Welcome to CAP ASB's Mystery Dungeon Roleplay! I hope you enjoy your stay.
ASB Mystery Dungeon
Basic Mechanics
Each dungeon is unique. Some dungeons are short, while others can be long. Different dungeons have different resident Pokemon. The layout of a dungeon also changes with each attempt, though its overall structure is similar over a variety of attempts. The aim of the player is to find the staircase on a floor to get to the next floor. The location of the staircase and the player on each floor are randomized. This means that a player may start right next to the staircase on a floor, or may have to search through an entire floor to find the staircase.
The player cannot bring all of his Pokemon in however. No more than four Pokemon may enter a dungeon at a time, and the sum of the Size Classes of all the Pokemon that are present on the team cannot exceed 14. Players may recruit Pokemon while they are exploring the dungeon. These Pokemon will join the player's active party only if the player has less than 4 Pokemon on their team, and the Pokemon would not break the SC cap.
Similar to the "original" PMD games and unlike the PMD2 games, for a player to be able to take a recruited Pokemon onto their mainstream ASB team, he/she must ensure that the Pokemon survives until the end of the dungeon. If the recruited Pokemon faints while in the dungeon and is not revived(discussed later), it is lost for ever from the player's party. The actual recruitment formula is given later in this thread.
Mystery Dungeon introduces a variety of new items. While the exclusive items have not been carried over to this RP, the other items such as the X-Ray Specs have. These items will be detailed later in the thread, because there are a LOT of them and they would take up several posts here.
Pokemon that appear in dungeons do not appear as they would in ASB. Their stats and other details are adjusted to suit the RP. Additionally, the concept of priority is scrapped. Instead a system of range is used. Moves have the same ranges as they do in the PMD games. While exploring dungeons, the Belly of a Pokemon goes down.
IQ
Every Pokemon has a special stat called IQ. This IQ stat is responsible for unlocking special skills known as "IQ Skills". Every Pokemon falls under an "IQ Group", which determines the IQ skills it can learn. There are 10 different IQ groups, A to J.
All Pokemon start at 0 IQ, including recruited Pokemon, even if they had a higher amount of IQ before recruitment.
The IQ stat of a Pokemon can be increased by consuming Gummis and Nectars. Gummis impact the Pokemon's IQ based on its typing. Each Gummi is associated with a type. The impact of Gummis is as follows:
Gummi type = 1 of Pokemon's types -> 5 IQ
Gummi type = Super-effective on Pokemon -> 4 IQ
Gummi type = Neutral on Pokemon -> 3 IQ
Gummi type = Not very effective on Pokemon -> 2 IQ
Pokemon is immune to Gummi type -> 1 IQ
Wonder Gummi -> +10 IQ
Nectar -> +10 IQ
But you may wonder, "At what values of IQ do I gain IQ skills? Furthermore, are any IQ skills different in ASB?" Fear not, for they are given below, along with the description of the IQ skill:
Pokemon from Generations 1-4 use the same IQ groups as they do In Pokemon Mystery Dungeon: Explorers of Time/Darkness/the Sky. A full list will eventually be edited into this post.
"I want to use CAPs and Generation 5 Pokemon in dungeons! What IQ groups do they come under?"
The IQ groups of the CAP families(only the final evolutions are listed) are given below:
Syclant: Group C
Revenankh: Group E
Pyroak: Group A
Fidgit: Group H
Arghonaut: Group E
Stratagem: Group G
Kitsunoh: Group D
Cyclohm: Group C
Colossoil: Group B
Krilowatt: Group E
Voodoom: Group B
Tomohawk: Group H
Necturna: Group G
Mollux: Group E
The IQ groups of the Generation 5 Pokemon families(only the first stages are listed) are given below:
Linking Moves
If the player has a Link Box in their bag, they can use it to link and delink moves. Linked moves are used one after the other(not simultaneously as in a combo). A link is one-way, and if the player loses the Link Box, is permanent until the end of the dungeon(unless the player somehow obtains another Link Box). Linked moves have a penalty of 5 Belly each time they are used, and cost (EC1 + EC2 + 5) EN. The Belly penalty cannot be circumvented by a Tight Belt.
Recruitment
One of the most important elements of Mystery Dungeon games is recruitment. If a wild Pokemon is impressed with you, and there is room for it on the party, it will make an offer to join you, which you can accept or decline. If a recruited Pokemon faints and is not revived while still in the dungeon, that Pokemon will permanently leave the team. If you manage to successfully take a recruited Pokemon with you to the end of the dungeon, it becomes a member of your mainstream ASB party, which you can claim in the prize claiming thread.
Recruitment can only occur after a Pokemon has been KO'd, with the KOing blow being landed by the chosen leader of the party. The exact recruitment formula is given below:-
Recruitment Chance=[{C/255)+M}*I*F*K*E]%
where:
C = Capture Rate of Pokemon in the normal games
M = MIN[10, FLOOR(No. of moves the Pokemon knows)/10]
I = Item Boost(1.1 for Friend Bow, 2 for Golden Mask/Amber Tear, else 1)
F = Fast Friend Factor(1.1 is Fast Friend is active on leader, else 1)
K = Kecleon Factor(if Pokemon is Kecleon, K = 0.1)
E = Exploration Factor(If player is on a Solitary Exploration, 1.2, else if in Co-Op, 1)
Kecleon Shops
In dungeons, you will occasionally run into Kecleon shops. Kecleon shops stock items on their floors that you can buy using money that you find in dungeons. You can buy items from these shops, or sell any items that you have. Kecleon will also charge a higher price for items than they accept for them, because they need to make a profit(they have families to feed!). A Kecleon is scrupulous in a transanction however, and you can be sure they will not cheat you. However, they are also intolerant of thieves.
If you take an item from a Kecleon shop and refuse to pay, Kecleon will raise a red alert! All further Pokemon that spawn in the dungeon will be Kecleon, all out to avenge their brother. Kecleon come down on you in a storm, and it can be difficult to fight your way to safety. To make matters worse, if you steal from a Kecleon, your Escape Orbs will fail to work till you reach the next floor. Additionally, if you are KO'd, all Seeds in your bags will turn to Plain Seeds, as an additional punishment to your normal losing punishment.
If you do successfully steal from a Kecleon and live to tell the tale however, it is said a great treasure awaits you...
Fainting in a Dungeon
Dungeons are tough. If an exploration team faint while inside a dungeon, they are kicked out, they lose 1/4th of their items rounded down, selected randomly. This means that you could lose that all important Stamina Band, so be careful! There is one way to avoid this however, which is detailed later in the post. An exploration team is considered to have fainted if its appointed leader is knocked out, and cannot be revived.
Monster Houses
Monster Houses are traps set by a multitude of Pokemon in a dungeon. An unsuspecting explorer wanders into a room, and the Monster House pounces on him! Monster Houses are often tough to negotiate, as they involve several Pokemon attempting to attack you at once. Monster Houses are also laden with traps, which is another problem. Sometimes, however, there is no way but to take a deep breath and enter one, since the staircase to the next floor is there...
Secret Bazaar
Occasionally while exploring dungeons, you will uncover a hidden staircase. You can either follow this staircase to the Secret Bazaar, or ignore it and continue your dungeon exploration.
In the Bazaar, there are 4 Pokemon, who can assist you in the dungeon:
Shedinja: For the price of a mere 100 Poke, Shedinja will show you an escape route from the dungeon, allowing you to leave it without losing any of your items!
Mime Jr.: For just 100 Poke, Mime Jr. will restore all your Pokemon to full health, energy and Belly!
Lickilicky: For the small cost of a 100 Poke, Lickilicky will clean your items, and any sticky ones become usable.
Swalot: For 100 Poke, you can participate in the Swalot Lottery! You always win an item, but what exactly will it be?
Challenge Types
Players can explore dungeons in 2 different ways:
Solitary Exploration: The player explores a dungeon by himself. In a Solitary Exploration, players have a better chance of recruiting wild Pokemon.
Co-Operative Exploration: Two teams enter a dungeon simultaneously. If one team faints, the other team can attempt to rescue them on the same floor provided they have not already reached the staircase. However, the site of the first team will house a Monster House bent upon trapping the second team. If a team fights through the MH and successfully revives the first team, the first team's members who were alive at the time the leader fainted will revive with 80% of their max HP and 75% of their maximum EN each. A team can only be rescued in this manner 10 times in a dungeon.
Rewards
Challengers get 0.1 CC for each room that they enter during the exploration(this includes the room they spawn in).
Challengers get 1 KOC for every 5 Pokemon the team KOes, which can be given to any of the Pokemon on their team, or converted to CC at the end of the challenge.
Challengers' Pokemon get 1EC/1 MC/1DC for every 5 Pokemon that they KO. They are permitted to learn moves "on the fly" in certain dungeons.
Refs are paid 1.5 UC for generating a floor, and 1.5 UC for each round they then ref. A round consists of 20 "actions"(an action can be a move, usage of an item, or simply moving to another tile).
Hotfixes
None as of now.
ASB Mystery Dungeon
Basic Mechanics
Each dungeon is unique. Some dungeons are short, while others can be long. Different dungeons have different resident Pokemon. The layout of a dungeon also changes with each attempt, though its overall structure is similar over a variety of attempts. The aim of the player is to find the staircase on a floor to get to the next floor. The location of the staircase and the player on each floor are randomized. This means that a player may start right next to the staircase on a floor, or may have to search through an entire floor to find the staircase.
The player cannot bring all of his Pokemon in however. No more than four Pokemon may enter a dungeon at a time, and the sum of the Size Classes of all the Pokemon that are present on the team cannot exceed 14. Players may recruit Pokemon while they are exploring the dungeon. These Pokemon will join the player's active party only if the player has less than 4 Pokemon on their team, and the Pokemon would not break the SC cap.
Similar to the "original" PMD games and unlike the PMD2 games, for a player to be able to take a recruited Pokemon onto their mainstream ASB team, he/she must ensure that the Pokemon survives until the end of the dungeon. If the recruited Pokemon faints while in the dungeon and is not revived(discussed later), it is lost for ever from the player's party. The actual recruitment formula is given later in this thread.
Mystery Dungeon introduces a variety of new items. While the exclusive items have not been carried over to this RP, the other items such as the X-Ray Specs have. These items will be detailed later in the thread, because there are a LOT of them and they would take up several posts here.
Pokemon that appear in dungeons do not appear as they would in ASB. Their stats and other details are adjusted to suit the RP. Additionally, the concept of priority is scrapped. Instead a system of range is used. Moves have the same ranges as they do in the PMD games. While exploring dungeons, the Belly of a Pokemon goes down.
IQ
Every Pokemon has a special stat called IQ. This IQ stat is responsible for unlocking special skills known as "IQ Skills". Every Pokemon falls under an "IQ Group", which determines the IQ skills it can learn. There are 10 different IQ groups, A to J.
All Pokemon start at 0 IQ, including recruited Pokemon, even if they had a higher amount of IQ before recruitment.
The IQ stat of a Pokemon can be increased by consuming Gummis and Nectars. Gummis impact the Pokemon's IQ based on its typing. Each Gummi is associated with a type. The impact of Gummis is as follows:
Gummi type = 1 of Pokemon's types -> 5 IQ
Gummi type = Super-effective on Pokemon -> 4 IQ
Gummi type = Neutral on Pokemon -> 3 IQ
Gummi type = Not very effective on Pokemon -> 2 IQ
Pokemon is immune to Gummi type -> 1 IQ
Wonder Gummi -> +10 IQ
Nectar -> +10 IQ
But you may wonder, "At what values of IQ do I gain IQ skills? Furthermore, are any IQ skills different in ASB?" Fear not, for they are given below, along with the description of the IQ skill:
Escapist - Base Skill
Allows Pokemon to explore dungeons. This IQ skill cannot be turned off.
Item Master - Base Skill
Pokemon can use held items and items from the bag. This is necessary if you want a Pokemon to be revived by a Reviver seed.
Experienced Traveler - Base Skill
This Pokemon gains +1 Movement speed if all of its allies have fainted.
Item Catcher - Base Skill
Can catch thrown items.
Efficiency Expert - 1 IQ
In a Monster House, this Pokemon does +1 bonus damage if it is attacking the Pokemon with least HP.
Status Evader - 3 IQ
This Pokemon has a 10% chance of evading a hostile status move.
Cheerleader - 3 IQ
This Pokemon raises the Atk and SpA of nearby(within a 2 tile radius) by 1 stage.
Nontraitor - 4 IQ
This Pokemon will never hurt its allies in any circumstance due to a status condition.
Acute Sniffer - 5 IQ
On entering a floor, this Pokemon will be able to tell how many items are present at the time of entering. Buried items are included in this, though items in Sealed Chambers are not.
Energy Conserver - 6 IQ
8% chance that the Pokemon does not expend energy when using an attack.
Bodyguard - 7 IQ
This Pokemon will take hits instead of it's low HP(<=25% max HP) ally, as long as it itself is not at low HP.
Self-Curer - 7 IQ
This Pokemon cures itself of temporary status effects sooner.
Brick-Tough - 10 IQ
+10 max HP while inside a dungeon. This IQ skill can't be turned off.
Type-Advantage Master - 11 IQ
Critical hit rate doubles when using a super-effective attack.
Weak-Type Picker - 13 IQ
This Pokemon's attacks get a bonus +2 BAP if super-effective.
Power Pitcher - 13 IQ
Items thrown by this Pokemon do 30% more damage.
Survivalist - 14 IQ
This Pokemon's Belly is increased by 10%. It also has a 50% chance to negate the effects of a consumed Grimy Food.
Coin Watcher - 15 IQ
Cash picked up by this Pokemon has 120% of its actual value.
Nonsleeper - 16 IQ
This Pokemon is immune to all moves that induce sleep while in a dungeon.
Gap Prober - 17 IQ
This Pokemon's line-range moves and thrown items bypass allies.
Wise Healer - 18 IQ
This Pokemon's natural regeneration is boosted by 15%.
Wary Fighter - 18 IQ
If this Pokemon's attack misses, it will go one step back if there is room to do so.
Concentrator - 19 IQ
This Pokemon has a permanent +1 Accuracy stage, but also a -1 Evasion stage.
Deep Breather - 19 IQ
This Pokemon gains 6 EN each time to ascends/descends a staircase.
Practice Swinger - 20 IQ
If this Pokemon's attack misses, it will have a temporary +1 boost to both it's Attack and Special Attack.
Experienced Learner - 20 IQ
This Pokemon gains 1 extra MC for every 10 opponents that are KOed.
Agressor - 22 IQ
This Pokemon has a permanent +1 boost to its Attack and Special Attack, but suffers a permanent -1 stage Defense and Special Defense.
Defender - 23 IQ
This Pokemon has a permanent +1 boost to its Defense and Special Defense, but suffers a permanent -1 stage Attack and Special Attack.
Trap Evader - 24 IQ
This Pokemon has a 30% chance of not triggering a trap if it steps on it.
Metabolism Regulator - 25 IQ
This Pokemon's Belly reduction rate is reduced by 10%.
Sharp Shooter - 26 IQ
This Pokemon has an increase in critical hit rate of 1 stage.
Hit-And-Runner - 27 IQ
This Pokemon is immune to counterattacks.
Counter Basher - 28 IQ
This Pokemon has a 12% chance of returning the damage that it takes in full back to its foe when at <=50% HP. However, this IQ skill reduces both its Defense and Special Defense by 1 rank while in the dungeon.
Quick Healer - 29 IQ
This Pokemon naturally regenerates 1 extra HP every 20 steps.
Lava Master - 30 IQ
This Pokemon will not be burned if it steps on lava.
Multitalent - 31 IQ
This Pokemon has an extra 20 EN while exploring dungeons. This IQ skill can't be turned off.
Exp. Elite - 32 IQ
This Pokemon gains an extra MC for every 6 opponents KO'd.
Counter Hitter - 33 IQ
This Pokemon has a 10% chance of dealing 1/4th of the damage it takes when it is attacked.
Erratic Player - 34 IQ
This Pokemon increases the emphasis on types. Attacks involving this Pokemon either as a target or as an attacker change their SE and NVE multipliers to 1.8 instead of 1.5.
Haggler - 35 IQ
This Pokemon gets 20% better prices in dungeons at Kecleon shops, both for buying and selling.
Clutch Performer - 36 IQ
At low HP(<=25% max HP), this Pokemon gains a +1 stage boost in Evasion and Accuracy thjat lasts as long as it remains at those HP levels.
Collector - 37 IQ
Increases the chance of a foe dropping a box to 30%.
All-Terrain Hiker - 40 IQ
This Pokemon can walk on all non-wall ties.
Trap Buster - 42 IQ
This Pokemon has a 33% chance of destroying a trap when it triggers it.
Critical Dodger - 44 IQ
This Pokemon has a 50% chance of dodging a critical hit.
Stair Sensor - 48 IQ
On entering a floor, this Pokemon gets a compass bearing of the rough direction of the staircase.
Sure-Hit Attacker - 50 IQ
Attacks that cost 4 EN or less used by this Pokemon never miss.
Extra Striker - 52 IQ
Attacks with 6 or less BAP used by this Pokemon have a 10% chance of being used twice for 3 extra energy.
Quick Dodger - 54 IQ
This Pokemon has a 20% chance to evade any attack that targets it.
Fast Friend - 55 IQ
This Pokemon has a +10% chance of recruiting a wild Pokemon.
Intimidator - 56 IQ
This Pokemon has a 20% chance of making an adjacent foe flinch when it has to move.
No-Charger - 57 IQ
This Pokemon uses attacks that are delayed either due to a charge-up turn or an evasive turn at normal priority, at the cost of 5 extra energy.
Map Surveyor - 58 IQ
This Pokemon knows the entire map of the floor when it enters it. It still needs to explore it to find the staircase, items, etc. however.
Trap Seer - 60 IQ
This Pokemon reveals an invisible trap when it steps on it.
Quick Striker - 75 IQ
Attacks with 6 or less BAP used by this Pokemon are used twice for 6 extra energy.
House Sensor - 80 IQ
This Pokemon can sense a Monster House, and can alert others about it before they enter the room.
Pierce Hurler - 85 IQ
Items thrown by this Pokemon travel through Pokemon and walls till they disappear from the map. It affects all Pokemon that it passes through.
Nature Gifter - 90 IQ
Berries and Seeds eaten by this Pokemon affect everyone on the team.
Time Tripper - 95 IQ
This Pokemon has a permanent +1 Movement speed.
Absolute Mover - 99 IQ
This Pokemon can walk on any terrain, and can break down walls when it wants to walk through them.
Allows Pokemon to explore dungeons. This IQ skill cannot be turned off.
Item Master - Base Skill
Pokemon can use held items and items from the bag. This is necessary if you want a Pokemon to be revived by a Reviver seed.
Experienced Traveler - Base Skill
This Pokemon gains +1 Movement speed if all of its allies have fainted.
Item Catcher - Base Skill
Can catch thrown items.
Efficiency Expert - 1 IQ
In a Monster House, this Pokemon does +1 bonus damage if it is attacking the Pokemon with least HP.
Status Evader - 3 IQ
This Pokemon has a 10% chance of evading a hostile status move.
Cheerleader - 3 IQ
This Pokemon raises the Atk and SpA of nearby(within a 2 tile radius) by 1 stage.
Nontraitor - 4 IQ
This Pokemon will never hurt its allies in any circumstance due to a status condition.
Acute Sniffer - 5 IQ
On entering a floor, this Pokemon will be able to tell how many items are present at the time of entering. Buried items are included in this, though items in Sealed Chambers are not.
Energy Conserver - 6 IQ
8% chance that the Pokemon does not expend energy when using an attack.
Bodyguard - 7 IQ
This Pokemon will take hits instead of it's low HP(<=25% max HP) ally, as long as it itself is not at low HP.
Self-Curer - 7 IQ
This Pokemon cures itself of temporary status effects sooner.
Brick-Tough - 10 IQ
+10 max HP while inside a dungeon. This IQ skill can't be turned off.
Type-Advantage Master - 11 IQ
Critical hit rate doubles when using a super-effective attack.
Weak-Type Picker - 13 IQ
This Pokemon's attacks get a bonus +2 BAP if super-effective.
Power Pitcher - 13 IQ
Items thrown by this Pokemon do 30% more damage.
Survivalist - 14 IQ
This Pokemon's Belly is increased by 10%. It also has a 50% chance to negate the effects of a consumed Grimy Food.
Coin Watcher - 15 IQ
Cash picked up by this Pokemon has 120% of its actual value.
Nonsleeper - 16 IQ
This Pokemon is immune to all moves that induce sleep while in a dungeon.
Gap Prober - 17 IQ
This Pokemon's line-range moves and thrown items bypass allies.
Wise Healer - 18 IQ
This Pokemon's natural regeneration is boosted by 15%.
Wary Fighter - 18 IQ
If this Pokemon's attack misses, it will go one step back if there is room to do so.
Concentrator - 19 IQ
This Pokemon has a permanent +1 Accuracy stage, but also a -1 Evasion stage.
Deep Breather - 19 IQ
This Pokemon gains 6 EN each time to ascends/descends a staircase.
Practice Swinger - 20 IQ
If this Pokemon's attack misses, it will have a temporary +1 boost to both it's Attack and Special Attack.
Experienced Learner - 20 IQ
This Pokemon gains 1 extra MC for every 10 opponents that are KOed.
Agressor - 22 IQ
This Pokemon has a permanent +1 boost to its Attack and Special Attack, but suffers a permanent -1 stage Defense and Special Defense.
Defender - 23 IQ
This Pokemon has a permanent +1 boost to its Defense and Special Defense, but suffers a permanent -1 stage Attack and Special Attack.
Trap Evader - 24 IQ
This Pokemon has a 30% chance of not triggering a trap if it steps on it.
Metabolism Regulator - 25 IQ
This Pokemon's Belly reduction rate is reduced by 10%.
Sharp Shooter - 26 IQ
This Pokemon has an increase in critical hit rate of 1 stage.
Hit-And-Runner - 27 IQ
This Pokemon is immune to counterattacks.
Counter Basher - 28 IQ
This Pokemon has a 12% chance of returning the damage that it takes in full back to its foe when at <=50% HP. However, this IQ skill reduces both its Defense and Special Defense by 1 rank while in the dungeon.
Quick Healer - 29 IQ
This Pokemon naturally regenerates 1 extra HP every 20 steps.
Lava Master - 30 IQ
This Pokemon will not be burned if it steps on lava.
Multitalent - 31 IQ
This Pokemon has an extra 20 EN while exploring dungeons. This IQ skill can't be turned off.
Exp. Elite - 32 IQ
This Pokemon gains an extra MC for every 6 opponents KO'd.
Counter Hitter - 33 IQ
This Pokemon has a 10% chance of dealing 1/4th of the damage it takes when it is attacked.
Erratic Player - 34 IQ
This Pokemon increases the emphasis on types. Attacks involving this Pokemon either as a target or as an attacker change their SE and NVE multipliers to 1.8 instead of 1.5.
Haggler - 35 IQ
This Pokemon gets 20% better prices in dungeons at Kecleon shops, both for buying and selling.
Clutch Performer - 36 IQ
At low HP(<=25% max HP), this Pokemon gains a +1 stage boost in Evasion and Accuracy thjat lasts as long as it remains at those HP levels.
Collector - 37 IQ
Increases the chance of a foe dropping a box to 30%.
All-Terrain Hiker - 40 IQ
This Pokemon can walk on all non-wall ties.
Trap Buster - 42 IQ
This Pokemon has a 33% chance of destroying a trap when it triggers it.
Critical Dodger - 44 IQ
This Pokemon has a 50% chance of dodging a critical hit.
Stair Sensor - 48 IQ
On entering a floor, this Pokemon gets a compass bearing of the rough direction of the staircase.
Sure-Hit Attacker - 50 IQ
Attacks that cost 4 EN or less used by this Pokemon never miss.
Extra Striker - 52 IQ
Attacks with 6 or less BAP used by this Pokemon have a 10% chance of being used twice for 3 extra energy.
Quick Dodger - 54 IQ
This Pokemon has a 20% chance to evade any attack that targets it.
Fast Friend - 55 IQ
This Pokemon has a +10% chance of recruiting a wild Pokemon.
Intimidator - 56 IQ
This Pokemon has a 20% chance of making an adjacent foe flinch when it has to move.
No-Charger - 57 IQ
This Pokemon uses attacks that are delayed either due to a charge-up turn or an evasive turn at normal priority, at the cost of 5 extra energy.
Map Surveyor - 58 IQ
This Pokemon knows the entire map of the floor when it enters it. It still needs to explore it to find the staircase, items, etc. however.
Trap Seer - 60 IQ
This Pokemon reveals an invisible trap when it steps on it.
Quick Striker - 75 IQ
Attacks with 6 or less BAP used by this Pokemon are used twice for 6 extra energy.
House Sensor - 80 IQ
This Pokemon can sense a Monster House, and can alert others about it before they enter the room.
Pierce Hurler - 85 IQ
Items thrown by this Pokemon travel through Pokemon and walls till they disappear from the map. It affects all Pokemon that it passes through.
Nature Gifter - 90 IQ
Berries and Seeds eaten by this Pokemon affect everyone on the team.
Time Tripper - 95 IQ
This Pokemon has a permanent +1 Movement speed.
Absolute Mover - 99 IQ
This Pokemon can walk on any terrain, and can break down walls when it wants to walk through them.
Escapist
Item Master
Item Catcher
Experienced Traveler
Status Evader
Nontraitor
Acute Sniffer
Energy Conserver
Type-Advantage Master
Survivalist
Coin Watcher
Nonsleeper
Lava Master
Multitalent
Haggler
Collector
All-Terrain Hiker
Trap Buster
Stair Sensor
Map Surveyor
House Sensor
Pierce Hurler
Item Master
Item Catcher
Experienced Traveler
Status Evader
Nontraitor
Acute Sniffer
Energy Conserver
Type-Advantage Master
Survivalist
Coin Watcher
Nonsleeper
Lava Master
Multitalent
Haggler
Collector
All-Terrain Hiker
Trap Buster
Stair Sensor
Map Surveyor
House Sensor
Pierce Hurler
Escapist
Item Master
Item Catcher
Experienced Traveler
Status Evader
Cheerleader
Nontraitor
Bodyguard
Type-Advantage Master
Coin Watcher
Nonsleeper
Gap Prober
Wise Healer
Deep Breather
Lava Master
Haggler
Trap Buster
Fast Friend
Trap Seer
House Sensor
Pierce Hurler
Nature Gifter
Item Master
Item Catcher
Experienced Traveler
Status Evader
Cheerleader
Nontraitor
Bodyguard
Type-Advantage Master
Coin Watcher
Nonsleeper
Gap Prober
Wise Healer
Deep Breather
Lava Master
Haggler
Trap Buster
Fast Friend
Trap Seer
House Sensor
Pierce Hurler
Nature Gifter
Escapist
Item Master
Item Catcher
Status Evader
Nontraitor
Brick-Tough
Type-Advantage Master
Power Pitcher
Survivalist
Nonsleeper
Concentrator
Practice Swinger
Experienced Learner
Aggressor
Counter Basher
Lava Master
Erratic Player
Clutch Performer
Extra Striker
Intimidator
No-Charger
Pierce Hurler
Item Master
Item Catcher
Status Evader
Nontraitor
Brick-Tough
Type-Advantage Master
Power Pitcher
Survivalist
Nonsleeper
Concentrator
Practice Swinger
Experienced Learner
Aggressor
Counter Basher
Lava Master
Erratic Player
Clutch Performer
Extra Striker
Intimidator
No-Charger
Pierce Hurler
Escapist
Item Master
Item Catcher
Experienced Traveler
Status Evader
Nontraitor
Energy Conserver
Self-Curer
Gap Prober
Concentrator
Practice Swinger
Trap Evader
Sharp Shooter
Lava Master
Counter Hitter
Clutch Performer
Critical Dodger
Stair Sensor
Extra Striker
Quick Dodger
Trap Seer
Quick Striker
Item Master
Item Catcher
Experienced Traveler
Status Evader
Nontraitor
Energy Conserver
Self-Curer
Gap Prober
Concentrator
Practice Swinger
Trap Evader
Sharp Shooter
Lava Master
Counter Hitter
Clutch Performer
Critical Dodger
Stair Sensor
Extra Striker
Quick Dodger
Trap Seer
Quick Striker
Escapist
Item Master
Item Catcher
Efficiency Expert
Status Evader
Cheerleader
Nontraitor
Bodyguard
Brick-Tough
Power Pitcher
Survivalist
Wise Healer
Wary Fighter
Deep Breather
Defender
Energy Saver
Quick Healer
Lava Master
Counter Hitter
Sure-Hit Attacker
Intimidator
House Sensor
Item Master
Item Catcher
Efficiency Expert
Status Evader
Cheerleader
Nontraitor
Bodyguard
Brick-Tough
Power Pitcher
Survivalist
Wise Healer
Wary Fighter
Deep Breather
Defender
Energy Saver
Quick Healer
Lava Master
Counter Hitter
Sure-Hit Attacker
Intimidator
House Sensor
Escapist
Item Master
Item Catcher
Status Evader
Nontraitor
Energy Conserver
Self-Curer
Type-Advantage Master
Weak-Type Picker
Gap Prober
Wary Fighter
Sharp Shooter
Hit-and-Runner
Lava Master
Multitalent
Exp. Elite
All-Terrain Hiker
Trap Buster
Stair Sensor
No-Charger
Hosue Avoider
Pierce Hurler
Item Master
Item Catcher
Status Evader
Nontraitor
Energy Conserver
Self-Curer
Type-Advantage Master
Weak-Type Picker
Gap Prober
Wary Fighter
Sharp Shooter
Hit-and-Runner
Lava Master
Multitalent
Exp. Elite
All-Terrain Hiker
Trap Buster
Stair Sensor
No-Charger
Hosue Avoider
Pierce Hurler
Escapist
Item Master
Item Catcher
Status Evader
Nontraitor
Acute Sniffer
Energy Conserver
Self-Curer
Practice Swinger
Experienced Learner
Trap Evader
Hit-And-Runner
Quick Healer
Lava Master
Exp. Elite
Erratic Player
Critical Dodger
Stair Sensor
Quick Dodger
Map Surveyor
Trap Seer
Quick Striker
Item Master
Item Catcher
Status Evader
Nontraitor
Acute Sniffer
Energy Conserver
Self-Curer
Practice Swinger
Experienced Learner
Trap Evader
Hit-And-Runner
Quick Healer
Lava Master
Exp. Elite
Erratic Player
Critical Dodger
Stair Sensor
Quick Dodger
Map Surveyor
Trap Seer
Quick Striker
Escapist
Item Master
Item Catcher
Efficiency Expert
Status Evader
Nontraitor
Bodyguard
Self-Curer
Brick-Tough
Coin Watcher
Wise Healer
Wary Fighter
Deep Breather
Quick Healer
Lava Master
All-Terrain Hiker
Trap Buster
Critical Dodger
Quick Dodger
Fast Friend
House Sensor
Nature Gifter
Item Master
Item Catcher
Efficiency Expert
Status Evader
Nontraitor
Bodyguard
Self-Curer
Brick-Tough
Coin Watcher
Wise Healer
Wary Fighter
Deep Breather
Quick Healer
Lava Master
All-Terrain Hiker
Trap Buster
Critical Dodger
Quick Dodger
Fast Friend
House Sensor
Nature Gifter
Escapist
Item Master
Item Catcher
Status Checker
Nontraitor
Energy Conserver
Self-Curer
Power Pitcher
Survivalist
Deep Breather
Practice Swinger
Experienced Learner
Aggressor
Sharp Shooter
Quick Healer
Lava Master
All-Terrain Hiker
Extra Striker
Quick Dodger
Intimidator
House Sensor
Time Tripper
Item Master
Item Catcher
Status Checker
Nontraitor
Energy Conserver
Self-Curer
Power Pitcher
Survivalist
Deep Breather
Practice Swinger
Experienced Learner
Aggressor
Sharp Shooter
Quick Healer
Lava Master
All-Terrain Hiker
Extra Striker
Quick Dodger
Intimidator
House Sensor
Time Tripper
Escapist
Item Master
Item Catcher
Status Evader
Nontraitor
Energy Conserver
Weak-Type Picker
Gap Prober
Wary Fighter
Concentrator
Practice Swinger
Defender
Energy Saver
Hit-And-Runner
Lava Master
Multitalent
Stair Sensor
Sure-Hit Attacker
Intimidator
Map Surveyor
House Sensor
Absolute Mover
Item Master
Item Catcher
Status Evader
Nontraitor
Energy Conserver
Weak-Type Picker
Gap Prober
Wary Fighter
Concentrator
Practice Swinger
Defender
Energy Saver
Hit-And-Runner
Lava Master
Multitalent
Stair Sensor
Sure-Hit Attacker
Intimidator
Map Surveyor
House Sensor
Absolute Mover
Pokemon from Generations 1-4 use the same IQ groups as they do In Pokemon Mystery Dungeon: Explorers of Time/Darkness/the Sky. A full list will eventually be edited into this post.
"I want to use CAPs and Generation 5 Pokemon in dungeons! What IQ groups do they come under?"
The IQ groups of the CAP families(only the final evolutions are listed) are given below:
Syclant: Group C
Revenankh: Group E
Pyroak: Group A
Fidgit: Group H
Arghonaut: Group E
Stratagem: Group G
Kitsunoh: Group D
Cyclohm: Group C
Colossoil: Group B
Krilowatt: Group E
Voodoom: Group B
Tomohawk: Group H
Necturna: Group G
Mollux: Group E
The IQ groups of the Generation 5 Pokemon families(only the first stages are listed) are given below:
Snivy: Group E
Tepig: Group C
Oshawott: Group F
Patrat: Group G
Lillipup: Group D
Purrloin: Group B
Pansage: Group D
Pansear: Group D
Panpour: Group D
Munna: Group H
Pidove: Group A
Blitzle: Group C
Rogenrolla: Group B
Woobat: Group F
Drilbur: Group C
Audino: Group B
Timburr: Group D
Tympole: Group A
Throh: Group E
Sawk: Group C
Sewaddle: Group A
Venipide: Group G
Cottonee: Group H
Petitlil: Group D
Basculin: Group C
Sandile: Group C
Darumaka: Group C
Maractus: Group A
Dwebble: Group B
Scraggy: Group E
Sigilyph: Group F
Yamask: Group E
Tirtouga: Group A
Archen: Group C
Trubbish: Group F
Zorua: Group B
Minccino: Group G
Gothita: Group A
Solosis: Group E
Ducklett: Group D
Vanillite: Group D
Deerling: Group F
Emolga: Group A
Karrablast: Group G
Foongus: H
Frillish: Group E
Alomomola: Group H
Joltik: Group C
Ferroseed: Group B
Klink: Group H
Tynamo: Group F
Elgyem: Group E
Litwick: Group C
Axew: Group C
Cubchoo: Group B
Cryogonal: Group F
Shelmet: Group G
Stunfisk: Group A
Mienfoo: Group B
Druddigon: Group D
Golett: Group D
Pawniard: Group E
Bouffalant: Group F
Rufflet: Group D
Vullaby: Group E
Heatmor: Group G
Durant: Group G
Deino: Group C
Larvesta: Group F
Tepig: Group C
Oshawott: Group F
Patrat: Group G
Lillipup: Group D
Purrloin: Group B
Pansage: Group D
Pansear: Group D
Panpour: Group D
Munna: Group H
Pidove: Group A
Blitzle: Group C
Rogenrolla: Group B
Woobat: Group F
Drilbur: Group C
Audino: Group B
Timburr: Group D
Tympole: Group A
Throh: Group E
Sawk: Group C
Sewaddle: Group A
Venipide: Group G
Cottonee: Group H
Petitlil: Group D
Basculin: Group C
Sandile: Group C
Darumaka: Group C
Maractus: Group A
Dwebble: Group B
Scraggy: Group E
Sigilyph: Group F
Yamask: Group E
Tirtouga: Group A
Archen: Group C
Trubbish: Group F
Zorua: Group B
Minccino: Group G
Gothita: Group A
Solosis: Group E
Ducklett: Group D
Vanillite: Group D
Deerling: Group F
Emolga: Group A
Karrablast: Group G
Foongus: H
Frillish: Group E
Alomomola: Group H
Joltik: Group C
Ferroseed: Group B
Klink: Group H
Tynamo: Group F
Elgyem: Group E
Litwick: Group C
Axew: Group C
Cubchoo: Group B
Cryogonal: Group F
Shelmet: Group G
Stunfisk: Group A
Mienfoo: Group B
Druddigon: Group D
Golett: Group D
Pawniard: Group E
Bouffalant: Group F
Rufflet: Group D
Vullaby: Group E
Heatmor: Group G
Durant: Group G
Deino: Group C
Larvesta: Group F
Linking Moves
If the player has a Link Box in their bag, they can use it to link and delink moves. Linked moves are used one after the other(not simultaneously as in a combo). A link is one-way, and if the player loses the Link Box, is permanent until the end of the dungeon(unless the player somehow obtains another Link Box). Linked moves have a penalty of 5 Belly each time they are used, and cost (EC1 + EC2 + 5) EN. The Belly penalty cannot be circumvented by a Tight Belt.
Recruitment
One of the most important elements of Mystery Dungeon games is recruitment. If a wild Pokemon is impressed with you, and there is room for it on the party, it will make an offer to join you, which you can accept or decline. If a recruited Pokemon faints and is not revived while still in the dungeon, that Pokemon will permanently leave the team. If you manage to successfully take a recruited Pokemon with you to the end of the dungeon, it becomes a member of your mainstream ASB party, which you can claim in the prize claiming thread.
Recruitment can only occur after a Pokemon has been KO'd, with the KOing blow being landed by the chosen leader of the party. The exact recruitment formula is given below:-
Recruitment Chance=[{C/255)+M}*I*F*K*E]%
where:
C = Capture Rate of Pokemon in the normal games
M = MIN[10, FLOOR(No. of moves the Pokemon knows)/10]
I = Item Boost(1.1 for Friend Bow, 2 for Golden Mask/Amber Tear, else 1)
F = Fast Friend Factor(1.1 is Fast Friend is active on leader, else 1)
K = Kecleon Factor(if Pokemon is Kecleon, K = 0.1)
E = Exploration Factor(If player is on a Solitary Exploration, 1.2, else if in Co-Op, 1)
Kecleon Shops
In dungeons, you will occasionally run into Kecleon shops. Kecleon shops stock items on their floors that you can buy using money that you find in dungeons. You can buy items from these shops, or sell any items that you have. Kecleon will also charge a higher price for items than they accept for them, because they need to make a profit(they have families to feed!). A Kecleon is scrupulous in a transanction however, and you can be sure they will not cheat you. However, they are also intolerant of thieves.
If you take an item from a Kecleon shop and refuse to pay, Kecleon will raise a red alert! All further Pokemon that spawn in the dungeon will be Kecleon, all out to avenge their brother. Kecleon come down on you in a storm, and it can be difficult to fight your way to safety. To make matters worse, if you steal from a Kecleon, your Escape Orbs will fail to work till you reach the next floor. Additionally, if you are KO'd, all Seeds in your bags will turn to Plain Seeds, as an additional punishment to your normal losing punishment.
If you do successfully steal from a Kecleon and live to tell the tale however, it is said a great treasure awaits you...
Fainting in a Dungeon
Dungeons are tough. If an exploration team faint while inside a dungeon, they are kicked out, they lose 1/4th of their items rounded down, selected randomly. This means that you could lose that all important Stamina Band, so be careful! There is one way to avoid this however, which is detailed later in the post. An exploration team is considered to have fainted if its appointed leader is knocked out, and cannot be revived.
Monster Houses
Monster Houses are traps set by a multitude of Pokemon in a dungeon. An unsuspecting explorer wanders into a room, and the Monster House pounces on him! Monster Houses are often tough to negotiate, as they involve several Pokemon attempting to attack you at once. Monster Houses are also laden with traps, which is another problem. Sometimes, however, there is no way but to take a deep breath and enter one, since the staircase to the next floor is there...
Secret Bazaar
Occasionally while exploring dungeons, you will uncover a hidden staircase. You can either follow this staircase to the Secret Bazaar, or ignore it and continue your dungeon exploration.
In the Bazaar, there are 4 Pokemon, who can assist you in the dungeon:
Shedinja: For the price of a mere 100 Poke, Shedinja will show you an escape route from the dungeon, allowing you to leave it without losing any of your items!
Mime Jr.: For just 100 Poke, Mime Jr. will restore all your Pokemon to full health, energy and Belly!
Lickilicky: For the small cost of a 100 Poke, Lickilicky will clean your items, and any sticky ones become usable.
Swalot: For 100 Poke, you can participate in the Swalot Lottery! You always win an item, but what exactly will it be?
Challenge Types
Players can explore dungeons in 2 different ways:
Solitary Exploration: The player explores a dungeon by himself. In a Solitary Exploration, players have a better chance of recruiting wild Pokemon.
Co-Operative Exploration: Two teams enter a dungeon simultaneously. If one team faints, the other team can attempt to rescue them on the same floor provided they have not already reached the staircase. However, the site of the first team will house a Monster House bent upon trapping the second team. If a team fights through the MH and successfully revives the first team, the first team's members who were alive at the time the leader fainted will revive with 80% of their max HP and 75% of their maximum EN each. A team can only be rescued in this manner 10 times in a dungeon.
Rewards
Challengers get 0.1 CC for each room that they enter during the exploration(this includes the room they spawn in).
Challengers get 1 KOC for every 5 Pokemon the team KOes, which can be given to any of the Pokemon on their team, or converted to CC at the end of the challenge.
Challengers' Pokemon get 1EC/1 MC/1DC for every 5 Pokemon that they KO. They are permitted to learn moves "on the fly" in certain dungeons.
Refs are paid 1.5 UC for generating a floor, and 1.5 UC for each round they then ref. A round consists of 20 "actions"(an action can be a move, usage of an item, or simply moving to another tile).
Hotfixes
None as of now.