavens, Sun Spot
Regain 0 HP on a turn if the following moves are used: Darkness, Spook, Vanish, Cloak of Shadows, Nether Sphere (on hit), Darkness Drain, Shadow Fury
HP regained never exceeds the creature's maximum HP.
Untrainable
Circuitry Problem
Whether it's been damaged or it was never built quite right in the first place, this creature has a problem with its internal wiring. Every turn in battle, there is a 10% chance of the creature going "haywire" and disobeying its owner.
Effects: Every turn, roll a d10. If a 1 is rolled, the creature cannot be controlled for the rest of the battle.
Untrainable
City Dweller
The creature is well adapted to live in the "urban jungle", and knows the dangers of the city as well as how to hide within it most effectively.
Effects: Gives Weak Acid Resistance, +1 Mentality and +1 Dexterity in cities.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Commanding Presence
The creature commands a mixture of awe and terror in friends and foes alike. All foes get -1 dexterity when fighting the creature, and all "allies" get +1 stamina while around the creature with Commanding Presence. If used together with Intimidation, the -1 Dexterity does not come into effect.
Effects: All foes have -1 Dexterity, All allies have +1 Stamina, Does not stack with ‘Intimidation’
Canceled by: Hardy
Untrainable
Corroding Body
The powerful acid dripping from this creature’s body will corrode or melt through just about anything. Immune to acid damage. If the creature is damaged by a melee attack [Mel], it deals 2 points of acid damage immediately. If the opponent uses a grapple move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gains Acid Immunity, [Mel] attacks against the creature causes 2 points of acid damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of acid damage
Untrainable
Cybernetics
The creature was enhanced at the East Wing, and now appears to be a little more robot than flesh in some ways. Creatures with this ability also have infra-red/heat-vision. Only creatures cybernetically enhanced in the East Wing can have this ability.
Effects: Gains Electrical Resistance, Iron Will, and Thermal Vision, cannot attack or be attacked by any other creature with this ability.
Untrainable
Danger Sense
This creature has an unnaturally good sense for when something bad is about to happen, allowing it to instinctively avoid the opponent's first attack in battle. Moves that are based on sound or those that are hard to predict will still affect it, however.
Canceled by: All [SnD] moves, Surprise!, Sweet Scent, Explosion, Sparkling Dust, Spook, Flash, Shimmer, Euphoric Goop/Vapors, Sand Toss
7 TP
Deaf
This creature cannot hear, or its range of hearing is far outside the norm. The creature is immune to sound-based attacks and effects (both good and bad), but has a 25% chance to not avoid any attacks made on it that would have otherwise missed.
Effects:
Immune to [Snd] Attacks
For every attack made against this creature, roll an additional d4. If the roll is a 4, it hits even if the move would otherwise have missed.
Untrainable
Deceptive Lure
The creature acts "cute", or "attractive", or so delectably "edible and helpless" that it brings the foe foolishly close enough for a fatal first strike.
If this creature moves second in the first round of a battle, their first move deals x1.5 damage. This ability does not work if the creature also has Commanding Presence or Intimidation.
Canceled by: Danger Sense
Untrainable
Desert Dweller
This creature can survive longer than most in even the harshest desert climates. They use water efficiently and know where to find precious resources.
Effects: Gives Weak Fire Resistance, +1 Dexterity and +1 Resistance in Deserts
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Diurnal Spirit
This creature is instinctively familiar with the brightness of day. This creature cannot be affected by any effect that sheds bright light. It does however, take regular light damage. Creatures with this ability cannot be taught ‘Nightvision’.
Cancels: Bioluminescence (Ability), Bathe in Light (½ accuracy), Flash, Shimmer, Starlight
5 TP
Double-Headed
Two heads are better than one! When using a "head-related" attack, both heads attack at once. The creature’s second head uses the same move as the first one, but deals half damage and applies no secondary effect if the move has one.
Applicable moves:
Untrainable
Electrical Body
This creature’s body is made of (or emits) pure electricity. Immune to electrical damage. Takes double earth damage. If the creature is damaged by a melee attack, it deals 2 points of electric damage immediately. If the opponent uses a gripping move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gives Electrical Immunity and Earth Weakness, [Mel] attacks against the creature causes 2 points of electrical damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of electrical damage
Untrainable
Empathetic Link
Has no use in battle. The creature can sense the emotions of those around it and choose to project their own emotions to those nearby.
Untrainable
Endurance
This creature is capable of running or walking for a long time without tiring. Allows it to use "Run" and "Dash" more than once per battle.
4 TP
Enigmatic
This creature is powerfully magical. It has 30 MP and can learn up to 30 MP worth of magic spells. To learn more about how creatures use magic, please visit the magical creatures guide.
Untrainable
Eternal Tears
The creature lacks confidence in itself and has a defeatist attitude. The creature will flee from battle or simply refuse to continue fighting if it has exactly 1 point of Stamina left. This happens regardless of whether it's the creature’s turn to make a move. As such, it forfeits and loses the battle before being knocked unconscious.
Untrainable
Ethereal
An ethereal creature cannot touch anything in a physical way, and it cannot be touched by others. This creature cannot wear or use items that require touch (such as ribbons and collars) or use Physical moves. Elemental and magical damage affect this creature normally, and it is weak to psychic damage.
Effects: Gives Physical Immunity and Psychic Weakness, cannot use Physical moves
Untrainable
Faerie Fault
A faerie fault is similar to a weakness, but instead of an element, the weakness is to a particular material or source of damage. Items (such as weapons) made with the material do twice as much damage, and the creature cannot wear or benefit from such items.
Faerie faults must be chosen from the following categories, unless otherwise approved by staff: Wood, Animal, Metal, or Magic
Note: Faerie faults are not activated by living creatures (such as robots for metal or claws for animal), only items made from that material.
Untrainable
Flame Body
This creature is made entirely of flames, or it emits a significant amount of flame from its body. Immune to fire, but takes extra damage from water. If the creature is damaged by a melee attack [Mel], it deals 2 points of fire damage immediately. If the opponent uses a gripping move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gives Fire Immunity and Water Weakness, [Mel] attacks against the creature causes 2 points of fire damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of fire damage
Untrainable
Float
The creature is constantly floating and does not touch the ground. While in the air, it is resistant to earth damage and has increased dexterity. If this ability is canceled by the effects of a move, the creature will resume floating 2 turns after it is grounded.
Effects (in air): Gives Earth Resistance, +2 Dex
Cancels: Reverse Gravity
Untrainable
Forest Dweller
In a forest, this creature can easily blend in and survive. They’re at home among the trees, and can easily find something to eat in the wild.
Effects: Gives Weak Earth Resistance, +1 Resistance and +1 Dexterity in forests.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Frenzy
A frenzied creature cannot control itself once it's been damaged significantly. When the creature drops to 1/2 its stamina or less, it goes into a frenzy, gaining a +5 to its Strength, +2 to its Dexterity, and -5 to its Mentality. During the Frenzy, the creature cannot be controlled. The creature will "fight for its life" against whatever did damage to it. This includes allies. Frenzy ends when the creature is either healed back to over ½ its stamina, it becomes unconscious, or when the threat is dead (unconscious).
Frenzy state: +5 Strength, +2 Dexterity, -5 Mentality, Cannot be controlled
Untrainable
Gleam
The user is able to reflect a bright light off of its skin/feathers/fur. This increases the user's Resistance or Strength by 1. The user may choose which stat to increase. This must be chosen at the beginning of battle. It cannot be used more than once.
Untrainable
Hardy
Creature is strong in body, mind, and spirit. Intimidation and Commanding Presence do not affect this creature at all. In addition, anything affecting the creature's stats over time only works for up to three turns. (If the effect would go beyond that normally, it will be canceled after three turns. Any effect lasting less than three turns is unchanged.)
Cancels: Intimidation, Commanding Presence
5 TP
Heart of the Guardian
Choose a single life-form (character, pet, etc). That life-form is the creature’s “one”. This creature has 100% loyalty (not measured in numbers) with its “one”, and no move, ability, or magic can cause this creature to harm its “one”. This negates all loyalty requirements, but does not automatically grant loyalty bonuses, so be sure to still track loyalty for that reason.
The creature can still potentially be mind controlled, but it would never hurt its “one”. If any effect would cause this creature to hurt its “one”, it simply does nothing instead. The creature will do its best to obey its “one” during training, making the process a bit easier. The creature cannot gain loyalty to any other life form.
Untrainable
Heat Sense
The creature can ‘see’ heat. If the creature is also blind, it is not affected by the accuracy penalty. If the creature takes Fire or Cold damage, it will be temporarily overwhelmed and has half accuracy on their next attack or as long as the Fire or Cold damage continues to effect them.
Immune to Secondary Effects: Bioluminescence (ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Untrainable
Hive Mind
These creatures belong to a hive, and they gain strength in numbers. It is almost as if they can read the minds of other creatures in their hive. Creatures with "hive mind" can never be attacked by another creature of the same species.
Each creature gains +1 mentality for each creature of the same species they are grouped with other than themselves. In order to receive this bonus, all other creatures in the hive must also have Hive Mind. This effect caps at +5 mentality. For example, a group of 6 Formica gain a +5 mentality bonus each.
Untrainable
Ice Body
This creature’s body is freezing cold to the touch. Immune to cold damage. Takes double fire damage. If the creature is damaged by a melee attack [Mel], it deals 2 points cold damage immediately. If the opponent uses a grappling move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gains Cold Immunity and Fire Weakness, [Mel] attacks against the creature causes 2 points of cold damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of cold damage.
Untrainable
Illness
This creature is chronically ill. The creature always receives 1.5x damage from any attack.
Untrainable
Immobile
The creature is unable to move, walk, or otherwise get about on its own. It must be carried, or become a "leech" in some cases to get about. It cannot use any moves or abilities that require it to move on its own. Honestly, it can't even bite unless something puts its hand in its mouth. Yet, it still has the ability to think and perceive, which has to be useful for something…
This creature has 0 dexterity when its opponents roll a to-hit roll against it and cannot move of its own free will.
Can use the following moves only:
Untrainable
Impermeable
This is a difficult creature to kill. One cannot even begin to reach its “HP” without a great amount of either luck or skill.
Effects: The creature has a number of "shell points" equivalent to its resistance. For each attack that hits, roll a 10 sided die. If you roll a 10, damage is done normally. If you roll a 6-9, reduce the damage taken by half. If you roll a 1-5, the creature’s shell points are lowered by 1. If the creature is hit by full or half damage, its resistance stat applies as normal.
Once the creature's shell points are brought to 0, all attacks deal damage normally.
If a [Grp] move is used on a creature with Impermeable, the creature's movement is restricted as usual, but any DoT effects must be rolled for at the start of each turn it remains grappled. DoT effects from [Grp] moves can reduce the creature's shell points.
If a [DoT] move that is NOT a [Grp] move is used on a creature with Impermeable, the DoT effect only takes hold if the user rolls a 6-10. On a 1-5, the DoT effect is cancelled. Damage taken from [DoT] moves without [Grp] do not remove the creature's shell points.
Infectious Bite
There is something horrible and nasty living in this creature’s mouth. All bite-related attacks that the creature uses infects the foe with a terrible sickness, temporarily lowering its Dexterity and Mentality by 1 point for a day (or until cured). This effect is applied only once and does not "stack".
Effects: Any attack with ‘Bite’ in its name, Crunch, Ebil Nom, Nibble, Nip
Untrainable
Intimidation
This creature is so intimidating that the opponent is scared senseless, so to speak. All opponents have -3 to both Dexterity and Strength when facing this creature. Intimidation does not 'stack', so facing two creatures with Intimidation won't lower the foe's stats twice.
10 TP
Iron Will
This creature has a mind of steel, and it is immune to the secondary effects of many Psychic, Light, or Shadow attacks. The damage is still done, but dizziness, confusion, mind control (etc) are not effective.
Cancels: Curse of Fatigue, Deceptive Lure, Demoralizing Cackle, Haunt (½ dexterity), Howl, Incendiary Illusion, Mental Theft (the opponent may still steal a move, but the creature will not lose their ability to perform the move), Mind Control, Mind Tap, Perpetual Gloom, Power Steal, Shackle, Sleep, Spook, Terror
Untrainable
Invisibility
This creature is functionally invisible. All attacks made against this creature have half accuracy. The creature gets an automatic +3 dexterity for to hit rolls since its opponents cannot see where it is to dodge. Invisibility is rendered completely useless against blind opponents or opponents that use some other sense to see.
Canceled by: Blind, Echolocation (move) for the duration of the move’s effect, Sonar Sense, Tremor Sense, Heat Sense, Any [Snd] or Psychic move
Untrainable
Jungle Dweller
This creature is an expert at navigating and blending into dense jungle environments.
Effects: Gives Weak Plant Resistance, +1 Mentality and +1 Resistance in jungles.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Keen Senses
This creature has a fantastical physical trait (such as eyes on the back of its head) that makes it impossible to surprise. No "sneak attacks" of any kind work on this creature.
Cancels: Surprise!, Stalk, Spook, Deceptive Lure
Untrainable
Large Stature
The creature is huge compared to others of its kind. For every [Rng] attack made against this creature, roll an additional d10. If the roll is a 10, it hits even if the move would otherwise have missed. This creature does 1 point of extra damage on all [Str] attacks.
Untrainable
Lava Bathe
This creature lives in molten lava and can swim through it as if it were water.
Effects: Gives Fire Immunity and Water Weakness
Cancels: Lava Burst, Lava Spit, Lava Spear, Smouldering Goop
Untrainable
Lifeless
The creature is not considered alive. It does not need to breathe air to survive, nor does it need to eat or sleep. Moves that require breathing (like suffocation, or toxic gasses) fail automatically against this creature. Also, this creature cannot be put to sleep.
Cancels: Emit Fumes, Sweet Song, Sleep, Sleeping Venom, Drown, Poisonous Gas, Polluted Breath, Toxic Breath
Untrainable
Light Sensitivity
This creature is sensitive to bright lights. Any light moves that cause this creature to skip any turns will skip an additional turn, and any light moves that halve its accuracy will reduce its accuracy by 3/4s.
Untrainable
Linked Sense XXX
Choose one sense: taste, sight, touch, hearing or smell. The creature has a link to another being (character or creature) that allows it to share information from the chosen sense with the other. 'Sight' lets the linkmate see what the creature is currently seeing, 'hearing' what it currently hears, 'smell' what it can currently smell, etc.
A creature can have this ability multiple times - once for each sense. You cannot ever change who the creature is linked to or which sense it affects.
Untrainable
Lone Wolf
This creature would really rather be left alone. So much so, in fact, that it will suffer a stat penalty when confronted with others of its kind. When "teamed up" with another critter of the same species, all of its stats temporarily are reduced by 1 for each creature in the group in addition to itself. This effect caps out at -3. A creature cannot have their stamina reduced to less than 1 by this ability.
Untrainable
Loosen Feathers/Fur
Sheds fur or feathers when frightened. Reduces damage from "gripping attacks", such as "crunch", and all "bite" attacks.
The following moves do 2 less damage: Any attack with ‘Bite’ in its name, Constrict, Drown, Snatch, Vice Grip, Choking Vines, Depth's Hold, Crunch, Ebil Nom, Nibble, Nip, Constrict, Snatch
5 TP
Magical Touch
This creature is slightly magical. It has 3 MP and can learn up to 3 MP worth of magic spells. To learn more about how creatures use magic, please visit the [magical creatures guide].
Untrainable
Magical
This creature is magical. It has 10 MP and can learn up to 10 MP worth of magic spells. To learn more about how creatures use magic, please visit the [magical creatures guide].
Untrainable
Magically Resistant
This creature has a supernatural guard against magic. Whenever a harmful or hindering magical spell does damage it is reduced by 50%, rounded up. If it has a duration lasting a number of turns that number is reduced by 50%, rounded up. All other spell effects occur as normal. This ability only affects magic, and not regular moves or abilities.
Untrainable
Malleable Form
This creature has a malleable body, making it resistant to any damage that makes physical contact.
Effects: [Str] moves against this creature do half damage (this is calculated like a resistance)
Cancels: Shred (debuff), [Grp] moves
Untrainable
Mechanical Mind
This creature is either a machine or… something else. Either way, it doesn't think the same way as other creatures and has few emotions. As a result, any attacks that affect the mind or soul have no effect on this creature.
Cancels: Curse of Fatigue, Deceptive Lure, Demoralizing Cackle, Dizzy Mind, Ethereal Claw, Euphoric Goop/Vapors, Haunt (½ dexterity), Howl, Illusion, Incendiary Illusion, Lifetap, Mental Theft, Mind Control, Mind Flay, Mind Rot, Mind Soothe, Mind Tap, Nightmares, Perpetual Gloom, Psychic Distortion, Redemption, Sleep, Soul-Strike, Terror, Torment, Waking Nightmare, Spook
Untrainable
Magnetic Influence
This creature is able to affect the magnetic field around itself. Any opponent made primarily out of metal will be pushed back, not allowing it to make contact with this creature.
Effect: [Robots] cannot use [Mel] attacks against this creature.
Untrainable
Moist Skin
This creature must keep its skin wet at all times. If the creature is out of water for more than 3 turns in battle, it loses 2 points of HP every turn until it reaches water again. Being hit by a Water element move will reset this timer, but the creature still takes normal water damage.
Untrainable
Mountain Dweller
This creature feels at home in rocky mountain environments. They’re generally very tough, and naturally excellent rock climbers.
Effects: Gives Weak Wind Resistance, +1 Resistance and +1 Dexterity in cities.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Natural Antivenom
This creature has a natural immunity to poisons. This creature takes regular acid damage, but is not affected by poisons.
Cancels: Any DoT - P, Crippling Poison (dex debuff), Intoxication, Polluted Breath, Projectile Poison, Sleeping Venom
Untrainable
Natural Immunity
This creature is immune to all kinds of disease and sickness. This creature takes regular acid and shadow damage, but is not affected by disease.
Cancels: Corruption, Decay, Infect, Mind Rot, Parasitic Virus, Plague, Plague Breath, Weakness, Wither
Untrainable
Nightvision
This creature can see well in the dark. It is immune to many shadow effects, but takes regular shadow damage. Creatures with this ability cannot be taught ‘Diurnal Spirit’.
Cancels: Darkness (½ accuracy), Shadow Strike (skipped turn), Spook, Vanish, Umbral Bond
5 TP
Pacifism
This creature is just too sweet (or… dumb) to want to fight. Every time it uses a move, flip a coin. If heads, the creature acts normally. If tails, they will do nothing.
Untrainable
Pack Instincts
This creature has a natural instinct for how to work in a group. When "teamed up" with another critter of the same species, ALL of its stats gain +1 for each other creature in the group in addition to itself. This effect caps out at +3. In order to receive this bonus, the other creatures in the pack must also have Pack Instincts.
Untrainable
Parasitic Virus
While the creature itself seems healthy, it carries a very fatal disease. Anyone within [Mel] distance of the creature has a chance to catch the disease. Each turn that the creature is in melee range, flip a coin. A heads results in the opponent’s Stamina and Resistance dropping by 1 point. If this drops a creature’s Stamina below 0, it dies. The creature must be healed by a healer in order to recover from the stat loss.
Untrainable
Perpetual Agony
The creature is in constant pain due to a permanent malady. Every attack against this creature does an additional 1 point of damage. (Does not increase [DoT] effects.)
Untrainable
Phoenix-Blooded
The creature can die at will, spawning a single new egg upon its death. This egg is not the same creature, exactly, but rather a brand new creature with the original creature’s spirit. If this creature dies (whether in battle or because it chooses to be reborn), the creature will be returned to its youngest available stage. All of its levels and training will be reset. However, its loyalty will remain the same. It remembers you, on some level. If you somehow manage to revive the creature before this ability takes effect, the process is interrupted and the creature is revived as normal.
Untrainable
Plains-Runner
This creature is at home on the wide open plains, allowing it to travel wide open spaces with ease.
Effects: Gives Weak Light Resistance, +1 Mentality and +1 Dexterity in plains.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Poisonous Skin
This creature is poisonous to the touch. If damaged by a [Mel] attack, the opponent takes 2 points of damage every turn afterwards. This is considered a [DoT - P] effect. This effect does not “stack” - further attacks do not cause additional damage.
Untrainable
Prismatic Refraction
At the beginning of each turn, roll an 11-sided die. The number rolled determines what immunity the creature has the next turn. 1 = fire, 2 = water, 3 = cold, 4 = wind, 5 = electricity, 6 = light, 7 = shadow, 8 = acid, 9 = earth, 10 = psychic, 11 = plant. The immunity will change every turn.
Untrainable
Refined Senses
Do you know what happens when you attack a very sharp and brilliant mind? You don't, that's what! The creature is able to sense its surroundings so well that most attacks are less effective against it.
Effect: This creature has a 50% chance of dodging the first move of any battle. If this creature also has Danger Sense, this ability activates on the second turn instead.
Canceled by: All [SnD] moves, Surprise!, Sweet Scent, Explosion, Sparkling Dust, Spook, Flash, Shimmer, Euphoric Goop/Vapors
Untrainable
Sand Swim
This creature can burrow through sand as easily and gracefully as a fish swims in water.
Effects: Gives Earth Immunity and Water Weakness
Untrainable
Slime
This creature is naturally super slimy, or it will defensively produce a ton of slime when frightened. If the creature is attacked by a [Mel] attack, the slime reduces the opponent's dexterity by 1 point every time this happens. The "slime" (and stat loss) can be removed only after the battle is over.
Untrainable
Sloth
The creature frequently falls asleep and is generally lazy. Every turn, flip a coin. If heads, the creature is awake and can attack/move as normal. If tails, the creature falls asleep. It heals 10 HP for each turn it is asleep. While the creature is asleep, continue to flip a coin each turn, on heads the creature wakes back up and can act as normal for that turn.
Untrainable
Small Stature
The creature is especially small for a creature of its kind. For every [Rng] attack made against this creature, roll an additional d10. If the roll is a 1, it misses even if the move would otherwise have hit. This creature does -1 damage on all [Str] attacks.
Untrainable
Sonar Sense
The creature does not see normally, and instead it uses sonar to ‘see’. It is immune to most secondary effects of light and dark attacks. Attacks related to sound are doubly effective against the creature.
Cancels: Bioluminescence (Ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Takes double damage: Any move with the [Snd] tag
Untrainable
Speak
This creature is able to learn how to speak a language. To learn a language, the pet must be taught using the ‘Foreign Language’ skill. Each new language will require taking the skill again. Creatures with this ability must be taught to speak, they do not automatically know a language when they are born.
Note: Creatures with the ability ‘speak’ are always Cunning 5: Sentient, even if their species is not usually sentient.
Untrainable
Super-Luck
Ever met someone who seemed unnaturally lucky? This creature is so lucky that it almost defies belief. Any time a die is rolled for this creature that is not a to-hit roll or a contest, roll that die twice and take the more favorable result. Maybe a little bit of their luck will rub off on their owners as well, making them a bit more fortunate whenever loot is involved.
Untrainable
Survival Instincts (aka Eidolon Endeavor)
The creature simply refuses to die, and it will fight far past the normal limitations. This creature will remain conscious even after it's reached 0 Stamina. In fact, it can keep fighting until it reaches -10 HP, at which point it will finally die.
Note: If the creature’s ability to survive is supernatural, this ability is called Eidolon Endeavor instead of Survival instincts.
Untrainable
Stone Skin
This creature has a hide that is as tough as stone. This creature takes 1 less damage from any Physical attack. Does not apply to [DoT] damage.
5 TP
Thick Fur
The creature's exceptionally thick fur helps protect it from damage, but it does not do well in the heat. As long as it keeps cool (and gets brushed often), it should be fine. Creatures with thick fur shed a ton, which makes them difficult to hold on to.
Effects: Gives Weak Physical Resistance, +3 to any roll needed to escape [Grp] attacks
Untrainable
Thorny Body
This creature is covered in a significant amount of thorns which pierce anything that comes into contact with it. If hit with a melee attack [Mel], the attacker takes 1/2 the amount of its own strength as damage. Resistance (the stat) does not affect damage taken from Thorny Body, but Physical Resistance or Immunity can reduce it as usual. If the opponent uses a gripping move, the attacker takes 2 additional damage for every turn the gripping move is active.
For example, if a creature with 10 strength hits something with a Thorny Body, it takes 5 physical damage.
Effects: [Mel] attacks against the creature cause physical damage equal to the attacker’s Strength divided by 2, and any [Grp] move with the [Mel] tag causes an additional 2 points of physical damage.
Untrainable
Tremor Sense
The creature can use vibrations in the earth to 'see'. It is immune to all secondary effects of light and dark attacks. If the creature is also blind, it is not affected by the accuracy penalty. If opponents are using the abilities that remove them from the ground, or if the creature itself is lifted off the ground by a move or ability, their tremor sense is not effective.
Immune to Secondary Effects: Bioluminescence (Ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Canceled by: Aquatic, Swim, Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Climb, Wall Walk, Wing of Light, Sand Swim, and Lava Bathe
Untrainable
Tundra-Dwelling
This creature is at home on the frozen tundra. They don’t get cold easily, and in fact would probably like to sleep outside in the winter.
Effects: Gives Weak Cold Resistance, +1 Resistance and +1 Strength in tundras.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Umbral Bond
An unnatural bond exists between this creature and its shadow. The shadow mimics its owner and attacks as well.
Effects: The shadow acts as a separate creature in the fight with 1 point in each stat. If the shadow is killed, this ability is nullified for the rest of the battle until the creature is healed. Every damaging move used by the user is repeated by the shadow (using its stats), but no secondary effects (including [DoT]) are duplicated.
Untrainable
Uncontrollable Rage XXX
Whenever the creature sees, smells, or otherwise senses the presence of a set "trigger", the creature in question becomes uncontrollable, and will stop at nothing to destroy said trigger. At this point, all commands taught are useless until the enraged creature has been subdued or destroys the "trigger".
Uncontrollable Rage triggers must be one of the following:
- People
- Any existing numbered MML or WELP species.
-Moves of any selected element.
-A particular category of held item (such as swords or ribbons).
-Moves or abilities related to a particular concept (must have a list created and approved by staff).
Untrainable
Unlucky
Oh boy, this creature just cannot catch a break. Any time a die is rolled for this creature that is not a to-hit roll or a contest, roll that die twice and take the less favorable result. Unfortunately, their bad luck is contagious, so you might want to watch out if you take them anywhere where loot is involved.
Untrainable
Water Dweller
The creature spends most of its time in or around water, though it is not necessarily aquatic. The creature can use Swim and another move in the same turn.
Untrainable
Wind Avatar
The creature is able to walk (or bound) on air, as though it were solid ground. This is similar to flying, but does not grant any bonuses to dexterity. It does however, allow the creature to reach new places, and ‘catch’ flying creatures off guard. It is also immune to wind damage.
Effects: Wind Immunity
Cancels: Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Wing of Light, Rake the Earth
Untrainable
Winter Coat/Summer Coat
This creature grows a thick layer of fur in the winter and thins out during summer, making it equally capable of survival in both seasons.
During the autumn and winter, this creature has weak cold resistance and is unaffected by the secondary effects of cold moves.
Effects: Weak Cold Resistance, +1 Resistance
Cancels: Blizzard (cancels half accuracy only, not damage)
Chill
Freeze
Ice Trap
Powder Snow
In the spring and summer, the creature has weak fire resistance and is unaffected by the secondary effects of fire moves.
Effects: Weak Fire Resistance, +1 Dexterity
Cancels: Smoke
Note: These resistances are applied/determined at the start of a tournament, so if a tournament starts in winter and lasts into spring, the creature continues to have the "winter coat" effects in its spring battles as well.
Untrainable
Abilities are listed like this:
Name of Ability
Effect of Ability
Cost to Train (if trainable) or Untrainable
Effect of Ability
Cost to Train (if trainable) or Untrainable
Acid Fang
The corrosive acid produced in the creature’s mouth eats away at the opponent's flesh when the creature bites down. This causes 2 points of Acid damage whenever it performs a bite-related attack.
Affects: Any attack with ‘Bite’ in its name, Crunch, Ebil Nom, Nibble, Nip
Untrainable
Adaptable
This creature is capable of adapting quickly to different environments. It can be trained two of the following abilities: Cave Crawler, Desert Dwelling, Forest Dweller, Jungle Dweller, Mountain Dweller, Plains-Runner, and Tundra-Dwelling. This creature does not suffer any penalties while in either of its preferred environments.
Additionally, the first one trained costs 2 training points; the second, however, costs the normal cost of 5.
Untrainable
Alpha
Every team needs a leader, and the alpha creature naturally takes that place. When "teamed up" with another critter of the same species, all of its stats gain +1 for each other creature in the group in addition to itself. This effect caps out at +3. In order to receive this bonus, the other creatures in the pack must also have Pack Instincts. This effect stacks with "Pack Instincts".
Only one creature may benefit from Alpha at a time. If two (or more) creatures have the ability Alpha, the player(s) controlling them must choose which one receives this bonus.
Requires "pack instincts" to teach.
10 TP
Amphibious
This creature can breathe air as well as water. While in the water, the creature has resistance to water damage, and increased resistance. When used with Swim, neither of the effects stack.
Effects (in water): Gives Water Resistance, +2 Resistance
Cancels: Drown
Untrainable
Aquatic
This creature is fully aquatic. The creature must stay in water - no land battles. While in the water, the creature has resistance to water damage, and increased resistance. When used with Swim, neither of the effects stack
Effects (in water): Gives Water Resistance, +2 Resistance
Cancels: Drown
Untrainable
Arboreal
The creature spends most of its time climbing or in trees. It rarely touches the ground. The creature can use Climb and another move in the same turn.
Untrainable
Assimilate
Allows a creature to assimilate a devoured opponent, adding its power to its own. Any time an opponent is "Devoured", 1/4 of the devoured creature’s stats are added to the creature that assimilated it. This ability activates on the turn after the move "Devour" is used. The effect wears off at the end of the fight.
Untrainable
Bioluminescence
The creature's body gives off a constant source of light, allowing it to see well in the dark and attract other creatures to it. When in a group, the creature with this ability will be the target of all incoming attacks until it has been defeated (or another effect states otherwise). Essentially, it becomes the center of attention. In addition to this, any creature attacking it has half accuracy for the rest of the battle.
Canceled by: Blind, Sonar Sense, Tremor Sense, Heat Sense, Diurnal Spirit
Untrainable
Blend-In
Easily adapts to any environment, making it fit in anywhere it goes. When the creature takes elemental damage from any source, it gains a Weak Resistance to that element until its next turn. Taking a new kind of elemental damage will override the previous resistance.
Untrainable
Blessing of the Shadows
The creature was revived from the Temple of Shadows, and was blessed by the Shadows in turn. Creatures with this blessing can also "see in the dark" - no matter how dark it is. Only creatures revived from the Temple of Shadows can have this ability.
Effects: Gives Shadow Immunity and Nightvision, Cannot attack or be attacked by any other creature with this ability
Untrainable
Blind
This creature cannot see visible light. The creature is immune to effects requiring sight, such as the secondary effects of many light and dark attacks. It also has half accuracy at all times, unless it is using a psychic move.
Immune to: Bioluminescence (Ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Untrainable
Bloodthirsty
This creature is out for blood, and it absolutely will not stop once it gets a taste. When the opponent drops to 1/2 its stamina or less, it goes into a frenzy (see below for effects). The frenzy ends when either the opponent is knocked unconscious (or killed), or when the Bloodthirsty creature has reached 1/2 its stamina or less.
Frenzy state: +5 Strength, +2 Dexterity, -5 Mentality, Cannot be controlled
Untrainable
Blubber
This creature has a thick layer of fat, giving it weak cold resistance, and resistance to the chilling effects of cold moves.
Cancels:
Blizzard (cancels half accuracy only, not damage)
Chill
Freeze
Ice Trap
Powder Snow
Untrainable
Botanical Growth
The creature was enhanced at the Vernal Herbarium, and now appears to be a little more plant than flesh in some ways. Creatures with this ability have "Chlorophyll", in addition to heightened sensitivity to tremors. Only creatures botanically enhanced in the Vernal Herbarium can have this ability.
Effects: Gains Earth Resistance and Chlorophyll
Immune to: Earthshake, Fissure, Rake the Earth, Cannot attack or be attacked by any other creature with this ability
Untrainable
Buoyancy
The creature can float on water without risk of drowning. This does not inherently give the creature the ability to swim underwater or the ability to breathe water. They simply float without trouble.
Effects (active while in water): Water Resistance
Untrainable
Carapace
The creature is surrounded by super-hard shell-like armor.
Effects:
Carapace has a Resistance and Stamina equal to 1/2 the creature's Stamina - always rounded down with a minimum of 1 Resistance.
The Carapace's HP is its Stamina x5
Example: if the creature has a Stamina of 10, then the carapace has a Resistance of 5, Stamina of 5, and HP of 25.
Whenever the creature is attacked, the damage is dealt to the carapace instead of the pet.
Once the carapace's Stamina is depleted, then the pet starts taking damage into its own Stamina. The damage the carapace takes lasts until the pet heals properly.
Untrainable
Cavalry
This creature is trained to not be afraid of battle. It learns to accept a rider's movements while they're fighting, and it can also use (most) attacks of its own while carrying a rider. Only the creature or the rider may attack each turn, unless the creature also has the ability 'War Trained'.
5 TP
Cave Crawler
This creature feels at home in dark, enclosed places and can navigate pitch black caves with ease.
Effects: Gives Weak Shadow Resistance, +1 Dexterity and +1 Mentality in Caves
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Chaotic Armor
This creature has been ‘blessed’ by chaos. The creature cannot control its own toughness during battle. Sometimes it is tougher than an Inkrum’s shell, and sometimes it could be knocked over by a feather. At the beginning of each turn, roll a 10-sided die. The creature’s Resistance is the result of the roll for the duration of that turn.
Untrainable
Chaotic Blood
This creature has been ‘blessed’ by chaos. The creature cannot control its own health during battle. It could shrug off a fire blast to the face just to fall over from stubbing its toe a second later. At the beginning of each turn, roll a 10-sided die. The creature’s base Stamina is the result of the roll for the duration of that turn.
Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on its next turn to become conscious again. If it fails, the battle is over. If this ability causes the creature to reach -10 hp or less at any point, then the creature dies.
Untrainable
Chaotic Heart
This creature is the ultimate embodiment of chaos. It seems completely unstable in every way. If you bring this creature into battle… you better hope that luck is on your side. At the beginning of each turn, roll a 10-sided die. The creature’s base Stamina is the result of the roll for the duration of that turn. Repeat this for every stat the creature has (Strength, Dexterity, etc). Every turn.
Don’t forget to subtract damage taken already during the battle. If this causes the creature to become unconscious (due to previous damage), the creature gets one more roll on its next turn to become conscious again. If it fails, the battle is over. If this ability causes the creature to reach -10 hp or less at any point, then the creature dies.
Untrainable
Chaotic Mind
This creature has been ‘blessed’ by chaos. The creature cannot control its own mind during battle. It always seems distracted, as if it is listening to a song no one else can hear. If it does manage to focus all of its attention, however, it can be truly destructive. At the beginning of each turn, staff rolls a 10-sided die. The creature’s Mentality is the result of the roll for the duration of that turn.
Untrainable
Chaotic Speed
This creature has been ‘blessed’ by chaos. The creature cannot control its speed during battle. It moves as if it's never quite sure where it’s going… until it is. At the beginning of each turn, staff rolls a 10-sided die. The creature’s Dexterity is the result of the roll for the duration of that turn.
Untrainable
Chaotic Strength
This creature has been ‘blessed’ by chaos. The creature cannot control its own power during battle. Despite its best efforts, sometimes this creature's attacks just fall flat. If it does manage to land a hit at full power, the damage it can deal is truly devastating. At the beginning of each turn, staff rolls a 10-sided die. The creature’s Strength is the result of the roll for the duration of that turn.
Untrainable
Chaotic Nature
This creature is not bound by elemental affinities, and there's something inherently unstable about it as a result. Attacking such a creature has been known to produce... interesting results, if you should choose to do so.
If the creature is attacked with a physical move, roll a 10-sided dice. The effect of the dice roll takes effect immediately.
Effects:
1 - Euphoric Goop
2 - Pollen Dust
3 - Give Way
4 - Fiery Soul
5 - Big Bubble
6 - Intangible Body
7 - Shadow Meld
8 - Divine Strength
9 - Freeze
10 - Nothing Happens
Untrainable
Chlorophyll
The creature absorbs strength from the surrounding light, naturally regaining vitality over time.
Effects:
Regain 1 HP per turn normally.
Regain 2 HP on a turn if the following moves are used: Bathe in Light, Shadow Protection, Wing of Light, Flash, Shimmer, Starlight, Crescent of Light, Holy Light, Holy Shield, Shield of Light, Sun from the Heavens, Sun Spot
Regain 0 HP on a turn if the following moves are used: Darkness, Spook, Vanish, Cloak of Shadows, Nether Sphere (on hit), Darkness Drain, Shadow Fury
HP regained never exceeds the creature's maximum HP.
Untrainable
Circuitry Problem
Whether it's been damaged or it was never built quite right in the first place, this creature has a problem with its internal wiring. Every turn in battle, there is a 10% chance of the creature going "haywire" and disobeying its owner.
Effects: Every turn, roll a d10. If a 1 is rolled, the creature cannot be controlled for the rest of the battle.
Untrainable
City Dweller
The creature is well adapted to live in the "urban jungle", and knows the dangers of the city as well as how to hide within it most effectively.
Effects: Gives Weak Acid Resistance, +1 Mentality and +1 Dexterity in cities.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Commanding Presence
The creature commands a mixture of awe and terror in friends and foes alike. All foes get -1 dexterity when fighting the creature, and all "allies" get +1 stamina while around the creature with Commanding Presence. If used together with Intimidation, the -1 Dexterity does not come into effect.
Effects: All foes have -1 Dexterity, All allies have +1 Stamina, Does not stack with ‘Intimidation’
Canceled by: Hardy
Untrainable
Corroding Body
The powerful acid dripping from this creature’s body will corrode or melt through just about anything. Immune to acid damage. If the creature is damaged by a melee attack [Mel], it deals 2 points of acid damage immediately. If the opponent uses a grapple move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gains Acid Immunity, [Mel] attacks against the creature causes 2 points of acid damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of acid damage
Untrainable
Cybernetics
The creature was enhanced at the East Wing, and now appears to be a little more robot than flesh in some ways. Creatures with this ability also have infra-red/heat-vision. Only creatures cybernetically enhanced in the East Wing can have this ability.
Effects: Gains Electrical Resistance, Iron Will, and Thermal Vision, cannot attack or be attacked by any other creature with this ability.
Untrainable
Danger Sense
This creature has an unnaturally good sense for when something bad is about to happen, allowing it to instinctively avoid the opponent's first attack in battle. Moves that are based on sound or those that are hard to predict will still affect it, however.
Canceled by: All [SnD] moves, Surprise!, Sweet Scent, Explosion, Sparkling Dust, Spook, Flash, Shimmer, Euphoric Goop/Vapors, Sand Toss
7 TP
Deaf
This creature cannot hear, or its range of hearing is far outside the norm. The creature is immune to sound-based attacks and effects (both good and bad), but has a 25% chance to not avoid any attacks made on it that would have otherwise missed.
Effects:
Immune to [Snd] Attacks
For every attack made against this creature, roll an additional d4. If the roll is a 4, it hits even if the move would otherwise have missed.
Untrainable
Deceptive Lure
The creature acts "cute", or "attractive", or so delectably "edible and helpless" that it brings the foe foolishly close enough for a fatal first strike.
If this creature moves second in the first round of a battle, their first move deals x1.5 damage. This ability does not work if the creature also has Commanding Presence or Intimidation.
Canceled by: Danger Sense
Untrainable
Desert Dweller
This creature can survive longer than most in even the harshest desert climates. They use water efficiently and know where to find precious resources.
Effects: Gives Weak Fire Resistance, +1 Dexterity and +1 Resistance in Deserts
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Diurnal Spirit
This creature is instinctively familiar with the brightness of day. This creature cannot be affected by any effect that sheds bright light. It does however, take regular light damage. Creatures with this ability cannot be taught ‘Nightvision’.
Cancels: Bioluminescence (Ability), Bathe in Light (½ accuracy), Flash, Shimmer, Starlight
5 TP
Double-Headed
Two heads are better than one! When using a "head-related" attack, both heads attack at once. The creature’s second head uses the same move as the first one, but deals half damage and applies no secondary effect if the move has one.
Applicable moves:
Prismatic Light
Soul Strike
Beak Break
Bite
Crunch
Headbutt
Horn Strike
Metal Bite
Nibble
Nip
Peck
Breathe Fire
Cindering Breath
Ember
Fire Spout
Flame Bite
Hot Breath
Lava Spit
Douse
Fountain Spray
Hydro Jet
Squirt
Arid Bite
Seed Spit
Spectral Bite
Winter Gust
Breath of the Dead
Demoralizing Cackle
Ebil Nom
Plague Breath
Shadow Bite
Bite of the Divine
Laser-Beam
Wrath
Acid Spit
Crippling Poison
Envenom
Lick
Poison Sting
Projectile Poison
Sleeping Venom
Smouldering Goop
Spit
Toxic Breath
Venomous Bite
Breath of the Dead
Breath of Winter
Cold Breath
Frost Bite
Ice Mist
Icicle Beam
Echolocation
Electrical Bite
Ker-Zaap!
Ping
Plasma
Sonic Waves
Sonic Blast
Zap
Dead Scream
Soul Strike
Beak Break
Bite
Crunch
Headbutt
Horn Strike
Metal Bite
Nibble
Nip
Peck
Breathe Fire
Cindering Breath
Ember
Fire Spout
Flame Bite
Hot Breath
Lava Spit
Douse
Fountain Spray
Hydro Jet
Squirt
Arid Bite
Seed Spit
Spectral Bite
Winter Gust
Breath of the Dead
Demoralizing Cackle
Ebil Nom
Plague Breath
Shadow Bite
Bite of the Divine
Laser-Beam
Wrath
Acid Spit
Crippling Poison
Envenom
Lick
Poison Sting
Projectile Poison
Sleeping Venom
Smouldering Goop
Spit
Toxic Breath
Venomous Bite
Breath of the Dead
Breath of Winter
Cold Breath
Frost Bite
Ice Mist
Icicle Beam
Echolocation
Electrical Bite
Ker-Zaap!
Ping
Plasma
Sonic Waves
Sonic Blast
Zap
Dead Scream
Untrainable
Electrical Body
This creature’s body is made of (or emits) pure electricity. Immune to electrical damage. Takes double earth damage. If the creature is damaged by a melee attack, it deals 2 points of electric damage immediately. If the opponent uses a gripping move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gives Electrical Immunity and Earth Weakness, [Mel] attacks against the creature causes 2 points of electrical damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of electrical damage
Untrainable
Empathetic Link
Has no use in battle. The creature can sense the emotions of those around it and choose to project their own emotions to those nearby.
Untrainable
Endurance
This creature is capable of running or walking for a long time without tiring. Allows it to use "Run" and "Dash" more than once per battle.
4 TP
Enigmatic
This creature is powerfully magical. It has 30 MP and can learn up to 30 MP worth of magic spells. To learn more about how creatures use magic, please visit the magical creatures guide.
Untrainable
Eternal Tears
The creature lacks confidence in itself and has a defeatist attitude. The creature will flee from battle or simply refuse to continue fighting if it has exactly 1 point of Stamina left. This happens regardless of whether it's the creature’s turn to make a move. As such, it forfeits and loses the battle before being knocked unconscious.
Untrainable
Ethereal
An ethereal creature cannot touch anything in a physical way, and it cannot be touched by others. This creature cannot wear or use items that require touch (such as ribbons and collars) or use Physical moves. Elemental and magical damage affect this creature normally, and it is weak to psychic damage.
Effects: Gives Physical Immunity and Psychic Weakness, cannot use Physical moves
Untrainable
Faerie Fault
A faerie fault is similar to a weakness, but instead of an element, the weakness is to a particular material or source of damage. Items (such as weapons) made with the material do twice as much damage, and the creature cannot wear or benefit from such items.
Faerie faults must be chosen from the following categories, unless otherwise approved by staff: Wood, Animal, Metal, or Magic
Note: Faerie faults are not activated by living creatures (such as robots for metal or claws for animal), only items made from that material.
Untrainable
Flame Body
This creature is made entirely of flames, or it emits a significant amount of flame from its body. Immune to fire, but takes extra damage from water. If the creature is damaged by a melee attack [Mel], it deals 2 points of fire damage immediately. If the opponent uses a gripping move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gives Fire Immunity and Water Weakness, [Mel] attacks against the creature causes 2 points of fire damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of fire damage
Untrainable
Float
The creature is constantly floating and does not touch the ground. While in the air, it is resistant to earth damage and has increased dexterity. If this ability is canceled by the effects of a move, the creature will resume floating 2 turns after it is grounded.
Effects (in air): Gives Earth Resistance, +2 Dex
Cancels: Reverse Gravity
Untrainable
Forest Dweller
In a forest, this creature can easily blend in and survive. They’re at home among the trees, and can easily find something to eat in the wild.
Effects: Gives Weak Earth Resistance, +1 Resistance and +1 Dexterity in forests.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Frenzy
A frenzied creature cannot control itself once it's been damaged significantly. When the creature drops to 1/2 its stamina or less, it goes into a frenzy, gaining a +5 to its Strength, +2 to its Dexterity, and -5 to its Mentality. During the Frenzy, the creature cannot be controlled. The creature will "fight for its life" against whatever did damage to it. This includes allies. Frenzy ends when the creature is either healed back to over ½ its stamina, it becomes unconscious, or when the threat is dead (unconscious).
Frenzy state: +5 Strength, +2 Dexterity, -5 Mentality, Cannot be controlled
Untrainable
Gleam
The user is able to reflect a bright light off of its skin/feathers/fur. This increases the user's Resistance or Strength by 1. The user may choose which stat to increase. This must be chosen at the beginning of battle. It cannot be used more than once.
Untrainable
Hardy
Creature is strong in body, mind, and spirit. Intimidation and Commanding Presence do not affect this creature at all. In addition, anything affecting the creature's stats over time only works for up to three turns. (If the effect would go beyond that normally, it will be canceled after three turns. Any effect lasting less than three turns is unchanged.)
Cancels: Intimidation, Commanding Presence
5 TP
Heart of the Guardian
Choose a single life-form (character, pet, etc). That life-form is the creature’s “one”. This creature has 100% loyalty (not measured in numbers) with its “one”, and no move, ability, or magic can cause this creature to harm its “one”. This negates all loyalty requirements, but does not automatically grant loyalty bonuses, so be sure to still track loyalty for that reason.
The creature can still potentially be mind controlled, but it would never hurt its “one”. If any effect would cause this creature to hurt its “one”, it simply does nothing instead. The creature will do its best to obey its “one” during training, making the process a bit easier. The creature cannot gain loyalty to any other life form.
Untrainable
Heat Sense
The creature can ‘see’ heat. If the creature is also blind, it is not affected by the accuracy penalty. If the creature takes Fire or Cold damage, it will be temporarily overwhelmed and has half accuracy on their next attack or as long as the Fire or Cold damage continues to effect them.
Immune to Secondary Effects: Bioluminescence (ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Untrainable
Hive Mind
These creatures belong to a hive, and they gain strength in numbers. It is almost as if they can read the minds of other creatures in their hive. Creatures with "hive mind" can never be attacked by another creature of the same species.
Each creature gains +1 mentality for each creature of the same species they are grouped with other than themselves. In order to receive this bonus, all other creatures in the hive must also have Hive Mind. This effect caps at +5 mentality. For example, a group of 6 Formica gain a +5 mentality bonus each.
Untrainable
Ice Body
This creature’s body is freezing cold to the touch. Immune to cold damage. Takes double fire damage. If the creature is damaged by a melee attack [Mel], it deals 2 points cold damage immediately. If the opponent uses a grappling move, the attacker takes 2 additional damage for every turn the gripping move is active.
Effects: Gains Cold Immunity and Fire Weakness, [Mel] attacks against the creature causes 2 points of cold damage to the attacker, Any [Grp] move with the [Mel] tag causes an additional 2 points of cold damage.
Untrainable
Illness
This creature is chronically ill. The creature always receives 1.5x damage from any attack.
Untrainable
Immobile
The creature is unable to move, walk, or otherwise get about on its own. It must be carried, or become a "leech" in some cases to get about. It cannot use any moves or abilities that require it to move on its own. Honestly, it can't even bite unless something puts its hand in its mouth. Yet, it still has the ability to think and perceive, which has to be useful for something…
This creature has 0 dexterity when its opponents roll a to-hit roll against it and cannot move of its own free will.
Can use the following moves only:
-Acid Burst
-Air's Wrath
-Aqua Mirage
-Arrow of Wind
-Balefire
-Bathe in Light
-Big Bubble
-Bio Pulse
-Blaze
-Blessing
-Blizzard
-Brew Sandstorm
-Call Lightning
-Call The Rains
-Chain Lightning
-Chill
-Chilling Aura
-Cloak of Shadows
-Cold Burst
-Coldflame Aura
-Corruption
-Crystalline Power
-Cure
-Cure Poison
-Curse of Doom
-Curse of Fatigue
-Darkness
-Darkness Drain
-Dark Pact
-Decay
-Deluge
-Depth's Hold
-Divine Strength
-Double Image
-Douse
-Earth Burst
-Earthen Aspect
-Electric "Burst"
-Electric Charge
-Ember
-Exorcise
-Explosion
-Fiery Soul
-Fire Burst
-Fire Shield
-Fissure
-Flash
-Foxfire
-Freeze
-Frozen Spire
-Gale Winds
-Glass Burst
-Grounded
-Hail
-Harsh Gust
-Heal
-Healing Aura
-Heat Wave
-Hibernate
-Hidden Mist
-Holy Fury
-Holy Light
-Holy Shield
-Hydro Shell
-Ice Mist
-Ice Trap
-Icicle Beam
-Illusion
-Immolation
-Incendiary Illusion
-Infernum
-Inner Warmth
-Intangible Body
-Judgement
-Ker-zaap!
-Lava Burst
-Leaf Storm
-Levitate
-Lifetap
-Light Burst
-Magic Shield
-Magnetic Pull
-Magnetic Push
-Mental Barrier
-Mental Theft
-Mind Control
-Mind Flay
-Mind Rot
-Mind Soothe
-Mist Burst
-Moonlight
-Nightmares
-Overgrowth
-Perpetual Gloom
-Phase Out
-Plague
-Plague of Insects
-Plant Burst
-Plasma
-Play Dead
-Pollen Dust
-Powder Snow
-Power Steal
-Psychic Distortion
-Purge
-Purify
-Rapid Blood
-Redemption
-Regenerate
-Regrowth
-Reverse Gravity
-Rock Shield
-Rock Tomb
-Root
-Salvation
-Sand Burst
-Shackle
-Shadow Bolt
-Shadow Burst
-Shadow Fury
-Shadow Protection
-Shield of Ice
-Shield of Light
-Shield of Stone
-Shimmer
-Silence
-Sleep
-Smoke
-Solidify
-Sparkling Dust
-Spark of Life
-Sphere of Life
-Spirit Flame
-Spore
-Starlight
-Summon Food Source
-Summon Wooden Spear
-Sun from the Heavens
-Sun Spot
-Sweet Scent
-Telekinesis
-Telekinetic Powers
-Teleport
-Tempest Aspect
-Terror
-Thunder Spheres
-Thunderstorm Chaos
-Tidal Crash
-Time Stop
-Torment
-Tornado
-Vanish
-Verdant Growth
-Waking Nightmare
-Wall of Ice
-Wall of Wind
-Water Burst
-Wave of Muck
-Whirlpool
-Whirlwind
-Wind Burst
-Winter Gust
-Wrath
-Zap
-Air's Wrath
-Aqua Mirage
-Arrow of Wind
-Balefire
-Bathe in Light
-Big Bubble
-Bio Pulse
-Blaze
-Blessing
-Blizzard
-Brew Sandstorm
-Call Lightning
-Call The Rains
-Chain Lightning
-Chill
-Chilling Aura
-Cloak of Shadows
-Cold Burst
-Coldflame Aura
-Corruption
-Crystalline Power
-Cure
-Cure Poison
-Curse of Doom
-Curse of Fatigue
-Darkness
-Darkness Drain
-Dark Pact
-Decay
-Deluge
-Depth's Hold
-Divine Strength
-Double Image
-Douse
-Earth Burst
-Earthen Aspect
-Electric "Burst"
-Electric Charge
-Ember
-Exorcise
-Explosion
-Fiery Soul
-Fire Burst
-Fire Shield
-Fissure
-Flash
-Foxfire
-Freeze
-Frozen Spire
-Gale Winds
-Glass Burst
-Grounded
-Hail
-Harsh Gust
-Heal
-Healing Aura
-Heat Wave
-Hibernate
-Hidden Mist
-Holy Fury
-Holy Light
-Holy Shield
-Hydro Shell
-Ice Mist
-Ice Trap
-Icicle Beam
-Illusion
-Immolation
-Incendiary Illusion
-Infernum
-Inner Warmth
-Intangible Body
-Judgement
-Ker-zaap!
-Lava Burst
-Leaf Storm
-Levitate
-Lifetap
-Light Burst
-Magic Shield
-Magnetic Pull
-Magnetic Push
-Mental Barrier
-Mental Theft
-Mind Control
-Mind Flay
-Mind Rot
-Mind Soothe
-Mist Burst
-Moonlight
-Nightmares
-Overgrowth
-Perpetual Gloom
-Phase Out
-Plague
-Plague of Insects
-Plant Burst
-Plasma
-Play Dead
-Pollen Dust
-Powder Snow
-Power Steal
-Psychic Distortion
-Purge
-Purify
-Rapid Blood
-Redemption
-Regenerate
-Regrowth
-Reverse Gravity
-Rock Shield
-Rock Tomb
-Root
-Salvation
-Sand Burst
-Shackle
-Shadow Bolt
-Shadow Burst
-Shadow Fury
-Shadow Protection
-Shield of Ice
-Shield of Light
-Shield of Stone
-Shimmer
-Silence
-Sleep
-Smoke
-Solidify
-Sparkling Dust
-Spark of Life
-Sphere of Life
-Spirit Flame
-Spore
-Starlight
-Summon Food Source
-Summon Wooden Spear
-Sun from the Heavens
-Sun Spot
-Sweet Scent
-Telekinesis
-Telekinetic Powers
-Teleport
-Tempest Aspect
-Terror
-Thunder Spheres
-Thunderstorm Chaos
-Tidal Crash
-Time Stop
-Torment
-Tornado
-Vanish
-Verdant Growth
-Waking Nightmare
-Wall of Ice
-Wall of Wind
-Water Burst
-Wave of Muck
-Whirlpool
-Whirlwind
-Wind Burst
-Winter Gust
-Wrath
-Zap
Untrainable
Impermeable
This is a difficult creature to kill. One cannot even begin to reach its “HP” without a great amount of either luck or skill.
Effects: The creature has a number of "shell points" equivalent to its resistance. For each attack that hits, roll a 10 sided die. If you roll a 10, damage is done normally. If you roll a 6-9, reduce the damage taken by half. If you roll a 1-5, the creature’s shell points are lowered by 1. If the creature is hit by full or half damage, its resistance stat applies as normal.
Once the creature's shell points are brought to 0, all attacks deal damage normally.
If a [Grp] move is used on a creature with Impermeable, the creature's movement is restricted as usual, but any DoT effects must be rolled for at the start of each turn it remains grappled. DoT effects from [Grp] moves can reduce the creature's shell points.
If a [DoT] move that is NOT a [Grp] move is used on a creature with Impermeable, the DoT effect only takes hold if the user rolls a 6-10. On a 1-5, the DoT effect is cancelled. Damage taken from [DoT] moves without [Grp] do not remove the creature's shell points.
Untrainable
Infectious Bite
There is something horrible and nasty living in this creature’s mouth. All bite-related attacks that the creature uses infects the foe with a terrible sickness, temporarily lowering its Dexterity and Mentality by 1 point for a day (or until cured). This effect is applied only once and does not "stack".
Effects: Any attack with ‘Bite’ in its name, Crunch, Ebil Nom, Nibble, Nip
Untrainable
Intimidation
This creature is so intimidating that the opponent is scared senseless, so to speak. All opponents have -3 to both Dexterity and Strength when facing this creature. Intimidation does not 'stack', so facing two creatures with Intimidation won't lower the foe's stats twice.
10 TP
Iron Will
This creature has a mind of steel, and it is immune to the secondary effects of many Psychic, Light, or Shadow attacks. The damage is still done, but dizziness, confusion, mind control (etc) are not effective.
Cancels: Curse of Fatigue, Deceptive Lure, Demoralizing Cackle, Haunt (½ dexterity), Howl, Incendiary Illusion, Mental Theft (the opponent may still steal a move, but the creature will not lose their ability to perform the move), Mind Control, Mind Tap, Perpetual Gloom, Power Steal, Shackle, Sleep, Spook, Terror
Untrainable
Invisibility
This creature is functionally invisible. All attacks made against this creature have half accuracy. The creature gets an automatic +3 dexterity for to hit rolls since its opponents cannot see where it is to dodge. Invisibility is rendered completely useless against blind opponents or opponents that use some other sense to see.
Canceled by: Blind, Echolocation (move) for the duration of the move’s effect, Sonar Sense, Tremor Sense, Heat Sense, Any [Snd] or Psychic move
Untrainable
Jungle Dweller
This creature is an expert at navigating and blending into dense jungle environments.
Effects: Gives Weak Plant Resistance, +1 Mentality and +1 Resistance in jungles.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Keen Senses
This creature has a fantastical physical trait (such as eyes on the back of its head) that makes it impossible to surprise. No "sneak attacks" of any kind work on this creature.
Cancels: Surprise!, Stalk, Spook, Deceptive Lure
Untrainable
Large Stature
The creature is huge compared to others of its kind. For every [Rng] attack made against this creature, roll an additional d10. If the roll is a 10, it hits even if the move would otherwise have missed. This creature does 1 point of extra damage on all [Str] attacks.
Untrainable
Lava Bathe
This creature lives in molten lava and can swim through it as if it were water.
Effects: Gives Fire Immunity and Water Weakness
Cancels: Lava Burst, Lava Spit, Lava Spear, Smouldering Goop
Untrainable
Lifeless
The creature is not considered alive. It does not need to breathe air to survive, nor does it need to eat or sleep. Moves that require breathing (like suffocation, or toxic gasses) fail automatically against this creature. Also, this creature cannot be put to sleep.
Cancels: Emit Fumes, Sweet Song, Sleep, Sleeping Venom, Drown, Poisonous Gas, Polluted Breath, Toxic Breath
Untrainable
Light Sensitivity
This creature is sensitive to bright lights. Any light moves that cause this creature to skip any turns will skip an additional turn, and any light moves that halve its accuracy will reduce its accuracy by 3/4s.
Untrainable
Linked Sense XXX
Choose one sense: taste, sight, touch, hearing or smell. The creature has a link to another being (character or creature) that allows it to share information from the chosen sense with the other. 'Sight' lets the linkmate see what the creature is currently seeing, 'hearing' what it currently hears, 'smell' what it can currently smell, etc.
A creature can have this ability multiple times - once for each sense. You cannot ever change who the creature is linked to or which sense it affects.
Untrainable
Lone Wolf
This creature would really rather be left alone. So much so, in fact, that it will suffer a stat penalty when confronted with others of its kind. When "teamed up" with another critter of the same species, all of its stats temporarily are reduced by 1 for each creature in the group in addition to itself. This effect caps out at -3. A creature cannot have their stamina reduced to less than 1 by this ability.
Untrainable
Loosen Feathers/Fur
Sheds fur or feathers when frightened. Reduces damage from "gripping attacks", such as "crunch", and all "bite" attacks.
The following moves do 2 less damage: Any attack with ‘Bite’ in its name, Constrict, Drown, Snatch, Vice Grip, Choking Vines, Depth's Hold, Crunch, Ebil Nom, Nibble, Nip, Constrict, Snatch
5 TP
Magical Touch
This creature is slightly magical. It has 3 MP and can learn up to 3 MP worth of magic spells. To learn more about how creatures use magic, please visit the [magical creatures guide].
Untrainable
Magical
This creature is magical. It has 10 MP and can learn up to 10 MP worth of magic spells. To learn more about how creatures use magic, please visit the [magical creatures guide].
Untrainable
Magically Resistant
This creature has a supernatural guard against magic. Whenever a harmful or hindering magical spell does damage it is reduced by 50%, rounded up. If it has a duration lasting a number of turns that number is reduced by 50%, rounded up. All other spell effects occur as normal. This ability only affects magic, and not regular moves or abilities.
Untrainable
Malleable Form
This creature has a malleable body, making it resistant to any damage that makes physical contact.
Effects: [Str] moves against this creature do half damage (this is calculated like a resistance)
Cancels: Shred (debuff), [Grp] moves
Untrainable
Mechanical Mind
This creature is either a machine or… something else. Either way, it doesn't think the same way as other creatures and has few emotions. As a result, any attacks that affect the mind or soul have no effect on this creature.
Cancels: Curse of Fatigue, Deceptive Lure, Demoralizing Cackle, Dizzy Mind, Ethereal Claw, Euphoric Goop/Vapors, Haunt (½ dexterity), Howl, Illusion, Incendiary Illusion, Lifetap, Mental Theft, Mind Control, Mind Flay, Mind Rot, Mind Soothe, Mind Tap, Nightmares, Perpetual Gloom, Psychic Distortion, Redemption, Sleep, Soul-Strike, Terror, Torment, Waking Nightmare, Spook
Untrainable
Magnetic Influence
This creature is able to affect the magnetic field around itself. Any opponent made primarily out of metal will be pushed back, not allowing it to make contact with this creature.
Effect: [Robots] cannot use [Mel] attacks against this creature.
Untrainable
Moist Skin
This creature must keep its skin wet at all times. If the creature is out of water for more than 3 turns in battle, it loses 2 points of HP every turn until it reaches water again. Being hit by a Water element move will reset this timer, but the creature still takes normal water damage.
Untrainable
Mountain Dweller
This creature feels at home in rocky mountain environments. They’re generally very tough, and naturally excellent rock climbers.
Effects: Gives Weak Wind Resistance, +1 Resistance and +1 Dexterity in cities.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Natural Antivenom
This creature has a natural immunity to poisons. This creature takes regular acid damage, but is not affected by poisons.
Cancels: Any DoT - P, Crippling Poison (dex debuff), Intoxication, Polluted Breath, Projectile Poison, Sleeping Venom
Untrainable
Natural Immunity
This creature is immune to all kinds of disease and sickness. This creature takes regular acid and shadow damage, but is not affected by disease.
Cancels: Corruption, Decay, Infect, Mind Rot, Parasitic Virus, Plague, Plague Breath, Weakness, Wither
Untrainable
Nightvision
This creature can see well in the dark. It is immune to many shadow effects, but takes regular shadow damage. Creatures with this ability cannot be taught ‘Diurnal Spirit’.
Cancels: Darkness (½ accuracy), Shadow Strike (skipped turn), Spook, Vanish, Umbral Bond
5 TP
Pacifism
This creature is just too sweet (or… dumb) to want to fight. Every time it uses a move, flip a coin. If heads, the creature acts normally. If tails, they will do nothing.
Untrainable
Pack Instincts
This creature has a natural instinct for how to work in a group. When "teamed up" with another critter of the same species, ALL of its stats gain +1 for each other creature in the group in addition to itself. This effect caps out at +3. In order to receive this bonus, the other creatures in the pack must also have Pack Instincts.
Untrainable
Parasitic Virus
While the creature itself seems healthy, it carries a very fatal disease. Anyone within [Mel] distance of the creature has a chance to catch the disease. Each turn that the creature is in melee range, flip a coin. A heads results in the opponent’s Stamina and Resistance dropping by 1 point. If this drops a creature’s Stamina below 0, it dies. The creature must be healed by a healer in order to recover from the stat loss.
Untrainable
Perpetual Agony
The creature is in constant pain due to a permanent malady. Every attack against this creature does an additional 1 point of damage. (Does not increase [DoT] effects.)
Untrainable
Phoenix-Blooded
The creature can die at will, spawning a single new egg upon its death. This egg is not the same creature, exactly, but rather a brand new creature with the original creature’s spirit. If this creature dies (whether in battle or because it chooses to be reborn), the creature will be returned to its youngest available stage. All of its levels and training will be reset. However, its loyalty will remain the same. It remembers you, on some level. If you somehow manage to revive the creature before this ability takes effect, the process is interrupted and the creature is revived as normal.
Untrainable
Plains-Runner
This creature is at home on the wide open plains, allowing it to travel wide open spaces with ease.
Effects: Gives Weak Light Resistance, +1 Mentality and +1 Dexterity in plains.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Poisonous Skin
This creature is poisonous to the touch. If damaged by a [Mel] attack, the opponent takes 2 points of damage every turn afterwards. This is considered a [DoT - P] effect. This effect does not “stack” - further attacks do not cause additional damage.
Untrainable
Prismatic Refraction
At the beginning of each turn, roll an 11-sided die. The number rolled determines what immunity the creature has the next turn. 1 = fire, 2 = water, 3 = cold, 4 = wind, 5 = electricity, 6 = light, 7 = shadow, 8 = acid, 9 = earth, 10 = psychic, 11 = plant. The immunity will change every turn.
Untrainable
Refined Senses
Do you know what happens when you attack a very sharp and brilliant mind? You don't, that's what! The creature is able to sense its surroundings so well that most attacks are less effective against it.
Effect: This creature has a 50% chance of dodging the first move of any battle. If this creature also has Danger Sense, this ability activates on the second turn instead.
Canceled by: All [SnD] moves, Surprise!, Sweet Scent, Explosion, Sparkling Dust, Spook, Flash, Shimmer, Euphoric Goop/Vapors
Untrainable
Sand Swim
This creature can burrow through sand as easily and gracefully as a fish swims in water.
Effects: Gives Earth Immunity and Water Weakness
Untrainable
Slime
This creature is naturally super slimy, or it will defensively produce a ton of slime when frightened. If the creature is attacked by a [Mel] attack, the slime reduces the opponent's dexterity by 1 point every time this happens. The "slime" (and stat loss) can be removed only after the battle is over.
Untrainable
Sloth
The creature frequently falls asleep and is generally lazy. Every turn, flip a coin. If heads, the creature is awake and can attack/move as normal. If tails, the creature falls asleep. It heals 10 HP for each turn it is asleep. While the creature is asleep, continue to flip a coin each turn, on heads the creature wakes back up and can act as normal for that turn.
Untrainable
Small Stature
The creature is especially small for a creature of its kind. For every [Rng] attack made against this creature, roll an additional d10. If the roll is a 1, it misses even if the move would otherwise have hit. This creature does -1 damage on all [Str] attacks.
Untrainable
Sonar Sense
The creature does not see normally, and instead it uses sonar to ‘see’. It is immune to most secondary effects of light and dark attacks. Attacks related to sound are doubly effective against the creature.
Cancels: Bioluminescence (Ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Takes double damage: Any move with the [Snd] tag
Untrainable
Speak
This creature is able to learn how to speak a language. To learn a language, the pet must be taught using the ‘Foreign Language’ skill. Each new language will require taking the skill again. Creatures with this ability must be taught to speak, they do not automatically know a language when they are born.
Note: Creatures with the ability ‘speak’ are always Cunning 5: Sentient, even if their species is not usually sentient.
Untrainable
Super-Luck
Ever met someone who seemed unnaturally lucky? This creature is so lucky that it almost defies belief. Any time a die is rolled for this creature that is not a to-hit roll or a contest, roll that die twice and take the more favorable result. Maybe a little bit of their luck will rub off on their owners as well, making them a bit more fortunate whenever loot is involved.
Untrainable
Survival Instincts (aka Eidolon Endeavor)
The creature simply refuses to die, and it will fight far past the normal limitations. This creature will remain conscious even after it's reached 0 Stamina. In fact, it can keep fighting until it reaches -10 HP, at which point it will finally die.
Note: If the creature’s ability to survive is supernatural, this ability is called Eidolon Endeavor instead of Survival instincts.
Untrainable
Stone Skin
This creature has a hide that is as tough as stone. This creature takes 1 less damage from any Physical attack. Does not apply to [DoT] damage.
5 TP
Thick Fur
The creature's exceptionally thick fur helps protect it from damage, but it does not do well in the heat. As long as it keeps cool (and gets brushed often), it should be fine. Creatures with thick fur shed a ton, which makes them difficult to hold on to.
Effects: Gives Weak Physical Resistance, +3 to any roll needed to escape [Grp] attacks
Untrainable
Thorny Body
This creature is covered in a significant amount of thorns which pierce anything that comes into contact with it. If hit with a melee attack [Mel], the attacker takes 1/2 the amount of its own strength as damage. Resistance (the stat) does not affect damage taken from Thorny Body, but Physical Resistance or Immunity can reduce it as usual. If the opponent uses a gripping move, the attacker takes 2 additional damage for every turn the gripping move is active.
For example, if a creature with 10 strength hits something with a Thorny Body, it takes 5 physical damage.
Effects: [Mel] attacks against the creature cause physical damage equal to the attacker’s Strength divided by 2, and any [Grp] move with the [Mel] tag causes an additional 2 points of physical damage.
Untrainable
Tremor Sense
The creature can use vibrations in the earth to 'see'. It is immune to all secondary effects of light and dark attacks. If the creature is also blind, it is not affected by the accuracy penalty. If opponents are using the abilities that remove them from the ground, or if the creature itself is lifted off the ground by a move or ability, their tremor sense is not effective.
Immune to Secondary Effects: Bioluminescence (Ability), Bathe in Light (½ accuracy), Darkness (½ accuracy), Flash, Shadow Strike (skipped turn), Shimmer, Starlight, Spook, Vanish
Canceled by: Aquatic, Swim, Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Climb, Wall Walk, Wing of Light, Sand Swim, and Lava Bathe
Untrainable
Tundra-Dwelling
This creature is at home on the frozen tundra. They don’t get cold easily, and in fact would probably like to sleep outside in the winter.
Effects: Gives Weak Cold Resistance, +1 Resistance and +1 Strength in tundras.
Note: The stat bonuses only activate in that specific environment. They do not apply in climate-controlled indoor areas (such as the fighting pit) unless otherwise stated. The resistance is active in all environments.
5 TP
Umbral Bond
An unnatural bond exists between this creature and its shadow. The shadow mimics its owner and attacks as well.
Effects: The shadow acts as a separate creature in the fight with 1 point in each stat. If the shadow is killed, this ability is nullified for the rest of the battle until the creature is healed. Every damaging move used by the user is repeated by the shadow (using its stats), but no secondary effects (including [DoT]) are duplicated.
Untrainable
Uncontrollable Rage XXX
Whenever the creature sees, smells, or otherwise senses the presence of a set "trigger", the creature in question becomes uncontrollable, and will stop at nothing to destroy said trigger. At this point, all commands taught are useless until the enraged creature has been subdued or destroys the "trigger".
Uncontrollable Rage triggers must be one of the following:
- People
- Any existing numbered MML or WELP species.
-Moves of any selected element.
-A particular category of held item (such as swords or ribbons).
-Moves or abilities related to a particular concept (must have a list created and approved by staff).
Untrainable
Unlucky
Oh boy, this creature just cannot catch a break. Any time a die is rolled for this creature that is not a to-hit roll or a contest, roll that die twice and take the less favorable result. Unfortunately, their bad luck is contagious, so you might want to watch out if you take them anywhere where loot is involved.
Untrainable
Water Dweller
The creature spends most of its time in or around water, though it is not necessarily aquatic. The creature can use Swim and another move in the same turn.
Untrainable
Wind Avatar
The creature is able to walk (or bound) on air, as though it were solid ground. This is similar to flying, but does not grant any bonuses to dexterity. It does however, allow the creature to reach new places, and ‘catch’ flying creatures off guard. It is also immune to wind damage.
Effects: Wind Immunity
Cancels: Fly, Flutter, Glide, Aerial Lift, Levitate, Float, Wind Avatar, Wind’s Blessing, Wing of Light, Rake the Earth
Untrainable
Winter Coat/Summer Coat
This creature grows a thick layer of fur in the winter and thins out during summer, making it equally capable of survival in both seasons.
During the autumn and winter, this creature has weak cold resistance and is unaffected by the secondary effects of cold moves.
Effects: Weak Cold Resistance, +1 Resistance
Cancels: Blizzard (cancels half accuracy only, not damage)
Chill
Freeze
Ice Trap
Powder Snow
In the spring and summer, the creature has weak fire resistance and is unaffected by the secondary effects of fire moves.
Effects: Weak Fire Resistance, +1 Dexterity
Cancels: Smoke
Note: These resistances are applied/determined at the start of a tournament, so if a tournament starts in winter and lasts into spring, the creature continues to have the "winter coat" effects in its spring battles as well.
Untrainable