Anyone who has seen this https://www.newgrounds.com/art/view/crashcourse81/pokemon-neoverse-logo will know what this is about. I recommend reading the description in this pic before reading this.
This is Part 7 in a series of documents detailing the Neoverse Project, which I've been working on for some time now. If you wanna see the previous Parts, check here.
https://crashcourse81.newgrounds.com/news/post/1309027
https://crashcourse81.newgrounds.com/news/post/1309029
https://crashcourse81.newgrounds.com/news/post/1309030
https://crashcourse81.newgrounds.com/news/post/1309031
https://crashcourse81.newgrounds.com/news/post/1309516
https://crashcourse81.newgrounds.com/news/post/1309033
Last Part I talked about the overworld and battle gameplay of the Neoverse games. In this one I'll talk about how the workings of the characters' capabilities. But first, I got one last thing that couldn't be fit into the previous Part.
Note: The titles will be at the sides because they won't stay centered for some reason. -_- Also, this is all copy and pasted from my DA St.ash Journals, with a few alterations.
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Online Play
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There's not much to be said about online stuff that hasn't already been said. You can do the following things when you go online:
- Room: Load into one of the many rooms in the Aterrnet, either one of your design or one already set up. You can check up on your PZs to see how your Pokemon are doing, and modify your own room to become Public or Private, as well as put up decorations and whatnot.
- Search: Search for people online you want to talk, battle or trade with. In battles, you can set up or join tournaments.
- Map: Just like the map you have in real life, except this one dots down areas with ATs and AMSes. However, you can only check a map of the continent your game is set on.
- Tasks: Among those from real life, there are Online Tasks that are set up by people from other games. In the event you choose one that is set on another continent, you will be transported there to do your job. You can also make your own Online Tasks if you wish, setting up the reward/s and everything.
- Online Market: Like a fusion of all BnSs and other places that sell stuff. You can buy whatever you want here, provided you're the right Rank, are far enough into the story to know of them and for different prices of course.
- Exit: Exit the Aterrnet.
Unlike Sword and Shield, which had an online mode set around the whole game (or at least most of it), you'll be doing most of your things on the internet, barring Online Tasks. While doing ones on other continents (which are called Crossover Tasks) you may catch any Pokemon you find during your time there, and they will be sent to your PZs. The same goes for any items you happen to find there, and any Pokemon and Originals found will be recorded in your Pokedex.
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Challenging the Aterr Leagues
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While they may not be the primary focus of (some of) the games, the Aterr Leagues will still provide some goodies if you challenge and beat them. They're also a good way of getting stronger, but don't expect them to be as easy as they are in the original games. These Leagues play for keeps.
To start off, you must enter and graduate from the Outposts (aka Gyms). You can do this by walking in and passing an entrance test, or finding and defeating a Vanguard that graduated from a certain Outpost, in which case they'll (most likely) give you something that'll give you a free pass into the Outpost. You'll be registered by the Outpost and trained alongside other students under the Gym Leader, and while there you must pass a few training exercises and tests. One of these tests involves getting through a gauntlet of the Leader's design, related to the Element they control. However, Outposts aren't just about walking in and doing a good job. If you mess up too many times in the tests or behave badly, you'll be given strikes. Get three and you're kicked out of the Outpost, and unless you can improve yourself, you won't be let back in. Sometimes the Outpost will let you return once some time has passed. While in an Outpost you can also do your own stuff, such as partake in Tasks for the Outpost itself or explore nearby areas, but missing a test or other mandatory request from a Gym Leader will earn you a strike. If you do well enough in the Outpost, you will be given the opportunity to challenge a Gym Leader in a Graduation Match. Gym Leaders have numerous Pokemon that they stack equally to yours, and they will either hold back or use more power depending on your own capabilities, to make things fair. But even still, you shouldn't expect an easy win.
Gym Leaders possess Greater Elements, which are stronger and tougher versions of existing Elements that are more effective and resilient towards Lesser Elements and have better Moves to use, including Katayas. The Gym Leaders will also have mixed teams of Pokemon rather than one based entirely off of their Element, teams based off of the Leader's beliefs and ways of life, or to the Element itself. Some Leaders may even have Pokemon WITH Greater Elements or even Gamechangers, which are basically the gimmicks of the Neoverse, making them much harder to deal with. If you can win against them you'll be considered an Outpost Graduate and will be given a League Piece as proof of your victory. This is more than just a pretty thing to look at though; it possesses the Cruiora of that Outpost's Greater Element, which is supplied via its Power Spot. This Piece can be equipped to give its wearer the Greater Element it possesses, or it can be held within the Alliance to give it certain bonuses, including getting 5% more of the Lesser Element that Piece is related to, and even give a 25% chance of turning some of it absorbed into Cruiora, which essentially doubles that Element's EXP. As an extra bonus, the Gym Leader will give you a KR or teach you of a Natural that they made up themselves.
There are other perks that go with beating a Gym Leader. For example, you'll be able to share your contact info with them and theirs with you if they like you well enough, and you can hang out with them when they're free. If you grow close enough to them, they'll allow you to bathe in their Outpost's Conduit from time to time, which grants you a lot of EXP; 300 for every second you remain in them (Cauldrons grant 750 per second). It's recommended to leave after at least 5 minutes of bathing, as overexposure can cause harm to the bathers, especially if they're in a bad state (ie. low Vitality or having Afflictions). Stronger characters can remain inside them for a longer time, though with Cauldrons it's even more taxing because of all the power coming out of them. Besides that, you can also perform Master Training at an Outpost you've graduated from, which I'll talk more about soon, and special Tasks that can only be done after you graduate from them.
The other Gym Leaders will receive word of another's defeat and come prepared for when you arrive at their Outposts. Once you've defeated the four Gym Leaders of a region, you can challenge that region's High Fiver. After entering the Keep you will be given the choice to enter a small tournament between fellow challengers and/or the High Fiver's people. Win and you can take them on, but be warned: High Fivers can control EACH Element their region's Gym Leaders can, and stack their teams around those Elements. The High Fivers themselves have a Combo Element each formed out of two of the Gym Leaders' Elements, but their other abilities can be hard-hitting and they each control a Gamechanger. If you beat them, they'll take their region's League Pieces and put them together into a League Token. The Token's center possesses a tiny device that amplifies the Elements within the Pieces, effectively doubling their effects! Wearing one gives the same effects as wearing a lone Piece would do (doubled of course), but any mastered Elements before its equipment will return when it's taken off. You'll also be given access to areas of the region you couldn't go to before, and a special item or two by the High Fiver. Like the Gym Leaders, the High Fivers will be told about your victory against another.
Last but not least is the Champion, whose Peak you can gain access to once you've defeated each High Fiver. The Peak is by far the hardest part of facing an Aterr League. The first half of it involves getting through a large gauntlet of the Champion's making called Challenger's Road, which is based off of the Elements of their Leaguers. Besides the stronger combatants that serve the Aterr League and other challengers, you may also come across people called the Elite Four, who are hand-picked fighters that serve as the Champion's second-in-command. Bearing a Greater Combo Element, being capable of controlling multiple Elements to as much of, if not a further extent than High Fivers and/or having powerful Pokemon, the Elite Four are not to be taken lightly, even if their numbers are not whole. You'll have to defeat them all if you want access to the Champion's room, which brings us to the second half of a Peak: fighting the Champion. Champions usually bear the Omni-Element and have full teams of 10 fully-evolved Pokemon, control multiple Gamechangers and sometimes even have fields that change up to make things more interesting, overall making defeating them very hard. If, by some miracle, you defeat them, they'll take your League Tokens and put them onto a plate that completes the League Seal. Mixing in with the Elements their League doesn't possess and creating the Omni-Element, it grants you and your team a 20% effectiveness and resistance to all Elements, increases the stats AND EXP you gain by 5% and increases the chance of turning absorbed Cruia into Cruiora to 50%. If equipped, you will possess the Omni-Element yourself, which is a very mighty thing indeed. You'll also receive a Move of the Omni-Element from the Champion and access to closely-guarded areas of the continent. Oh, and you'll be recorded in the Hall of Fame too and given the option to become the new Champion or not. If you accept, you'll be given command of the Aterr League. If you decline, you'll simply be known as a legend on your continent, if not the world!
As a final goodie, you can rematch whatever Leaguers you defeated for EXP, rewards, and even bonding.
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Unable Characters
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Throughout each game you'll find a couple of people and creatures lacking the capabilities of every other. Some will be Originals, which ARE born with Cruia in them, but like when humans are born theirs aren't awakened/active, so they're rather ordinary. Some Pokemon will also lack a Crest, which makes them weaker than they normally are. Powerless characters are usually called Dimmed and Crestless, and while some may be common NPCs, others will be characters you can play as/befriend, which can make things a tad bit harder. It's for this reason that Shockers were made for humans, while Pokemon usually get their Crests from the Sourcewaves, whenever they hit. Dimmed humans will be totally unable to fight, while Crestless Pokemon can still fight but they have and gain half the stats they normally do. You can either wait for them to get a Crest via Sourcewave, or you can bring them to a Power Spot that exumes Cruia which matches their Type/s and let them bathe in it for a while, which may grant them a Crest. As for using Shockers, it comes with some downsides; the user could suffer Vitality damage from the shock they receive, and parts of their body may be hurt or made "dead", meaning they can't be used. In the former case, this would make using Moves that involve those body parts harder to perform, could lower the damage they deal by a certain amount or even put it at risk of becoming unusable, if it's put under too much strain. On the other hand it COULD also allow body parts that were previously numb to be used, but that varies between users. If used on one that already has awakened Cruia, it can double their stats while it's used but put the user at risk of being overwhelmed by their own energies, which can kill or vaporise them, similar to when Hangers are used to Amp humans. So...be careful and thoughtful when you're using one.
Unable characters aren't just limited to Dimmed and Crestless however. Certain small Aterrians, such as human children or bug-sized Pokemon (proper bug-sized) could also be incapable of combat, either due to lack of combat knowledge or having Moves that don't deal much damage, if any at all. They can still be brought into battle to get EXP for them, but they may have trouble actually fighting. The risk can really pay off though, as being in more battles can teach them what to do and how to do it. On a sidenote, tinier characters like bug or toy-sized Pokemon can fit on more than one Space in-battle, and they have more space to occupy when climbing onto a bigger character.
Now for the strats...
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Workings
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Levels and Tiers
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Levels work the same way they do in the original games, but are a bit more important. They are obtained the same way: raise the EXP bar of a character to its highest to Level Up. The required EXP will get progressively higher and higher as you gain higher Levels. The amount of EXP required for each Level Up and the amount gained from battles varies between human and Pokemon alike, which is noted through the Levelling Rate and EXP Gain on a character's screen. The former can range from Quick, Moderate and Slow, while the latter can range from High, Moderate and Low; Quick requires 20% less EXP, Moderate requires adequate and Slow requires 20% more EXP; High gains 20% more EXP, Moderate gains no additional EXP and Low gains 20% less EXP. It's not known in-universe why this is, but some say it has to do with "aptitude."
As said in Part 3, Pokemon can reach Level 100 and Revise to go up a Tier, which allows them to learn new Katas they ordinarily couldn't or missed out on during their previous run, and get more stats. The Tiers max out at 10, and for each Tier they go up by, the EXP and stats they gain increase by 5%, with an additional 5% thanks to the League Seal, totalling a 50% boost for Tier 10 Pokemon. Humans lack Tiers but can go all the way up to Level 1000, and for every 100 Levels they gain (including Level 100) they will gain the same 5% stat boost that Pokemon do. In place of the EXP boost however is an expanded Cruia Code, which I'll touch on later. Levels and Tiers also provide a small damage boost; Levels deal 1% more damage while Tiers deal 3% more damage, but only if they're higher than your opponent's Levels and/or Tiers.
Katas also have EXP they can gain, which is done so through continued successful use. Like Pokemon themselves, Katas have different rates at which they gain EXP and different limits, which are viewed as a bar beneath the Kata in-battle and beside it on a character screen. Once full, they can choose to transform it into a Kataya, but the increased Trickery they gain may make them unusable. In that instance a prompt will appear saying you don't have the Flexibility necessary to use the Kataya yet, and must wait until you do to evolve the Kata.
Pokemon and humans alike have Base EXP Yields, which is how much EXP they will give at their weakest, at Level/Tier 1 with their lowest base stats. These are added on by all the character's Battle Stats (including permanent effects like Ability and held item boosts), then multiplied by their Level, then multiplied again by their Tier. The Base yield and the yield/s you got from them can be checked in the Pokedex for Pokemon and on your device for humans you've met and fought.
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Stat Workings
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Stats are split into two groups: the Battle Stats, which are for battles, and Other Stats, which are for variable things. As a reminder, the Battle Stats are:
- HP, short for Health Points, which shows how much...well, health the character has.
- CP, short for Combat Points, is another name for the character's dexterity and how much energy they can use.
- Strength, which is related to the character's physical power and how much they hurt one's body.
- Toughness, which is related to the character's physical endurance.
- Sharpness, which is related to the character's ranged power and how damaging their projectiles are.
- Thickness, which is related to the character's ranged endurance.
- Force, which is related to the character's elemental powers.
- Stillness, which is related to the character's elemental endurance.
- Speed, which is how fast the character can move.
- Accuracy, which is how skilled the character can hit their mark.
- Evasion, which is how quickly the character can dodge something.
Something I should note here is that HP and CP will be higher than the rest of the Battle Stats, including the acquired points for them. As for the Other Stats, they are:
- Friendship, which is displayed by a bar that is red on the left and green on the right. This shows how close a character is with another, and there are different bars for each one. There's also a little display above the bar that shows whether the character is easy or hard to bond with.
- Body Space, which is displayed as a diagram of the character's body, showing how much stuff they have on them and where it can be placed/worn. It also helps in showing where smaller characters can stand or climb onto.
- Flexibility, which is how clever a character is with Moves. The higher it is, the more Moves they can have.
As mentioned multiple times before, Battle Stats have numbers, which are increased by Levelling Up and training, though they can also be raised by using certain items and through evolution. Stats don't seem to have a set limit, so you can raise them as much as possible before you hit your Level/Tier limit. The stats go much higher than they did in the original series, with Vitality going to the 1000s and the other stats starting off in the 100s. A character's stats are shown on a graph in a character's status screen known as the SD (Stats Display), which shows the numbers of their stats. The stats have a bit of RNG going on as you get them; they range between 10% lower and higher than what you ordinarily get, but the amount acquired can vary depending on what stats a character excels and lacks in (these other factors will be explained later). You CAN train them at an Outpost to be better with those stats, a process which is called Master Training, though that character runs the risk of lacking in another stat, one they previously excelled at even, so think twice before doing this. You also must have defeated that Outpost' Leader to undergo Master Training there. There is another graph shown on the Pokedex called the BST (Base Stat Total), which shows how many stats a Pokemon will be certain to get during a Level-x00 run, during Tiers. An important thing to note is that the acquired stats ONLY take Level Ups and Tiers into account, not outside sources like items, training methods or environments, and the Tiers must first be acquired before you can see how many stats a Pokemon will get during a run through a particular Tier.
Returning from the original games are IVs and EVs. IVs, or Individual Values, are the basic stats a character can get, which can be viewed in their entries in Contacts and on the Pokedex. EVs, or Effort Values, work the same way they did before, being extra stats you can obtain by defeating enemies. Humans have more quantity but less quality, while Pokemon have less quantity but more quality. They can be viewed as numbers beneath certain Battle Stats on a Pokedex and in Contacts. Each Battle Stat can have up to 5000 EVs can be applied at a time.
Stats are acquired more numerously as you Level Up and raise your Tier, as said before. Each Level Up increases the number of stats you earn by 1%, while, as said above, each risen Tier raises them by 5%. The Other Stats are different cases. Friendship can be raised by bonding with others, and Flexibility is gained through Level Ups, Tier Ups and evolutions. 1-5 per Level, going up by 1% like Battle Stats do, and risen further by 5% for each Tier. Flexibility also plays into how long someone can remain in a Power Spot before needing to exit it. For each Flexibility point they can handle absorbing 300 EXP from a Power Spot, so higher Flexibility means longer bath times. Body Space is wholely dependant on the character's appearance, and can only really be changed with Pokemon evolution. Speaking of Pokemon, the Battle Stats THEY gain are a tad bit different in a way, but I'll get to THAT later as well.
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Elements
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Elements is one of the most common words you'll hear on Aterr. As explained before, they are the classes given to humans and Pokemon alike who have a focused amount of a certain Cruia inside them, which grants them control over a certain aspect of life. They are called Types for Pokemon and Powers for humans. While not completely influential, Elements do affect what kind of Katas they would and can learn as they grow. As they are related to both natural and unnatural forces, Elements allow their bearers to survive in environments they otherwise couldn't, and even thrive in them. This is what's allowed humans to make settlements even in dangerous areas of Aterr, as well as endure attacks from Pokemon. And of course, Elements have different effects against each other. Ones that are effective deal 1.25x more damage in battle, while others that aren't deal 0.75x less damage, which stacks depending on how many Elements were affected strongly or weakly. They also provide extra power to Katas of matching Elements called SEDA (Same-Element Damage Addition), which raises the Power of matching Katas by 20%. Naturals lack Elements so they deal neutral damage, but they can be empowered by Elements if there is a Caster affecting the user. Additionally, each Element grants its advantageous and disadvantageous extras to their bearers.
There are two special kinds of Elements that stand out a lot from the rest. The first is the aforementioned Greater Elements which I've already explained most about, so I'll just say that Cruiora, which is its energy form, grants double the EXP you would ordinarily get from that particular Element. The strong and weak damage they deal and take is double/half that of the normal amounts (ie. 1.50x more effective damage dealt and 0.50x less effective damage taken, rather than 1.25x and 0.75x), but this only works on Lesser Elements. The icons of Greater Elements are modified versions of the Lessers, whose colours also shine a bit. The extras they give are also heightened from their Lesser variants. The second is Combo Elements, which are two Elements mixed into one. An example is Fire and Aqua, which mixed together creates the Steam Element, involving scalding waters and dousing fires. As they are mixed of two Elements, Combo Elements possess a mixture of their halves' effectivenesses and extras, which can remove/add good and bad things to them. A Pokemon can have up to four Types, meaning they can have either four Solo Types, three Solos and one Combo Type, or two Combos. Humans however can have any Power they wish; some they're born with when their Cruia awakens, others they gain through absorbing other Cruia. Although they can only master TWO Elements, they can learn to control all kinds of Elements and use their Power/s to warp others in different ways. Having only two Powers also ensures that they don't take as much effective damage as Pokemon do (in some cases). Combo Elements can also be formed out of Greater Elements, but besides the colours shining, their names and symbols don't change. They simply give higher extras.
One last thing about Elements is that they play into EXP in another way. Each kind of Cruia has a different name and colour for the Elements they embody, and the EXP you get is split amongst the different Elements. This is sometimes used for Pokemon evolution and enhancing one's Cruia Code, as well as determining what Elements a human may get. If they absorb a drastic amount, it will "stimulate" the absorber's heart and it will start generating more of that particular Cruia, therefore granting them its Element. If a third kind were to be absorbed a lot, it will replace the earliest Element. Sometimes humans can even undergo changes in their appearances, especially if they bathe in Power Spots...but they still don't evolve like Pokemon.
(Fun Fact: SEDA is the Neoverse variant of STAB (Same-Type Attack Bonus), but with less of a singular effect (aka dealing lesser damage with one effective Element than STAB.))
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Abilities, Traits and Skills
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Again, these are something I explained in a previous Part, but I'll go over their in-game workings. First is Abilities, which work similarly to how they did in the original series. Abilities are Element-granted boosts that have varying effects. Said effects are lowered because now, there can be more than 1 of them on a character at a time. Pokemon can have 3 while humans can have 5. While Pokemon usually start off with at least one Ability, both they and humans need to get stronger in order to obtain theirs. Humans also get theirs by obtaining Powers, but absorbing Cruia alone can be enough. Pokemon actually have numerous Abilities to choose from, but are born with different ones. There are ways to change the Abilities an Aterrian has or even add one to them, which is usually done through ARs, or Ability Records, which act much like Kata Records in the way that they hold converged Cruia to form and hold an Ability within them. Same as with Kata Records, you need to put them into a Pokedex or other compatible device and choose a character the Ability is compatible with, then the disc's Cruia will empty into said character. If a character has too many Abilities already, they must choose one to replace with the new one, or get rid of the new one, which is instead turned into EXP.
Traits are similar to Abilities in the way that they provide certain perks for the user, but are more so related to their appearance and stature than their energies. The number of Traits they have and what they are can be variable as a result, and cannot be replaced unless the character undergoes some kind of change. Traits can range from sizes to body toughness to disorders caused by personality, which can both help and hurt the bearer. Skills are another new thing to these games. They are things characters can do in the overworld, which vary from putting out fires to shaking an entrance open to hacking computers, though I also went over this in Part 6. Their viability ranges from 1-5, and can be heightened via Level Ups and Tier Ups, evolution and even a type of Master Training. Not much else to say about them really...Think of them as HMs from the mainline games and Field Moves from the Ranger games mixed into one. A few would even allow you to fly, warp or otherwise transport you across regions and even whole continents, much like Fly from the mainline games.
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Cruia Codes
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This is something originally mentioned in the second Part, but there wasn't enough space to talk about it. Cruia Codes are the genetic codes of humans and Pokemon, though humans have more variable ones than Pokemon due to their ability to absorb and hold more Cruia than Pokemon can. You can call these the skill trees of Pokemon Neoverse, as they allow the player to get more stuff for their character. And Pokemon too, but more so the humans. The acquireables range from new Moves, Abilities and even Traits to bonuses such as increased Damage Rates, regeneration, and so on, some of which may even mutate the bearer. The Cruia Codes start off small, with only a few Cells, as they're called, circling around an orb, which is the bearer's spirit. You can energise a Cell and gain the bonus it offers using spending CP on it, or Cruia Points. Cruia Points accumulate from EXP obtained in battle; for every 100 EXP you earn, you earn one CP. Cells that can be energised are noted by their glow, while ones that can't yet be energised don't glow. Some glow in a certain colour, referring to a certain Cruia, meaning you'll need CP of a certain Element to energise it. The circle can be expanded into paths by energising certain Cells around it, as well as a few outside it that kinda act like the "seeds" of these "trees", but the latter tend to cost a LOT of CP, and of different Elements too. These paths are called Elemental Branches, and they're where the Elements offered from Prize Cruia come in. They give bonuses and capabilities related to said Element, and can go on for a long while. There's one for every Element (barring Normal, Omni, Void, Unknown and, in humans' cases, Human), so there'll be quite a few things to collect from them. Some Cells will even grant extensions for the stats!
Moves, Abilities and Traits earned from Cruia Codes are called "Restrained". They're hidden capabilities that are only acquired by "stimulating" parts of the Cruia Code. They do not take up space among the Moves, Abilities and Traits one can attain naturally, but there is a catch: these Restrained capabilities require a good bit of CP to acquire, and sometimes they require CP of more than one Element, which makes getting them a chore sometimes. That being said, they're still worth the effort to get. A tip to keep in mind with Cruia Codes is the further out the Cells are, the better stuff they'll offer.
Cruia Codes do have their limits though. With each Level the bearer gets, they'll gain an extra Cell they can energise, but this also means they'll stop when the bearer reaches Level 100. A new circle can be created when the bearer undergoes Revising (for Pokemon) or reaches a one-hundreth Level (for humans), which can also unveil more Cells on Elemental Branches. Even after a character or Pokemon gets to Level 100/1000 or Tier 10, there are still ways to expand the Cruia Code, such as certain items or processes. It's even more limited for Pokemon however, since they will only have Elemental Branches based around their Cruia and no others. To make up for this, their Branches are longer than most humans', especially as they make their Level x00 runs.
The only thing both sides don't get directly from Cruia Codes are Skills. They may be upgraded or even obtained as a result of energising certain Cells, but they are not something that directly comes from the Codes.
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Items
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Last segment for this Part is on the items of the Neoverse games. There are multiple item types (no pun intended) to be found, which are:
- Consumables, items that are one-use only, such as food, drink and medicine.
- Gear, items such as weapons, shields and clothing that can help in battles.
- Utilities, items that can help you reach places, plant traps, or other stuff.
Items are also split into Ordinary and Key Items, the latter of which are usually to with the story. Pokedexes are an example of Key Items; they won't be story-related, but are too important to just get rid of. Most of the time you'll have a bag or backpack of some sort to hold all your stuff in, while other times you'll have to either wear them or use your pockets and smaller holdables to carry them around. Prizeng is also an item, which you can (sometimes) get by winning battles against Alliances, winning sports or even finding it laying around someplace.
Equipping items works a bit differently than in the original series. Characters can both hold and wear them, and a lot of them give different effects. Armour can increase your Defense but lower your Speed, for instance, and you can wear stuff underneath other stuff if possible (ie. putting a shirt underneath armour, however silly it may look). This also serves as a good way to customise your characters, but because of how many effects there are and how stackable they are, they are all lesser than how they were in the original games...some of them, at least. This is where you must take Body Space into account, as you can guess. Not really anything else to say here.
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That's it for this part. The explanations are continued here. https://crashcourse81.newgrounds.com/news/post/1309035