New Mechanics

***\/\/\/ Rare Den Locations** at the **Bottom of the Page** **\/\/\/***

# Teleporters

There are now Teleporters in PokeCenters. When interacting with them they'll show you a list of locations you can go to. You can only Teleport to PokeCenters you've been to. Teleporting is free!

# Obstacles (Replaces HMs)

Obstacles Replace HMs. Instead of needing Strength to Push Boulders or Rock Smash to Smash Rocks, you now only need the corresponding Pokemon in your party!

# Apricorn Tree Rework

* Apricorn Trees now regenerate Apricorns every hour.
* Apricorns are now a primary Crafting material.
* Apricorn Trees will drop random Apricorns. May the RNG be in your favor.

# Critical chance + Accuracy Rework

* Total Crit levels changed from 4 to 6 to match other Stat Stages
* Multi-Hit Moves have a separate Crit calculation than Single hit moves now.
* Single Hit Moves Crit chance per Acc Stage:
	+ 0 Acc = 1/16
	+ 1 Acc = 1/12
	+ 2 Acc = 1/8
	+ 3 Acc = 1/4
	+ 4 Acc = 1/3
	+ 5 Acc = 1/2
	+ 6 Acc = 1/1
* Multi-Hit Moves Crit chance per Acc Stage:
	+ 0 Acc = 1/32
	+ 1 Acc = 1/24
	+ 2 Acc = 1/16
	+ 3 Acc = 1/8
	+ 4 Acc = 1/6
	+ 5 Acc = 1/4
	+ 6 Acc = 1/2

# Multi-Hit Attack Rework

Multi-Hit attacks are now no longer random and are based on the base Accuracy. The Higher the Base Accuracy or your current Accuracy stages the more hits you'll land. The Lower the Base Accuracy or your current Accuracy stages the more hits you'll miss. (This sounds obvious, but Pokemon essentials had a random value that would kick in if the initial attack landed.)

# Dual-Typed Moves

Yes, they exist now. Each of the Shadow Starters learns 1 Dual Type Move around level 17.

All Dual Type attacks are a variation of Multi-Hit attacks.

Dual Type Moves count as STAB for both types they use. Example: OnyxDarts is a Fire/Shadow type move and the Fire portion will get STAB if the user is a Fire type, or the Shadow portion will get STAB if the user is a Shadow Type. If the User is both a Fire/Shadow Type, then it will get STAB on both portions.

# Frozen Status Effect Rework

Frozen random amount of turns is now set to last only 2 Turns. This change is persistent on all difficulties.

Example: If the User is Frozen After they've moved in a Turn, this turn will still count; however they will only be unable to move next turn (1 turn).

Example: If the User is Frozen Before they've moved in a Turn, this turn will count towards the 2 turn counter and they will still be unable to move next turn (2 turns).

# Status Effect Turn Limits

This change only effects the Moderate and Challenging Difficulty.

Frozen, Paralysis, Poison, and Burn now all have a set amount of turns before they expire. (The Turn the effect was applied in, counts towards the expiration)

* Frozen: Expires in 2 Turns
* Paralysis: Expires in 6 turns *(5 in future update)*
* Poison: Expires in 5 turns *(4 in future update)*
* Burn: Expires in 4 turns *(3 in future update)*

# Field Objects

* Field Objects are summoned in with Moves, Items, and Abilities (Example: The new Move Rock Shield summons a Rock Shield with 5 AP)
* Field Objects have their own HP called AP: (Their current AP is displayed by their animation in battle)
	+ They take 1 damage when the user is hit by a Ineffective move
	+ They take 2 damage when the user is hit by a Normal Effective move
	+ They take 3 damage when the user is hit by a Super Effective move

# Elemental "Synergistic" Effects and Statuses

Added new Cosmic, Chaos, Elastic, Form, Sound, Rock, Steel, Electric, Water, Ice, and Light Type "Synergistic" Effects
Example: The new Ice move Glass Rod will impale a Target with a Glass Rod that increases the amount of Light damage the Target takes for 2 turns. More info: **New Moves**

In addition to the "Synergistic" Effects Chaos, Elastic, Sound, and Shadow have gotten new Statuses. They are Sub-Statuses which means they won't replace the normal Poison, Paralyze, Burn, Freeze, and Sleep conditions. More info: **New Types**

# Capturing Tweaks

Capture Rates Now increase with:

* Pokemon HP decreases (More exponential than before)
* Pokemon have a Status Conditions (Not new)
* Pokemon have Lowered Stat Stages (New) (Increases Capture Rate for every stat stage lowered; however only counts the most Negative stat stage.)

# Bargain Bins

Bargain Bins can be found in PokeMarts. Each Bargain Bin is Unique Per PokeMart. Bargain Bins usually have 3 or more items for sale. Most of these items rare and unusual. The prices are usually not really a bargain though as they can be pretty pricey; however, some of the items can't be obtained anywhere else in the game.

# EV Gains and Tweaks

EV Limits have been increased to: 960

EV Limits per Stat increased to: 480

Every 16 EVs provides 1 Point to Base Stats.

All Pokemon that are defeated will give at least 1 EV point in a random category. Bosses and Mini-Bosses yield 5-10.

# Meta Progression

Players can now increase general quality of things by Spending Circuit Nodes at the Meta Progress Fabricator in Ficus's Lab

 1 Circuit Node
 1 Circuit Node
 1 Circuit Node
 1 Circuit Node

# Troves/Relic Keys

Troves are ancient hidden treasure chests containing goodies; however, they require 1 Relic Key per Trove to open. Relic Keys can be obtained by either completing Side Quests or by finding them as hidden items in the wild. ALMOST every Trove will have a Unique TM inside.

# OBs and OBbs

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OB Fuctions:

* The Player can only have 1 OB in their Party
* OBs can only be in for a total of 5 Turns Per Battle
* OBs have incredible Stats
* OBs have Signature Moves and Abilities with enhanced powers

**Tips:** When using an OB you can swap them out before the 5th turn and save the remaining turns for later in the battle. Example: Swap out after 3 turns and save the remaining 2 turns at a later time.

OBb Fuctions:

* The Player can only have 1 OBb in their Party
* OBbs have Signature Moves and Abilities with enhanced powers
* They're basically mini OBs

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# Rare Dens & Rare Pokemon

There is only 1 Rare Den for each species in the game. All Rare Dens are Locked behind a puzzle. The Difficulty of the Puzzles can range from easy-peasy to Mind-numbing Nightmare, just depends on the Den and what kinda puzzles you like. After getting past the Puzzle you'll need 1 Full Dark Energy Crystal to break the Dark Energy Barrier blocking the entrance. Once you get past the Dark Energy Barrier you'll have to fight a Mini Boss guarding the Den. All Rare Den encounters scale to your highest-level Pokémon. Rare Pokémon are like Shiny Pokémon, except they have high chances for amazing IVs and have chances to earn double EVs after battles.

**Rare Den Steps**

1. Solve the Puzzle at the entrance
2. Use the ADB to break the Dark Energy Barrier blocking the entrance. Costs 1 Full Dark Energy Crystal.
3. Upon entering, fight the Mini Boss Rare Pokemon of the Den. (Cannot be caught)
4. After beating them you can run in the grass to try and encounter a Rare Pokemon to capture for yourself.

**Rare Encounter chance in Rare Dens**

* Rarity for Rare Pokemon: 1% Chance to encounter
* Rare Pokemon ONLY have this chance to appear in their corresponding Rare Den.
* Good Luck!

## Rare Den Location/Hints

**Sproutbur**

* Route 100
* *Hint:* Tutorial Den

**Stellrem**

* Thornren Town
* ***Hint**:* The Puzzle is an adjacency puzzle. Interacting with one of the boulders will affect the boulders adjacent to it. Turned ON Boulders cannot be interacted with. If you interact with an OFF Boulder it will turn the adjacent ones ON; however it will also turn adjacent ones OFF if they are On.
* It may seem impossible, but I promise it is possible!

**Gleamori**

* Route 101
* ***Hint:*** Rotate the Prism by interacting with the Wheels. Rotate the Prisms so they shoot beams to their "Stars" that are powered Off (Circled in Red).
* ***Hint***: The Wheels have White dots on them indicating which Prisms they Rotate. (Image 2 and 3)

**Nuclitright**

* Route 101 (Cavern)
* ***Hint***: The goal is to Flush the Acid Pool (Circled in Yellow) by interacting with the Faucets of Acid in the area (Circled in Cyan); however too much or too little Acid won't work you need to find the right balance.
* ***Hint***: If you need to Reset the Acid Faucets interact with the Pool (Circled in Dark Blue)
* ***Hint***: When you think you have enough Facets activated interact with the Rocks (Circled in Magenta)
* ***Hint***: The Rocks (Circled in Magenta) will tell you when you have enough. The Pool (Circled in Dark Blue) will look Full if you've activated too many Faucets.
* ***Hint***: 1 Faucet gives more Acid than the others (Circled in Cyan)

**Slitterbug**

* Route 102 "Wild Woods" South East of map; however, needs a Grass type to get to. Hidden Behind Tower of rocks.
* ***Hint***: Slitterbugs will jump from abrupt noises.
* ***Hint***: Block them from getting into their Dens in the rocks!
* ***Hint***: After Blocking a Slitterbug, chase it down!
* ***Hint***: Get all 3 to cross over the Pond.

**Warklik**

* Route 102 "Wild Woods" North East of map; however you only need a Fire type to get to it. Hidden Behind tower of rocks.
* ***Hint***: Drag the Plates Left and Right until you think it's at the correct location. If all Plates are in the correct location, you'll hear a Successful Sound!
* ***Hint***: Pay attention to the Purple Crystals and what Rock Mounds they are On Top of. (Ignore the Rocks Next to the Crystals as they are just decoration.)
* ***Hint***: The Mounds/Hills correspond to a green sand pattern on the ground. The Plates go in the middle of the Sand Pattern like the Crystals in the Mounds.
* ***Hint***: The Vertical order of the Purple Crystals matches with the Plate locations.
* ***Hint***: There is only one possible location for each Plate in the Sand Patterns.

**Shivmut**

* Route 102 "Wild Woods" Northern middle of Map. Requires a Water type to get to.
* ***Hint***: Chace down all 6 Shivmuts to unlock the Den.
* ***Hint***: Some Shivmuts will run back and forth between locations. Maybe something in the way will stop them in their tracks?

**Mider**

* Route 103 (North) Down in the Pit South East Corner Cave hidden behind a Tower of Rocks.
* ***Hint***: Find and defeat all 8 Miders hiding among the Spike traps.
* ***Warning***: Interacting with a Spike Trap Hurts, so make sure your guesses are good.
* ***Hint***: Hiding Miders will Twitch or Move if you observe the Spikes for a little while.

**Sinock**

* Route 103 (North)
* ***Hint***: Ring the Bell in the Center to hear the Correct Sound.
* ***Hint***: Match the Sound from the Center Bell to the Sound of the Correct Pathway.
* ***Hint***: Keep doing this for each mini Puzzle until you reach the final room.
* ***Warning***: Go down the wrong path and you'll Start Back at the Beginning.
* ***Helpful Tip***: If you wish to exit the puzzle leave through the South exit at the beginning of the Puzzle.

**Sestal**

* Route 103 (Coastal)
* ***Hint***: All pieces are needed to make the image.
* ***Hint***: The image is based on the Pisces Constellation
* ***Helpful Tip***: Make sure to make the shape on the Darkened 4x4 Tiles in the Center of the Room.

**Urchock**

* Costolia Power Plant
* ***Hint***: Move the Surge Gate (Metal Box) by stepping on the UP, LEFT, DOWN, RIGHT arrows on the ground. Once the Surge Gate (Metal Box) is in position interact with the Computer terminal.
* ***Hint***: The second part has an UP, LEFT, DOWN, RIGHT controller on the ground; however, it moves 2 Surge Gates (Metal Boxes) at the same time.
* ***Hint***: In the second part even though the controller affects 2 Surge Gates (Metal Boxes), just focus on getting 1 to the end first, then focus on the second.
* The second part may seem impossible, but I promise it is possible!

**Vat**

* Costolia Power Plant
* ***Hint***: Just like the Power Plant Puzzle, but slightly more difficult.

**Varcres**

* Cosmia Island
* ***Hint***: They may be hard to see, but the Dark Stars are the objects you need to interact with.
* ***Hint**:* The Puzzle is an adjacency puzzle just like Stellrem's; however, the Purple Crystals point to which Stars are affected by that Star.
* It may seem impossible, but I promise it is possible!

**Glish**

* Satellite Island
* ***Hint***: Upon entering the room wait a few seconds and you'll see a pattern of Lights just below the ladder. Those Lights will indicate the order that's needed. **WARNING**: Only the pattern when you walk into the room, if you stay in the area and walk away from the pattern, the Lights will become Un-synced giving a False Pattern.
* ***Hint***: Time is everything. Once you step on a Colored Crystal it will move to a location. Beat it before it gets to the end.
* ***Hint***: The final Crystals in this race must be Interacted with before the Colored Crystal Light catches up. Only Interact with it once as it may think your trying to input 2 of that Color.
* ***Hint***: Only RED and BLUE have 2 segments, which means you need to Beat it Twice consecutively. Yellow only has 1.
* ***Hint***: If you mess up and hear a Faulty Sound when Interacting with the Final Crystal, you'll have to start all over again. You Don't Need to Start over as long as you don't Interact with the Final Crystals in a race. If you fail to beat the Colored Crystal Light (Without interacting with the Final Crystal), you can instead try that same Color again.
* This Puzzle is extremely hard, but possible. Good Luck!

**Noxell**

* Satellite Island
* ***Hint***: The Bell in the Center when Interacted with will Ring a Melody. Recreate the Melody using the Bells in the small rooms.
* ***Hint***: The Bells to the Left and Right of the Center Bells are Reset Bells.
* ***Hint***: If you mess up, you'll hear a Faulty Sound which will Reset your progress.
* ***Hint***: Walking into the small Bell Rooms will let you hear what that specific Bell will Ring.

**Dirage**

* Route 104
* ***Hint***: Wack a mole the Dirages until non are left standing!

**Ombrix Paras**

* Ruin Caverns
* ***Hint***: A much, MUCH, harder version of Ruin Cavern Puzzle.

**Dargo**

* Ruins of Light
* ***Hint***: Bounce on the Honey pads to travel through the location.
* **Hint**: Defeat the 5 Dargo to gain access to the Den.

**Poital**

* Route 107
* ***Hint***: The Puzzle is an adjacency puzzle just like Stellrem's; however, you need to rotate the Stars into a pattern that resembles the Scorpio Constellation.
* ***Hint***: This puzzle has similar Locking and Unlocking mechanics like in the 2nd Gym.
* ***Hint***: The Adjacency rules change depending on if a Star Type is Locked or Not.
* ***Hint***: When a Star is in a correct orientation its 2 smaller Stars will glow.

**Squivae**

* Route 108 (East)
* ***Hint***: Find the Right Holes that correspond to the Map on the bottom on the room.
* ***Hint***: The Wheels on the Map will show you which Holes move which Blocks.
* ***Hint***: Each Block has 3 Points. Only 1 of the 3 will leave it unlocked. Every time you interact with a correct Hole it will add a Point to its corresponding Blocks and Reset if it adds Past 3.

**Illunky**

* Route 106
* ***Hint***: The Puzzle is an adjacency puzzle just like Stellrem's; however, each Star only moves adjacent ones.
* ***Hint***: Line up the Stars so they make a Path to the End Star.

**Plazmoid**

* Averon Town
* ***Hint***: When you walk past the Yellow Tiles you enter the Radiation zone. You'll only have a short time while in there to do what you need to do.
* ***Hint***: 4 Colored Surge Gates (Metal Boxes) to 4 Colored Surge Sockets (Holes in the Ground).
* ***Hint***: Basically, an extremely hard version of the Power Plant Puzzle.
* ***Hint***: In the Center Room there are 2 Terminals Yellow and Purple. Yellow Controls Horizontal Locks while Purple Controls Vertical Locks.