Guía sobre cómo jugar a Temtem

Esta página sirve como **guía sobre cómo jugar a Temtem**. Aunque todavía existe poca información del juego, ésta se actualiza continuamente, por lo que te invitamos a revisarla de tanto en tanto. Siéntete libre de editar la guía con cualquier información fidedigna sobre el juego o sus mecánicas.

## Guía para principiantes

### Introducción

Temtem es un juego MMORPG de Captura de Monstruos ambientado en el universo ficticio del Airborne Archipelago, una colección de seis islas diversas que orbitan alrededor de un orbe de fuego llamado PanSol. En este universo, los humanos coexisten los llamados Temtem, criaturas bellas y poderosas nativas del Archipiélago. La trama del juego acontece poco después de un gran punto de inflexión tecnológico. El práctico almacenamiento de Temtem en artilugios llamados **TemCards** permite que los pasatiempos y profesiones basadas en la captura y los combates de Temtem sean más fáciles que nunca.

El jugador empieza la partida la víspera del inicio de su aprendizaje de Tamer a manos del Profesor Konstantinos, del cual recibe su primer Temtem. Es entonces cuando el jugador es libre de empezar su viaje a través del Archipiélago para explorar y descubrir los misterios y retos que éste esconde.

### Las Islas

Para más información sobre el tema: Airborne Archipelago

El **Archipiélago** es tan diverso como bello, y tan bello como rico en Especies de Temtem. El jugador empieza su aventura en el pueblo de Zadar, situado en la isla de Deniz, un paraje inspirado en el Mediterráneo de colinas verdes, acantilados púrpuras y mares y ríos azulados. Sin embargo Deniz no es la única isla especial, pues existen 6 grandes islas para explorar:

* **Deniz** es un paraíso Mediterráneo de mares brillantes donde los Temtem de Tipo Agua y Tipo Viento abundan. Pasea por las calles de Turquesa, explora las ruinas de un antiguo fuerte, o simplemente reposa en las costas del Lago Indigo.
* **Arbury**, orgullosa de su Universidad. Los feroces dones de Lochburg juran por sus Temtem de Tipo Melee frente a los sofisticados académicos de Properton, que prefieren Temtem de Tipo Mental.
* **Omninesia** y Las Mirislas, un cúmulo de pequeñas islas tropicales conectadas por puentes colgantes, hogar de los Temtem de Tipo Naturaleza y Tipo Fuego. Disfruta del lujo de Atoll Row e investiga las cuevas de lava del volcán Anak.
* **Cipanku** incursiona en el misticismo y la tecnología. Los laboratorios de Nanto producen Temtem de Tipo Digital, mientras que los monjes veneran a los Temtem de Tipo Eléctrico Temtem in remote hills among rice paddies.
* **Tucma**, “El Final de Todas las Cosas” – una vasta desolación de ceniza, lagos nocivos y Temtem de Tipo Tóxico. Bajo la superficie, la ciudad minera de Quetzal es hogar de artesanos, Under the surface, the mining city of Quetzal is home to artisans, "rock-hoppers" y Temtem de Tipo Cristal.
* **Kisiwa** es una savanna bañada por el sol. La parte este presume de una variedad sin igual de Temtem de Tipo Neutral, mientras que los desiertos del oeste son el hogar de los mejores temtem de Tipo Tierra.

### Los Temtem

Para más información sobre el tema: Especies de Temtem

Los Temtem son confiables compañeros para el viaje del jugador a través del Archipiélago. Para hacer frente a los obstáculos que se encontrará, se espera que capture o derrote cualquier Temtem que se encuentre con tal de aumentar tanto el número de su escuadrón como su fuerza. Esta sección cubrirá algunas de las mecánicas específicas de Temtem así como su interacción con el jugador.

#### Domar Temtem

Los Temtem salvajes pueden ser encontrados en multitud de sitios distintos en el Archipiélago, como la hierba alta, cuevas, lagos, ríos y mucho [o|más]]). Cuando el jugador se topa con un Temtem salvaje, éste puede intentar domarlo mediante el uso de TemCartas, aunque esto no siempre garantiza su captura. Para aumentar la probabilidad de captura, es útil debilitar a los Temtem infligiendo daño, aplicando condiciones de estado, o usando una combinación de ambas, así como usar TemCartas de potencia superior. Cada Temtem tiene una probabilidad distinta de ser capturado, por lo que algunos Temtem pueden requerir un esfuerzo de captura mayor. Para comprender mejor cómo debilitar y aplicar condiciones de estado a los Temtem, existe la sección específica que trata sobre el Combate.

#### Types of Temtem

Para más información sobre el tema: Tipos

Temtem have many Types that interact in various ways in battle. As listed above, each island tends to favor some types over others. The many types are listed below:

* Tipo Neutral
* Tipo Fuego
* Tipo Naturaleza
* Tipo Agua
* Tipo Eléctrico
* Tipo Mental
* Tipo Tierra
* Tipo Viento
* Tipo Cristal
* Tipo Digital
* Tipo Melee
* Tipo Tóxico

As mentioned, the likelihood of seeing any given type Temtem changes from island to island in specific ways. To see the Temtem currently available for each type (also known as Super-order in-game), click on the type links above and explore what makes each one of them so unique. For more on how they interact in battle, see the Combat section of this guide.

#### Temtem Stats

This information and more can be found here: Stats

Temtem Stats are seven values that relate to a Temtem's strength in a specific aspect of battling. The higher a given stat, the more proficient the Temtem is in that aspect of battling. The stats are as follows:

* **HP**: A Temtem's Health; when this reaches zero, the Temtem is defeated.
* **STA**: A Temtem's Stamina; this enables the Temtem to use Techniques, known in other Monster Capture games as moves. The more stamina a Temtem has, the more techniques it can use. As a Temtem uses techniques, the available stamina of the Temtem is decreased similar to how damage decreases a Temtem's HP.
* **SPD**: A Temtem's Speed; this represents how quickly a Temtem can act and establishes the order of actions between Temtem in battle. The higher a Temtem's speed, the more likely it is to be first to act in battle
* **ATK**: A Temtem's Physical Attack; this represents the Temtem's power using Physical Techniques and is used when determining the damage delivered to enemy Temtem when the Temtem is using a physical technique.
* **DEF**: A Temtem's Physical Defense; this represents the Temtem's endurance when receiving a physical technique and is used when determining the damage received from an enemy Temtem's physical technique.
* **SPATK**: A Temtem's Special Attack; this represents the Temtem's power using Special Techniques and is used when determining the damage delivered to enemy Temtem when the Temtem is using a special technique.
* **SPDEF**: A Temtem's Special Defense; this represents the Temtem's endurance when receiving a special technique and is used when determining the damage received from an enemy Temtem's special technique.

#### Growing your Temtem

Temtem, like in many Monster Capture games, grow in strength the more they are used in battle. This is represented in the game as Experience and more generally as Level. Levels in Temtem range from 1 to 100 and are indicative of your Temtem's overall strength and experience. When you succeed in battle, the Temtem used in that battle gain experience and, after a certain amount of experience that varies per Temtem Species, their level will increase. With each increase in level, the overall strength of the Temtem will increase through the increase of their Stats.

##### Temtem Base Stats

Temtem have values known as Base Stats that are specific to each species of Temtem. There are seven values, one per stat, per species that interact with Single Values, Level, and Training Values to determine the final value for each stat for each individual Temtem.

##### Temtem Single Values

All Temtem, upon receiving them in any way, have unique and unchangeable (as of now) values known as Single Values, or SVs. Each individual Temtem has seven SVs, one per stat, and each SV influences their corresponding stat in a positive way, meaning the higher the SV in a stat, the higher the stat. These values range from 1 to 50 and interact with Level, Base Stats, and Training Values to determine the final value for each stat for each individual Temtem.

##### Temtem Training Values

Upon defeating enemy Temtem in battle, the Temtem you used will receive points called Training Values, or TVs, depending on the Temtem it defeated. TVs are assigned to any one of the seven stats (depending on the Temtem that was defeated) and increasing the amount of TVs in a given stat increases the value of that stat. The total amount of TVs that can be assigned to any one stat is 500 and the total amount of TVs that can be acquired per Temtem is 1000. TVs interact with Level, Base Stats, and SVs to determine the final value for each stat for each individual Temtem.

### Combat

This information and more can be found here: Combat

Throughout your journey, you will be encountered with challenges and obstacles that will require success in battle to overcome, your Temtem versus enemy Temtem. In Temtem, battles are turn-based involving two of your own Temtem against one or two enemy Temtem. Each turn, you will select from a set of four Techniques from each of your Temtem in battle that have various effects like damaging a selected enemy Temtem or boosting one of your own Temtem's stats. The battle is concluded when either you or your enemy are out of usable Temtem or, in the case of untamed Temtem battles, all the enemy Temtem on the battlefield are exhausted. This section will give an overview of the various aspects of combat.

#### Techniques

This information and more can be found here: Techniques

Temtem, as they grow in level, learn various Techniques, powerful effects that are used in battle. A Temtem learns many Techniques as it grows under your care, but it can only have four techniques ready for use at any one time. However, these four techniques can be reassigned from all the techniques outside of battle.

Techniques have various characteristics that help differentiate and define them. Below is a list of them, some of which we will discuss more in-depth:

* Type: Each technique, like Temtem themselves, have a type that interacts with a Temtem's type that increase or decrease the effectiveness and power of a technique.
* Category: Also known as class, the Techniques category relates to which stats may or may not be used to assign damage for the technique.
* **Damage**: Indicative of the overall power of the Technique.
* **Stamina Cost**: The amount of Stamina required to perform the technique. This will be the amount the Temtem's stamina is reduced when the technique is used.
* Hold: Some techniques cannot be used until a specified amount of turns have passed while the Temtem is in battle. This amount of turns is called Hold.
* Priority: All techniques have a priority indicative of when the technique will be used in a turn. The higher the priority, the more likely the technique will be used earlier. This attribute interacts with the Temtem's speed to determine when it will be used in a turn.
* Synergy: Some techniques have an additional or boosted effect due to the type of the user's partner Temtem. This is known as Synergy.

##### Technique Types

Techniques have only one type that interact with the user's and the receiving enemy's type to increase or decrease the effectiveness of the technique.

When a technique's type matches one of the user's types, the power of the technique is increased in a mechanic called **STAB (Same Type Attack Bonus)**.

The technique's power changes based on the receiving enemy's type and the technique type in a mechanic called **Effectiveness**. A table of how effectiveness changes with enemy type and technique type is found below:

##### Technique Categories

Techniques can belong to one of three categories, or classes.

* **Physical**  - damaging techniques powered by the user's ATK stat and reduced by the receiving enemy's DEF stat.
* **Special**  - damaging techniques powered by the user's SPATK stat and reduced by the receiving enemy's SPDEF stat.
* **Status**  - non-damaging techniques that modify battle conditions like lowering stats or inflict conditions such as Sleep.

##### Technique Hold

Hold restricts the use of a technique until a certain amount of turns have passed. Some techniques will have various amounts of hold and the user must wait, from the turn they enter the battle, a number of turns equal to the amount of hold that technique has. A technique has visible bars on it that are darkened when there is still hold remaining. When all darkened bars appear brightened, the technique is ready for use. After being used, the hold is reset and the user must wait the amount of hold again to reuse the technique.

##### Technique Priority

All techniques have a priority indicative of when the technique will be used in a turn. Technique Priorities have a specific look in the game that differentiates them and different priorities interact with the user's speed in different ways.

* **Very Low**

The effect of Very Low Priority on speed is still unknown.
* **Low**

Low Priority means the technique will be used with half the speed of the user.
* **Normal**

Normal Priority means the technique will be used with the speed of the user (No effect to the speed stat).
* **High**

High Priority means the technique will be used with 1.5x the speed of the user.
* **Very High**

Very High Priority means the technique will be used with 1.75x the speed of the user.
* **Ultra**

The effect of Ultra Priority on speed is still unknown.
##### Technique Synergy

Some techniques have a boosted or additional effect due to a mechanic called Synergy. When a technique has synergy, it means that if the partner of the user is a specific type, the technique will have some added effect. An example is shown in the technique details figure above, Aqua Stone is a Tipo Agua Technique with an Tipo Tierra synergy. If a Temtem using Aqua Stone is paired with an Tipo Tierra Temtem, then the technique will have the additional effect of boosted power. Another example is a technique called High-pressure Water, where if the user is paired with a Tipo Fuego Temtem, the technique also applies a Quemado in addition to its regular effect.

#### Overexertion and Rest

As mentioned before, in battle techniques use up a Temtem's Stamina based one the technique's stamina cost. When a Temtem uses a technique that costs more stamina than it has remaining, the Temtem overexerts itself. This mechanic refers to a relationship between Stamina and HP.

When a Temtem overexerts itself, the remaining balance of the techniques cost (meaning the cost remaining after it's used up all the remaining stamina) is taken from HP with a scaling factor. What this means is if you have very little stamina left and you use a technique that costs more stamina than what you have, your Temtem will take damage in HP greater than what it would have cost you in stamina if you had it.

However, there is an alternative to this. After each turn, your Temtem will recover a little bit of Stamina without any action from you. But, if you wish to recover additional stamina in a turn, you can command your Temtem to rest that turn. This will mean that your Temtem will take no action other than recovering a great deal more stamina than it would have normally in that turn.

#### Conditions

Conditions are passive effects that can be applied to a Temtem through the use of a technique or through the activation of a Trait. There are 12 conditions and each has a different passive effect.

* **Enfriado and Congelado**: If Cold is afflicted twice, the Temtem becomes Frozen. Frozen Temtem cannot attack. Cold itself as a condition does nothing other than trigger Frozen on a secondary affliction.
* UnknownType: Asleep Temtem cannot attack, but if they are damaged, they wake up (the condition is removed). Any damage that is done to the Temtem will remove the Dormido.
* **Trapped**: Trapped Temtem cannot swap out (currently does not exist in game, subject to change).
* UnknownType: Once the turn counter on the Doomed Temtem hits 0, the Temtem faints.
* **Seized**: Seized Temtem lose their gear's effect (currently does not exist in game, subject to change).
* UnknownType: Poisoned Temtem lose 1/8 of their health every turn.
* UnknownType: Burnt Temtem lose 1/16 of health every turn and it reduces attack by 30% (currently is not accessible in game).
* Exhausto: The Stamina costs of an Exhausted Temtem increase by 50% (currently does not exist in game, subject to change).
* UnknownType: The Stamina costs of a Vigorized Temtem decrease by 50%.
* Inmune: The Immune Temtem is immune to new status conditions (currently does not exist in game, subject to change).
* Regenerado: Each turn, the Regenerated Temtem heals 1/16 of their health (currently does not exist in game, subject to change).
* **Exiled**: Synergies do not work with Exiled Temtem (currently does not exist in game, subject to change).
* **Neutralized**: The Neutralized Temtem's strengths and weaknesses do not apply (currently does not exist in game, subject to change).

#### Traits

This information and more can be found here: Traits

Traits are characteristics of a Temtem species that have some effect in battle. Each species of Temtem have two traits available to them. Most Temtem can have one of two different traits, while some only have one. Temtem can only have either positive or negative traits. When evolving, many Temtem acquire a new set of Traits. The trait of the evolved Temtem will be the one placed in the same Tempedia's slot as the trait of the unevolved Temtem.

#### Gear

This information and more can be found here: Gear

Gear is a category of **Items** that can be equipped to Temtem and have different applications related to Temtem Battles. Some gear is useful for PvE content, while other gear serves a more competitive purpose. Only one ear can be equipped to a Temtem at any time. Gear cannot be traded, and is not consumed when used.

### Breeding

This information and more can be found here: Breeding

Breeding is a common mechanic found in many Monster Capture games. In Temtem, all that is currently known is that breeding will be a means of acquiring *perfect* temtem, meaning that the SVs for all stats on an individual temtem are at their maximum. This section will cover the various aspects of breeding in Temtem.

#### Genetic Degradation

Genetic Degradation is a mechanic that limits a temtem's ability to breed. A temtem will begin, before ever breeding, with a specific amount fertility. Once a temtem has bred once, it's fertility counter will decrease, and all it's offspring will also reflect this decrease. This will continue with each breeding and eventually the temtem will not be able to breed further. Little is known currently about this mechanic other than it will limit the use of individual temtem for breeding.

## See also

* Release date
* System requirements