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1 | Mechanics | Pokemon | Temtem | Terms | Pokemon | Temtem | |||||||||||||||||||||
2 | The left column indicates the mechanic in Pokemon, while the right indicates the equivalent mechanic in Temtem, and how it works there. It is worth noting as with any Early Access title, mechanics in Temtem may change during the course of development. | ||||||||||||||||||||||||||
3 | Individual Value (IV) | Single Value (SV) | Pokedex | Tempedia | |||||||||||||||||||||||
4 | Each stat can have a value ranging from 0 to 31. | Each stat can have a value ranging from 1 to 50 | Pokemon Center | Temporium | |||||||||||||||||||||||
5 | Effort Value (EV) | Training Value (TV) | Pokemon Trainer | Temtem Tamer | |||||||||||||||||||||||
6 | A stat can have up to 255 effort points. A pokemon may have up to 510 effort points across all stats. At level 100, every 4 points increases a Stat's value by 1. | A stat can have up to 500 training values. A temtem may have up to 1000 training value across all stats. At level 100, every 5 points increases a Stat's value by 1. | Moves | Techniques | |||||||||||||||||||||||
7 | RNG (also goes by the name "HAX") | Technical Machine (TM) | Training Courses (TC) | ||||||||||||||||||||||||
8 | RNG affects Accuracy, Evasion, Damage Calculation (including crits), and more. | RNG does NOT exist in the battle system, except for the purposes of taming Temtem (Capture rate and SVs are random.) Will detail the changes below. | Shiny Pokemon | Luma Temtem | |||||||||||||||||||||||
9 | Combat style | PC | Terminal | ||||||||||||||||||||||||
10 | Has 1v1, 2v2, and some odd combinations in the past. | Almost exclusively 2v2. Only first tutorial match is 1v1. Game is designed with 2v2 in mind. | Nature | [Does not exist] | |||||||||||||||||||||||
11 | Shiny Pokemon In Temtem, Luma Temtem are the alternate palette swaps. | Catch | Tame | ||||||||||||||||||||||||
12 | The odds of finding a Luma Temtem are 1/6000. Breeding a Luma temtem can increase the odds (see Breeding for more info). It is worth noting that a wild Luma will always have at least 3 maxed SVs. | Ability | Trait | ||||||||||||||||||||||||
13 | |||||||||||||||||||||||||||
14 | Moves In Temtem, moves are referred to as Techniques. | ||||||||||||||||||||||||||
15 | Each move has a certain amount of Power Points, indicating how many times it can be used. A Pokemon with no PP can only use Struggle. | Temtem have a stat called Stamina. Every technique costs a certain amount of Stamina to use, with stronger techniques costing more Stamina to use. If a Temtem uses a Technique that costs more Stamina than it has available, it will take damage from Overexertion proportional to the difference between the Stamina cost and the Temtem's remaining Stamina. Stamina gradually recovers during the course of a battle, but you can also choose to have your Temtem Rest for the turn, recovering more Stamina at the expense of performing no Technique that turn. | |||||||||||||||||||||||||
16 | |||||||||||||||||||||||||||
17 | Move Attributes | Technique Attributes | |||||||||||||||||||||||||
18 | Type - What type of technique it will be. (such as Fire or Water) | ||||||||||||||||||||||||||
19 | STAB (Same Type Attack Bonus) also exists in Temtem. It increases the technique's power by 50%. | ||||||||||||||||||||||||||
20 | Category - What stat is used for damage calculation. | ||||||||||||||||||||||||||
21 | Physical - User's ATK vs target's DEF | ||||||||||||||||||||||||||
22 | Special - User's SPATK vs target's SPDEF | ||||||||||||||||||||||||||
23 | Status - non-damaging moves that affect the battle. | ||||||||||||||||||||||||||
24 | (Base) Power | Damage - The strength of the Technique. There is no randomized factor in damage calculation. | |||||||||||||||||||||||||
25 | Accuracy | [Pokemon-only Mechanic] There is no Accuracy or Evasion check. | |||||||||||||||||||||||||
26 | Priority | Priority - Modifies the speed of the user for when they perform a technique. As this is a modifier to speed, this does not guarantee you go first. A sufficiently fast enough Temtem could go before a slower Temtem using a Higher Priority move. | |||||||||||||||||||||||||
27 | Very Low - [Not publicly known; possibly always goes last.] Low - Speed calculated at x0.5 value. Normal - Speed calculated at x1 value. High - Speed calculated at x1.5 value. Very High - Speed calculated at x1.75 value. Ultra - [Not currently in the game; goes before swapping temtem occur] | ||||||||||||||||||||||||||
28 | [Temtem-only Mechanic] | Hold - Some techniques cannot be used until you wait a certain amount of turns while the Temtem is in battle. Once used, you must wait the same amount of turns again to use that technique. | |||||||||||||||||||||||||
29 | Power Points (PP) | Stamina cost - How much stamina is used when this technique is performed. | |||||||||||||||||||||||||
30 | [Temtem-only Mechanic] Reminiscent of the moves Fire Pledge, Water Pledge, and Grass Pledge. | Synergy - If your user's partner has a certain type specified by a Technique, that technique gains additional benefits (such as boosted damage or gaining a secondary effect.) | |||||||||||||||||||||||||
31 | Secondary effect | Some moves may have secondary effects in addition to dealing damage. If a technique has any, it will always trigger. | |||||||||||||||||||||||||
32 | |||||||||||||||||||||||||||
33 | Status Conditions | ||||||||||||||||||||||||||
34 | Largely Permanent, unless healed by an ally (or fades away after some time.) | All are temporary, can be cured sooner by an ally. Otherwise lasts a certain amount of turns, based on the technique. Status Conditions do not randomly go away. A temtem may have up to 2 active Status Conditions at a a time. If a new one is applied, the oldest active one is removed. | |||||||||||||||||||||||||
35 | |||||||||||||||||||||||||||
36 | Sleep | Asleep - Cannot attack, but if they are damaged, they wake up (and lose the status condition); Mental-type Temtem are immune to Asleep. | |||||||||||||||||||||||||
37 | Freeze | Cold - Does nothing by itself. But if a Temtem is inflicted with Cold twice, it becomes Frozen for the same amount of rounds it would have the Cold status. Frozen - Cannot attack. Cold/Frozen can be overwritten by the Burnt status condition (and vice versa) | |||||||||||||||||||||||||
38 | Burn | Burnt - Loses 1/16 of health every turn as well as reduces ATK and SPATK by 30%. Can be overwritten by the Cold/Frozen status condition (and vice versa); Fire-type Temtem are immune to Burnt. | |||||||||||||||||||||||||
39 | Paralysis | [No equivalent Status Condition] | |||||||||||||||||||||||||
40 | Poison | Poisoned - Loses 1/8 of health every turn; Toxic-type Temtem are immune to Poisoned. | |||||||||||||||||||||||||
41 | Badly Poisoned (Toxic) | [No equivalent Status Condition] | |||||||||||||||||||||||||
42 | |||||||||||||||||||||||||||
43 | Attract | [No equivalent Status Condition] | |||||||||||||||||||||||||
44 | Confusion | [No equivalent Status Condition] | |||||||||||||||||||||||||
45 | Curse | [No equivalent Status Condition] | |||||||||||||||||||||||||
46 | |||||||||||||||||||||||||||
47 | Trapped [Mean Look/Arena Trap/Magnet Pull/etc] | Trapped - cannot switch out. | |||||||||||||||||||||||||
48 | Perish Song | Doomed - once the Doomed counter hits 0, the Temtem faints/is KO'd | |||||||||||||||||||||||||
49 | Knock Off | Seized - Temtem lose their gear's effect | |||||||||||||||||||||||||
50 | Aqua Ring/Ingrain | Regenerated - Heals 10% of health every turn. | |||||||||||||||||||||||||
51 | Safeguard | Immune - cannot be subject to new status conditions | |||||||||||||||||||||||||
52 | Pressure | Exhausted - Stamina costs of techniques are increased by 50% | |||||||||||||||||||||||||
53 | Vigorized - Stamina costs of techniques are reduced by 50% | ||||||||||||||||||||||||||
54 | Neutralized - Temtem has no weaknesses or resistances | ||||||||||||||||||||||||||
55 | Exiled - Synergies do not work with Exiled temtem (currently non-existent in game, but may change.) | ||||||||||||||||||||||||||
56 | |||||||||||||||||||||||||||
57 | Stat Boosts | ||||||||||||||||||||||||||
58 | Each stat can be raised or reduced by up to six stages. Stat changes are removed upon switching out. | Each stat can be raised or reduced by up to four stages. Stat changes are NOT removed upon switching out. (Stamina cannot be boosted or lowered) | |||||||||||||||||||||||||
59 | |||||||||||||||||||||||||||
60 | +1/+2/+3/+4 150%/200%/250%/300% of it's normal value | ||||||||||||||||||||||||||
61 | -1/-2/-3/-4 67%/50%/40%/33% of it's normal value | ||||||||||||||||||||||||||
62 | |||||||||||||||||||||||||||
63 | Notable Moves Some Status effects work similarly to some moves in Pokemon. A Team refers to both Temtem on one side of the field. | INFO | |||||||||||||||||||||||||
64 | Perish Song | Doomed status - Extinction and Psychosis inflict this status | |||||||||||||||||||||||||
65 | Electric Web | Flood - Reduces enemy team's SPD by 1 stage (2 with Earth synergy), no damage | |||||||||||||||||||||||||
66 | Protect/Detect | Bamboozle - Avoids the next Technique or attack directed at it. Currently lasts even beyond the round it was used, and can target anyone. Likely to be changed in the future. | |||||||||||||||||||||||||
67 | Intimidation - Cannot be targeted for the next turn. | ||||||||||||||||||||||||||
68 | Mean Look/Trapping moves | Trapped status - Slime, Paralysing Poison, and Cage inflict this status | |||||||||||||||||||||||||
69 | Dark Void | Lullaby - Puts enemy team to sleep for 2 turns. | |||||||||||||||||||||||||
70 | Relax - Puts EVERYONE to sleep for 2 turns. | ||||||||||||||||||||||||||
71 | Swords Dance | Heat Up - Increases ATK by 2 stages | |||||||||||||||||||||||||
72 | Rage - Increases ATK by 2 stages, reduces DEF by 2 stages | ||||||||||||||||||||||||||
73 | Refresh | Misogi - Removes status conditions on self (and grant Immune status for 3 turns with Water synergy) | |||||||||||||||||||||||||
74 | Agility/Rock Polish/Automize | Footwork - Increases SPD by 2 stages | |||||||||||||||||||||||||
75 | Hypnosis/Spore/Sleep Powder | Hypnosis - Puts a target to sleep for 2 turns. | |||||||||||||||||||||||||
76 | Aqua Ring/Ingrain | Regenerated status | |||||||||||||||||||||||||
77 | Lifeful Sap - Heals 10% HP for 7 turns. | ||||||||||||||||||||||||||
78 | Knock Off | Seized status - Confiscate inflicts this status (no damage) | |||||||||||||||||||||||||
79 | Recover/Synthesis | Revitalize - Restores 25% HP of target (the user also heals 10% with a Nature synergy.) | |||||||||||||||||||||||||
80 | Healing Wish | Sacrifice - KOs self to remove all Status conditions on target as well as raising DEF and SPDEF 2 stages each. | |||||||||||||||||||||||||
81 | Tailwind | Turbo Choreography - Raises allied team SPD 1 stage (2 with Wind synergy) | |||||||||||||||||||||||||
82 | |||||||||||||||||||||||||||
83 | Spikes/Stealth Rock/Toxic Spikes | [Doesn't exist right now, and according to a dev, it's very likely it will stay that way.] | |||||||||||||||||||||||||
84 | Weather/Terrain | ||||||||||||||||||||||||||
85 | |||||||||||||||||||||||||||
86 | Notable Hold Items In Temtem, held items are referred to as Gear. | ||||||||||||||||||||||||||
87 | EXP Share | Coward's Cloak - Hold Item (gain EXP and TV without participating in fight) | |||||||||||||||||||||||||
88 | Leftovers | Pillow - Restores 10% HP at the start of turn if Temtem is Asleep | |||||||||||||||||||||||||
89 | Shed Shell | Grease - Prevents Trapped status condition | |||||||||||||||||||||||||
90 | "Choice" Items | [No such item. May change in the future as the game undergoes active development.] | |||||||||||||||||||||||||
91 | |||||||||||||||||||||||||||
92 | Breeding | ||||||||||||||||||||||||||
93 | A Pokemon may breed an unlimited amount of times. | Fertility - All Temtem have a fertility value. Every time they are used to breed, they lose 1 point of Fertility. If this number hits 0, they can no longer breed. There is currently no way to raise this value. | |||||||||||||||||||||||||
94 | |||||||||||||||||||||||||||
95 | What is inherited? | ||||||||||||||||||||||||||
96 | Fertility - Offspring will inherit the lower value of the two parents. | ||||||||||||||||||||||||||
97 | Egg Moves | Techniques - If a parent knows a certain move, offspring can hatch with moves it'd normally not have. | |||||||||||||||||||||||||
98 | IVs | SV - Each stat has a 40% chance being the higher of the two parent's stats, 40% of being the average of both parents, and 20% being the lower of the two parents. | |||||||||||||||||||||||||
99 | Ability | Traits - Are randomly assigned at birth. | |||||||||||||||||||||||||
100 | Shiny Pokemon | Luma - Has the same chance of being a Luma as a wild Temtem (1/6000). However, if one of the parents is a Luma, this drops to 1/600. If both parents are a Luma, this drops further to 1/60. Note this does not change the SVs inherited from it's parents, so a offspring Luma may not have 3 maxed SVs. | |||||||||||||||||||||||||