Welcome to Explorer, an adventure in which you and 3 of your pokemon explore unknown territory in order to find rare artifacts and riches.
Of course, said artifacts and riches are hidden away and jealously guarded, otherwise they would've been looted already! As such, you must both find the dungeons they are located in, and defeat the guards and traps that lay within.
The Basics:
At the start of an exploration, you are placed at one of four locations, randomly chosen, and must survive with nothing but your wits, your pokemon, and what nature provides. At the start, you may bring 3 pokemon, equip them, and bring a backpack full of items. In addition, you can quit at any time and receive full rewards.
Difficulties:
Different areas have different difficulty levels! These difficulty levels are based on the general hostility of the terrain and the strength of the pokemon located within. Depending on the difficulty level, you will be permitted to bring differing amounts of items. Harder difficulties will also have a larger map and more dungeons.
Normal:
In these areas, there is plenty of food and water, and pokemon are weaker and their movepools consist of all level-up moves and egg moves. The map is 10x10 and features 2 dungeons. You are permitted to bring a Training Bag (See TLR OP) full of items.
Hard:
In these areas, food and water are less common, and the pokemon are moderately powerful. The pokemon know all tutor and event moves, in addition to level-up and egg. The map is 15x15 and features 3 dungeons. You can bring a Legendary Bag (See TLR OP) full of items. Rewards are doubled for these areas.
Insane:
In these areas, food and water are scarce, and the pokemon are strong, knowing every single move they can. The map is 20x20, and features 4 dungeons. You can bring and Uber bag (See TLR OP) full of items. Rewards are quadrupled for these areas.
Mechanics:
Time:
Every 6-hour period is treated as one round out of battle. In these rounds, you can explore, search for food, and a variety of other things (see the exploration section for more about that). After each 6-hour round, you have a round (consisting of 2 actions) to heal up and recover. Different times of day have different effects on battles. You have a maximum 7 days to explore, so use them wisely! If you choose to do nothing for a 6-hour round, you will gain 50 energy.
Effects and Time:
Effects that fade after a certain amount of time in-battle (e.g. paralysis or stat boosts) fade immediately after a battle ends. Special in-battle effects that most pokemon can't get (such as a Mega Evolution or Protean type changes) also fade at the end of a battle. After a battle, a pokemon inflicted with a burn or normal poison will take 30 damage during a 6-hour time span before the burn or normal poison is removed. Bad poison will cause 50 damage over the same time period before dissipating. Cleanse Tag and Pure Incense halve this damage, and Magic Guard (and Immunity for poison) removes it outright.
Fullness:
Fullness is on a scale of 0 to 10, where 10 is full and 0 faints your pokemon. You lose one fullness every 6-hour round and can restore it by eating various foods. Eating is a free action while not in combat.
Example foods:
Berries: 1 fullness each, those gained through Recycle or Harvest do not restore fullness.
Apples: 3 fullness each
Big Apples: 5 fullness each
Perfect Apples: 10 fullness each
Leftovers: 1 fullness/2 6-hour rounds
Other Pokemon: SC of the pokemon *2 fullness
Synthesis (the move): +2 fullness/6-hour round spent using it (+1 in rain, +3 in sun) Note: Helioptile and Heliolisk can use this, even if they don't learn the move.
Each food can be stored in your bag, taking up the square root of fullness restored rounded down worth of CC in your bag.
Hydration:
Hydration is similar to fullness, except that in addition to draining over time, it can also be lost by using any Water- or Ice- type move that requires internal water. Freeze-Dry causes the target to lose 1 hydration. In addition, Water Gun or Milk Drink can be used to transfer 1 hydration from the user to the target. This use does not cost energy or deal damage.
Sleep:
A pokemon must sleep 6 hours every day, of suffer a permanent sluggish condition as if they had just used Hyper Beam, until they get rest. Sleeping also has the effect of completely restoring energy and recovering 20 hp whenever it is done. Do note, however, that sleeping makes your pokemon vulnerable, and that it might not be a good idea to have all your pokemon sleep at the same time. You can only sleep once every 18 hours.
Pokemon with special properties:
Some pokemon have different abilities with regards to the special mechanics introduced in Explorer.
Chansey, Blissey, Tropius, Exeggutor, Brattler, and Malaconda: Can create a 1 fullness food that can be fed to any other pokemon. They start with one of these food, and can only hold 1 at a time.
Numel and Camerupt: Have a maximum of 15 fullness and hydration, instead of 10.
Cacnea, Cacturne, and Maractus: Have a maximum of 20 hydration instead of 10.
Non-legendary genderless pokemon excluding Staryu and Starmie: Inorganic and do not need food or water. They do, however, need some power source, and must be hit by 40 energy's worth of electric-type attacks (before STAB) every 12 hours. This usage does not inflict damage (unless Discharge is used, in which case it only damages your other teammates), but cannot come from another inorganic pokemon.
Ghost-types: Can drain 25 hp from a willing organic target to restore 1 fullness and hydration.
Pokemon with the ability Rain Dish or Hydration: +2 hydration/6-hour round in rain.
Pokemon with the ability Dry Skin: Lose 1 hydration/6-hour round in sun, but gain 3 hydration/6-hour round in rain
Pokemon with the ability Insomnia or Vital Spirit: Don't have to sleep for 12 hours past when pokemon normally need to sleep, but can't sleep until 6 hours past when a pokemon normally can sleep. This effect stacks.
Pokemon with the ability Regenerator: Heal 40 hp when sleeping, and 20 hp when doing nothing for a round, opposed to 20 and 0.
Exploration:
Exploration takes place on a grid. You can move to any square that is directly adjacent or or diagonal from your current location. Doing so costs 15 energy. All of your pokemon must be in the same square at all times. In addition to moving to a different square, you can also order one or more of your pokemon to search for food. This costs 10 energy, and can sometimes reveal dungeons, in addition to the food usually found by doing so.
It should be noted that the outside world is not the ASB arena, and weather and terrain varies dramatically. Weather can be particularly dangerous, as Hail and Sandstorm cause 30 damage per 6-hour round (Entering or leaving an area with adverse weather conditions counts as half a round, and causes you to take 15 damage instead). Weather also varies from 6-hour round to 6-hour round. Sometimes, terrain causes an area to become far more difficult to traverse, causing attempts to do so to take twice as much time (and energy!) to do so or simply causes it to be impossible to travel through. Certain moves make pokemon able to bypass such obstacles.
Dungeons:
Dungeons work similarly to the overworld, in that exploration happens on a grid. However, moving is (functionally) instantaneous and costs no energy. Inside of dungeons, there is often food and other loot, in addition to the artifact.
Wild Pokemon:
Wild pokemon will sometimes become aggressive. This happens for many reasons, among them hunger, territory, and fear.
Not all wild pokemon are aggressive, however. Most do not care much about you, but some are curious about you, and others have bigger problems.
In addition, at the end of dungeons, there is a boss pokemon, who has +20 hp, +1 to all stats, and increased Speed and Accuracy.
Special observation pokemon:
These pokemon have special abilities that allow them to detect pokemon that others would be invisible.
Riolu, Lucario: Can see auras, enabling them to see any pokemon in the nearby area regardless of cover
Zubat, Golbat, Crobat, Whismur, Loudred, Exploud, Woobat, Swoobat, Noibat, Noivern: Excellent sense of hearing, can tell when anything is approaching and where from unless there is a louder sound nearby. The bats can also use echolocation to see in the dark
Absol: Can sense when something bad is about to happen.
Water-Types: Can see unobstructed through rain and other water
Rock-Types: Can see unobstructed through sandstorms
Ice-Types: Can see unobstructed through hail
Dark- and Ghost-Types: Can see perfectly in the dark
Pokemon with the ability Telepathy: Can detect the presence and intentions of other pokemon, but not their location
Ground-Types: Can detect very slight vibrations in the earth and the direction they come from, enabling them to detect other pokemon. Can evade this method of detection
Pokemon with the ability Magnet Pull: Can detect the location Steel- and Electric-Type pokemon in the area, along with their current status.
Rewards:
Each pokemon gets 1 KOC for each area explored, plus 1 KOC for winning battles and a bonus 3 KOC each when you find an artifact.
Trainers get 1 CC per area explored, and a bonus 5 CC for every artifact found.
Refs get 1 UC per exploration round reffed, and .5*mons in battle UC for combat rounds.
Areas that have already been explored will not give rewards until 3 months later. Artifacts and other loot will not reappear for the same three months. This also applies to pokemon found in dungeons.
Of course, said artifacts and riches are hidden away and jealously guarded, otherwise they would've been looted already! As such, you must both find the dungeons they are located in, and defeat the guards and traps that lay within.
The Basics:
At the start of an exploration, you are placed at one of four locations, randomly chosen, and must survive with nothing but your wits, your pokemon, and what nature provides. At the start, you may bring 3 pokemon, equip them, and bring a backpack full of items. In addition, you can quit at any time and receive full rewards.
Difficulties:
Different areas have different difficulty levels! These difficulty levels are based on the general hostility of the terrain and the strength of the pokemon located within. Depending on the difficulty level, you will be permitted to bring differing amounts of items. Harder difficulties will also have a larger map and more dungeons.
Normal:
In these areas, there is plenty of food and water, and pokemon are weaker and their movepools consist of all level-up moves and egg moves. The map is 10x10 and features 2 dungeons. You are permitted to bring a Training Bag (See TLR OP) full of items.
Hard:
In these areas, food and water are less common, and the pokemon are moderately powerful. The pokemon know all tutor and event moves, in addition to level-up and egg. The map is 15x15 and features 3 dungeons. You can bring a Legendary Bag (See TLR OP) full of items. Rewards are doubled for these areas.
Insane:
In these areas, food and water are scarce, and the pokemon are strong, knowing every single move they can. The map is 20x20, and features 4 dungeons. You can bring and Uber bag (See TLR OP) full of items. Rewards are quadrupled for these areas.
Mechanics:
Time:
Every 6-hour period is treated as one round out of battle. In these rounds, you can explore, search for food, and a variety of other things (see the exploration section for more about that). After each 6-hour round, you have a round (consisting of 2 actions) to heal up and recover. Different times of day have different effects on battles. You have a maximum 7 days to explore, so use them wisely! If you choose to do nothing for a 6-hour round, you will gain 50 energy.
Effects and Time:
Effects that fade after a certain amount of time in-battle (e.g. paralysis or stat boosts) fade immediately after a battle ends. Special in-battle effects that most pokemon can't get (such as a Mega Evolution or Protean type changes) also fade at the end of a battle. After a battle, a pokemon inflicted with a burn or normal poison will take 30 damage during a 6-hour time span before the burn or normal poison is removed. Bad poison will cause 50 damage over the same time period before dissipating. Cleanse Tag and Pure Incense halve this damage, and Magic Guard (and Immunity for poison) removes it outright.
Fullness:
Fullness is on a scale of 0 to 10, where 10 is full and 0 faints your pokemon. You lose one fullness every 6-hour round and can restore it by eating various foods. Eating is a free action while not in combat.
Example foods:
Berries: 1 fullness each, those gained through Recycle or Harvest do not restore fullness.
Apples: 3 fullness each
Big Apples: 5 fullness each
Perfect Apples: 10 fullness each
Leftovers: 1 fullness/2 6-hour rounds
Other Pokemon: SC of the pokemon *2 fullness
Synthesis (the move): +2 fullness/6-hour round spent using it (+1 in rain, +3 in sun) Note: Helioptile and Heliolisk can use this, even if they don't learn the move.
Each food can be stored in your bag, taking up the square root of fullness restored rounded down worth of CC in your bag.
Hydration:
Hydration is similar to fullness, except that in addition to draining over time, it can also be lost by using any Water- or Ice- type move that requires internal water. Freeze-Dry causes the target to lose 1 hydration. In addition, Water Gun or Milk Drink can be used to transfer 1 hydration from the user to the target. This use does not cost energy or deal damage.
Sleep:
A pokemon must sleep 6 hours every day, of suffer a permanent sluggish condition as if they had just used Hyper Beam, until they get rest. Sleeping also has the effect of completely restoring energy and recovering 20 hp whenever it is done. Do note, however, that sleeping makes your pokemon vulnerable, and that it might not be a good idea to have all your pokemon sleep at the same time. You can only sleep once every 18 hours.
Pokemon with special properties:
Some pokemon have different abilities with regards to the special mechanics introduced in Explorer.
Chansey, Blissey, Tropius, Exeggutor, Brattler, and Malaconda: Can create a 1 fullness food that can be fed to any other pokemon. They start with one of these food, and can only hold 1 at a time.
Numel and Camerupt: Have a maximum of 15 fullness and hydration, instead of 10.
Cacnea, Cacturne, and Maractus: Have a maximum of 20 hydration instead of 10.
Non-legendary genderless pokemon excluding Staryu and Starmie: Inorganic and do not need food or water. They do, however, need some power source, and must be hit by 40 energy's worth of electric-type attacks (before STAB) every 12 hours. This usage does not inflict damage (unless Discharge is used, in which case it only damages your other teammates), but cannot come from another inorganic pokemon.
Ghost-types: Can drain 25 hp from a willing organic target to restore 1 fullness and hydration.
Pokemon with the ability Rain Dish or Hydration: +2 hydration/6-hour round in rain.
Pokemon with the ability Dry Skin: Lose 1 hydration/6-hour round in sun, but gain 3 hydration/6-hour round in rain
Pokemon with the ability Insomnia or Vital Spirit: Don't have to sleep for 12 hours past when pokemon normally need to sleep, but can't sleep until 6 hours past when a pokemon normally can sleep. This effect stacks.
Pokemon with the ability Regenerator: Heal 40 hp when sleeping, and 20 hp when doing nothing for a round, opposed to 20 and 0.
Exploration:
Exploration takes place on a grid. You can move to any square that is directly adjacent or or diagonal from your current location. Doing so costs 15 energy. All of your pokemon must be in the same square at all times. In addition to moving to a different square, you can also order one or more of your pokemon to search for food. This costs 10 energy, and can sometimes reveal dungeons, in addition to the food usually found by doing so.
It should be noted that the outside world is not the ASB arena, and weather and terrain varies dramatically. Weather can be particularly dangerous, as Hail and Sandstorm cause 30 damage per 6-hour round (Entering or leaving an area with adverse weather conditions counts as half a round, and causes you to take 15 damage instead). Weather also varies from 6-hour round to 6-hour round. Sometimes, terrain causes an area to become far more difficult to traverse, causing attempts to do so to take twice as much time (and energy!) to do so or simply causes it to be impossible to travel through. Certain moves make pokemon able to bypass such obstacles.
Dungeons:
Dungeons work similarly to the overworld, in that exploration happens on a grid. However, moving is (functionally) instantaneous and costs no energy. Inside of dungeons, there is often food and other loot, in addition to the artifact.
Wild Pokemon:
Wild pokemon will sometimes become aggressive. This happens for many reasons, among them hunger, territory, and fear.
Not all wild pokemon are aggressive, however. Most do not care much about you, but some are curious about you, and others have bigger problems.
In addition, at the end of dungeons, there is a boss pokemon, who has +20 hp, +1 to all stats, and increased Speed and Accuracy.
Special observation pokemon:
These pokemon have special abilities that allow them to detect pokemon that others would be invisible.
Riolu, Lucario: Can see auras, enabling them to see any pokemon in the nearby area regardless of cover
Zubat, Golbat, Crobat, Whismur, Loudred, Exploud, Woobat, Swoobat, Noibat, Noivern: Excellent sense of hearing, can tell when anything is approaching and where from unless there is a louder sound nearby. The bats can also use echolocation to see in the dark
Absol: Can sense when something bad is about to happen.
Water-Types: Can see unobstructed through rain and other water
Rock-Types: Can see unobstructed through sandstorms
Ice-Types: Can see unobstructed through hail
Dark- and Ghost-Types: Can see perfectly in the dark
Pokemon with the ability Telepathy: Can detect the presence and intentions of other pokemon, but not their location
Ground-Types: Can detect very slight vibrations in the earth and the direction they come from, enabling them to detect other pokemon. Can evade this method of detection
Pokemon with the ability Magnet Pull: Can detect the location Steel- and Electric-Type pokemon in the area, along with their current status.
Rewards:
Each pokemon gets 1 KOC for each area explored, plus 1 KOC for winning battles and a bonus 3 KOC each when you find an artifact.
Trainers get 1 CC per area explored, and a bonus 5 CC for every artifact found.
Refs get 1 UC per exploration round reffed, and .5*mons in battle UC for combat rounds.
Areas that have already been explored will not give rewards until 3 months later. Artifacts and other loot will not reappear for the same three months. This also applies to pokemon found in dungeons.
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