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OmegaStellarSolare

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Posts posted by OmegaStellarSolare

  1. 51 minutes ago, Mikito said:

    Hello! I believe this is my first post across any accounts I've made on this website. I generally lurk. Anyway, I am playing through a new playthrough and I am on the step of the side quest where I need to give the 5 pokemon to the original owners. I have 4 of the 5. I am missing the Makuhita and I didn't release Makuhita, but I think a plugin with the shared pc deleted some pokemon I had in a box and that Makuhita was in that box, lol. If anyone has the Makuhita for the quest I'd deeply appreciate it! 

    I'll hatch Makuhita egg, and give it to you.

  2. If the Player has no Ill-fated Doll and there is a clear weather, interacting with totem a Natu will appear instead. The totem is found in Rhodochrine Jungle.

     

    Note : This is only chance if you missed catching an encounterable Natu in Citae Arc-d'Astrae Aerie.

  3. "The Fool" Field

     

    "It is the void from which all other things begin."

     

    General Effects

     

    - Every starter evolution line Pokemon (including Pichu evolution line, Pikachu in a cap, Partner Pikachu, Eevee evolution line and Partner Eevee) raises Atk, Def, Spd, Sp. Atk and Sp. Def by one stage when entering the battle.

    - Normal, Grass, Poison, Flying, Fire, Water, Electric, Psychic and Dark moves increase in base power x1.33.

    - All moves will gain priority if it's used only by starter Pokemon (even if Mega Evolved).

    - This field lasts for five turns.

     

    Abilities Affected

     

    - Overgrow, Clorophyll, Leaf Guard, Blaze, Solar Power, Flash Fire, Torrent, Rain Dish, Swift Swim, Battle Bond, Hydration, Quick Feet, Guts, Snow Cloak and Ice Body are activated.

    - Leaf Guard and Hydration raises user's Def and Sp. Def by two stages when activated.

    - Unburden raises the user's Atk and Sp. Atk by two stages, when activated if its held item is used or lost.

    - Shell Armor reduces damage from supereffective moves by x0.5, regardless of the effectiveness multiplier and cannot be ignored by moves or Abilities.

    - Contrary has user's Atk and Sp. Atk stats swapped, respectively, with its Def and Sp. Def stats.

    - Bulletproof has the user reflecting ball and bomb moves instead.

    - Long Reach also boosts the power of the user's contact moves by x1.3.

    - Pokemon with Grassy Surge will have Grassy Terrain's effect activated that lasts permanently when it's in the battle but it won't change the field.

    - Solar Power also increases the user's Atk by x1.5 and won't damage the user in every turn when activated.

    - Tough Claw has the power boost doubled to contact moves.

    - Drought's effect lasts permanent.

    - Flash Fire raises user's Atk, Sp. Atk and Spd by two stages when activated and will have Fire moves ignore type resistances and abilities.

    - Speed Boost also raises the user's Evasion and Accuracy by one stage.

    - Iron Fist causes the power of affected punching moves to increase by x1.5 instead.

    - Thick Fat raises the user's Def and Sp. Def by two stages and endures the hit in the first turn when entering the battle.

    - Reckless prevents the user having damage taken and raises its Spd by one stage after using recoil moves.

    - Magician heals the user HP by 1/6 and raises Sp. Atk by three stages, every time when it's activated.

    - Intimidate lowers the target's attack by two stages and ignores the abilities (including when the target is with substitute) that prevents it from activating.

    - Libero raises the user's Atk stat by x1.5.

    - Pokémon with Rain Dish will regain 1/6 of its maximum HP at the end of each turn, when activated.

    - Mega Launcher will double the chance of secondary effects for pulse moves, if it does have this.

    - Sheer Force doubles the power boost and has the user ignores abilities.

    - Damp has the user absorbs every explosing moves (including Powder and Shell Trap) and the ability Aftermath, restoring HP to max.

    - Swift Swim raises the user's Sp. Atk and evasion by one stage.

    - Defiant has its effect doubled.

    - Protean raises the user's Sp. Atk stat by x1.5.

    - Liquid Voice increases in base power x1.5 if it isn't a Water type move to begin with.

    - Sniper has the user always deals critical hits.

    - When a Pokémon with Static/Cute Charm is hit by a move that makes contact, the attacking Pokémon will always become paralyzed/infatuated respectively.

    - Lightning Rod raises Atk and Sp. Atk by two stages when drawing every Electric moves.

    - Surge Surfer increases Electric moves in base power x3, when activated.

    - Pokemon with Run Away ability always escapes from moves and abilities that traps the opponent by switching with another Pokemon.

    - Adaptability raises the user's Atk and Sp. Atk stats by x1.5.

    - Anticipation raises the user's Def and Sp. Def stats by x1.5.

    - Water Absorb and Volt Absorb will restore the user's HP to max after being hit by Water and Electric moves respectively.

    - Quick feet raises Atk stat by x1.5 when activated.

    - Guts raises Def stat by x1.5 when activated.

    - Synchronize raises user's stats in same way as the opponent does.

    - Magic Bounce also reflects any target’s abilities that inflicts the user.
    - Inner Focus has the user become immune to non-volatile status condtition.

    - Snow Cloak raises the user's Def, Sp. Def and evasion by one stage.

    - Ice Body restores its 1/4 of max HP at the end of each turn.

    - Pixilate receives a x1.5 power boost.

     

    Moves affected

     

    - Frenzy Plant, Blast Burn and Hydro Cannon increases in base power by x1.2 and no longer needs for Pokemon to recharge in next turn. (Behold the ultimate power!)

    - Grass Pledge, Fire Pledge and Water Pledge will always have their effect activated with base power of 150 without requiring to use the other pledge move in the same turn. (This is fate.)

    - Skull Bash can be executed in one turn.

    - Thunderbolt, Volt Tackle, 10000000 Volt Thunderbolt and Catastropika increases in base power x1.5 and paralyzes the target. (The electricity of endless possibilities.)

    - Stoked Sparksurfer increases in base power x1.3 and always result a critical hit. (Surf up!)

    - Floaty Fall has the chance of the effect doubled.

    - Splashy Splash always paralyzes the target.

    - Zippy Zap will always results a critical hit and raises evasion by two stages.

    - Last Resort can be used without requirements and increases in base power x1.5. (This is my trump card.)

    - Extreme Evoboost raises the user's Atk, Def, Spd, Sp. Atk and Sp. Def to max.

    - Baddy Bad, Bouncy Bubble, Buzzy Buzz, Freezy Frost, Glitzy Glow, Sappy Seed, Sizzly Slide, Sparkly Swirl increases in base power to 140 and accuracy to 100%. (The element is skyrocketing.)

    - Morning Sun summons harsh sunlight.

    - Leaf Blade and Blaze Kick increases in base power x1.4 and always results a critical hit. (The luck in your side.)

    - Muddy Water increases in base power x1.2 and lowers the target's accuracy by one stage. (Drown!)

    - Heat Crash will always have base power of 120, regardless of target relative's weight comparision. (Go! Bulldozer!)

    - Spiky Shield makes the attacker suffers damage equal to 1/4 of its maximum HP.

    - Mystical Fire lowers the target's Sp. Atk stat by two stages.

    - Water Shuriken always hits the target 5 times per use, even if Battle Bond is activated. (Extra damage with shuriken!)

    - Mat Block gains priority of +4 and uses the same effect as protecting moves. It also protects from status moves.

    - Spirit Shackle lowers the target's Def and Sp. Def stat.

    - Sinister Arrow Raid prevents the target from escaping.

    - Darkest Lariat also ignores abilities and items.

    - Malicious Moonsault ignores stat changes.

    - Throat Chop deals super effective damage to Fairy type. (I'll silence you!)

    - Sparkling Aria deals additional Fairy damage. (Illuminate the song!)

    - Oceanic Operetta heals the burn, after damaging the burned target.

    - Drum Beating increases in base power x1.4 and lowers the target's Speed stat by three stages. (Take the beat!)

    - Pyro Ball always burns the target, results critical hit and gains priority. It never misses the target. (GOAL!)

    - Court change can transfer status conditions and stat changes from any Pokemon to another.

    - Snipe Shot deals super effective damage to Steel types. (SHOOT!)

    - Triple Arrow increases in base power in future turns by x1.1 to x1.5. (Sneak attack by arrows!)

    - Infernal Parade gains priority and always burns the target.

    - Ceaseless Edge leaves the opponent with splinters for 8 turns that inflict damage.

    - Nature Power becomes random of moves affected (excluding Z-Moves).

    - Camouflage changes the user’s type to random type similar to the final evolved starter.

    - Secret Power may confuse the target.

     

    Transitions to other Field Effects

     

    - Transitions this field back to Arcana Destiny Field automatically after five turns.

     

    Seed

     

    - The Magical Seed grants Laser Focus and Spiky Shield only to user being starter Pokemon. Otherwise, it grants Laser Focus but confuses the user for 10 turns.

    • Like 1
  4. 1 minute ago, Oscarus said:

    Okay, this might be the most intruiging Field, but - question:

    Why Fields bades on Tarots Cards of "The Fool" and "The World" have only 1%, while others 4,9%?

    Is it because they are, respectively, the first one ("0") and the last one ("21") in Grand Arcana?

    You’re half right because you’re missing something.

    • Hmm 1
  5. "Arcana Destiny Field"

     

    "The Arcana is the means by which all is revealed..."

     

    General Effects => Transitions to the other Field Effects

    Transitions this field into random field automatically :

    "The Fool" Field (with chance of 1%)

    "The Magician" Field (with chance of 4.9%)

    "The High Priestess" Field (with chance of 4.9%)

    "The Empress" Field (with chance of 4.9%)

    "The Emperor" Field (with chance of 4.9%)

    "The Hierophant" Field (with chance of 4.9%)

    "The Lovers" Field (with chance of 4.9%)

    "The Chariot" Field (with chance of 4.9%)

    "Justice" Field (with chance of 4.9%)

    "The Hermit" Field (with chance of 4.9%)

    "Wheel of Fortune" Field (with chance of 4.9%)

    "Strength" Field (with chance of 4.9%)

    "The Hanged Man" Field (with chance of 4.9%)

    "Death" Field (with chance of 4.9%)

    "Temperance" Field (with chance of 4.9%)

    "The Devil" Field (with chance of 4.9%)

    "The Tower" Field (with chance of 4.9%)

    "The Star" Field (with chance of 4.9%)

    "The Moon" Field (with chance of 4.9%)

    "The Sun" Field (with chance of 4.9%)

    "Judgement" Field (with chance of 4.9%)

    "The World" Field (with chance of 1%)

     

    Seed

     

    No seeds can work in this field.

     

    Note : I will update this topic in next day.

    • Like 2
  6. Holy Flame Field

    "The field is engulfed by holy flames of the god!"

     

    General Effects

     

    - Fire, Fairy and Normal moves increase in base power x1.5.

    - Ghost and Dark types are now weak to Normal and Fire type attacks.

    - Psychic moves increase in base power x1.3.

    - Dragon moves increase in base power x1.2.

    - Ghost and Dark moves decrease in base power x0.5 (excluding Infernal Parade).

    - Water and Ice moves are negated (Except Ice Burn and Hydro Steam).

    - Grounded non-Fire-types take type-scaling Fire damage at the end of each turn, similar to Stealth Rock.

    - Pokemon in an Aqua Ring are immune to the damage.

    - Extremely harsh sunlight increases Fire type moves' power by x2, instead of x1,5.

    - Curse, Torment, Taunt, Nightmare, Embargo and Perish Song effect are lifted in the end of the turn.

    - Pokémon can't be frozen.

    - Fire type Pokemon/Pokemon with Orichalcum Pulse ability is immune to status condition (except volatile battle status).

    - Fire type Legendary/Mythical Pokemon's speed is doubled. It affects also Pokemon with Protosynthesis/Orichalcum Pulse ability.

     

    Abilities Affected

     

    - Chlorophyll, Guts, Flash Fire, Blaze and Flare Boost are activated.

    - Drought's and Orichalcum Pulse’s effect lasts permanent instead for five or eight turns. If harsh sunlight is already here or made by ability/move before, it becomes extremely harsh sunlight.

    - Drizzle, Sand Stream, Sand Spit, Snow Warning, Cloud Nine, Air Lock, Primordial Sea and Delta Stream are negated.

    - Harvest always activates if user consumes berry.

    - Ripen berry effect is doubled.

    - Cursed Body, Damp, Merciless and Perish Body has no effect.

    - Magma Armor boosts Defense by one stage upon switch in.

    - Steam Engine raises speed at the end of every turn.

    - Ice Face melts upon being switched in.

    - Justified’s and Thermal Échange boost effect is doubled.

    - Power Spot has x1.5 damage boost for allies.

    - Pokemon with Solar Power has 1/8 of total HP restored instead, during harsh sunlight/extremely harsh sunlight.

    - Fairy Aura has x1.5 damage boost, instead of x1.33 and is immune to ability Aura Break.

    - Healer has 100% chance of curing ally's status condition.

    - Regenerator restores 2/3 of the Pokémon's maximum HP upon switching out.

    - Natural Cure also restores PP of the user's last move by 4 upon switching out.

    - Serene Grace will triple the chance of a move having an adittional effect.

    - Victory Star raises the user and its allies Attack and Sp. Attack stats by one stage upon entering the battle.

    - Damaging healing moves affected by Triage increase in base power by x2.

    - Thermal Exchange turns Ice type moves into Fire type moves and gives the user a Fire type STAB and resistance.

    - Mummy and Wandering Spirit makes the user faints in the end of the turn and their effects are negated.

    - Well-Baked Body effect is ignored.

    - Status moves affected by Pranskter become negated, inflicting confusion to the user who isn't Normal type or Fairy type.

    - Mimicry changes the user's type to Normal/Fire.

    - RKS System's type becomes Fire at all times.

     

    Abilities that make the user immune to the Holy Flame Field

     

    - Magma Armor

    - Flame Body

    - Flash Fire

    - Flare Boost

    - Water Veil

    - Water Bubble

    - Heatproof

    - Magic Guard

    - Solar Power

    - Thermal Exchange

    - Protosynthesis

    - Orichalcum Pulse

     

    Abilities that make the user take 2x damage from the Holy Flame Field

     

    - Fluffy

    - Leaf Guard

    - Grass Pelt

    - Ice Body

    - Well-Baked Body

     

    Moves affected

     

    - Freezing Glare, Thunderous Kick, Aeroblast, Precipice Blades, Dragon Ascent, Doom Desire, Mist Ball, Luster Purge, Psycho Boost, Spacial Rend, Roar of Time, Magma Storm, Crush Grip, Seed Flare, Bleakwind Storm, Wildbolt Storm, Sandsear Storm, Searing Shot, V-Create, Sacred Sword, Fusion Flare, Blue Flare, Fusion Bolt, Bolt Strike, Ice Burn, Secret Sword, Relic Song, Techno Blast, Diamond Storm, Hyperspace Hole, Land's Wrath, Thousand Waves, Sunsteel Strike, Prismatic Laser, Fleur Cannon, Plasma Fists, Double Iron Bash, Genesis Supernova, Searing Sunraze Smash, Behemoth Blade, Behemoth Bash, Eternabeam, Dynamax Cannon, Thunder Cage, Dragon Energy and Springtide Storm, Electro Drift will recieve x1.3 boost. ("Behold! The power of the gods!")

    - Mystical Fire, Magical Leaf, Psystrike, Judgment, Sacred Fire, Core Enforcer, Photon Geyser, Light That Burns the Sky, Ancient Power, Collision Course will recieve x1.75 boost. ("The god's power is supreme.")

    - Raging Fury deals super effective damage to Water, Rock and Ground types and the user won’t be confused by that move. It boost its power by x1.2 in every next turn. [144BP in second turn; 172,8 in third turn and final turn] ("Flames will come to bite you back.")

    - Misty Explosion will receive x2 boost. ("The field amplifies this exploding pure hearted power.")

    - Steel Beam and Mind Blown will receive x1.2 boost and user won't take damage after using it. ("Supercharged!")

    - Flare Blitz, Light of Ruin, Chloroblast, Double Edge, Head Charge, Take Down and Volt Tackle won’t deal recoil damage to the user.

    - Spirit Break deals super effective damage to Ghost-types. ("The malicious spirits! Go away!")

    - Cosmic Power, Smokescreen, Growth, Rototiller effect are doubled.

    - Heart Swap raises user's Attack, Defense, Sp. Attack, Sp. Defense and Speed by one stage and lowers the target's same stats by one stage.

    - Miracle Eye will also boost Attack and Special Attack.

    - Wish will restore 75% of user's max HP.

    - Life Dew will restore 50% of the target's max HP.

    - Revival Blessing restores HP to full.

    - Nature's Madness deals 75% HP damage.

    - Ruination deals 25% HP damage.

    - Fire Blast, Inferno, Blue Flare, Sacred Fire, Will-O-Wisp base accuracy becomes always 100. ("The sacred flames never fails.")

    - Esper Wing boosts both Speed and Sp. Attack by two stages.

    - Hydro Steam and Psyblade are always boosted by x1.5.

    - Smack Down, Rock Slide and Thousand Arrows increase in base power by x1.5 and deal additional Fire damage. ("The move is melt by the field.")

    - Ice Burn and Hydro Steam increase in base power by x1.2 and deal additional Fire damage. ("It’s going to warm a little.")

    - Clear Smog and Smog increase in base power by x2 and deal additional Fire damage. ("Beware the poisonous air!")

    - Infernal Parade increases in base power by x1.25 and deals additional Fire damange. Always burns the target. ("Things are getting fired up.")

    - Tar Shot increases field damage taken by x2.

    - Explosive moves will burn the target.

    - Restores Fire type each turn to Pokemon who have used Burn Up. ("But the flames are restored.")

    - Eruption and Dragon Energy always has 150 BP. ("The anger never fades.")

    - Crush Grip always has 160 BP. ("Never mess with the strength of the titan!")

    - Solar Beam, Solar Blade, Meteor Beam and Geomancy activates on first turn. ("May the light helps you.")

    - Oblivion Wing’s, Night Daze's and Bitter Malice's power decreases in base power by 0.75. ("The field nerfs this move.")

    - The moves Punishment, Curse, Destiny Bond, Torment, Taunt, Nightmare, Embargo, Forest's Curse, Trick-or-Treat and Perish Song fail. ("But the punishment is ignored.")

    - The moves Hail, Snowscape, Chilly Reception, Rain Dance and Sandstorm fail. ("But the law defies the weather.")

    - The moves Phantom Force and Shadow Force fail. ("But the field prevents the Pokemon from hiding.")

    - The recharging moves no longer needs to recharge in next turn after using it.

    - Nature Power becomes Judgement.

    - Camouflage changes the user’s type to Fire.

    - Secret Power may lower Special Attack and may burn.

     

    Transitions to other Field Effects

     

    There is no way to transition the field.

    Using the move/ability that creates terrain is negated and makes the user lose around 50% of total HP. ("But the god punishes the responsible that messes with law of the nature.")

     

    Seed

     

    - The Magical Seed boosts Atk, Sp. Atk and Speed and applies Magic Coat to the user.

    • Like 1
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