Kotomo: Elements of Life

Kotomo: Elements of Life is a turn-based RPG released for the Onyx and the Hunter, as part of Pyro Enterprises' Kotomo series.
==Story==
===Prologue===
The game begins with the opening credits being shown as we see several scenes across Enotine. A female voice tells us about the land and the Kotomo, a widespread collection of animal species who live in harmony with humans. Afterwards, we see that voice belonging to a receptionist at a ferry terminal, studying a passport and asking its holder for identification. This follows with the prompt for the player to create their avatar, with options to decide name, gender, appearance and date of birth. After their avatar is created, the receptionist approves the passport and returns it to the avatar.
The avatar then leaves the terminal and arrives at the port town of Koilaspra, in the south-east of Enotine. Shortly after their arrival, they meet a girl with pale blue hair, who is able to quickly deduce that they aren't from Enotine. The avatar introduces themselves and says that they are from Relidon, a country that the girl has not heard of. She replies by saying that her name is Katina, and offers the avatar to stay in the spare room of her house.
The avatar spends some time exploring Koilaspra, though Katina says that they aren't allowed to leave without Kotomo of their own. After doing a few odd jobs, the avatar receives a letter that they give to Katina. She finds that the letter is from Donatus, a researcher from the nearby Prasina City, asking Katina to come over and assist him on his study of “Element Force”.
Katina is ecstatic to find this out, and in doing so garners the attention of the avatar. She says that she's fine with them tagging along, especially as it should give them something to do. Just before setting out, however, Katina offers the avatar one of her three Kotomo - Spiraqua, Feavolt and Terrpon. After choosing a Kotomo, Katina stages a training round with the avatar in order to ensure that they can handle themselves in a Kotomo battle.
Katina and the avatar head north, soon arriving in Prasina City. Here, Katina returns her letter to Donatus, who gives the avatar an explanation on what this “Element Force” is. He describes it as an essence in the air of Enotine, which Kotomo pick up in order to gain the power to use their abilities. While there is no way of seeing Element Force itself, it can apparently take on a crystallised form.
Donatus guesses that the crystals are likely to form in temples and other sacred places, as through recent studies he has found that Kotomo moves are especially powerful in these areas, suggesting an abundance of Element Force. The avatar and Katina set out to the Prasina Ruins, a long-lost temple in the city outskirts which seems to fit the bill. Within the temple, the avatar finds one of the crystals, only to recognise Arin, a friend of theirs from Relidon.
Arin and the avatar both seem interested in the Element Force crystal, and agree to have a duel to decide who gets to keep it. The avatar wins the duel in the end, and therefore takes the crystal. The Kotomo they were given by Katina seems to react to the crystal, and soon after obtaining the crystal, the avatar is attacked by a group of aggressive wild Kotomo. However, Element Force from the crystal seems to seep out and empower the avatar's Kotomo, allowing them to easily defeat the oncoming attackers.
The avatar returns to Donatus' home and explains the occurrence to him. Judging the colour of the crystal, which matches the type of the avatar's Kotomo, he speculates that there is a crystal for every type of Kotomo. Knowing from Katina that the avatar has recently moved to Enotine, Donatus them the task of travelling around Enotine and helping him to find all of the remaining Element Force crystals, which they accept.
Katina then offers some Enotine clothing to the avatar, allowing them to fit in with the land more. While they are changing, Arin explains to Katina and Donatus why he and the avatar came to Enotine. In recent times, their home country Relidon had fallen into chaos due to a war, and the country's younger generation were made to split up and evacuate to other lands.
After changing into their Enotine clothes, the player's travels in Enotine are spurred on by Donatus' task of finding all of the Element Force crystals. Arin, meanwhile, goes off on his own journey, saying something about wanting to undo the destruction of Relidon.
Kotomo: Elements of Life allows you to traverse the island of Enotine freely and experience story events in any order you wish. The order of events on this page is randomly chosen and not indicative of actual gameplay or story.
===Dentroilos Arc===
The avatar arrives at the Dentroilos Woods, where they run into Katina. She says that she has found an area in the forest where insect Kotomo seem to be thriving around a giant tree. They follow Katina to the tree, known as the Dentroilos Titan, only to find that the tree is much too difficult to climb.
Katina suggests that the forest's tribal people might know a way of climbing the tree, and points that the tribe is to the north of the forest. The avatar heads north while Katina stays behind to catch more Kotomo, and along their way they stumble upon Emilian, a boy from the Vrochiun Tribe who is struggling to get his Kotomo to listen to him. The avatar asks him about tree-climbing, and in response he leads them to the Vrochiun Village.
Emilian has a weak reunion with his fellow tribe-members due to his inability to train his Kotomo, though the avatar explains their intentions to climb the tree and is given a special vine for this purpose. Heading back to the Dentroilos Titan, the avatar agrees to let Emilian follow them so that he can see how they handle their Kotomo. They arrive at the tree and climb onto a high branch using the vine, hoisting Emilian up after they finish their climb.
From there, the two make their journey up the tree, using the vine at times to reach a new path when their current one stops. At one point, Emilian falls off the tree, though his Feuinsect uses a jet of string to catch him and pull him back up, showing that his Kotomo is beginning to have more trust in him.
The avatar reaches the apex of the tree and fights Elemental Paramati, a wild Kotomo who has been overloaded with several kinds of Element Force and enlisted as the guardian of an Element Force crystal. After calming down the Paramati, the avatar is able to claim a small fragment of Bug Force.
After returning to the base of the tree, Emilian says that following the avatar has been a success, as he has come much closer to his Kotomo, and offers to have a battle against the avatar some time in the future.
===Kryaster Arc===
The avatar climbs up the Petroma Mountain, a snowy peak to the east of Enotine. Along their way they find some bird Kotomo flying rampantly - mostly those native to the warmer regions, such as Caroling and Skewird. They also find Arin chasing down some of the birds, saying that he was tasked with getting them back for someone in a nearby city.
Heading to Kryaster City with a few birds of their own retrieved, the avatar meets Ava, a mail deliverer who identifies the bird Kotomo as those used by her company, the Enotine Delivery Front. She invites the avatar and Arin to visit the company's headquarters, where she confirms that somebody must have forgotten to keep tabs on the birds when they were taken out for fresh air.
After some more conversation, Arin gets the idea that the Enotine Delivery Front are having complications due to how busy they are, and requests to join the business for a short while. The avatar also gets wheedled into joining, and so Ava gives them a short delivery job. Both them and Arin receive a Skewird (the player's Skewird is nicknamed Hermes), and in order to deliver mail the avatar must head to a person's house with Hermes in the party. Ava also provides a list telling which people from which cities need mail.
After their delivery job is finished, with mail being sent to Kryaster, Koilaspra, Prasina, Trialoni and Psamani, the avatar returns to Kryaster where Ava confirms it a job well-done, and offers the avatar a place in the mail club. This allows the player to send and receive letters between other players of the game.
However, this leaves the question of why the birds had gone berserk. While most others turn a blind eye to this fact, Arin decides to investigate. He noticed that most of the birds flew towards the peak of the mountain, and invites the avatar to accompany him to the peak. Ava also decides to come with them, showing concern for her company's Kotomo.
The three arrive at the peak, with the blizzard getting stronger the further they go, up to the point that Arin gets separated from the avatar and Ava. At the peak they find a chunk of Ice Force, only to be attacked by an Elemental Himalagus who had been going too far with the Ice Force's power and had called forth a mighty snowstorm. After defeating the Himalagus, the avatar manages to claim the Ice Force and the blizzard subsides. Soon after, the bird Kotomo all calm down, confirming that the blizzard was to blame.
===Neronisi Arc===
The avatar arrives in the village at the middle of Neronisi Islet, where they are told about how plants have become severely overgrown recently. By the use of either a Flame-type Kotomo or any Kotomo with sharp blades, however, the player is able to break through the invading foliage. Their job is finished when they reach Neronisi Temple at the far back of the village - the avatar is given a special Movestone as a reward, but told not to enter the temple.
Some time later Katina contacts the avatar through mail (or physically if mail hasn't been unlocked yet), alerting them of how the plant overgrowth in Neronisi has come back far worse than before. The avatar and Katina arrive at the village and find that the plant growth is centred at the temple.
The avatar and Katina head into the temple together, dealing with more plants along the way, until they eventually find an Elemental Nichianthus. After putting a stop to the rampant Kotomo, the avatar finds a shard of Plant Force that they take out of the temple - the overgrown plants abruptly wilt as they do, putting a full end to the crisis.
===Interlude 1===
A short time after the avatar obtains three Element Force crystals, Katina greets them, saying that she wants to show them something. She brings them and Arin to the ruins in Prasina, finding a scroll that carries old stories of Enotine's creation on it. After much struggling with the old-fashioned speech, Katina manages to tell the story:
“The energy of life that raised Kotomo into existence... it was wonderful, but plain, no variance. Every species was too similar, until that life was shone upon by Apotheia. From this light, the seventeen Types of Kotomo were able to form and flourish.”
“However, the seventeen Types went into a nationwide battle, distraught by their newfound differences. Since then, it has been decreed that no citizen of Enotine use Kotomo as tools for war.”
Arin, however, goes on to ask Katina a question. He mentions the idea of using Kotomo to avert a crisis, to which Katina gives a simple answer - that Kotomo are companions, not to be used as a means to an end. To prove her point, she asks the avatar to battle her, which they agree to.
Soon after the battle ends, Katina notices that Arin has vanished and that the scroll is nowhere to be found. She makes an assumption that Arin is the thief, though the avatar tries to defend him. Katina remains suspicious and decides that the best thing to do would be to alert Donatus to the situation.
However, when they arrive at his home they find that the researcher is nowhere to be seen. Katina, however, soon notices that he had left a Caroling behind with a message. The avatar reads it and finds that he has had to take a short trip for his studies. Attached to the letter is a set of healing items, which Donatus had intended as a reward for the avatar for the help they've been giving him so far.
===Agapeise Arc===
Arriving in Trialoni, the avatar finds a young woman in pink clothing being attacked by a band of Kotomo thieves. After the avatar chases down the thieves, defeats them and rescues her Shamini, she gives them her thanks before leaving for the north.
Later, the player arrives in Agapeise City, in the mountains to the north, where they meet the woman in pink again - they learn that her name is Florentina, and that she is from a wealthy family. After spending some more time in the city, the avatar ends up learning about how the people of Agapeise are fixated on
It turns out that many people in Agapeise are talking about finding some kind of treasure under the sea. Florentina voices her concern for what is going through the heads of the people, though she doesn't trust herself to go down due to being afraid of what might be down there. The avatar decides to come along with her to the depths, and if they have access to mail they can also ask for Arin to join in.
The group take a sailboat to Psamani, joined by an even larger group of people from Agapeise who are interested in the sea's treasure. After arriving on the island they dive down the Tunnel to the Sea, with the help of some Water-type Kotomo, reaching the Seafloor Kingdom. They find a sunken ruin here that appears to be a kingdom of Marifry, though as they travel deeper in they begin to release that the Kotomo of the sea are terrified of something at the far back of the ruin. As it turns out, the cause is an Elemental Hydraco, who the avatar and Florentina fight together.
After the dust clears from the battle, the avatar finds a horde of Water Force and Mythic Force. They take a single piece of Water Force (Mythic Force if they chose Spiraqua) for themselves, while Florentina decides to carry the rest to the surface, confirm it to be the treasure everybody was interested in, and perhaps sell it out afterwards.
==Gameplay==
The gameplay of Elements of Life is largely the same as the original Kotomo. The player traverses a 3D overworld, usually as their avatar but with some exceptions throughout the story, where they navigate around hazards and interact with NPCs. At any time when controlling their avatar, the player can pull up the “Active Menu”, allowing them to view their inventory, organise their team and save their progress. When within talking range of an NPC, the player can choose to either talk to them or challenge them to a battle. Battles can also be triggered by running into a wild Kotomo on the overworld, or when walking within the sight of a more aggressive human NPC.
===Controls===
Control Scheme 	Controls
Hunter's Bow 	
*D-Pad: Move/Adjust camera
*”Blue” Arrow Shot: Talk with NPC, Human Interaction
*”Red” Arrow Shot: Challenge NPC, Kotomo Interaction
*L: Active Menu
*R: Hold to allow camera adjusting
Hunter Controller	
*Left Analogue Stick: Move
*Right Analogue Stick: Adjust Camera
*Blue/Yellow Button: Talk with NPC, Human Interaction
*Green/Red Button: Challenge NPC, Kotomo Interaction
*Up on D-Pad: Active Menu
Onyx Controller 	
*Left Analogue Stick: Move
*Right Analogue Stick: Adjust Camera
*A: Talk with NPC, Human Interaction
*X: Challenge NPC, Kotomo Interaction
*Up on D-Pad: Active Menu
===Battle System===
Battles in the land of Enotine are made between teams of the titular Kotomo. The player can have a total of six Kotomo in their team, each able to equip four Moves that they may use in battle with varied effects - usually causing damage to the enemy in the attempt to reduce their HP to 0 and KO them.
There are two kinds of battles, Wild Battles and Trainer Duels. The Wild Battles are one-on-one, in which the player has the option to either take out the enemy to earn Experience for their team, or try to befriend the Kotomo to make them join their team.
The commands available are as follows:
*Fight: Command the player's Kotomo to attack the enemy or support their allies.
*Call: Only available in wild battles, if successful it convinces the wild Kotomo to join the player's team. The chance of Call succeeding rises very slightly by damaging the enemy Kotomo, but is increased greatly by feeding the wild Kotomo bait, food or even healing items.
*Items: Use the items in the player's inventory to support their Kotomo. In wild battles items can also be used on the enemy to raise their trust.
*Change: Switch out the active Kotomo in battle with another member of your team.
*Run: Attempt to flee the battle. Only works in wild battles.
Trainer Duels, on the other hand, are between two Kotomo trainers. These battles, with some exceptions, are all two-on-two fights. Two Kotomo are active in battle at once on each side, both able to take individual actions (including actions from the trainer, such as item use and switching team members). One of these Kotomo is in Strength Stance, noted by a red outline, raising their Attack and Magic by 50%, while the other is in Guard Stance, noted by a blue outline, raising their Defence and Resistance by 50%. The two Kotomo can swap their stances using the Switch command, and this does not take up a turn.
Each Kotomo has access to four moves at any given time, each with their own amount of Move Points, or MP, which determine the amount of times a move can be used. MP fully recovers at the end of battle. Kotomo have a total of six statistics in battle, alongside four hidden stats, as follows in the table below.
HPThe Kotomo's maximum life. HP is reduced by taking damage, and if reduced to zero, the Kotomo becomes “KO'd”, unable to battle unless revived with certain items.	AttackDetermines the damage dealt with physical attacks.
DefenceDetermines the damage taken from physical attacks. 	MagicDetermines the damage dealt with magical attacks.
ResistanceDetermines the damage taken from magical attacks. 	SpeedDetermines the order in which Kotomo act every turn.
 	
Accuracy (hidden)Determines chances of landing attacks. 	Evasion (hidden)Determines chances of evading attacks.
Luck (hidden)Provides several small bonuses, such as increasing the chance of landing critical hits. 	Effective Speed (hidden)Adds on to the Kotomo's Speed for a single turn.
Each of the player's Kotomo can be equipped with a Held Item, which has varying passive effects, and their moves and abilities can be altered on a whim using the player's collected Movestones and Skillstones. Every Kotomo has a single unique Ability that benefits them under varying circumstances. After certain level thresholds, they will earn additional Ability Slots, letting the player use Skillstones to add more abilities.
Each Kotomo possesses one of six Natures, which influence what stat it excels at most. A Kotomo's nature can be seen at a whim through its idle animation, as a Kotomo has unique idle animations depending on its Nature. The player is also able to assign a Training Regimen to each Kotomo, which functions as a secondary Nature and boosts the specific stat assigned to them. The list of Natures are as follows.
GentleA Kotomo with a soft and kind personality. Kotomo with a Gentle Nature tend to specialize in their HP stat. 	BoldA Kotomo with a brave and caring personality. Kotomo with a Bold Nature tend to specialize in their Attack stat.
TimidA Kotomo with a fearful and cautious personality. Kotomo with a Timid Nature tend to specialize in their Defense stat. 	CraftyA Kotomo with an intelligent and curious personality. Kotomo with a Crafty Nature tend to specialize in their Magic stat.
RelaxedA Kotomo with an easygoing and carefree personality. Kotomo with a Relaxed Nature tend to specialize in their Resistance stat.	ExcitedA Kotomo with a vibrant and energetic personality. Kotomo with an Excited Nature tend to specialize in their Speed stat.
Kotomo can be released back into the wild at any time, removing them from your team. This process is known as Unbinding, and rewards the player with EXP Crystals named after each type of Kotomo. These crystals can be used to grant bonus experience to a Kotomo, but only for those in the same family line as the crystal's name. Crystals from advanced Kotomo offer increasingly more experience.
===Typing System===
Each Kotomo is classified under one or two of the seventeen Types. Kotomo with a single type are called Monotype, while those with two types are Bitype. Types influence the defensive capabilities of each Kotomo, granting them resistances and weaknesses to other types, as well as offer increased power to similarly-typed moves through a mechanic called STAB (Same-Type Attack Bonus).
An 18th Type known as Neutral exists, but only in regards to certain moves. No Kotomo is typed as Neutral, meaning that they cannot gain STAB. However, Neutral Moves are not resisted by or effective against any type, making them a universal standard option that can be usefully applied in many situations.
===Element Force===
New to Elements of Life is the Element Force system, substituting the V-Energy from the original game. The player earns Element Force crystals throughout the game, with a total of eighteen - one for all seventeen Kotomo types, and the Pure Crystal that synchronises with Neutral-type moves. When a move matching the type of a crystal is used by any Kotomo in battle, including enemy Kotomo, that crystal will charge power, charging more power the more effective the move was. The charge of the crystals carries over between battles and can be checked on the Active Menu.
Once a crystal is fully charged, the player activate it from the battle menu, then use it on one of their Kotomo's moves on their turn (only one Kotomo per side can use Element Force each turn). This applies a second type to that move and an additional effect based on the type. If an Element Force is used on a move that shares the same type, that move will gain increased power instead of a second type.
The effects of each type of Element Force is as shown on the table.
Force Move 	Function
Pure [Move Name] 	
When Pure Force is used on a move, the move becomes Neutral-type and gains a boost to power and accuracy.
Searing [Move Name] 	
When Flame Force is used on a move, it gains a chance to Burn the target(s). If it is already capable of inflicting Burn, the chance of doing so is increased.
Hydro [Move Name] 	
When Water Force is used on a move, it gains a chance to Soak the target(s). If it is already capable of inflicting Soak, the chance of doing so is increased.
Thunderous [Move Name]	
When Electric Force is used on a move, it gains a chance to Paralyse the target(s). If it is already capable of inflicting Paralyse, the chance of doing so is increased.
Natural [Move Name] 	
When Plant Force is used on a move, it will drain a small portion of the target's health to heal the user.
Frosted [Move Name] 	
When Ice Force is used on a move, it gains a small chance to Freeze the target(s). If it is already capable of inflicting Freeze, the chance of doing so is increased.
Mighty [Move Name] 	
When Melee Force is used on a move, the user gains Courage status for three turns before the move is used.
Infectious [Move Name]	
When Poison Force is used on a move, it gains a small chance to Poison the target(s). If it is already capable of inflicting Poison, the chance of doing so is increased.
Crumbling [Move Name] 	
When Earth Force is used on a move, it gains a chance to lower the enemy's Defence (if physical) or Resistance (if magical). If the move already has this effect, the enemy's Defence/Resistance will be lowered by one stage more.
Blustery [Move Name] 	
When Wind Force is used on a move, the user gains Precision status for three turns before the move is used.
Perplexing [Move Name]	
When Psychic Force is used on a move, it gains a chance to inflict Amnesia on the target(s). If it is already capable of inflicting Amnesia, the chance of doing so is increased.
Spellbound [Move Name]	
When Magic Force is used on a move, the user's Luck is increased considerably for this turn only.
Swarming [Move Name] 	
When Bug Force is used on a move, it gains a chance to lower the enemy's Attack (if physical) or Magic (if magical). If the move already has this effect, the enemy's Attack/Magic will be lowered by one stage more.
Haunting [Move Name] 	
When Shadow Force is used on a move, the target(s) will be unable to switch out or escape battle for two turns.
Ancient [Move Name] 	
When Mythic Force is used on a move, the target(s) are more susceptible to status ailments and stat drops (they are more likely to land on them) until the end of next turn.
Stainless [Move Name] 	
When Metal Force is used on a move, the user becomes less susceptible to status ailments and stat drops (they are less likely to land on them) until the end of next turn.
Gleaming [Move Name] 	
When Light Force is used on a move, the user gains Regen status for three turns before calculating the damage.
Cybernetic [Move Name]	
When Digital Force is used on a move, the user gains Agility status for three turns before the move is used.
In wild battles, an option called Element Cheer exists. If the player's active Kotomo or the enemy Kotomo shares a type with the Element Force crystal used, it will double the chance of Cheer working.
===Status Effects===
These may be inflicted by various moves in battle. All except Stat Up, Stat Down, Daze and any positive statuses carry over after a battle ends.
Status 	Information
Stat Up 	The boosting of one of the Kotomo's main stats, discounting HP, along with hidden stats such as Luck. Each stat can be raised up to 5 times, with each boost resulting in an additional 0.3x effectiveness- at max level, the total is 2.5x normal stat distribution.
Regen 	Regen is a positive status that causes the Kotomo to restore 10% of their health every turn, and makes them immune to damage from Poison and Burn. It automatically goes away after a number of turns dependent on the move that granted Regen. Kotomo with Regen are resistant to Plant-type attacks.
Courage 	Courage is a positive status that causes the Kotomo's attacks to ignore 20% of the target's Defence/Resistance, thus increasing their damage output. It automatically goes away after a number of turns dependent on the move that granted Courage. Kotomo with Courage are resistant to Melee-type attacks.
Precision	Precision is a positive status that causes the Kotomo's attacks to have 20% more accuracy. It automatically goes away after a number of turns dependent on the move that granted Precision. Kotomo with Precision are resistant to Wind-type attacks.
Vanish 	Vanish is a positive status that makes the Kotomo invisible, preventing them from being targeted by attacks. However, certain attacks bypass Vanish status, including all multi-target attacks. It automatically goes away after a number of turns dependent on the move that granted Vanish. Kotomo with Vanish are resistant to Light-type and Shadow-type attacks.
Agility 	Agility is a positive status that increases the Kotomo's Effective Speed by 50%. It automatically goes away after a number of turns dependent on the move that granted Agility. Kotomo with Agility are resistant to Psychic-type attacks.
Stat Down	The lowering of one of the Kotomo's main stats, discounting HP, along with hidden stats such as Luck. Each stat can be lowered up to 5 times, with each boost resulting in an additional 0.1x effectiveness- at minimum level, the total is half normal stat distribution.
Burn 	Certain attacks, most notably Flame-type ones, can set the opponent on fire. Burned Kotomo take 1/8th of their Max HP in damage every time they move- this can be bypassed if the action taken on their turn is performed by the trainer instead of the Kotomo. In addition, physical contact with a Burned Kotomo can transfer the status to someone else. Flame-type Kotomo have a natural immunity to Burn. Burning Kotomo can receive Technical Hits from Wind attacks.
Poison 	Certain attacks, most notably Poison-type ones, can infect the opponent with poison. Poisoned Kotomo take 1/20th of their Max HP in damage at the end of each turn- this number doubles each turn the Poison status remains, eventually becoming much deadlier if not dealt with. Poison-type Kotomo have a natural immunity to Poison.
Daze 	Certain attacks are capable of stunning the opponent, inflicting Daze. Daze prevents the affected user from taking any action at all, even those performed by the trainer, for a single turn. The first time Daze is inflicted on a target in a battle, it is 100% guaranteed to work, but every subsequent time it is inflicted, the odds reduce by 25%. Dazed Kotomo can receive Technical Hits from Psychic attacks.
Paralysis	Certain attacks, most notably Electric-type ones, can paralyze the opponent. Limiting the victim's ability to move and defend themselves, Paralysis acts as a heavy reduction of the Attack, Magic, and Speed stats, reducing them by half and stacking with stat increases and decreases. Electric-type Kotomo have a natural immunity to Paralysis.
Soaked 	Certain attacks, most notably Water-type ones, can soak the opponent in water, reducing their defensive stats. Much like Paralysis, Soaking acts as a 50% reduction to Defense and Resistance that stacks with other stat increases and decreases. Water-type Kotomo have a natural immunity to Soaking. Soaked Kotomo are guaranteed to be Frozen and can receive Technical Hits from Electric attacks.
Freeze 	Certain attacks, most notably Ice-type ones, can freeze the opponent solid. reducing their defensive stats. Much like Paralysis, Soaking acts as a 50% reduction to Defense and Resistance that stacks with other stat increases and decreases. Ice-type Kotomo have a natural immunity to Freeze. Frozen Kotomo can receive Technical Hits from Flame and Melee attacks.
Amnesia 	Certain attacks have the ability to inflict amnesia on the opponent. While their fighting capabilities are unhindered, and their stats remain the same, a Kotomo with Amnesia cannot use items or Element Force, locking key options in battle.
==Characters==
Character 	Information
<tabber>Cameron=|-|Colleen=</tabber>Player Avatar	The central character who the player controls for a majority of the game. A foreigner from outside the land of Enotine, after a war took hold of their homeland they were forced to evacuate to a calmer place. Although unfamiliar with the concept of Kotomo, they set out to uncover the secrets of Element Force, wondering if its power would help in undoing the war.
The player can choose one of two appearances for their avatar at the start of the game - the male avatar, Cameron, or the female avatar, Colleen. They may also adjust the avatar's eye colour, hair colour, skin tone and clothing colour.
Arin 	The avatar's friend, and another evacuee from the war in their homeland. While he can't get used to living in Enotine, he immediately comes to like the idea of training Kotomo, and while certainly skilled with them, he tends to fight recklessly without considering his team's wellbeing. Throughout the player's travels, Arin will often search for them in order to share information or challenge them to a duel, or simply to get up to speed with them.
Arin has no type specialty, and focuses on aggressive tactics to end his battles as soon as possible. The advanced form of his Star Kotomo is dependent on who the player starts with - Fulgudeus if they choose Spiraqua, Glacideus if they choose Feavolt, and Ignideus if they choose Terrpon.
Star Kotomo: Seraph
Katina 	A resident of Koilaspra Town, where the player arrives when they first set foot in Enotine. She is also the assistant of Donatus, a researcher of Element Force from a few towns over, and lets the player come with her when he summons her to help in his studies. She also lends one of her three Kotomo to the player so that they don't have to travel without protection. 
Katina has no type specialty, and focuses on keeping her team alive more than eliminating the enemy.
Star Kotomo: Mare, Caelum and Terram
Donatus 	A researcher from Prasina City, who studies the phenomenon of Element Force in the land of Enotine. Element Force is picked up in the air by Kotomo to power up their moves, and when contained in crystal form it can be combined with Kotomo moves to alter their properties. With help from his assistant, Katina, and the avatar, he searches to see the uses of Element Force, hoping that it will be a key to let Enotine civilisation advance further.
Donatus has no type specialty, and makes heavy use of items during battle.
Star Kotomo: Anthisi
Florentina 	A rich young lady from Agapeise City. She first meets the avatar in Trialoni Town, where she is being attacked by kidnappers who the avatar is able to drive away. She later meets them in her hometown, where her wealth is confirmed, and they learn that the city has gone into disorder due to its people hunting for Element Force in the nearby ocean. In order to stop the madness, she decides to travel with the avatar to help them in uncovering the treasure.
Florentina specialises in Psychic-type and Magic-type Kotomo, and enjoys making heavy use of her Kotomos' abilities.
Star Kotomo: Harmonia
Ava 	The head of the Enotine Delivery Front, a mail-delivering service known for sending mail all around Enotine. From her home in Kryaster City, in the snowy mountains of the east, she is a very busy woman who works day in, day out without showing any sign of weakness. However, with her job bringing down on her in recent days, she asks for the avatar's help in delivering letters for a while. Afterwards, they are free to send and receive letters between major characters and even other players.
Ava favours a strategy with rainy weather in battle, and likes making her team's stats, particularly Speed, as high as possible.
Star Kotomo: TBA
Emilian 	A young member of the Vroichun Tribe, a community of people who dwell in the wilderness of Dentroilos Woods. Despite his living in the wild bringing him close to wild Kotomo, Emilian is an unskilled trainer who struggles to get Kotomo to listen to him. He tags along with the avatar when they attempt to scale a giant tree, as the tribal people are very skilled in climbing, though he secretly hopes that following a gifted trainer will help him along with his Kotomo.
Emilian specialises in Plant-type and Bug-type Kotomo, and enjoys inflicting status ailments on his opponent.
Star Kotomo: Kujuri
Oriol 	A mechanic from Thylofos City, he was one of the first people to see Digital Kotomo when they arrived in Enotine through an outer-space signal. This spurred him on from a young age to devote his life to Digital Kotomo. When he first meets the avatar in his hometown, he is struggling to deal with a mysterious power outage, and accompanies them in searching for the source of the problem.
Oriol specialises in Metal-type and Digital-type Kotomo, and favours both brute force and disorienting his opponent in battle.
Star Kotomo: TBA
==Kotomo Listing==
Kotomo 	Information 	Abilities
SpiraquaThe Water Snake Kotomo 	001
Spiraqua are an endangered species in Enotine, due to their predictable hunting methods making it difficult to gather food. They live mostly in open oceans, too far down for most land-dwellers to reach, though their fins allow them to walk on dry land. When they find prey, they swim in circles around them in the attempt to confuse, then attack.Can be Advanced at Level 19. 	AdaptationMoves that share a type with this Kotomo deal 50% more damage when their health is below 33%.
AlmiinaeThe Brine Snake Kotomo 	002
Almiinae are more capable hunters than Spiraqua, as they have a much varied pool of weaponry to use to take out their prey. The large, gill-like structures on their sides of their head are surprisingly hard and sharp, their strengthened jaw allows powerful bites, and their tail can also be used to slam into enemies. They will still occasionally use the favoured encircling strategy of their pre-advanced stage, though with their brute force it is rarely necessary.Can be Advanced at Level 38. 	AdaptationMoves that share a type with this Kotomo deal 50% more damage when their health is below 33%.
HydracoThe Leviathan Kotomo 	003
The almighty Hydraco sails swiftly through both the seas and the skies. Their wings can call forth a rapid watery turbulence that hastens their movement - they can also send it at enemies to blow them around, leaving them easy to dispatch. Although they are feared by many as ferocious hunters, they are calm, and when unprovoked they slowly drift about free of troubles. As almost all Hydraco were rescued as Spiraqua and trained to advance, they share a special bond with their trainer, only allowing that person to ride upon their back.	Oceanic AdaptationWater-type and Mythic-type moves deal 50% more damage when this Kotomo's health is below 33%. Raises Attack, Magic and Speed in rainy weather and when underwater.
FeavoltThe Sparkling Kotomo 	004
Feavolt are an endangered species in Enotine, due to their small beaks limiting their capability to eat. Their wings are too small to allow them to fly for long, though they are able to jump fairly high. When under threat, they release a fierce electric charge from their feathers, immobilising the nearby danger and giving the chance to escape.Can be Advanced at Level 19. 	AdaptationMoves that share a type with this Kotomo deal 50% more damage when their health is below 33%.
EclahawkThe Glamourous Kotomo 	005
Eclahawk are less physically reliant than Feavolt, due to their newfound ability to use their own electricity as a power source. The feathers on their wings catch the wind as they fly, converting it into more electricity that lets them stay in the air for as long as possible. Eclahawk are somewhat vain and value beauty, even in battle - they often fly in mesmerising paths or use their electricity to make awe-inspiring visuals, in the attempt to distract their opponent.Can be Advanced at Level 38. 	AdaptationMoves that share a type with this Kotomo deal 50% more damage when their health is below 33%.
GalvanaptorThe Thunderbird Kotomo 	006
Galvanaptor dive down at astounding speeds from the clouds, appearing to descend within massive lightning bolts as they chase their prey from the skies. The beat of their wings sends the rolling sound of a thunderclap forwards, leaving a subtle hint to when one may be coming - but by the time the thunder is heard, lightning strikes from an entirely different angle. There are very few Galvanaptor, mostly being raised up from Feavolt by Kotomo trainers. They often show a very strong attachment to their trainers as a result, being prone to adding thunder and lightning as ambience before a battle - showing that their flair as an Eclahawk still hasn't faded.	Avian AdaptationElectric-type and Wind-type moves deal 50% more damage when this Kotomo's health is below 33%. If there are no Earth-type Kotomo in battle, raises the accuracy and effective speed of all moves.
TerrponThe Subterrane Kotomo 	007
Terrpon are an endangered species in Enotine, due to living close to most of their greatest predators. They have a diet of underground minerals, and possess surprisingly sharp teeth that can break through rock to prise their food from cave walls. The weight of their stone scales slows them down, though in a pinch they can shed their scales for a swift escape.Can be Advanced at Level 19. 	AdaptationMoves that share a type with this Kotomo deal 50% more damage when their health is below 33%.
GeoliskThe Magma Rock Kotomo 	008
Geolisk are heavily armoured with scales that give off burning heat, keeping predators from causing much damage and searing them if they get too close. Their claws are extra-hot and prove effective at digging through the ground. While sneaking underground, Geolisk will often spew flames at their prey from below, burning them to a crisp and leaving them easily eaten.Can be Advanced at Level 38. 	AdaptationMoves that share a type with this Kotomo deal 50% more damage when their health is below 33%.
MagmarchoThe Earth Dragon Kotomo 	009
Magmarcho can emit an enormous amount of heat through their scales and horns, which they can shape to make parts of their body seemingly catch fire. Although still weighed down by their scales, they are much more agile than before, thanks to having far more strength to propel their strides. To this day, Magmarcho are almost unseen in the wild, with most known specimens being raised from Terrpon by trainers. As a result they show a deep care for the one who trained them - if they are under threat, Magmarcho will quickly move in to block off the attackers with their mighty stone scales.	Earthern AdaptationEarth-type and Flame-type moves deal 50% more damage when this Kotomo's health is below 33%. All attacks deal Technical Hits to burned or dazed Kotomo.
FleureilThe Sunflower Kotomo 	010
Fleureil have a natural dislike towards most forms of contact, causing them to hide their faces behind large leaves and squirm when approached. However, they love the sun's rays, opening up to soak their petals in the light. While hesitant at first, they generally become slowly used to their trainer's touch, opening up when they see a sign of affection.Can be advanced by winning ten battles in Sunlight. 	Solar PeaceIncreases Defence and Resistance by 50% in Sunlight.----Bright InviteRestores 50% of HP when Sunlight first occurs in battle.
NichianthusThe Peaceful Bloom Kotomo 	011
After fighting a number of battles in sunny weather, Fleureil find inner peace and are able to advance. Nichianthus are peaceful Kotomo who seem to constantly meditate, coming off as unresponsive in some situations. They tend to become more active when basking in sunlight, though even in their zenlike calm they are still able to swiftly respond to their enemies in battle. 	Solar PeaceIncreases Defence and Resistance by 50% in Sunlight.----Bright InviteRestores 50% of HP when Sunlight first occurs in battle.
ScarlingThe Feather Kotomo 	012
Scarling are incapable of flight, though by tucking in their feet they can roll swiftly on the ground. The red feather on their forehead is a sharp, knifelike weapon, which can be launched forward with a swing of the head. The feather can be reclaimed and re-attached, but is more often lost, though it grows back after a few minutes.Can be Advanced at Level 18. 	SkillfulMoves with less than 70 base power deal more damage.----DeadeyeUpon dealing damage, has a 33% chance to reduce the target's Speed.
SkewirdThe Knife Kotomo 	013
Skewird carry an array of razor-sharp feathers in their tails, which they can pluck out and throw with great precision in combat. After being plucked, these feathers grow back within a few seconds. Flocks of Skewird are tightly-knit in Enotine, with the birds often flying together and practicing their feather-throwing in groups.Can be Advanced at Level 32. 	SkillfulMoves with less than 70 base power deal more damage.----DeadeyeUpon dealing damage, has a 33% chance to reduce the target's Speed.
CadavirdThe Marksman Kotomo 	014
Cadavird masterfully fight by throwing the razor feathers not just in their tails, but also at the tip of their wings. Outside of battle, they often carve targets in trees with their feathers, and use these to practice. Cadavird also seem to have a refined way of eating, using their feathers to chop up their food in preparation. 	SkillfulMoves with less than 70 base power deal more damage.----DeadeyeUpon dealing damage, has a 33% chance to reduce the target's Speed.
NymselThe Insect Kotomo 	015
Nymsel are hatched in lakebeds, though they swim up to the surface and spend much of their lives on land. The soles of their feet have a webbing that repels water, allowing them to walk on the surface of it. As they are very numerous and Advance very early, Nymsel are a common choice for starting Kotomo in Enotine.Can be Advanced at Level 13. 	Compound EyesAccuracy starts off at its maximum, but is twice as susceptible to being reduced.
LochenflyThe Dragonfly Kotomo 	016
Lochenfly are capable of swimming underwater, walking on lake surfaces and darting in midair with their wings. Seeming constantly hyperactive, they rarely stay in once place, and have few predators because they are too hard to catch. The fastest a Lochenfly has flown is just under one hundred miles an hour.Can be Advanced at Level 32. 	Compound EyesAccuracy starts off at its maximum, but is twice as susceptible to being reduced.
SpectraflyThe Spectrum Kotomo 	017
Spectrafly have massively reflective wings, which seem to shimmer in rainbow colours by day and turn white under the moon. They can direct the light bouncing off their wings to light up the dark or blind their enemies in battle. Wild Spectrafly are often protective of the local Nymsel and Lochenfly, carrying them through the air to escape dangerous situations. 	Compound EyesAccuracy starts off at its maximum, but is twice as susceptible to being reduced.
DandiliteThe Flower Kotomo 	018
Dandilite open up their petals to absorb sunlight, though by closing the petals in front of their face, they can fire it at enemies in battle. Dandilite's leaf-like hands are very long, and can be unfurled to grasp or strike from far away, though they are usually kept curled up. Young Dandilite are rooted to their spots, though after a few months they grow feet-like leaves suitable for walking.Can be Advanced at Level 30. 	PhotosynthesisRestores 10% of HP every turn in Sunlight.----Solar ChargeRaises Attack and Magic by 50% in Sunlight.
AerilionThe Floating Fluff Kotomo 	019
Aerilion is very light, and is capable of drifting through the air, flapping their arms like wings to maintain control. While they cannot harness sunlight like Dandilite can, they can launch wind blades from their sharp leaves in combat. A common Enotine myth is that the time of day can be discerned by the direction the Aerilion fly in. 	PhotosynthesisRestores 10% of HP every turn in Sunlight.----Solar ChargeRaises Attack and Magic by 50% in Sunlight.
<tabber>Treble=|-|Bass=</tabber>CarolingThe Singing Kotomo 	020
Caroling are talented vocalists, often hanging around forests and city corners to sing. While they eventually get tired from using their voices for too long, sipping nectar from flowers immediately averts a horse voice. Caroling also come in two breeds, the Treble breed and Bass breed. The Treble breed learns attacks that are weaker, but more accurate, while the Bass breed learns very powerful, but inaccurate attacks.Can be Advanced at Level 28. 	Swift VoiceIncreases effective Speed by 50% if a sound move is used this turn.----Prevailing VoiceThe use of sound moves cannot be disabled by the enemy.
<tabber>Treble=|-|Bass=</tabber>SonitariaThe Opera Kotomo 	021
Sonitaria can sing for much longer than their pre-advanced form without getting a sore voice, and are prone to performing in a grand, dramatic manner, not unlike that of an opera singer. While they seem to be lost in the world of their song, they remain spatially aware, and will often direct their song to attack a potential interruptor. 	Swift VoiceIncreases effective Speed by 50% if a sound move is used this turn.----Prevailing VoiceThe use of sound moves cannot be disabled by the enemy.
RundrakeThe Timid Kotomo 	022
 Rundrake have a perpetual fear of their life and are prone to fleeing from battle. They have outstanding hidden potential, but lack the courage to use it, and are often hunted by Kotomo trainers due to the experience they yield. In a trainer's care, however, they can grow to be extremely capable allies. 	Escape ArtistNegates enemy attempts to block switching out or fleeing from battle.
Enotine RundrakeThe Timid Kotomo 	022
The Rundrake of Enotine grow golden, petal-like leaves in order to camouflage better in the fields of flowers where they live. They feed from the nectar of these flowers, and this change of diet is often thought to have caused a change in abilities. Enotine Rundrake are known for learning mostly supportive moves, as opposed to attacking moves like their international counterparts. 	Escape ArtistNegates enemy attempts to block switching out or fleeing from battle.
DispyserThe Trickery Kotomo 	023
Once predators of Rundrake, they changed strategies after learning that humans also hunted the species. Evolving false leaves and a green colour scheme to resemble Rundrake, they now avoid hunting their former prey, instead tricking humans to pursuing it instead. Using sticky webbing, it prevents targets from escaping from battle. 	Cunning TrapPrevents enemies from switching out or fleeing from battle.
Enotine DispyserThe Trickery Kotomo 	023
In Enotine, Dispyser take a different approach to hunting - they wait for humans to lure the Rundrake out, then charge into the flowers in the attempt to grab as many victims as possible. Their actual habitats are in dark caves, which are the cause for their shadowy colours and darkness powers. Enotine Dispyser use powerful offensive moves, rather than debilitating enemies like the international kind do. 	Cunning TrapPrevents enemies from switching out or fleeing from battle.
GlurmThe Glowing Kotomo 	024
Glurm are timid Kotomo who latch onto trees in order to escape predators. The yellow strip on their backs flash in time with their heartbeat, making a soft glow when they are calm or a bright alarm when excited or frightened. The light they provide can substitute for a candle or torch, and so they are often brought by miners or explorers into caves.Can be Advanced at Level 27.Advanced Form based on time of day. 	Guiding LightWhile in battle, raises Accuracy of all allied Kotomo by two stages.----BeaconAll allied Kotomo deal more damage with Light-type moves.
<tabber>Diurnal=|-|Nocturnal=</tabber>LuxectThe Lantern Kotomo 	025
Depending on the time when a Glurm advances, it will take on one of two forms. Diurnal Luxect, who emit a sunny orange glow, can learn Flame and Electric-type attacks. Nocturnal Loxect emit an icy blue light, and can learn Water and Ice-type attacks. Luxect mate every year in the forest at night, where their lights seem to merge as they find their lovers. 	Guiding LightWhile in battle, raises Accuracy of all allied Kotomo by two stages.----BeaconAll allied Kotomo deal more damage with Light-type moves.
CowlardThe Hooded Kotomo 	026
Cowlard make thick silk that can be spun and weaved into fabrics, which is often used in Enotine fashion. They use this silk to make hood-like covers as a defensive measure, and sometimes to spray at enemies in battle. The radar-like antennae of Cowlard will quiver when they detect other Cowlard or potential threats in the area.Can be Advanced at Level 23. 	Thick CoatRaises Defence by three stages when health is below 33%.----Sticky SilkLowers the Speed of enemies who make contact.
CowltessaThe Fashionista Kotomo 	027
Compared to their pre-advanced form, Cowltessa are more confident and no longer choose to hide in silk. Instead, they build beautiful patterns with their silk, along with webbing that can be used to ensnare enemies. If a Cowlard's silk cloak is damaged, related Cowltessa will often help them to repair it. 	Thick CoatRaises Defence by three stages when health is below 33%.----Sticky SilkLowers the Speed of enemies who make contact.
ReflinThe Reflective Kotomo 	028
Reflin's darker scales have a mirror-like quality, reflecting light astoundingly. Large schools of Reflin can cause optical illusions with the masses of light that they reflect, confusing potential predators. It appears that Reflin's eyes don't detect light beyond a certain brightness, giving them resistance to the shining of fellow Reflin.Can be Advanced after obtaining Max Friendship. 	Shimmering ScalesRepels all status ailments.
Enotine ReflinThe Shock Kotomo 	028
Compared to their international counterpart, Enotine Reflin are more aggressive, having to develop electric powers to fight as they lived in more predator-heavy waters. The lightning bolt markings on their bodies take in small amounts of water from outside, and when filled in they glow brightly until the energy is let loose as electricity. While the glowing makes them stand out, some predators take this as a warning to avoid the Reflin.Can be Advanced after obtaining Max Friendship. 	Electric BuildupIf a move that would inflict Paralysis is used on this Kotomo, increases Attack, Magic and Speed.
FindesentThe Rainbow Kotomo 	029
Findesent use their reflective scales to generate inviting rainbow light, luring their food towards them. Their fins have a transparent, prismatic look, reflecting light just as well as their body scales. Findesent often direct the light of their scales into fierce rays to attack, and can even use these rays to carve drawings into stone. 	Shimmering ScalesThe user's shining scales shield their body and repel all status ailments. Does not negate stat decreases.
Enotine FindesentThe Sea Lightning Kotomo 	029
The Findesent of Enotine can filter water into their systems much more effectively with their absorbant fins, and control whether or not their body glows when charged. A fully powered blast has been known to fry water species three times larger than Findesent, though it would take days to charge this much energy. When together, Findesent make chains of electricity between them, blasting anything that comes near the shoal. 	Electric BuildupIf a move that would inflict Paralysis is used on this Kotomo, increases Attack, Magic and Speed.
PubbleThe Floating Kotomo 	030
Pubble have very high buoyancy levels due to their low weight and the hydrophobic oils on their fur. As such, they can act like a miniature raft, often being seen ferrying the smallest Kotomo across lakes and rivers. Pubble are very loyal to humans, and are often used as buoyancy aids by unskilled swimmers.Can be Advanced at Level 35. 	SwimmerRaises Speed in Rain, or when fighting underwater.----PurebredImmune to reductions to Attack and Magic.
FroskyThe Frost Kotomo 	031
Frosky can walk across water by channeling ice into their paws, freezing the surface. They are very capable swimmers, often used by lifeguards to rescue drowning people and Kotomo. The ice on their tails can be launched as weaponised shards, which is often done by accident if they wag too hard. Frosky are also kept as guard dogs, especially to protect children when their parents are away. 	SwimmerRaises Speed in Rain, or when fighting underwater.----PurebredImmune to reductions to Attack and Magic.
MarifryThe Fish Child Kotomo 	032
Marifry are a fairly intelligent race of Kotomo, with several established kingdoms in the oceans of Enotine. They seem to inhale hydrogen and exhale oxygen - this oxygen takes the form of air bubbles, which can be carried in the hand and merged with others to make a larger bubble. Humans and land Kotomo can use these air bubbles to breathe underwater.Can be Advanced into Tritunian by defeating thirty Kotomo with physical attacks, or into Aquareine by defeating thirty Kotomo with magic attacks. 	WaterborneRaises Luck when fighting in Rain or underwater.
TritunianThe Sea Warrior Kotomo 	033
Tritunian possess great physical strength, able to lift one hundred and fifty kilograms without the aid of water buoyancy. They wield coral tridents, which they often build themselves, in battle, and by waving their trident they can summon a short burst of thunderous weather. Enotine folklore states that lightning storms are the cause of a war between two armies of Tritunian. 	Ocean FrontRaises Attack and Speed when fighting in Rain or underwater.
AquareineThe Sea Monarch Kotomo 	034
While Tritunian are the warriors of the Marifry family, Aquareine serve as their rulers. Although not as skilled in combat as their counterparts, they are very capable of healing their allies in battle. Their octopus-like tentacles can be used in a pinch to bind an enemy, leaving them covered in a sticky film for days after they are bound. 	Ocean VeilRaises Defence and Resistance when fighting in Rain or underwater.
CendopperThe Cicada Kotomo 	035
Cendopper are constantly on the move, with their surprisingly powerful legs allowing for great hops. Their wings can allow a jump to be extended for a few seconds, though they are not powerful enough to offer free flight. They are numerous across Enotine, being found in forests, deserts and caves, though they move quickly away from their home once found. According to recent studies, Cendopper have changed little since ancient times, with their oldest ancestors tracing back millions of years.Can be Advanced at Level 22. 	Protective ShellCannot receive more than two stat drops in Defence or Resistance.
ScaracadaThe Concealing Kotomo 	036
In stark contrast to their pre-advanced form, Scaracada are very elusive. Once they have advanced, they split up from their fellow Cendopper to live alone, and in being a single body they have less restrictions to where they can hide. Their shell is very tough, with even a Seismet's drill taking several minutes to break it, and with a second pair of wings they have the strength to fly more freely. Even so, they are just as skittish as they were as Cendopper, and without training they are more likely to turn tail and flee than to stand up in a fight.	Protective ShellCannot receive more than two stat drops in Defence or Resistance.
<tabber>Male=|-|Female=</tabber>ScorpillThe Stinging Kotomo 	037
Scorpill are notable for the heavy differences between their male and female individuals. Male Scorpill are larger, and their poison is harmless to humans, being used in some parts to build an immunity to poison. The female Scorpill are smaller, and their poison is much more dangerous to humans. If the male Scorpill's poison is mixed with that of the female, it becomes a "super-poison" that is always lethal to any species, except for other Scorpill.Can be advanced by levelling up while holding the Toxifying Vial. 	Poison Feeder (male)Restores health instead of taking damage from Poison-type moves.----Poison Stimulant (female)Raises Attack instead of taking damage from Poison-type moves.
<tabber>Male=|-|Female=</tabber>ToxipionThe Poison Mixer Kotomo 	038
Toxipion are masters of mixing poisons. Every segment of their body can store a different kind of poison that they have made, with larger segments being able to mix these poisons together to make new ones. These mixed poisons can have various effects when injected into others through a sting, including paralysis, loss of ability, and even purging other poisons. By touching their tail-stingers together, two Toxipion can interchange their poisons, or attempt to combine them further. 	Poison Feeder (male)Restores health instead of taking damage from Poison-type moves.----Poison Stimulant (female)Raises Attack instead of taking damage from Poison-type moves.
CorbonnThe Core Kotomo 	039
Corbonn are an aggressive race who are known to lash out at humans and other Kotomo. The gemstone at their core will stay behind after death, even when the body is decomposed. They are known to be very protective of the cores of fallen bretherem. Corbonn also have the ability to fuse with rocks to take on new shapes and larger sizes, even being able to combine with others of their kind.Can be Advanced by Unbinding five other Corbonn. 	TraineeRaises EXP gain in battle.
<tabber>Normal=|-|Heavenly Form=</tabber>DainamechThe Heroic Kotomo	040
When six Corbonn merge, their minds fuse together into a single being known as Dainamech. Due to effectively having six brains, Dainamech is extremely intelligent and has blinding reaction speeds. The crystals on their body can project light either as projectiles, or to be shaped into laser blades hot enough to cleave solid metal. When Dainamech loses a partner in battle, they change to the drastically more powerful Heavenly Form, in the bid to avenge their fallen ally. 	Last StandIf the user's ally is KO'd through any means, they will recover 40% of their HP and enter Heavenly Form. This increases Dainamech's stats and replaces their signature move, Crystal Blade, with the more powerful Heavenly Blade.
SeismetThe Drill Kotomo 	041
Seismet are a diminutive race who hide in their shells when threatened. The motor-like drill on their back can be used to keep enemies away while hiding, or to burrow tunnels and make an escape. Their diet consists of algae that grows in damp cave environments, which they siphon using a filter-like mouth. There seems to be a rivalry between Seismet and Enotine Rookid, due to them drilling holes in the mines that Rookid protect.Can be Advanced by learning the move Drill Crash. 	DeterminedThe user will hang on to strong attacks with 1 HP remaining.----Heavy DrillBypasses 50% of enemy defence increases. Does not count non-statistic defence boosts such as barriers.
WrekterThe Demolition Kotomo 	042
Despite their massive bodies, Wrekter are just as shy as Seismet. They attempt to hide by retracting their head and drills inside their body, allowing them to pose as a regular rocky mass. In combat, they charge forward blindly using their drills, knocking down everything in their path. Even trees and, in rare cases, buildings aren't enough to stop a Wrekter's rampage. 	DeterminedThe user will hang on to strong attacks with 1 HP remaining.----Heavy DrillBypasses 50% of enemy defence increases. Does not count non-statistic defence boosts such as barriers.
RookidThe Training Kotomo 	043
Rookid are a nomadic race who never stay in one place for long, always trying to find the harshest environments to train at. They tend to not get far with their training due to low physical endurance, however. Rookid grow red armour over their most sensitive areas, which doesn't break easily but lacks resistance to shocks. This defence seems to make Rookid more reckless, thinking that they are safe from harm.Can be Advanced at Level 20. 	Warrior's FistThe power of the user's punch-based attacks increases by 50%.----Comeback KidThe user's Attack, Magic and Speed increase after reaching 33% HP.
Enotine RookidThe Training Kotomo 	043
Unlike their international selves, Enotine Rookid almost exclusively populate mine caverns. Perhaps as a result of this residence, they have developed a different, metallic sort of armour that covers more of the body. They are a tight-knit race who love staging battles, and have been known to be territorial towards Kotomo who enter their homes from outside.Can be Advanced at Level 20. 	Warrior's FistThe power of the user's punch-based attacks increases by 50%.----Desperate GuardThe user's Defence, Resistance and Luck increase after reaching 33% HP.
RookenjiThe Fisticuff Kotomo 	044
Rookenji are talented warriors with amazing hand-to-hand capabilities, even being able to channel elemental power into their fist. The gem on their forehead is actually a third eye, granting them a better understanding of their opponent's actions. Because of their nomadic nature, every Rookenji has trained in different places and found different means of combat, meaning that no two Rookenji use exactly the same fighting style. 	Warrior's FistThe power of the user's punch-based attacks increases by 50%.----Comeback KidThe user's Attack, Magic and Speed increase after reaching 33% HP.
Enotine RookidThe Gladiator Kotomo 	044
Enotine Rookenji are fiercely protective, keeping weaker wild Kotomo from harm in the wild. They are also known to be aggressive to miners and explorers in the caves they dwell in. However, in the mountains they are known to be close partners with humans, even being said to guard their villages and join them when hunting. When they enter combat, Rookenji will clang pieces of their armour together, making a ringing noise that confuses the opposition. 	Warrior's FistThe power of the user's punch-based attacks increases by 50%.----Desperate GuardThe user's Defence, Resistance and Luck increase after reaching 33% HP.
SorditThe Mineral Kotomo 	045
Sordit latch onto rocks and drain their mineral deposits in order to a the add to mour on their bodies. This includes building up spikes or heavy carapace-like shells on their armour for defence purposes. Through their excessive use of their mineral-draining powers, they can sometimes cause cave walls to collapse upon themselves. In combat Sordit leap at their target and dig their tail into them, though if they miss their tail often gets stuck wherever they land.Can be Advanced at Level 34. 	Shield BreakerThe user's attacks pierce through and erase the effects of guarding and protecting moves.
Enotine SorditThe Nocturnal Kotomo 	045
The Sordit of Enotine are more malicious and known to be nocturnal. They are much more active than their international counterparts, aggressively hunting for sources of metal to absorb. The green crystal on their back, along with their crystalline eyes, absorb darkness, which they can then channel into their limbs and any extensions on their armour. This darkness will flow through when they land a strike, intensifying its power.Can be Advanced at Level 34. 	Dark BladeCritical hits and technical hits from this Kotomo will drain health from the target.
CavaliburThe Blade Kotomo 	046
When advancing, the limbs and tail of Sordit merge into limbs, giving them a more humanoid shape. Cavalibur care deeply for young Sordit, claiming territory in order to protect them and assisting them in training in order to advance. The blades of Cavalibur specialise in breaking metal, and can absorb them to make the blade larger. They can also shape their blades into different kinds of weapons, though most prefer their sword-like arms. 	Shield BreakerThe user's attacks pierce through and erase the effects of guarding and protecting moves.
Enotine CavaliburThe Dark Knight Kotomo 	046
Enotine Cavalibur, as opposed to the chivalrous nature of their international selves, only acting out of self-interest. They travel far and wide, and although they are still known to help misfortune Kotomo, are just as likely to commit malicious actions. In combat, Enotine Cavalibur are more underhanded than their relatives, using any means necessary to take their opponent off-guard. 	Dark BladeCritical hits and technical hits from this Kotomo will drain health from the target.
TurtotThe Shelled Kotomo 	047
The stony shell of Turtot offer protection from most kinds of external damage. If the shell is too dried out it will shatter into pieces, though the spike on the shell's back is able to siphon water from the atmosphere, in order to keep it from drying. If Turtot's shell is lost, it can be rebuilt using mud and stone. Turtot can often be seen burrowing through deserts with only the spike of their shell visible above the sand.Can be Advanced at Level 34. 	Stone ShellIncreases this Kotomo's Defence every time they take physical damage.----Shell ShatterAt half health, this Kotomo's shell breaks and turns into Spikes on the enemy's field.
GigapagosThe Colossal Kotomo 	048
Gigapagos are very long-lived and will never stop increasing in size. Most newly-advanced Gigapagos are about the size of a human, though the oldest reported Gigapagos is large enough to build a city on top of. At the top of Gigapagos' shell is a dish that drains water, particularly that from the rain or atmosphere, into the body. They require very little nourishment despite their size, generally at most four litres of water. As they grow older they become less active, and their water requirement shrinks into nothing as a result.	Stone ShellIncreases this Kotomo's Defence every time they take physical damage.----Shell ShatterAt half health, this Kotomo's shell breaks and turns into Spikes on the enemy's field.
MagusnoThe Snow Figure Kotomo 	049A mysterious race of Kotomo who emerge from deep snowdrifts. They are slow movers, having to drag their body across the ground like a snail, and have little control over their single, floppy arm. They are much loved in mountainous regions for their cute, polite and often clueless nature - common practice in holidays is to pile snow into the shape of a Magusno, though these "snowmen" often confuse the living Magusno.Can be Advanced at Level 25. 	Cold AuraAttacks that inflict Freeze have a 50% higher chance to do so.----Frost GuardWhile in snowy weather, takes 50% less damage from super-effective and technical hits.
ApprendraThe Snow Wizard Kotomo 	050Apprendra develop limbs after advancing from Magusno, granting them improved mobility and control, though many newly-advanced Apprendra are very clumsy as they are not used to this new body. The ice in their "fingers" is the source of their magic, which can be built up inside their wand-like stick to offer increased control. If they lose their stick, Apprendra will not be able to rest until they replace it. Some Apprendra even carry several sticks in case they lose one.Can be Advanced at Level 35, after a battle in snowy weather.	Cold AuraAttacks that inflict Freeze have a 50% higher chance to do so.----Frost GuardWhile in snowy weather, takes 50% less damage from super-effective and technical hits.
HimalagusThe Snow Lord Kotomo 	051Himalagus are masters of bending snow and ice to their will. Instead of a small stick wand, they carry a tree-like staff that they can control the movement of through their magic. The magic they use can cause blizzards and hailstorms, with common myths being that Himalagus are the cause for the weather. Trainers in the mountains will raise Magusno into Himalagus in the hope that they can use their magic to avoid the worst of the biting cold weather. 	Cold AuraAttacks that inflict Freeze have a 50% higher chance to do so.----Frost GuardWhile in snowy weather, takes 50% less damage from super-effective and technical hits.
UsabitThe Snowy Kotomo 	052
Usabit are common in the snowy mountains of Enotine, though they can sometimes be hard to find due to their white colour camouflaging with the snow. Despite their small size, their thick fur offers surprisingly strong defence in battle, as well as insulation from the cold air. Their large ears offer a great sense of hearing, able to detect sounds as high as 60,000 hertz. The ears can also be wrapped around Usabit for further protection, or used as a pillow to sleep on.Can be Advanced at Level 20. 	Soft FurIncreases this Kotomo's Defence by 50%.----Chilly FurContact with this Kotomo has a 50% chance to inflict Freeze.
UsagiceThe Winter Kotomo 	053
The fur of Usagice is actually hollow, and despite being thick enough to offer protection from attackers and the cold, it still allows Usagice to swim rather exceedingly. Usagice can generate ice crystals on their fur by taking in vapour from the air, which can either offer further protection or be launched as projectiles. The thin skin on the ends of their ears continually build up ice, which can be used as a weapon when Usagice swing their ears. 	Soft FurThe user's soft fur passively increases their Defense by 1.5x.----Chilly FurContact with this Kotomo has a 50% chance to inflict Freeze.
FrigowlThe Owl Kotomo 	054
Frigowl's thick down of feathers keep out the rain and cold winds, though in hot weather the feathers can also vent out excess heat so that they don't overheat. However, these feathers cause restrictions to Frigowl's movement, keeping them from lifting their wings and limiting their leg movements to a slow waddle. Frigowl's beaks are notably hard, being useful mainly in breaking ice. Most Frigowl seem to have fun in breaking every chunk of ice they see.Can be Advanced at Level 40. 	Snow SprinterRaises Speed by 50% in snowy weather.----Snow StrikerRaises Attack and Magic by 50% in snowy weather.
BlizzowlThe Wisdom Kotomo 	055
Blizzowl are capable of impressive flight, as demonstrated by their giant wingspan that their trainer can easily ride on. Their wings are covered in a similar down to what Frigowl possesses, though notably thinner, which keeps their wings from freezing or overheating from excess use, preventing their flight from being hindered. When they need to slow down, Blizzowl puff out the feathers on their wings, causing them to catch the air and greatly increase drag. 	Snow SprinterRaises Speed by 50% in snowy weather.----Snow StrikerRaises Attack and Magic by 50% in snowy weather.
VapourmaThe Firesmoke Kotomo 	056
Vapourma are a highly dangerous Kotomo whose bodies consist of a unique substance - taking the form of either hot flames or toxic smoke to fit the Kotomo's need. Breathing in the smoke is harmful to humans, making seeing a Vapourma a terrifying sight for them. However, Vapourma most often set themselves alight when they are angry or frightened, making it all the more difficult to approach them safely. When cared for, however, Vapourma are more than happy to act as a source of light and warmth when needed.Can be Advanced at Level 28.	Smoking HeatContact with this Kotomo inflicts either Burn or Poison.
NebulorThe Igniting Kotomo 	057
With their bodies split into three parts, Nebulor are capable of mixing their flames and smoke with much more freedom. If they combine the fire and smoke, they react with a terrific explosion, enough to easily blind humans for long enough to let them escape. Some Nebulor will even use this technique to self-destruct, making it a real challenge to raise one. When raised properly, Nebulor will begin showing their ability to reduce the toxicity of their smoke, making it easier to get close to their trainer. 	Smoking HeatContact with this Kotomo inflicts either Burn or Poison.
PokypunkThe Spiked Kotomo 	058
Pokypunk are popular among the youth of Enotine, who think of them as “cool” for their spines and ability to catch on fire. Using chemicals on their spines they can set the tips ablaze, keeping enemies from coming near them. Although this technique is usually used for defence, the spines can also be fired as blazing projectiles. While the spines do grow back, most Pokypunk save this for last resort as the spines are their only defence.Can be advanced at Level 32. 	Flame NeedleContact with this Kotomo has a 50% chance to inflict Burn.
FlardequilThe Stylish Kotomo 	059
Flardequil are drastically faster than their pre-advanced stage, and their new freedom in mobility leads to them becoming thrillseekers, wanting to test out their speed in every way possible. Their attacks are charged up with friction from fast motion, meaning that a wildly running Flardequil could be dangerous to approach. By striking a limb against a hard object they can also form blades of heat on their arms, adding an extra option to combat. 	Flame NeedleContact with this Kotomo has a 50% chance to inflict Burn.
SolanisThe Sunstream Kotomo 	060
Solanis and Feluna were long-standing enemies in the distant past, though in recent times they have become partners after learning that their presence grants each other energy. Solanis wield the power of the sun, releasing bright flames from the red fur on their body to use in combat. They can also use the flames to communicate with distant companions, akin to morse code. When the fire of a Solanis meets Feluna's light, it merges into an orb of golden energy, similar in appearance to the sun in the sky, which is known to cause blinding when it bursts on impact.	Pulsing SunWhen in battle with Feluna, raises Attack (in Strength Stance) or Defence (in Guard Stance) and gains Courage status.
FelunaThe Moonray Kotomo 	061
Solanis and Feluna were known to be bitter rivals in the olden days, though they gradually learned that their presence empowers one another and became close as a result. Feluna wield the power of the moon, with the golden accents on their body emitting gentle light. It is custom in western Enotine to bring a Feluna, and sometimes a Solanis, along when travelling out at night. In battle their gold accents turn icy blue, releasing a much colder light. Combined with Solanis' fire, the sudden temperature change can make for a brutal attack.	Charming MoonWhen in battle with Solanis, raises Magic (in Strength Stance) or Resistance (in Guard Stance) and gains Precision status.
NimbudThe Aviator Kotomo 	062
Nimbud generally dwell within the clouds, where their colour often allows them to blend in. They are known to be very active, especially in windier locations, hopping from cloud to cloud at a moment's notice. They can easily detect the direction of wind and follow along it by unknown methods - some people in Enotine have reported their flying motions being somewhat similar to swimming. The weight of a Nimbud has not yet been calculated, but is extremely low going off their very hollow bones. 	Wind's BlessingWhen using Element Force on this Kotomo, they receive a boost to Defence and Resistance, which is shared with their ally.----Weather DriveWhen fighting in any weather condition, Wind-type moves deal more damage and change type to match the weather.
ClovialThe Clover Kotomo 	063
A tiny Kotomo at only nine inches tall, with an incredibly light weight, Clovial can easily fly through the sky by enlarging the four-leaf clover on their tail, allowing them to catch even the slightest breeze. They have very strong curiosity, picking up anything they don't recognise to examine it more closely. In Enotine, some rare Clovial have only three leaves on their tail - these Clovial are less capable of flight than their four-leaved relatives. 	ScavengerAfter battle, this Kotomo may pick up an item. The higher their level, the better the item will be.----Breeze GlideIf a Wind-type move is used in battle by any Kotomo, raises Speed and Evasion.
KabutykeThe Beetle Kotomo 	064
Kabutyke use their giant horns to scoop up enemies and flip them onto their backs, leaving them vulnerable to further attack. They are slow-moving and clumsy, being heavily weighed down by their shell and front-heavy due to their horn. However, this weight works in their favour as it prevents them from being pushed so easily by attacks. Clusters of Kabutyke can be seen climbing trees and fighting hard, often flinging one another off the bark to claim the tree's sweet sap.Can be Advanced at Level 22. 	Shell ArmourCritical hits cannot land on this Kotomo.----Force GuardHalves the damage received from all Element Force moves.
KabumoThe Soldier Kotomo 	065
After advancing Kabumo take on a bipedal stance, using their size and weight in a heavy, sumo-like fighting style. They possess an extra pair of arms that remains hidden in their shells - out of honour, they only use these arms when fighting seriously. Kabumo have a heavily organised leadership and often fight as small armies. A common tactic involves a wall of Kabumo being arranged to block off enemy routes.Can be Advanced at Level 40. 	Shell ArmourCritical hits cannot land on this Kotomo.----Force GuardHalves the damage received from all Element Force moves.
KabumaruThe General Kotomo 	066
Kabumaru fight similarly to their pre-advanced form, though their much larger horns give them the option to slash with them as a bladelike weapon. By using their horns and both pairs of arms together, they can easily lift an enemy of any weight into the air, then throw them down in a mighty blow that uses the foe's weight against them. Early into their advancement, Kabumaru have been known to go on a kind of pilgrimage for training, not returning home until they win ten consecutive battles. 	Shell ArmorCritical hits cannot land on this Kotomo.----Force GuardHalves the damage received from all Element Force moves.
ParamatiThe Thirty-Eyed Kotomo 	???
Paramati possess thirty eyes, with two on their head and twenty-eight spread across their wings. With this many eyes, they can still see while asleep by giving their eyes regular breaks. In battle, the largest wings on their eyes can release psychic waves, which generally lead to small problems such as memory loss or headaches. Some rare Paramati, however, have managed to cause severe brain damage or even permanent paralysis, meaning that absolute caution is needed when trying to befriend a Paramati. 	Hypnotic EyesWhen sent out into Strength Stance, inflicts Amnesia on both enemies.
SokunderThe Jolting Kotomo 	???
Sokunder are a fast-moving lizard-like Kotomo who mostly inhabit forests. They charge quickly close to the ground, surrounded by bursts of electricity, and scratch any trees that they bump into in frustration. Finding a Sokunder is rare, with only a few reporting seeing one charging. However, in modern times some have been moving to urban areas, where they are known to cause mischief by over-charging pylons with electricity.Can be Advanced at Level 22. 	Swift ShockIf this Kotomo gets the first attack in battle, the chance of moves landing secondary effects is doubled.
RaiveninThe Electrotox Kotomo 	???
With their far larger wings that can channel electric power to speed up flight, Raivenin are capable of soaring through forests with ease, navigating through the mazes of trees with blinding agility. They leave their tree-marks higher up than Sokunder and regardless of collision, making their presence more obvious. Some Raivenin get tired of living in the woods and take to the clouds, where their electric-powered rushes are often mistaken for lightning bolts.Can be Advanced at Level 40 in a thunderstorm. 	Swift ShockIf this Kotomo gets the first attack in battle, the chance of moves landing secondary effects is doubled.
KamiasmaThe Thunderstorm Kotomo 	???
Kamiasma are a dangerous force who patrol the air above forests, zapping anything they see with blinding electricity that is often laced with poison. At night, they have been known to fill the woods with a foul toxic mist, making navigation extremely difficult. The mist also conducts electricity, letting them easily strike down any interlopers. During battle, they use the mist to full advantage, using their overwhelming speed to confound the opponent and spread it all around them, and then zapping the target from cover just outside the fog.	Swift ShockIf this Kotomo gets the first attack in battle, the chance of moves landing secondary effects is doubled.
<tabber>Natural=|-|Toxic=</tabber>NocturoseThe Poison Bud Kotomo 	???
Nocturose are a species of flower-like Kotomo who store poison in their petals, which can be contracted by anybody who touches the petal. However, it appears that this poison dies when it touches leaves, including the species' own. Nocturose come in two breeds, the Natural Bloom - who mostly learns Plant-type and supportive moves - and the Toxic Bloom - who mostly learns Poison-type and debilitating moves. The Natural Bloom is native to Enotine, though the Toxic Bloom was brought from outside and is currently outdoing the Natural Bloom.Can be Advanced at Level 27.	Natural BloomRestores 10% of HP every turn and raises Magic on natural terrain.----Toxic BloomRestores 10% of HP every turn and raises Speed on toxic terrain.
<tabber>Natural=|-|Toxic=</tabber>NyctoshadeThe Poison Bloom Kotomo	???
Nyctoshade like to avoid combat, using the ability to camouflage themselves as a regular flower to avoid getting caught. It seems that the personality of the species branches out more with the advancement. Natural Nyctoshade is more friendly and supportive, and has a close attachment to plants - this leads to them fighting against woodcutters. Toxic Nyctoshade, however, are sinister and enjoy being alone, and are much more ambivalent than their counterparts.Can be Advanced by using the Natural Rose if its ability is Natural Bloom, or the Toxic Rose if its ability is Toxic Bloom.	Natural BloomRestores 10% of HP every turn and raises Magic on natural terrain.----Toxic BloomRestores 10% of HP every turn and raises Speed on toxic terrain.
SolanoctisThe Detoxing Kotomo 	???
Natural Nyctoshade grow to become Solanoctis, abandoning their poisons to gain detoxifying power. Their petals, when placed on a wound, will cause the wound to quickly close up. As such, they are a common companion to doctors. When wars are waged between the Natural and Toxic blooms of Nyctoshade, the Solanoctis keep the Natural soldiers in good health, which has allowed the Natural bloom to survive despite being outperfomed by their Toxic counterparts. 	Natural ThrivingRestores 10% of HP every turn and raises Magic on natural terrain. Negates toxic terrain when sent into battle.
NacetirioThe Disease Kotomo 	???
Toxic Nyctoshade will become Nacetirio, twisted creatures who use their poison to destroy the plants around them. The Woods of Dentroilos, where the Nocturose family mostly reside, is a site of natural war between the natural blooms who restore the plants, and the toxic blooms who leave them decayed. It is believed that many epidemics in the land of Enotine, particularly among the tribal people of Dentroilos, were caused by Nacetirio. 	Toxic ThrivingRestores 10% of HP every turn and raises Speed on toxic terrain. Negates natural terrain when sent into battle.
ShaminiThe Lucky Kotomo 	???
A small, doll-like race of Kotomo with the ability to control good fortune. The impact of their ability varies, anywhere from guaranteeing a high dice roll to completely reversing tomorrow's weather. Shamini are given paper seals to wear by their advanced forms, in order to keep their power from being used irresponsibly.Can be Advanced at Level 30 or by leveling up while holding the Forbidden Seal. 	Lucky CharmBoosts the party's Luck.
Enotine ShaminiThe Prophetic Kotomo 	???
The Shamini of Enotine use a different magic from their international counterpart, being able to predict the future. They are often kept by weather forecasters to give accurate readings. Generally, however, people abuse the prediction powers of Enotine Shamini, causing them to be distrusting of humans, with some even running away from their trainers.Can be Advanced at Level 30 or by leveling up while holding the Forbidden Seal. 	ProphecyThe party's Magic increases slightly every turn when this Kotomo is in battle. The boost lasts for the entire battle and maxes out after ten turns.
ShamamoriThe Vestal Kotomo 	???
Shamamori's control over fortune has applications other than improving a person's luck. They can alter people's fortune to heal the sick, improve their abilities, and even sharpen their minds. Shamamori are very disciplined and will refuse to use their powers to those they deem as unworthy. Despite often seeming cold, they have a soft spot for small and young Kotomo, being particularly protective over related Shamini. 	Lucky CharmBoosts the party's Luck.
Enotine ShamamoriThe Oracle Kotomo 	???
Shamamori of Enotine are much more skilled at predicting the future than Shamini, and can even manipulate future events to a small degree. However, like their international counterparts, they often refuse to use their abilities, knowing that changing the future being dangerous. It is often believed that in the past, trained Shamamori were used by humans to avert wars and natural disasters - what caused their mindsets to change is unknown. 	ProphecyThe party's Magic increases slightly every turn when this Kotomo is in battle. The boost lasts for the entire battle and maxes out after ten turns.
DekayugaThe Misfortune Kotomo 	???
Shamini will sometimes develop dark thoughts when mistreated or exposed to a certain seal. This causes them to advance into Dekayuga, whose magic powers take on a dark side, inflicting heavy bad luck. They soon become afraid of their powers, and of being scolded by their trainers, though at heart they are even kinder than Shamamori. In the wild, Dekayuga are often initially shunned by their Shamamori relatives, though they always reunite with time. 	Bad LuckGreatly lowers the enemy party's Luck.
Enotine DekayugaThe Bad Omen Kotomo 	???
In Enotine, Dekayuga lack the future-viewing powers of their relatives, though they are very skilled at looking into the past. This ability is much-valued by historians, and despite their appearance Dekayuga are more accepting of humans than Shamamori, often being happy to comply. This is a result of the shock of changing so much and losing their past ability, causing a heavy impact on their personality. 	OmenThe enemy party's Resistance decreases slightly every turn when this Kotomo is in battle. The debuff lasts for the entire battle and maxes out after ten turns.
TheoscionThe Cherub Kotomo 	???
A tiny race of Kotomo who are extremely rare in Enotine, being highly valued as a result. Theoscion have power over the elements of fire, lightning and ice, though they have little control of their abilities and rarely cause catastrophes such as wildfires. They are very childlike in nature, being excitable and cheery, but prone to burst into tears if they cause trouble.Can be Advanced by going to the Throne of Flames, the Throne of Storms or the Throne of Frost, advanced form depends on the throne chosen. Automatically advances into a random form at Level 50.	BondIncreases this Kotomo's rate of gaining Friendship.
FulgudeusThe Lightning-Builder Kotomo 	???
When taken to the Throne of Storms, Theoscion advances into Fulgudeus, unlocking complete control over electricity. Fulgudeus' lightning can be summoned from as far as fifty metres away, and at its strongest the lightning carries ten billion volts, ten times that of a normal thunderbolt. They are known for being good-hearted and noble, often gaining respect from the other Kotomo on their trainers' team, though when angered they quickly send huge amounts of lightning to punish the one who provoked them. 	Storm MasterWhile present in battle, allied Kotomo gain +25% effective speed.
GlacideusThe Ice-Former Kotomo 	???
When taken to the Throne of Frost, Theoscion advances into Glacideus, unlocking the secrets to manipulating ice. Many of the icebergs in Enotine's coldest waters were believed to be built up by Glacideus. They are resourceful battlers, often melting their ice to blast water at enemies. By nature they are friendly and level-headed, and care about the safety of others, often saving smaller Kotomo from incoming danger by creating a barrier of ice for them. 	Frost MasterWhile present in battle, allied Kotomo moves have a 50% higher chance of activating secondary effects.
IgnideusThe Flame-Weaver Kotomo 	???
When taken to the Throne of Flames, Theoscion advances into Ignideus, unlocking the way of bending fire to their will. Despite their sinister appearance, they are just by nature and will act bravely, though often impulsively, to take out anyone they see as a wrongdoer. Forest fires and burning homes have often been the cause of an Ignideus' fire, and although these are generally accidents they have led to Ignideus being the least popular advancement of Theoscion. Most of them are loners, and unlike their counterparts they will generally stay away from other members of their trainer's team.	Flame MasterWhile present in battle, enemy Kotomo lose 5% of their health every turn.
KittekThe Artificial Kotomo 	???
The first Digital-type Kotomo, created from an unstable signal that reached Enotine from outer space. Kittek's body consists of code that, when it comes into contact with technology, can give it minor control over the machine. It is through Kittek's code that certain machines such as computers are able to be created in Enotine. Kittek moves slowly and choppily, as if every action has to be processed.Can be Advanced by using the Update Protocol. 	Power CycleRaises the Kotomo's Speed after every action they take.
BastekThe Online Kotomo 	???
Upon advancing, Bastek gain the ability to pick up additional signals using the glowing receptor on their head. This feeds them extra information constantly, and allows them to complete the code required for their movement more swiftly. In battle, Bastek calculates the enemy's actions to understand their fighting strategy, and counter-attacks accordingly. They like to curl up and sleep near machinery, which often causes them to malfunction or increase in performance. 	Power CycleRaises the Kotomo's Speed after every action they take.
FeuinsectThe Simbiotic Kotomo 	???
Feuinsect consists of two creatures, the bug and the leaf that rests on the bug's back. The leaf is nearly immobile, relying on the bug for movement, whereas the bug is timid and weak in a fight, relying on the leaf for protection. Both the leaf and the bug can spew string in battle - the bug's string is sturdy, while the leaf shoots a sticky string. Using both strings together, they can easily keep predators bound and take the chance to flee.Can be Advanced at Level 32. 	Leaf ProtectionThe Kotomo takes 25% less damage from all attacks, save for type weaknesses.
SimbientoThe Double Kotomo 	???
When Feuinsect advances, the leaf grows into a larger, draconic creature. Although much more capable of survival alone, they choose to stay with the bug, who still needs protection. In combat, the two can separate, with the bug spraying string to keep enemies bound while the leaf-dragon fights with brute force. If the leaf-dragon becomes too injured, the bug will help to patch them up, wrapping their wounds in a restorative, bandage-like silk. 	Leaf ProtectionThe Kotomo takes 25% less damage from all attacks, save for type weaknesses.
SerclosThe Wyrm Kotomo 	???
Serclos are extremely lightweight at only four pounds. They propel themselves through the air with an internal energy source, which manifests as a mane of blue flame from the neck. They cannot burn constantly, however, with consuming food being an ideal way for them to regenerate the fire. The favoured attack method of Serclos involves biting their own tail to form a circular shape, allowing them to roll through the air and ram into their enem.Can be Advanced at Level 35. 	BerserkUpon reaching half health, raises Attack and Magic dramatically.
Enotine SerclosThe Element Kotomo 	???
In Enotine, Serclos have incorporated Element Force into their energy system, and are so in-tune with it that they can use it to change their type. Their pure white colours are a result of the various Element Forces within them blending together - if the composition changes, their palette may change. As a result of Element Force being everywhere in the air of Enotine, Serclos have access to infinite energy, though it is not as powerful as what the international kind possess.Can be Advanced at Level 35. 	Element DriveWhile in battle, Element Force charges twice as fast. Using Element Force on this Kotomo will grant a secondary type.
TurborosThe Revolution Kotomo 	???
When Turboros bite onto their tail and spin around, the centre of the loop forms a huge mass of raw energy that releases an explosive bursting force. This energy is the same that shapes their wings and hands, and is known as “V-Energy” in certain other lands. In Enotine, V-Energy is believed to be a typeless form of Element Force. Globally Turboros is known as a symbol of cycles, though whether it is a cycle of life or a cycle of destruction differs between the legends. 	BerserkUpon reaching half health, raises Attack and Magic dramatically.
Enotine TurborosThe Rainbow Essence Kotomo 	???
The Turboros of Enotine are masters of mixing Element Force, being able to freely control the force stored within them to let off into the air. Some can even create new Element Force by biting their tail and rapidly spinning. This method was considered for use as a perpetual power source, but scrapped for being inhumane, and because the energy was difficult to use by humans. When Turboros charge power, they release an aura that makes surrounding Element Force visible, appearing to glow in seventeen colours around their body. 	Element DriveWhile in battle, Element Force charges twice as fast. Using Element Force on this Kotomo will grant a secondary type.
RaskulThe Skull Kotomo 	???
Raskul live in ancient tombs, casing themselves in golden, ornamental shells to fit in with their historic environments. Their true body is an amorphous, dark matter-like substance compressed inside the shell. The fluid is powerless on its own, and if it leaks from the shell the Raskul is as good as dead. With little apparent emotion, most tend to cause mayhem to express themselves. Their mischief also comes down to pranking and tormenting trespassers in their homes.Can be Advanced by being brought to under 15% HP and leveling up.	Vengeful If struck by a move this Kotomo is weak to, raises Attack by two stages.
RasteoThe Royal Kotomo 	???
Raskul of the highest order in power are the only ones who get to advance, evident in their haughty and sinister demeanor. Rather than fooling around, they guard their tombs with their life, slashing with golden sickle-like blades. When the blades connect, the gash sometimes appears dark purple, due to the Rasteo adding in toxins that resemble the fluid taking up their true body. Looking into the red orbs on their head and tail causes a kind of hypnosis that makes the subject see many more enemies than there truly are, in the attempt to make them back down and retreat.	VengefulIf struck by a move this Kotomo is weak to, raises Attack by two stages.
DeseptinThe Mirage Kotomo 	???
A Kotomo rarely seen in Enotine due to infrequent sandstorm conditions, hiding their true appearance by swirling dust around their cloaked body. In the few sandstorms that do occur, Deseptin make the storm even stronger, easily making up for their infrequency. The centre of a sandstorm in Enotine is known as the “eye of the desert”, and is an easy place to hunt for Deseptin - albeit only for the brave. 	SandstormSummons Sandy weather for 5 turns upon entering the field.
RhomidThe Drone Kotomo 	???
Rhomid are a minute race of Kotomo that hover around arid places, seemingly searching for nothing. They do not require sleep, and a damaged Rhomid is mysteriously repaired overnight by the race's superiors. When Rhomid see an object they don't recognise, they scan it with a special radar that confirms all of the truths behind that object. The information is immediately beamed to the sky, and according to studies is impossible to intercept.Can be Advanced at Level 30 during Nighttime. 	AnalysisScans the enemy of the same stance as the user. Raises Attack or Magic if their Defence or Resistance, respectively, is higher than the opposite stat.
RhomidensThe Flyfortress Kotomo 	???
The often-told but never-seen “overlords“ of the Rhomid race, Rhomidens are subject to several myths and conspiracy theories. They scan everything on the surface below them, picking up signals from Rhomid and sometimes giving them orders. The halo of light over their top seems to be the receptor for their signals. In combat, Rhomidens analyse the opponent's fighting style with the same scanners used by Rhomid, and change strategies accordingly. 	AnalysisScans the enemy of the same stance as the user. Raises Attack or Magic if their Defence or Resistance, respectively, is higher than the opposite stat.
StellainThe Constellation Kotomo 	???
Stellain hail from the cosmos, being said in legends to be the results of stars in the sky being tied together. It is a common custom in northern Enotine to try and identify the shape of a Stellain in the nighttime stars. Stellain are able to emit a bluish-white light when under threat - as they grow older, the light steadily becomes darker. When this light is shone at the night sky, it makes usually invisible stars and nebula become easy to notice.Can be Advanced at Level 30. If this Kotomo was in Strength Stance in their last battle, they will Advance into Signasus. If they were in Guard Stance in their last battle, they will Advance into Astrydra.	Star JoinUpon entry, raises Luck for user and ally.----Celeste ShieldWhen hit by a defence-ignoring attack, will still factor 30% of defences.
SignasusThe Star Horse Kotomo 	???
Despite their wings, Signasus don't actually use them to fly, as they can float naturally. Instead, their wings emit a greenish misty substance similar to nebula, which reacts with their starry body to generate their electricity. Nebula streams in outer space are believed to be the trails left by Signasi as they soar in the cosmos, and are traditionally believed to be an omen for thunderstorms the next day. 	Star JoinUpon entry, raises Luck for user and ally.----Celeste ShieldWhen hit by a defence-ignoring attack, will still factor 30% of defences.
AstrydraThe Star Snake Kotomo 	???
Astrydra use their three heads heavily in combat, often having one or two bite down to restrict the foe's movement, while the remaining heads attack with their unique breath. While it is similar in behaviour to fire, the breath of Astrydra is toxic and bears an inky black colour, and is said to be what gives the night sky its dark appearance in old myths. Astrydra's heads are easily cut off, though they will always grow back quickly. In the moment before they do so, the broken neck draws in energy from the atmosphere, forming a small vortex-like entity from which the new head rises.	Star JoinUpon entry, raises Luck for user and ally.----Celeste ShieldWhen hit by a defence-ignoring attack, will still factor 30% of defences.
PsyralThe Cryptic Kotomo 	???
Psyral are a rare sight out in the plains at night, hovering about as they shift the black spiral on their face. The chromatophores in the facial region allow them to change the pattern on their face to any pattern, and use this power to cause slumber and, in rare cases, memory loss in others through hypnotic patterns. A common theory is that Psyral originated from the cosmos, though in recent days this is more akin to skepticism.Can be Advanced at Level 25. 	MimicryCopies the ability of the enemy Kotomo in the same Stance as this Kotomo.
Enotine PsyralThe Enigma Kotomo 	???
In Enotine Psyral live deep beneath the ocean, having adopted a deep blue colour scheme for camouflage and the ability to emit lights from their chromatophores, in order to make up for being difficult to see so deep in the ocean. They are often hounded by predators, but are able to ward them off with their psychedelic light, which is known to put victims to sleep much more quickly than international Psyral can.Can be Advanced at Level 25 when fighting underwater. 	HypnotismSwaps abilities with the enemy Kotomo in the same Stance as this Kotomo.
MezmeralThe Hypnosis Kotomo 	???
Mezmeral are able to accompany their hypnotic face patterns with bright light from their single eye. They often rely upon this power in battle, disorienting opponents to make it easier to avoid their attacks. If their hypnotism gets strong enough they can rifle through the victim's thoughts and learn everything about them. While in this state targets are said to have heard alien mutterings, which some theorise to be the "voice" of a Mezmeral. 	MimicryThe user copies the ability of the enemy Kotomo in the same Stance as it.
Enotine MezmeralThe Eldritch Kotomo 	???
Enotine Mezmeral are known for their far stronger hypnotism powers, which extend to being able to wipe a person's mind completely blank and take full control of them. It seems that their abilities are less effective out of the water, however. They possess three eyes over the international kind's single eye, which release light bright enough to blind deep-sea Kotomo easily, leaving them helpless to hypnotism. They seem to be able to hide those eyes to let their chromatophores focus on their hypnotising job. 	HypnotismSwaps abilities with the enemy Kotomo in the same Stance as this Kotomo.
RadianoThe Radiowave Kotomo 	???
Radiano live on the peaks of snowy mountains, where they have the best reception of the signals that give birth to Digital-type Kotomo. Their swords can receive and transmit these signals, which the Radiano can use for communication or even to boost their own abilities, akin to Element Force. Radiano try to avoid battle by creating a disturbance around them using their signals, though if enemies do get close enough, they will quickly turn to a duel. 	Stance SignalIf sent out into Strength Stance, raises Attack and Magic. If sent out into Shield Stance, raises Defense and Resistance.
CindrakeThe Dragon Kotomo 	???
Cindrake eggs are laid beneath the surface of the earth, where extreme heat from the magma incubates them faster. Otherwise, they can take several years to hatch. The bright red scales on their heads and wings are heavily heat-resistent and, in their earliest days, can negate many kinds of harm. As such Cindrake have a tendency to grow up reckless, ramming into their enemies with full force in battle. The fireballs that Cindrake spew are formed from gastric reactions, and leave liquid flames similar to lava when they strike their target.Can be Advanced at Level 50.	HyperionRaises the power of super-effective moves by 50%.----Draconic ArmourReduces damage taken from super-effective moves by 25%.
Enotine CindrakeThe Hot Ice Kotomo 	???
Cindrake are known to be a highly intelligent species in Enotine. When the volcanoes they called their home became extinct, they flew off to the snowy mountains and developed ice powers, all while retaining their fire-breathing abilities. They are able to shoot snow, flames, and even water or steam by mixing the two. Being resourceful battlers, Cindrake can cleverly think their way out of many situations, and often flee if they realise they have no chance of winning.Can be Advanced at Level 50. 	Cold BurnDeals technical hits to all status ailments with Flame-type or Ice-type moves.----Freezeflame ArmourReduces damage taken from types that either the Flame or Ice types are weak to by 25%.
WyvernoThe Cataclysm Kotomo 	???
Wyverno are one of the most feared Kotomo, described as similar to destruction gods with the ability to burn an entire island down if displeased. Almost three times the height of a full-grown human, they use this height, combined with igniting their wings, to terrify opponents. They are exceedingly strong, but are tired immensely if they breathe too much of their flames. An old legend states that a force of Wyverno use their flames to brighten the sun at the beginning of summer. 	HyperionRaises the power of super-effective moves by 50%.----Draconic ArmourReduces damage taken from super-effective moves by 25%.
Enotine WyvernoThe Hailfire Kotomo 	???
Enotine Wyverno, in stark contrast to the international Wyverno being known as a being of destruction, are revered like gods for their beauty, intellect and unique control over both fire and ice. Their horns, tail and wings can be switched between being armoured with icy spikes and being armed with raging flames, or even both at once, at will, with seemingly little effort from the Wyverno. Contrary to popular belief, their massive wings aren't very strong, with flying being highly strenuous for them. 	Cold BurnDeals technical hits to all status ailments with Flame-type or Ice-type moves.----Freezeflame ArmourReduces damage taken from types that either the Flame or Ice types are weak to by 25%.
==World Map==
The land of Enotine features numerous locations that, after a certain point, can be visited in a non-linear order. In this section, the major settlements (noted by red circles on the map) and minor settlements or exploration points (noted by blue circles on the map) that the player will discover on their journey will be described.
===Major Settlements===
Koilaspra Town (1)The port town where ferries to and from Enotine travel. This is where the player first lands in Enotine, where they meet Katina and arrange to move into in her home. Out to its east is an ocean view leading to the nearby Chrysammos Island, while to the north is an endless view of the plains and forests. 	Koilaspra Town (1)The port town where ferries to and from Enotine travel. This is where the player first lands in Enotine, where they meet Katina and arrange to move into in her home. Out to its east is an ocean view leading to the nearby Chrysammos Island, while to the north is an endless view of the plains and forests.
Port 	This is where the player arrives after getting off the ferry to Enotine. Later on, the ferry can be used to travel to Chrysammos Island.
Katina's House 	Katina and her parents, along with the player, live here. The player can leave their excess Kotomo in the safety of the family, and learn about recent happenings from Katina's parents if they are unsure of what to do next.
Prayer Altar 	A place for prayer where the player can recover their team's health, as well as function as a landmark for Skip Travel.
Prasina City (2)A city built out of marble, Prasina is known for being quiet and cut-off from the rest of Enotine. As such, it is the ideal place for a researcher such as Donatus to live. Despite the solidarity, Prasina is considered a warm, social place to live. 	Prasina City (2)A city built out of marble, Prasina is known for being quiet and cut-off from the rest of Enotine. As such, it is the ideal place for a researcher such as Donatus to live. Despite the solidarity, Prasina is considered a warm, social place to live.
Prayer Altar 	A place for prayer where the player can recover their team's health, as well as function as a landmark for Skip Travel.
Prasina Ruins 	A site of ancient ruins to the north of the city. While visited for their historic value, and home to quite a few wild Kotomo, the ruins are most notable for being home to the Prasina Arena, one of few sites where Kotomo battles are encouraged as a recreational activity. Many trainers, new and experienced, are available to be battled here.
In the early game, this is where the player finds their first Element Force crystal, matching the type of their starting Kotomo, and reunites with Arin.
Donatus' Home 	The residence of Donatus, a researcher in the field of Element Force. Here, the player is introduced to the idea of Element Force and encouraged to seek out its crystals for Donatus' research. Later on in the story, the player will need to return here as Donatus informs them of new findings.
Trialoni Town (3)A town deep within the Woods of Dentroilos. Although a small place with even fewer residents than Koilaspra, the town takes pride in its vivid marketplaces, which are an excellent place to stock up on items even late into the player's adventure. 	Trialoni Town (3)A town deep within the Woods of Dentroilos. Although a small place with even fewer residents than Koilaspra, the town takes pride in its vivid marketplaces, which are an excellent place to stock up on items even late into the player's adventure.
Prayer Altar 	A place for prayer where the player can recover their team's health, as well as function as a landmark for Skip Travel.
Marketplace 	Taking up about half of the town, the Marketplace is the most expansive store in the Enotine, offering a fairer array of items to sell compared to others. As the player's journey progresses, more valuable items become purchasable.
Kryaster City (4)A city in the snowy Petroma Mountain, Kryaster is constantly under threat from blizzard conditions. Mythologically, untrained Himalagus are said to be the main cause of the snowstorms. To this day the citizens will still pile up snow into the shape of Magusno and train their own up to be Himalagus in the hope that it will mean weaker blizzard conditions in the long run.	Kryaster City (4)A city in the snowy Petroma Mountain, Kryaster is constantly under threat from blizzard conditions. Mythologically, untrained Himalagus are said to be the main cause of the snowstorms. To this day the citizens will still pile up snow into the shape of Magusno and train their own up to be Himalagus in the hope that it will mean weaker blizzard conditions in the long run.
Prayer Altar 	A place for prayer where the player can recover their team's health, as well as function as a landmark for Skip Travel.
Chocola Delicacha 	A renowned confection store, best known for selling chocolate and bait for Kotomo consumption. The player can have a meal here with their Kotomo in order to improve their friendship.
Clothing Stall 	A shopping location that primarily sells winter clothing, ideal for staying warm on the freezing mountain.
Enotine Delivery Front 	Ava's mail-delivery company. Here, the player can purchase stationery needed to write letters to send to other players and major story characters.
===Other Locations===
Dentroilos Titan (A)The tallest tree in Dentroilos Woods, the upper branches of which pierce through the leaves of the rest of the forest and can be seen easily from far outside. Although it is possible to climb, the natural structure is very difficult to traverse - however, the Vrochiun tribespeople have been known to hang around the tree since their youth.	Dentroilos Titan (A)The tallest tree in Dentroilos Woods, the upper branches of which pierce through the leaves of the rest of the forest and can be seen easily from far outside. Although it is possible to climb, the natural structure is very difficult to traverse - however, the Vrochiun tribespeople have been known to hang around the tree since their youth.
Force Shrine 	Located at the top of the tree, this is where the player finds their piece of Bug Force after defeating an Elemental Paramati.
Vrochiun Village (D)A small forest community deep within Dentroilos Woods. The people living here are mostly cut-off from the outside world, knowing nothing about modern advancements, though they are very close with nature and known to be skilled handlers of Kotomo. 	Vrochiun Village (D)A small forest community deep within Dentroilos Woods. The people living here are mostly cut-off from the outside world, knowing nothing about modern advancements, though they are very close with nature and known to be skilled handlers of Kotomo.
Witch Doctor's Shop 	Here, the player can buy unique items from a witch doctor. When used in battle these items don't seem to have an outward effect, though who knows if they'll help turn the tide?
Tribal Wear Shop 	The player can create and wear the unique clothing of Vrochiun tribespeople by bringing the shopkeeper various materials found in Dentroilos Woods.
==New Moves==
Move 	Type	Move Data
Water Jet 	 	40 Strength - 100 Acc. - MagicalA super high-pressure water shot. May inflict Soak. Who'd have thought that pure water would sting like this?
Thunder Dart 	 	40 Strength - 100 Acc. - MagicalFires an electric pulse at the enemy. May lower Attack. Not really a dart, but it's the thought that counts.
Rock Break 	 	45 Strength - 95 Acc. - PhysicalBreaks a small, hard rock on the enemy. May lower Defence. That rock's sacrifice won't be in vain...
Wave Sweep 	 	30 Strength - 95 Acc. - MagicalSweeps at both enemies with a wave of water. Just an everyday beach wave, but hitting two enemies at once is handy!
Chain Volt 	 	30 Strength - 95 Acc. - MagicalA lightning zap that arcs between both enemies. You might find that it's better to divide up your damage!
Falling Rocks 	 	30 Strength - 95 Acc. - PhysicalRocks fall from above to strike both enemies - even outdoors! Good if both of your enemies are weak to it!
Treble Note 	 	40 Strength - 110 Acc. - MagicalA high-pitched note that nearly always hits its target. This sweet sound could lull enemies into false security...
Bass Note 	 	50 Strength - 95 Acc. - MagicalA low-pitched note that hits hard, but may not always hit. Low notes can sound terrifying...
Regrowth 	 	StatusProvides the user and their ally with a five-turn Regen status. A good move for long-turn survivability.
Natural Respite 	 	StatusHeals the user or their ally for 25% of their health and applies a five-turn Regen status. Perfect for keeping you from wilting!
Healing Rain 	 	StatusHeals the user and their ally for 25% of their health and cures Burn. Cool and refreshing, this rain isn't worth going indoors!
Sunbeam 	 	StatusHeals the user or their ally for 40% of their health, or 80% in sunny weather. Relax under the rays of the sun!
Fearless 	 	StatusThe user and their ally gain a three-turn Courage status. No enemy's worth being afraid of!
Eye Up 	 	StatusFocuses on the enemies, raising Attack by one stage and granting a two-turn Precision status. Always know your target!
Calculate 	 	StatusThe user and their ally gain a Precision status and doubled Effective Speed for next turn only. Plan ahead to get the edge!
Natural Respite 	 	StatusHeals the user or their ally for 25% of their health and applies a five-turn Regen status. Perfect for keeping you from wilting!
Nimble Dance 	 	StatusThe user gains a three-turn Agility status and becomes immune to Speed reduction until it wears off. The advantage is in the first strike!
Water Current 	 	StatusThe user and their ally gain a three-turn Agility status and immunity to Soak until it wears off. Just ride the tide!
Electric Drive 	 	StatusThe user and their ally gain a three-turn Agility status and a small chance to inflict Paralyse with all attacks. Strike as fast as lightning!
Power Surge 	 	StatusGains a three-turn Agility, Precision and Courage status. The perfect way to turn a battle around!
Disappearing Act	 	StatusThe user's ally gains Vanish status for two turns. A very risky move to use - make sure the user is in good health!
Hiding Light 	 	StatusThe user or their ally gains Vanish status for one turn and has their Resistance raised by one stage. It's like the cover of darkness... just with light.
Blackout 	 	StatusThe user and their ally gain Vanish status for one turn. Essentially grants you a free turn! Some conditions apply...
Vampire 	 	60 Strength - 100 Acc. - PhysicalA vampiric bite that drains the enemy's positive status effects. No actual blood is drained, don't worry.
==Items==
===Healing and Stat-Boosting Items===
Item 	Description
Heal Herb 	A sweet-tasting edible plant grown all over Enotine. Restores 50 HP and makes a wild Kotomo a bit friendlier towards you.
Big Heal Herb 	A thicker, even sweeter Heal Herb with a warm lilac colour. Restores 100 HP and makes a wild Kotomo even friendlier towards you.
Mega Heal Herb 	A massive Heal Herb with an icy blue colour and a very pleasing aroma. Restores 50 HP and makes a wild Kotomo very friendly towards you.
Crowned Heal Herb	The plant of legend, this gold Heal Herb rarely grows but is savoured immensely. Restores all of a Kotomo's HP and makes a wild Kotomo incredibly happy towards you.
Revival Shard 	A mysterious crystal with the magical power to bring back those who have fallen unconscious. Restores a KO'd Kotomo's HP by 50%
Revival Star 	A large crystal with the magical power to bring back those who have fallen unconscious. Fully restores a KO'd Kotomo's HP.
Antidote Leaf 	This small green leaf acts as a natural cure-all for many kinds of illnesses and purges toxins when eaten. Cures Poison.
Snap Stick 	This brittle, cinnamon-like stick creates both a loud sound and lovely smell when broken, making it useful for returning one's senses. Cures Daze.
Water Capsule 	A jelly-like ball filled with nice, refreshing water, good for a quick drink or for putting out fires at a moment's notice. Cures Burn.
Silver Needle 	Acupuncture is an ancient art used to stimulate the muscles, and a quick poke of this needle does the job nicely. Curse Paralysis.
Fire Seed 	This small red seed creates a tiny explosion when thrown on the ground, good for a toy or for melting ice quickly. Cures Freeze.
Memory Bell 	A strange golden bell that has the power to snap one back to consciousness if they have forgotten something. Cures Amnesia.
Ruby Cookie 	This cookie is notable for the striking red color of its dough; other than that, it just looks like chocolate chip. Cures all status ailments.
Orange Shake 	A nutritious orange-colored shake designed to help train Kotomo. Provides a boost to the Max HP of whoever you feed it to.
Red Shake 	A nutritious red-colored shake designed to help train Kotomo. Provides a boost to the Attack of whoever you feed it to.
Blue Shake 	A nutritious blue-colored shake designed to help train Kotomo. Provides a boost to the Defense of whoever you feed it to.
Green Shake 	A nutritious green-colored shake designed to help train Kotomo. Provides a boost to the Magic of whoever you feed it to.
Cyan Shake 	A nutritious Cyan-colored shake designed to help train Kotomo. Provides a boost to the Resistance of whoever you feed it to.
Yellow Shake 	A nutritious yellow-colored shake designed to help train Kotomo. Provides a boost to the Speed of whoever you feed it to.
===Bait and Food Items===
Item 	Description
Standard Bait 	Your average, everyday Kotomo kibble. Makes a wild Kotomo a bit friendlier towards you.
Big Bait 	Top-grade, high-quality Kotomo kibble made from the freshest ingredients. Makes a wild Kotomo much friendlier towards you.
Kinroda Fruit 	A fruit that is very soft around the tough, but edible stone in the centre. Increases friendliness of whoever eats it- most effective on Kotomo with a Gentle Nature.
Richei Fruit 	A fruit with a smooth, but surprisingly hard texture and sour taste. Increases friendliness of whoever eats it- most effective on Kotomo with a Bold Nature.
Nonpina Fruit 	A large fruit which is crunchy and very difficult to cut open. Increases friendliness of whoever eats it- most effective on Kotomo with a Timid Nature.
Sutlos Fruit 	A crunchy fruit with a sweet, tangy flavour and a pattern of holes in its interior. Increases friendliness of whoever eats it- most effective on Kotomo with a Crafty Nature.
Marinda Fruit 	A fruit with a rough skin, a spicy flavour and a no-seed guarantee. Increases friendliness of whoever eats it- most effective on Kotomo with a Relaxed Nature.
Coprito Fruit 	A fruit that is firm and dry on the outside, but very juicy on the inside. Increases friendliness of whoever eats it- most effective on Kotomo with a Excited Nature.
Normal Chocolate 	A ball of chocolate, crafted specially for consumption by Kotomo. Increases the friendliness of whoever eats it - Chocolates can also be used as healing items when equipped as a held item.
Spicy Chocolate 	A ball of chocolate sprinkled with flaming-hot chili flakes- it goes surprisingly well with the cool chocolate! Increases friendliness of whoever eats it - most effective on Flame-type Kotomo.
Jammy Chocolate 	A ball of chocolate filled with a gooey, fruity berry jam that colors your tongue blue. Increases friendliness of whoever eats it - most effective on Water-type Kotomo.
Zesty Chocolate 	A ball of chocolate sprinkled with the zest - and juices - of a sour citrus fruit. Really packs a zing! Increases friendliness of whoever eats it - most effective on Electric-type Kotomo.
Minty Chocolate 	A ball of chocolate mixed with natural mint leaves, giving it a cool refreshing taste and letting it cure bad breath. Increases friendliness of whoever eats it - most effective on Plant-type Kotomo.
Powdered Chocolate 	A ball of chocolate sprinkled with powdered sugar - the resulting dessert looks a bit like a snowball! Increases friendliness of whoever eats it - most effective on Ice-type Kotomo.
Nutty Chocolate 	A ball of chocolate mixed together with chopped nuts, which supplies extra fiber and a healthy helping of protein! Increases friendliness of whoever eats it - most effective on Melee-type Kotomo.
Gooey Chocolate 	A ball of chocolate filled with a sinfully smooth blend of dark chocolate and cherry flavoring. Increases friendliness of whoever eats it - most effective on Poison-type Kotomo.
Crunchy Chocolate 	A ball of chocolate with an incredibly thick, crunchy exterior that's liable to break a tooth if you aren't careful. Increases friendliness of whoever eats it - most effective on Earth-type Kotomo.
Aerated Chocolate 	A ball of chocolate infused with air bubbles, giving it a lighter, creamier texture than normal. Increases friendliness of whoever eats it - most effective on Wind-type Kotomo.
Marbled Chocolate 	A ball of chocolate that's been mixed together with white chocolate in order to create an entrancing marbled design. Increases friendliness of whoever eats it - most effective on Psychic-type Kotomo.
Sprinkle Chocolate 	A ball of chocolate coated in dazzling rainbow-colored sprinkles, making every bite an absolute delight! Increases friendliness of whoever eats it - most effective on Magic-type Kotomo.
Honey Chocolate 	A ball of chocolate filled with a sweet honey filling, locally sourced from Bug Kotomo farms. Increases friendliness of whoever eats it - most effective on Bug-type Kotomo.
Seductive Chocolate	A ball of chocolate wrapped around a strawberry - the taste is dark, luscious, and downright sinister. Increases friendliness of whoever eats it - most effective on Shadow-type Kotomo.
Golden Chocolate 	A ball of chocolate partially wrapped in gold leaf, signifying that this chocolate is the food of kings. Increases friendliness of whoever eats it - most effective on Mythic-type Kotomo.
Metallic Chocolate 	A ball of chocolate that hasn't been taken out of the foil wrapper yet. Hey, it's high in iron! Increases friendliness of whoever eats it - most effective on Metal-type Kotomo.
White Chocolate 	A ball of chocolate double-dipped in a white chocolate icing, giving it a shiny white shell to hide the insides. Increases friendliness of whoever eats it - most effective on Light-type Kotomo.
3D Chocolate 	A ball of chocolate printed out of a 3D printer and formed into an elaborate shape. Technology is incredible! Increases friendliness of whoever eats it - most effective on Digital-type Kotomo.
===Other Items===
Item 	Description
Heiwana Lily	A delicate flower that grows in the land of Heiwana. Its scent will change any Enotine Form Kotomo into their international form.
Enotine Iris	A poignant flower that grows all over Enotine. Its scent will change any International Form Kotomo with an Enotine Form into said form.
==Apothe Colosseum==
The Apothe Colosseum is the primary multiplayer mode in Elements of Life, allowing large numbers of players to join up and fight in a tournament of battles. The tournaments can also be played as a single player with AI-controlled opponents - as the game progresses, story-relevant characters may be fought in the colosseum.
It is possible to team up with other players either locally or globally to enter a unique four-trainers battle style, with two on each side. This gives both sides a maximum of twelve Kotomo, with four active in battle at a time - two in Strength Stance and two in Shield Stance.
There are several game modes available in the Apothe Colosseum. All can be played either one-a-side or two-a-side, with anywhere between one and six Kotomo on each team. The player may not bring more than one Kotomo per species into battle, nor may they use a certain extremely powerful Kotomo.
*Standard Tournament: Simple battles with no modifications.
*Rental Tournament: All trainers are given random Kotomo teams every battle.
*Trainerless Tournament: The trainer cannot give commands beyond using Element Force, the Kotomo fight on their own accord.
*Flooded Tournament: All battles take place in underwater circumstances. With the exception of Water-type Kotomo, all Kotomo will instantly be KO'd if left in battle for longer than three turns. Water-type moves are considered typeless, Electric-type moves can never miss and Wind-type Kotomo have their Effective Speed halved. Within this ruleset, trainers may only use one Water-type Kotomo per team.
*Aerial Tournament: Only Kotomo who don't touch the ground may be used.
*Elemental Tournament: Element Force can be used every turn without question.
*Rotation Tournament: Both sides' Kotomo swap their stances every turn.
*Inverse Tournament: Type matchups are reversed.
*Typeless Tournament: Type matchups are negated.
*Timed Tournament: Each battle lasts five turns. The team who is in the best condition by the end is the winner.
*Extreme Tournament: All Kotomo start with maxed-out stats and cannot have their stats lowered.
*All-Status Tournament: Damaging moves are disabled.
*Item Tournament: Trainers may use items in battle. At the start of each battle both trainers are given a fixed inventory, with larger inventories being given in later battles.
*Simplified Tournament: Element Force, abilities and held items are disabled. Stat changes are halved.
*Swap Tournament: Both trainers swap Kotomo at the start of each battle.
==Gallery==
Enotine Starter Trio.png|Group art of the first-stage starters.
Enotine Starter Midstages.png|Group art of the mid-stage starters.
Enotine Starter Final Stages.png|Group art of the final-stage starters.
Cameron and Colleen.png|Group art of Cameron and Colleen.
Kotomo EOL New Cameron Pre-Change.png|Solo art of Cameron before his outfit change.
Kotomo EOL New Colleen Pre-Change.png|Solo art of Colleen before her outfit change.
Cameron and Colleen Pre-Change.png|Group art of Cameron and Colleen before their outfit change.
===Old Art===
Kotomo EOL Heroes.png|Group art of Cameron and Colleen before their outfit change.
Kotomo EOL Hero.png|Solo art of Cameron before his outfit change.
Kotomo EOL Heroine.png|Solo art of Colleen before her outfit change.
Kotomo EOL Cameron.png|Solo art of Cameron.
Kotomo EOL Colleen.png|Solo art of Colleen.
Kotomo EOL Avatars.png|Group art of Cameron and Colleen.
Kotomo EOL Arin.png|Solo art of Arin.
Kotomo EOL Katina.png|Solo art of Katina.
Kotomo Donatus.png|Solo art of Donatus.
Kotomo Emilian.png|Solo art of Emilian.
Kotomo Ava.png|Solo art of Ava.
Kotomo Florentina.png|Solo art of Florentina.
Kotomo Oriol.png|Solo art of Oriol.
===Glistening Variants===
Glistening Enotine Starters.png|Group art of the first-stage starters' glistening variants.
Glistening Enotine Starter Midstages.png|Group art of the mid-stage starters' glistening variants.
Glistening Enotine Starter Final Stages.png|Group art of the final-stage starters' glistening variants.
Glistening Fleureil Family.png|The Fleureil family's glistening variants.
Glistening Nymsel Family.png|The Nymsel family's glistening variants.
Glistening Caroling Family.png|The Caroling family's glistening variants.
Glistening Marifry Family.png|The Marifry family's glistening variants.
Glistening Cendopper Family.png|The Cendopper family's glistening variants.
Glistening Scorpill Family.png|The Scorpill family's glistening variants.
Glistening Magusno Family.png|The Magusno family's glistening variants.
Glistening Vapourma Family.png|The Vapourma family's glistening variants.
Glistening Solanis and Feluna.png|The glistening variants of Solanis and Feluna.
Glistening Paramati.png|Paramati's glistening variant.
Glistening Sokunder Family.png|The Sokunder family's glistening variants.
Glistening Natural Nocturose Family.png|The Natural Nocturose family's glistening variants.
Glistening Toxic Nocturose Family.png|The Toxic Nocturose family's glistening variants.
Glistening Theoscion Family.png|The Theoscion family's glistening variants.
Glistening Feuinsect Family.png|The Feuinsect family's glistening variants.
Glistening Stellain Family.png|The Stellain family's glistening variants.
==Credits==
*ValkyriePyra, of course, for making Kotomo as we know it! If not for her this page wouldn't exist! Also for giving me feedback during the page's sandbox days, helping to explain what the original page didn't make clear, letting me reuse the code and contents from the original page, and helping to name Magusno.
*ϞPlazzapϟ, for giving me feedback during the page's sandbox days.
Category:Games
Category:Fan Games
Category:Kotomo (series)
Category:Role-Playing Games
Category:Mirror Samurai Games