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Note: The information here may conflict with the information in the supplemental section. The information on here, however, is the most recent version and so refer to here instead of the supplemental information section.
Note 2: If you want the look at the map then just click here
Phericiole Premise - A Pokemon Roleplay where you play as the Pokemon and not a trainer. - Two worlds (the Mystery dungeon world and the world where the main games take place in) came together to form a new world - Tribal Setting/little to no technology - All humans were transformed into Pokemon during this merging of worlds. Some didn't survive. Others did. - There are Pokemon with human ancestors. And there may be Pokemon still living that were once human. These would be any human that became a Vulpix and then evolved into a Ninetales. - The current time of the roleplay is that it is about three months away from a war that will occur. - Legendaries have genders (they're no longer genderless). - A few legendaries have more than one of their kind. They are quite rare though. - Legendaries won't kill a non-legendary or even another legendary Pokemon. They're bound by oath to spare all lives. - More information on legendaries can be found in the Legendary Pokemon section. | Roleplay System - A customized mix between freeform (the player does mostly everything, and the mod grades it at the end) and modding (player starts with general settings then a mod gives them a situation and more of the environment from then on, while the player responds....). - Allows for as much freedom as possible while not ruining the world at the same time. - Modded Situations: Important NPCs (Tribal leaders, group leaders, legendary Pokemon, high ranking Pokemon of a tribe or group, and only a few of non-affiliated Pokemon (don't worry about crossing the line here)) and Battles with NPCs. - Freeform Situations: Everything not listed above. This includes PvP (player vs player) battles. - Freeform stuff will be modded at the end of the situation. - Everything is in semi-liquid time. Basically, you can do as many topics as you want but you must claim one topic as being your most recent one. So, you can do history/memory topics and other such things. This is just a way to keep you from being tied down to one spot for long while waiting for someone else to post. | Battling - Number of actions: 3 - List of actions: Attacks (one of those non-named attacks), Moves (one of those named attacks), Aura Move (needs an activated aura to use one), Aura Overflare (same as Aura Move, can only use it once per ten battles), Misc (moving, blocking, and other actions that are not attacks) - Free Action: Aura Activation - Look at the move section below for more information on moves. - Two moves/aura moves per post. - There's a minimum of 1 misc action per post. You can use up all the other attack actions to use misc actions if you want to use them up like that. - Certain moves will take up two attack action slots of a turn. Examples: Hyper Beam, Focus Punch, and Solar Beam - Aura Overflare will take up all three action slots. - Damage (mods will need to know this) Damage Scale It goes from top (full health) to bottom (fainted/dying/dead). i. Full Health (100%) ii. Minimal Damage (99%-96%) iii. Very Light Damage to Light Damage (95%-90%) iv. Light Damage to Light Medium Damage (89%-80%) v. Light Medium Damage to Medium Damage (79%-70%) vi. Medium Damage to Heavy Medium Damage (69%-60%) vii. Major Damage (59%-40%) viii. Heavy Medium Damage to Heavy Damage (39%-30%) ix. Heavy Damage to Very Heavy Damage (29%-20%) x. Extreme Damage (close to fainting) (19%-1%) xi. Fainted/Dying/Dead (depending on situation and attack used and what the Pokemon is weak or resistant to) (0%) - Fatigue (battles will take their toll on the combatants) - Fainting (will occur more often than death will) - Death (will occur rarely, safety net, except in an impossible to escape situation) - You need a certain amount of XP to level up. See the tables section below. - Status Conditions work differently here. There are both mainline Pokemon status effects and also PMD ones. Status Conditions Burned: One loses 1/16th of their max HP each turn when burned and any damage done by physical attacks from the burned one will be halved. There are certain moves that are not affected by this that would normally be affected. Frozen: One is frozen in ice and is unable to do anything. They cannot be damaged and it lasts for 4-5 turns or until someone uses fire on the frozen target. Paralyzed: Movement speed is cut in half, 50% for the Pokemon to be fully paralyzed when using an attack. Dodging is limited to simple things like jumping out of the way and a short distance. Poisoned: One loses 1/16th of their max HP each turn. Badly Poisoned: One loses 1/16th of their max HP on the first turn then it doubles every turn after that. Sleep: Forcefully put to sleep, stays asleep for up to six turns (can wake up faster than that). There is a ???% chance that one could wake up from being hit by an opponent.
Napping: It inflicts the sleep status for 2-3 turns but at the end of it then the individual recovers all HP and they wake up. Confused: Movements are erractic and aren't coordinated. Any attack has a 50% chance of backfiring and one gets hit by a 40 BP typeless move. Flinched: The first move used after the Pokemon has flinched fails. A combination move will fail from a Pokemon if they're attempting that. Cursed: One loses 1/4th of their HP each turn but if one can survive past four turns then the curse is lifted. Infatuated: One is infatuated by the opponent and has a 50% chance of being unable to attack them or their allies. Bound/Wrapped/Trapped/Constriction/Sand Tomb: The Pokemon is trapped in the move but they can break out of it with a physical move (if bound/wrapped/constricted/sand tombed) if appropriate or using a move that can cancel out the move such as using Water Pulse against Fire Spin. Taunt: One falls under a taunt and will only use attack moves against their opponent and also will be focused mainly on that opponent. One breaks out of it after a few turns or if they are knocked out of it by an ally. Slowed/Sped Up: One's movements are increased/decreased and so can move further/move less when this happened. Mobile: One is able to move through surfaces on their own as their body is not in the same physical plain. Paused: Cannot do any actions but does not interrupt a combination move from being executed if the paused status is inflicted in the middle of it. Lasts for 2-5 turns or until hit hard enough (???). Petrified: THe Pokemon is unable to do anything for 3-5 turns or until they're attacked. Cowering: Any regular attack, special attack, or orb or item use will have the individual turn around before using it. The individual's allies will be considered enemies for these redirected attacks. Puppet: The Pokemon attacks its allies and uses up items while under this effect. Sealed: One or more moves are sealed of the Pokemon. Stuck: Cannot move but can attack. Bide: Stuck in one place and gather energy from being damaged and then release it on the third turn. Reflect/Light Screen/Safeguard/Magic Coat: Self-explanatory Counter: Self-explanatory Mirror Coat: Self-explanatory Metal Burst: Self-explanatory Mini Counter: Self-explanatory Enduring: Self-explanatory Encore: Self-explanatory Can't Escape/Identified/Perish Song/Telekinesis/Aqua: Self-explanatory Ring/Bracing/Recharge/Sleepless: Self explanatory Center of Attention/Defense Curl/Charging (Glowing)/Rooting/Magnetic Levitation/Minimize: Self explanatory Leech Seed/Wish/Destiny Bond/Nightmare/Semi-invulnerable/Substitute/Mirror Move/Take Aim/Withdraw: Self explanatory Sure Shot/Whiffler/Set Damage/Focus Energy/Blinker/Cross-Eyed/Invisible/Eyedrop/Apathetic/Decoy/Snatch/Transformed: Self explanatory Muzzled: Any move requiring the Pokemon's mouth will fail. Stockpiling: Gathering stuff from the move stockpile. Terrified: Able to move but unable to attack or use items for five turns. Hungry: Loses 1% of HP every turn. Protect: Negates an attack used on the user and lasts either for three attacks that hit the user or for when the turn ends. Team Protect: Protects the team from specific moves for at least two attacks or until the turn ends. Item/heal usage blocked: Self-explanatory.
| Evolution - Trade Evolution (w/ or w/o) an item have two ways for them to evolve. They evolve at a set level. Or they are traded between tribes (but this is very rare for it to occur). - Happiness Evolution occurs after you accumulate enough happiness in the form of "+" marks. You need twenty to evolve via happiness. - Evolution stones and any other evolution items are rare and hard to obtain on your own. Tribes will have a stockpile of them which are used during the tribe's evolution ceremony. Rogues and unaffiliated Pokemon have a harder time to acquire an evolution item. - An evolution item will be given out after five successful topics or sooner if the mod feels impressed by the topics before that point. - Evolving that occurs only when you're at a certain place still exists in this RP. | Move System - Can have a total of 20 aura moves and 20 regular moves. This number may be increased when one character or more are close to reaching that limit. - Egg, TM/HM, or Move Tutor moves are all considered move tutor moves. Must find someone to teach it to you. It can be by an NPC (mod-controlled)(can only be done once per month) or by another Player Character (can only do this once per month). You may start with one free one. - Use Generation 6 for the moves learned by leveling up. - Use Gens 1-6 for TMs, HMs, Egg moves, and move tutor moves. - Moves outside of the move pool are incredibly hard to learn (won't be possible at the start) and will be very restricted (so very little of those moves come through or take a major presence in a Pokemon's known moves)). An admin will have to approve them when you want to learn them. - Can have one move from the move tutor moves list that is at 70 power or less at the start of character creation. - Can use two moves during a time. - Can combine those two moves (in a unique fashion, or having one come right after the other) - You may combine an Aura move with a Move or a regular attack. Some can be even combined with actions that are not necessarily involved with attacking. - Cannot use an Aura Move with another Aura Move. Details about this are found below in the Aura System Section. - Can customized how you do your moves (aka having hail become a frontal shield to block incoming attacks, decreasing its range but increasing its potential in other areas) - Moves aren't perfected the moment you learned them. You will need to practice/train with them. - One may decrease the time it takes by one or more steps down the ladder if they train with someone who has the same move that they have.
| | Aura System - Aura is the life energy of a Pokemon, the energy that lets it attack with its moves, and an outside force. - Abilities and Moves are gained from the Aura. - It takes time to level up the Aura. - Aura XP is not gained regularly. - You earn an amount of AXP equal to half the total amount of XP gained total gained. This AXP can only be earned when the Aura is activated. Different limits are placed on depending on what aura you have. These limits will come in later when I have the time to do so. - There are multiple Aura Classes: Starias (Boost), Elemental, Tuki (Support), Suosia (Shield), Null, and Misc. - Aura moves cannot be combined with each other because they don't mix well. Combining them can often backfire upon the Pokemon who tries. Or at least this seems to be the case with non-legendary Pokemon. Combining aura moves is rather tricky. - Legendary Pokemon can combine their aura moves with relative ease but this is because they are legendary Pokemon. - Aura moves are the easiest to customize (and have an almost endless amount of possibilities on how you want to use them) - One can have up to two auras (currently) - - Must earn the second one unless you start out as a Legendary Pokemon character. - - - One earns their second aura after their first aura reaches level 10. - - - No restrictions on the second aura (it can go as high as the Very Rare auras normally) - Legendary Pokemon can have up to three auras (currently) Aura Rarity Common (1x): Zephyr, Kesiae, Neria Uncommon(2x): Yiasial Rare (5x): Zerith Very Rare (10x): Oseia Legendary (30x): Phericiolen One-of-a-Kind (100x): Skarei and Heraesni | Breeding - Breeding can be done between two Player Characters of opposite genders (or well perhaps the same gender but you won't get anything from it (from a PC or a NPC)). It is usually done between two PC's that are controlled by two different role-players. Any mating between any player-controlled NPC and a PC will be rare. It is the same with two PC's controlled by the same person. This is to stop people from breeding on their own like rabbits. Please keep it within PG-13. The physical act shouldn't be displayed. You will need to fade to black once it gets to that point. Breeding happens between two Pokemon in the same egg group (like in the games, this will be the case for everything until I come up with something for breeding here) - More guidelines for it can be found within the breeding section in the Supplemental Information forum.
| Tribal System The norm for tribes is for one to be centralized around a powerful figure who then leads the tribe through his/her power and leadership. Often the case that they have advisers underneath them or if they are wise enough then they use that to justify their rule. It is usually the one with the most powerful aura that controls the tribe. A Pokemon is completely likely to be the one in charge if s/he has mastered two auras.
There are other forms of tribal structure but they are rare and hard to find. One known tribe that follows a different structure is the Mountain Tribe. They pick eight or so elders to rule over them. The elders aren't particularly strong but they are wise beyond their years. Wisdom is important and power is left to those on the lower ranks mostly (the soldiers). Tribal structure varies and so there is little point to explaining it. If at any time that a question comes up about any tribe's political structure (or what would be the political structure) then such details will be answered.
| Creating and Limits Creating Your Character/Aura/Tribe Character - Code:
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Name: (ya know what this is) Species: No fakemon are allowed to be created. No Legendaries. Appearance: (picture or a description (doesn't have to be long, just cover the basics of how the Pokemon looks, along with any unique features) Gender: Male, Female, or Genderless Age: (how old you are) Tribal Status: Tribe, Rogue, or Unaffiliated (if you must know then tribe is that you're in a tribe as an accepted member, rogue is where you've been banished from a tribe, and unaffiliated is where you were born outside of any tribe and have no one ruling you.). Personality: (Describe how your character is or acts. This can be as short as listing a few qualities that your character has to as long as you want. History: (Your character's life story basically. A paragraph of six lines or more is required)
--- Level: 1-7 XP: 0/10 Aura: (You can have auras up to Rare in the Rarity Scale but anything further is off limits) Aura Level: 1 Aura XP: 0/??? [spoiler=Moves] - - - -[/spoiler] [spoiler=Abilities] - - [/spoiler] (You can have one aura ability (if the aura has one) and one regular ability)
Guidelines for Starting Out Characters: A) Cannot start as a fully evolved Pokemon 1) The exceptions would be: i) the eeveelutions (aka evolutions of eevee) ii) Pokemon that have a baby pre-evolution form. iii) Pokemon that evolve via a stone and cannot learn any more moves iv)There are other exceptions and you just need to ask about them. 2) You can start out with a bonus move. This bonus move can be a TM/HM, egg, or move tutor at the start of creating your character. The move can only be 70 or less in power. Your Pokemon must have an ancestor that would allow you to get certain moves (egg moves), and so forth. Aura - Code:
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Aura Name: (it's name) Aura Description: (How does it look when it is activated, clear, opaque, evil or angelic, etc. Describe the Aura's appearance in about three lines to eight lines) Aura Classes: Starias (Boost), Elemental, Tuki (Support), Suosia (Shield), Null, and Misc. Aura Rarity: (Common, Uncommon, Rare, Very Rare, Legendary, One-Of-A-Kind) Aura Moves/Abilities (by level up): (create the moveset of the Aura, try to stick close towards one of the already created Auras in terms of when moves or abilities are gained per level) Aura Overflare (optional): (basically your overlimit sort of attack of which you can only use once per ten battles, it's powerful but it is generally a last resort) Aura History (basically the history of the aura, how it was created, past Pokemon that used it or if it is current then who formed it, and how it came to be that it was created. A paragraph with four to six lines is required):
Tribe - Code:
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Name: (give a name) Tribal System: Power (usually, the strongest rule the tribe), Wisdom (Usually, the pokemon are chosen to rule based on their intelligence and wisdom), and Misc (A ruling system based on something other than power or wisdom). Leader: (give the name and species of the leader) Description: (What Pokemon are a part of it, Population of tribe, where they are located, do they migrate at all or stay in the same spot, and all other relevant information about them) History: (How did it form? Who started the tribe? When it was started? You will need to give about six lines or more for the history of your tribe. Describing all the relevant events that occurred at the beginning of its formation.)
Limits Start with three characters. - Gain a fourth chacter after getting 30 posts (split up evenly among all your characters) - Gain a fifth one after getting 100 posts (all characters have to have 25 posts at least) - Gain a sixth character after getting 150 posts (all characters have to have 30 at least) - Gain a seventh character after getting 210 posts (all characters have to have 35 at least) - Gain an eighth character after getting 280 posts (all character have to have 40 at least) - Gain a ninth character after getting 360 posts (all characters have to have 45 at least) - Gain a tenth character after getting 450 posts (all characters have to have 50 at least) - Gain a eleventh character after getting 550 posts (all characters have to get 55 posts at least) - Gain a twelveth character after getting 660 posts (all characters have to get 60 posts at least) - Gain a thirteenth character after getting 780 posts (all characters have to get 65 posts at least) - Gain a fourtheenth haracter after getting 910 posts (all characters have to get 70 posts at least) - Gain a fifteenth character after getting 1200 posts (all characters have to get 80 posts at least) - There are fifteen regular character slots. There is a sixteenth one but it is saved for special occasions like controlling a legendary Pokemon character. - Can gain more if you retire one character but that character stays retired until you either gain a new character slot or you retire another one of your characters to bring that one back. The new characters taking up that character slot start at the number of posts that the last one had before being retired. - Remember to keep track of the edit log and update it as frequently as possible for all of your characters. This could be expanded infinitely, the formula being ( C * G ) + G In which C equal the number of currently active character, and G equals C times 5 - Code:
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[table=6, Enter character name]XP Gained[c]AXP Gained[c]Items Earned[c]Aura Overflare Gained[c]Evolved?[c]Links[c][c][c][c][c][c][url=insert url][insert topic title][/url][/table]
| Mission Teams -Missions are given out by tribes and groups alike. - Missions can be pretty much about anything. Rescuing Pokemon, collecting items, capturing others, killing others, and various other missions. - Multiple characters or teams can take the same mission and so there's competition to be had. - It is not always the case that harder missions will give out better rewards than easier missions. - The teams are under the control of the group or tribe that they're a part of. - The head of a tribe or group gives out the missions. - Most missions are taken on by teams of two or more. It is a very rare exception to find one Pokemon teams doing a mission. - The length of a mission may vary. At the most, a mission will take a few days to complete. - Mods/narrators will almost always be a part of the mission topic. They will control the situations that you face if they are. - It is rare for a mod not to be a part of the mission topic. There are easy missions where you won't need a mod though. - Missions are ranked from E to double star rank. - Missions are handled generally by teams. - They are created by the tribe or group. All Pokemon in the group are under the direct control of a team leader. | Various Tables and Simple Equations (EXP, AXP, Happiness, Evolution Changes, and Move Training) XP Tables and Equations XP Gained equationXP gained = Opponent's Level x mod (opponent's level determines this) x bonus mod (only given when the mod believes that you deserve it) + BXP (given when you meet certain requirements). | (B)XP Chart/mods |
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| Accomplished? | (B)XP Gained |
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| Battle! | Varies... | | Won First Battle | + 5 XP | | Every 10 battles won | + 3 XP | | Winning against a type-disadvantage | +8 XP | | Winning with a type-advantage/no type advantage | None | | Outnumbered | (+ 2 XP for two, + 4 XP for three, 8 XP for four, and + 10 XP for five and onwards) | | | | | | | | | | Mods | --- | | Battling a Pokemon at 30 levels or more below your level and win | x0 | | Battling a Pokemon at 20 levels or more below your level and win | x.125 | | Battling a Pokemon at 10 or more below your level and win | x.25 | | Battling a Pokemon more than five levels below yours and win | x.5 | | Beating an opponent who is less than or equal to five levels below yours. | x1 | | Battling a Pokemon at five or more levels above you and win | x1.5 | | Battling a Pokemon at 10 or more levels and win | x4 | | Battling a Pokemon at 20 or more levels and win | x5 |
1. During battles with two or more fighters on one side, the experience will be split. This can occur in one of two ways. It could be split evenly if all the Pokemon are at the same exact level. Or they could be split unevenly if the Pokemon are not all at the same level. The higher level Pokemon will generally get the larger share of XP since they will do most of the work (depending on the level of the others on their side). This can be switched sometimes to give more XP to the lower leveled Pokemon in the group (it's a rare occasion). 2. Even if you lose a fight then you still gain XP that is equal to half of the opponent's level. | EXP needed to level up |
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| Level Range of Pokemon | XP Needed to Level up | | 1-10 | 10 XP | | 11-20 | 15 XP | | 21-30 | 20 XP | | 31-40 | 25 XP | | 41-50 | 30 XP | | 51-60 | 40 XP | | 61+ | 50 XP |
Aura Tables and Equations | Aura XP Chart |
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| What was done! | AXP Earned |
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| Battle! | Half of the net XP gained (no XP is lost) turns into AXP. Only gained when the character activates their aura. | | Activating your Aura (only one time per encounter or training session (which will be only once per day) | 1 AXP | | 50% Fatigued | 5 AXP | | 90% fatigued | 10 AXP | | Going past your limits (won't be able to do this at the start) | 20 AXP | | Evolving | 10 AXP | | Leveling up | 5 AXP | | Gaining a move (whether by level-up or by some other method) | 4 AXP per move | | | | | | | Aura XP neededRarity of Aura Modifier x Aura Level + C = AXP needed Aura Rarity Common (1x): Zephyr, Kesiae, Neria Uncommon(2x): Yiasial Rare (5x): Zerith Very Rare (10x): Oseia Legendary (30x): Heraesni and Phericiolen One-of-a-Kind (100x): Skarei
C = An additional amount of AXP needed to level the Aura up. Usually, to keep young or low-leveled Pokemon from reaching level 20 easily. | C |
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| Level Range | 1-10 | 11-20 | 21-30 | 31-35 | 36-40 | 41-45 | 46-50 | 51-100 |
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| Additional AXP needed | 40 AXP | 30 AXP | 25 AXP | 20 AXP | 10 AXP | 5 AXP | 1 AXP | 0 AXP |
Happiness Action Chart | Happiness Chart |
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| Action Done | Positive Outcome (nets you positive points) | Negative Outcome (nets you negative points) |
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| First Battle | + 2 (Winning First Battle) | - 4 (for losing First Battle) | | Battles | + 1 for Every five battles you win. | - 2 for every five battle you lose | | Friendship is---! (*Le shot*)...Friends. | + 2 for first friend/+ 1 (for every friend after that) | - 2 for losing first friend/- 1 for every friend afterwards | | Becoming Best of Friends (quite close as friends) | + 3 (for friend becoming best friend (only twice that you can gain these happiness points (but you can have many best friends)) | - 5(for best friend dying (only once)) | | Gaining a Mate | + 12 (for getting one)(Only once) | - 12 for losing a mate | | Helping Someone Out | + 1 (for doing so) | 0 (none taken away for not helping them) | | Protecting a friend | + 2 | -1 if you fail to protect a friend | | Helping out the Tribe | +4 (for doing so) | 0 (none taken away) | | | | | | | | | |
Simple Evolution Changes Table Note: Old ways of evolving can still be done but are rare and only done between tribes or groups.
Azurill - Evolves into a Marill either when leveling up with high friendship or when reaching Level 10.
Boldore - Evolves into Gigalith at level 40
Budew: Evolves either with high friendship or reaches Level 20 during the day.
Buneary - Evolves into a Lopunny when leveled up with high friendship or when one...
Burmy - Evolves at Level 20 into Mothim (if male) or Wormadam (if female). With Wormadam, one is dependent on the location that they last battled in to evolve there. -->Plant Cloak: Grassy area, forested area, etc etc. -->Sandy Cloak: Desert area, cave area, beach area, etc etc. -->Trash Cloak: Swamp area, marsh area, etc etc.
Chingling: Can evolve into Chimecho during the night if one has high friendship or if one reaches Level 20.
Clamperl - Evolves into Huntail/Gorebyss at level 30 or at Level 20 (when holding Deep Sea Tooth/Deep Sea Scale)
Crabrawler - Can evolve into Crabominable either by level up in Phericiae or by...
Dusclops- Evolves into Dusknoir at Level 50 or at Level 40 (when holding Reaper's Cloth)
Electabuzz - Evolves into Electivire at Level 45 or at Level 35 (when holding Electrizer)
Feebas - Evolves into Milotic at Level 30 or at Level 20 (when holding Prism Scale)
Gligar - Evolves into Gliscor at Level 30 (or when holding a specific item which means an earlier level (Level 20)). Both methods have to be at night time.
Golbat: Evolves into Crobat when it has leveled up with high friendship or when it reaches level 32.
Graveler - Evolves into Golem at Level 40
Gurrdurr - Evolves into Conkeldurr at Level 40
Happiny - Evolves into Chansey at Level 20 ( when holding an Oval Stone) or at Level 30. Both times have to be during the day. -- Chansey --> Blissey: Chansey Evolves into Blissey when leveled up with high friendship or at Level 30.
Haunter - Evolves into Gengar at Level 40
Igglybuff - Evolves into Jigglypuff when leveled up with high friendship or when it reaches Level 10.
Karrablast - Evolves into Escavalier at Level 20
Kirlia: Can evolve into a Gallade at Level 30 or immediately if one uses a Dawn Stone.
Machoke - Evolves into Machamp at Level 40
Magmar - Evolves into Magmortar at Level 45 or Evolves at Level 35 (when holding Magmarizer)
Magneton - Evolves into Magnezone when holding a Magnet and reaches level 30 or trains in a place that has a magnetic field in Malandro Caves (this area is an example).
Meowth (Alolan): Evolves into Alolan Persian at Level 20 or with high friendship at any level.
Munchlax: Evolves into Snorlax at Level 20 or at any level with high friendship.
Nosepass - Evolves into Probopass when holding a Magnet and reaches Level 30 or trains in a place that has a magnetic field in Malandro Caves.
Onix - evolves into Steelix w/Metal Coat at Level 20 or Evolves at Level 30 (when in a place with a concentration of metallic minerals such as mountains)
Pichu: Evolves into Pikachu with high friendship or at Level 10.
Phantump - Evolves into Trevenant at Level 20.
Poliwhirl - Evolves into Politoed at Level 25 (w/King's Rock) or Evolves at Level 30.
Porygon - Evolves into Porygon 2 at Level 20 (w/ Up-Grade) or Evolves at Level 25.
Porygon 2 - Evolves into Porygon Z at Level 40 (w/Dubious Disc) or Evolves at Level 50
Pumpkaboo - Evolves into Gourgeist at Level 20 (small size); 25 (average size); 30 (large size); 40 (super size)
Rhydon - Evolves into Rhyperior at Level 50 (w/Protector) or Evolves at Level 60
Riolu - Evolves into Lucario if it has a high friendship value (day) or if it reaches Level 20 during the day.
Salandit: Salandit can evolve into a Salazzle at Level 33 or evolve at Level 25 (???) when holding a Toxic Orb.
Seadra - Evolves into Kingdra at Level 40 (w/Dragon Scale) or Evolves at Level 50
Scyther - Evolves into Scizor at Level 30 or Evolves at Level 20 (w/ Metal Coat)
Shelmet - Evolves into Accelgor at Level 20
Sneasel - Evolves into Weavile at Level 30 or via the normal method. Both methods have to be at night time.
Spritzee- Evolves into Aromatisse at Level 25 (w/Sachet) or at Level 30
Slowpoke - Evolves into Slowking at Level 30 (w/King's Rock) or Evolves at Level 40.
Snorunt: If female then one can evolve with a Dawn Stone or if one reaches level 42.
Swadloon: Evolves into Leavanny at Level 30 or at any level when it has high friendship
Swirlix - Evolves into Slurpuff at Level 25 (w/ Whipped Dram) or Evolves at Level 30
Togepi: Evolves into Togetic when leveled up with high friendship or when one reaches Level 20 (???).
Type:Null: Evolves into Sivally at Level 20 or at any Level when it has high friendship.
Woobat: Evolves into Swoobat when leveled up with high friendship or when it reaches Level 20. Eevee: Glaceon - Evolves with the use of the Ice Stone, Frozen Rock, or when leveled up around the Ice Rock.
Leafeon - Evolves with the use of the Leaf Stone, Mossy Rock or when leveled up around the Moss Rock.
Umbreon - Evolves with the use of the Dusk Stone/Moon Shard or when happy enough to evolve and evolves at night after leveling up.
Espeon - Evolves with the use of the Dawn Stone/Sun Shard or when happy enough to evolve and evolves during the day after leveling up.
Sylveon - Evolves with the use of the Shine Stone or after one learns a Fairy-type move and levels up. Can still be done with happiness/affection.
Evo. = Evolution Move Training Time Range | Approximate Training Time Range |
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| Move Power | Training Time.... | | 1-40 | 1 - 12 hours
Note: Exceptions are those moves that are based on already non-move attacks....they require no time to train. | | 41-60 | 13 - 18 hours
| | 71-80 | 1 - 2 days | | 81-90 | 2 - 2.5 days | | 91-100 | 3 days | | 101-120 | 3 - 4 days | | 121-150 | 4 - 9 days | | 151+ | 15 days | | Status Moves/non-damaging moves | 1 hour - 15 days |
| Economic System Trading System 1) There is no money within the world. 2) Everything can be traded for something of equal or lesser value of something that they give. 3) Evolution items can only be traded for evolution items 4) All items have a certain value tied to them. Evolution items have the same value as other evolution items. That's how you can measure what is equal to someone else's item in a trade. 5) Item hierarchy: - Evolution items are the most valued items in the world. | | Note: The information in the referred to topics do not have to be read at all before you start roleplaying here. The material within them is an optional read as the information here covers pretty much everything important. This is the case for every link here except for the Breeding Rules thread. References
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