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Posted (edited)

Hi there, this rom looks very fun, but I encounter some issues when I try to patch it. I've tried to patch multiple times original ROMs of Explorers of Sky (USA) with Alpha303, but it doesn't work. I've tried using xDelta, and it always tells me "unknow secondary compressor ID: XD3_INVALID_INPUT", which looks like the error message that pops up when the original ROM is not clean. Same with ROM Patcher JS... But I think I've made sure all the ROMs I tried patching were clean, some I even used to patch with other rom hack like Explorer of Hell.

Honestly, I've created an account here just to post this comment and hopefully get a reply on how to solve this issue, since I really want to try out this ROM. 🙏

Edited by FinaluSlash
Posted

So I've encountered an issue where I appear to be softlocked. In "Deep Dusk Forest" floor 10 will not load. In the ten times I've restarted the dungeon over, I got it to load once but then it would immediately freeze. Is this an issue with the randomizer? If so, is there ANY way I can turn the randomizer off? I know Porygon gives a randomization menu, but it's not there in the future.

I also would like to ask, can this happen if you don't have Celebi with you? I realized FAR too late that shinies appear to be triple the size of their non-shiny counterparts (Shiny mew is size 4 and non-shiny mew is size 1) and because of this I can't have both Grovyle and Celebi with me. Is it possible that's what's softlocking me?

Posted (edited)
17 hours ago, FinaluSlash said:

Hi there, this rom looks very fun, but I encounter some issues when I try to patch it. I've tried to patch multiple times original ROMs of Explorers of Sky (USA) with Alpha303, but it doesn't work. I've tried using xDelta, and it always tells me "unknow secondary compressor ID: XD3_INVALID_INPUT", which looks like the error message that pops up when the original ROM is not clean. Same with ROM Patcher JS... But I think I've made sure all the ROMs I tried patching were clean, some I even used to patch with other rom hack like Explorer of Hell.

Honestly, I've created an account here just to post this comment and hopefully get a reply on how to solve this issue, since I really want to try out this ROM. 🙏

If you're using the DeltaPatcher, according to a document I have for mine, the error you describe may mean you don't have a clean rom. Download the Explorers of Sky rom from Xenoblade

Edited by VampVixen
Posted
30 minutes ago, VampVixen said:

So I've encountered an issue where I appear to be softlocked. In "Deep Dusk Forest" floor 10 will not load. In the ten times I've restarted the dungeon over, I got it to load once but then it would immediately freeze. Is this an issue with the randomizer? If so, is there ANY way I can turn the randomizer off? I know Porygon gives a randomization menu, but it's not there in the future.

I also would like to ask, can this happen if you don't have Celebi with you? I realized FAR too late that shinies appear to be triple the size of their non-shiny counterparts (Shiny mew is size 4 and non-shiny mew is size 1) and because of this I can't have both Grovyle and Celebi with me. Is it possible that's what's softlocking me?

Send me your save, I will need it both for testing and disabling randomizer on your end

  • Like 1
Posted
11 minutes ago, VampVixen said:

If you're using the DeltaPatcher, according to a document I have for mine, the error you describe may mean you don't have a clean rom. Download the Explorers of Sky rom from Xenoblade

Alright, so I've been searching the solution for two days, and it appears that the issue was not the original rom that I have, but xdelta. It seems that I didn't have the latest release of xdelta, so after I updated it, the patch was applied just fine.

For anyone with the same issue, here's a youtube tutorial on how to update xdelta : 

And also the github with the right version of xdelta (since the original xdelta website is down, hence why I struggled so much to find the latest version) : https://github.com/jmacd/xdelta-gpl/releases

Posted (edited)

It seems there's a bug at the beginning of the Dusknoir chapter. In the guild, when Dusknoir is waiting at the entrance. There seems to be some kind of bugged transition when Loudred and the others are surprised that Dusknoir is here, the cutscene glitchs and turns black, and nothing happens after. I tried Disabling/Enabling Daily cutscenes, it doesn't change anything.

Edited by FinaluSlash
Posted

Okay, few questions really fast
1. How do you actually unlock Destiny Tower? Is it getting all of the Treasures and then getting all of the Legendaries? I don't necessarily understand the 'Globes' that Torkoal is talking about
2. Do you need to actually clear the dungeons where just get the minor Type treasures (like Treacherous Waters, etc)
And 3. Assuming that Revival Mountain is Ho-Oh how do I unlock that? I thought it would be like Lugia where you just need the Kanto trio but it hasn't popped up

Posted (edited)
1 hour ago, SiriusDergon said:

Okay, few questions really fast
1. How do you actually unlock Destiny Tower? Is it getting all of the Treasures and then getting all of the Legendaries? I don't necessarily understand the 'Globes' that Torkoal is talking about
2. Do you need to actually clear the dungeons where just get the minor Type treasures (like Treacherous Waters, etc)
And 3. Assuming that Revival Mountain is Ho-Oh how do I unlock that? I thought it would be like Lugia where you just need the Kanto trio but it hasn't popped up

i think the first part is where i am can be explained as such: type exclusive items exist in game and one of these are called Globes which negate a super effective attack that specific type is weak to. with what i remember, the base game has 17 of these while this rom has a 18th being one for fairy type if i am correct. the other part with the instruments however.... that i aint so sure despite the item randomizer giving me a lot of these 

Edited by Mizutsune
Posted

having fun so far with the new features but encountered a bug. i'm at the day team skull becomes allies with the guild and i cannot progress to the next day. not if i beat a mission, not if i use an escape orb, not if i clear a dungeon. when it should progress to the next day i just get a permanent black screen. can you help me out with this please?

Posted (edited)
On 4/25/2025 at 11:42 AM, Alphadaemon said:

Send me your save, I will need it both for testing and disabling randomizer on your end

So I decided to just test if giving the game a rest would work, even though I did already send the save lol. And floor 10 did load up this time. 

I made it half way through the floor before it would freeze, and curiously it would freeze only if a pokemon used Sunny Day. I did finally manage to kill everything before a Sunny Day popped up and was able to kill them enough for it to not freeze, but Earth Power is the only reason I was able to get past it so. It could still continuously happen if someone who reaches that floor does not have room-wide moves.

It's better than the black screen which seems to be an issue with everyone I've noticed every time I was checking for an update and just thought I'd let you know

I did make sure the dungeon would end as well

Edited by VampVixen
Posted
19 hours ago, yomiel said:

having fun so far with the new features but encountered a bug. i'm at the day team skull becomes allies with the guild and i cannot progress to the next day. not if i beat a mission, not if i use an escape orb, not if i clear a dungeon. when it should progress to the next day i just get a permanent black screen. can you help me out with this please?

did u turn daily cutscenes off and are any randomizers on? team skull's arc has a issue where it crashes sometimes if u dont turn daily cutscenes off but as i learned some dungeons crash if u have item/species randomizer on

Posted

I tried to find an answer but maybe I was moving too fast. Do pokemon abilities change with level or IQ? Like I had my main buizel have hydration and now he has swift swim at level 30 and 5 star IQ. 

 

Im not complaining because this is a HUGE buff but now im curious :)

Posted

I played on melonDS emulator on android, and the game freezed on the first floor of the first dungeon, whenever a pokemon attack or use a move. I can move around the dungeon, but when I meet an enemy and attack them, the game freezed when the pkm attack me back, or my companion attack the enemy.

Posted (edited)

New update its fun still kinda lost with whats new but im having fun

 

 

On 1/28/2021 at 11:01 AM, Alphadaemon said:

About this release

  Reveal hidden contents

As you may have noticed, Explorers of Alpha has not been updated publicly for 4 full years. It sure was a journey to be able to release this version!
After the 1.2 update, I started implementing my own features to the game. My goals started to shift towards a fully customized experience, very close from what I was able to experience when playing Pokémon Unbound (great hack btw). This alone took a while as I wanted to make sure everything was playing smoothly. My idea was to expand on Sky, not to replace everything that had me like the game when I played it, be it the atmosphere or the mechanics.
I wanted to make something new and it took all my time. With personal issues and a lot of burnout phases, I eventually managed to get the game running with the first 2.0 beta testing session around September 2022.
To make things short, I had to release a 2.0 version before the end of 2022 for an event so judges could play it. This version is the 2.0 available in SkyTemple's Discord. Some posts mention it, it was an absolute mess. I wasn't very happy with it, and what happened during the event had me totally giving up all will of working on the game ever again.
After a while, I started shifting mindset and coding small features one after the other. It helped me fighting burnout, and most importantly, helped me enjoy developing the game once again. In the end, what was shaping up to be a revised version of 2.0 became its own thing, a much better experience for everyone, developer and players-alike, so acknowledging that I decided this would be a 3.0 release.
This is just a small portion of what was going on with Alpha, all that matters now is that the game is alive and that I am happy with the end-product.


General idea
Explorers of Alpha has been developed with replayability and accessibility in mind. Ever since injecting custom code has been normalized in the Sky modding community, most of the changes aim to implement new mechanics and provide the most complete and interesting experience possible while retaining the core Explorers of Sky story and environment.


About starters and getting started
All leader/partner combinations are available to the player, meaning the starter and partner can now share the same type or species (credits to Frostbyte).   

Starter List Selector

- You can choose any player and partner independently from the six following lists:        

  Reveal hidden contents

Alpha List:
Bulbasaur
Charmander
Squirtle
Pikachu
Vulpix
Vulpix-A
Eevee
Chikorita
Cyndaquil
Totodile
Phanpy
Treecko
Torchic
Mudkip
Skitty
Turtwig
Chimchar
Piplup
Shinx
Riolu

Reverie List:
Sandshrew
Abra
Machop
Growlithe
Slowpoke
Ponyta
Togepi
Mareep
Teddiursa
Poochyena
Ralts
Electrike
Numel
Starly
Smoochum
Buneary
Glameow
Gible

Heaven List:
Mankey
Cubone
Horsea
Scyther
Aipom
Sneasel
Elekid
Magby
Tyrogue
Nosepass
Gulpin
Trapinch
Bagon
Budew
Cranidos
Buizel
Zorua-Hisui

Reality List:
Meowth
Psyduck
Dratini
Sentret
Ledyba
Chinchou
Natu
Murkrow
Houndour
Taillow
Shroomish
Aron
Cacnea
Swablu
Snorunt
Spheal
Cherubi
Skorupi

Legacy list:
Rattata
Rattata-A
A-Sandshrew
A-Meowth
Clefairy
H-Growlithe
G-Ponyta
Sunkern
Wooper
Gligar
H-Sneasel
Stunky
Bonsly
Mime Jr.
Happiny
Munchlax
Finneon
U-Zorua

Challenge list:
Metapod
Kakuna
Magikarp
Ditto
Smeargle
Cascoon
Silcoon
Spinda
Feebas
Kecleon-Purple
Wynaut
Luvdisc
Beldum
Kricketot
Burmy-Sand
Burmy-Leaf
Burmy-Trash
Combee (Male)

- If you'd like your starter to be randomized, a "Surprise me!" option is available. Each time it's selected, it generates a fully random list.
- The starters screen has proper descriptions for all normal starters, explaining their stat curves, moves, starter moves, typing, IQ group, and more (credits to Adex for the code). The base game's starter and partner restrictions have been lifted.

Starter Selection by Inputting an ID

  • This ID corresponds to the entry's internal ID and is strictly between 1 and 552.
  • No guide is linked to this option as it is not intended to be fully user-friendly but rather an option for those who want a fully customized game experience. The game lets you preview the selected entry as both leader and partner so you can decide before starting a playthrough.

With both options, your starter receives an egg move depending on its ID:

  Reveal hidden contents

Bulbasaur - Sludge
Charmander - Dragon Claw
Squirtle - Zen Headbutt
Rattata: Flame Wheel
Rattata-A: Flame Wheel
Pikachu - Reversal
Sandshrew - Night Slash
A-Sandshrew: Night Slash
Vulpix - Faint Attack
Clefairy: Petal Dance
Meowth - Punishment
A-Meowth: Punishment
Psyduck - Zen Headbutt
Mankey - Aerial Ace
Growlithe - Thunder Fang
H-Growlithe: Thunder Fang
Abra - Charge Beam
Machop - Bullet Punch
Slowpoke - Zen Headbutt
Ponyta - Double Kick
G-Ponyta: Double Kick
Cubone - Punishment
Horsea - Smog
Scyther - Bug Bite
Eevee - Flail
Dratini - Aqua Jet
Chikorita - AncientPower
Cyndaquil - Mud-Slap
Totodile - Aerial Ace
Sentret - Faint Attack
Ledyba - Bullet Punch
Chinchou - ThunderShock
Togepi - Petal Dance
Natu - Steel Wing
Mareep - Iron Tail
Sunkern: Nature Power
Wooper: AncientPower
Aipom - Mud Bomb
Murkrow - Steel Wing
Gligar: Bug Bite
Sneasel - Mud-Slap
H-Sneasel: Metal Claw
Teddiursa - Faint Attack
Houndour - Reversal
Phanpy - AncientPower
Elekid - Karate Chop
Magby - Karate Chop
Tyrogue - Mach Punch
Smoochum - Fake Out
Treecko - Bite
Torchic - Reversal
Mudkip - AncientPower
Poochyena - Poison Fang
Taillow - Astonish
Ralts - Shadow Sneak
Shroomish - Wake-Up Slap
Nosepass - Spark
Skitty - Zen Headbutt
Aron - Rock Throw
Electrike - Iron Tail
Gulpin - Mud-Slap
Numel - AncientPower
Trapinch - Gust
Cacnea - Acid
Swablu - Mud-Slap
Snorunt - Hex
Spheal - Body Press
Bagon - Aerial Ace
Turtwig - Mud-Slap
Chimchar - Double Kick
Piplup - Double Hit
Starly - Astonish
Shinx - Quick Attack
Budew - Mud-Slap
Cranidos - Iron Tail
Buizel - Mud-Slap
Cherubi - Disarming Voice
Buneary - Low Kick
Glameow - Bite
Bonsly: Brick Break
Mime Jr.: Wake-Up Slap
Happiny: Disarming Voice
Gible - Metal Claw
Riolu - Bite
Munchlax - Zen Headbutt
Skorupi - Aqua Tail
Finneon: Tail Glow
Vulpix-Alola - Faint Attack
Zorua-Unova: Extrasensory
Zorua-Hisui - Extrasensory

Additionally:

  • Ascend Stone Mark I and Mark II are now the common evolution items for your starter and partner. They evolve via normal means otherwise.
  • Completing a one-attempt optional dungeon after Sky Peak grants you two Mark I stones, unlocking earlier evolution.
  • 2 Mark II stones are awarded after clearing Zero Isle Center.


General game feel changes

  • The general game UI has been overhauled. This includes Arceus-themed splash screens for the start menu, taken directly from HeartGold/SoulSilver.
  • You start the game with a 48-slot bag and 1,000 slots in storage.
  • Super Mystery Dungeon-style item icons appear before item names (patch created by me).
  • Upon joining the guild, you will receive a set of useful starting items.


Game modes

After finishing Beach Cave and registering as a new Exploration Team, you can choose from the following game options:

  Reveal hidden contents

Game Challenges

  • Recruit 'em All

      Recruitment rate is boosted.
      A 200% base recruitment rate applies to species not yet recruited, already-recruited species have a recruitment rate of -400%.
      Can be disabled permanently by talking to Chingling at Guild Sublevel 1. A password is required to re-enable it.
      Does not interact with the item Premier Gift or the move Camaraderie, which directly recruits Pokémon.

  • Solorun

      Only one Pokémon (leader or partner) explores each dungeon, chosen at the start of each dungeon.

  • One-Item Challenge

      You are limited to carrying one item at a time.
      Assistance is provided to help manage this challenge.

  • Glass Cannon

      Tremendous damage is dealt, but you always have 1 HP.
      Supplies are available at Crossroads before specific dungeons to help overcome this challenge.

  • Pacifist Challenge

      Attacking or using Orbs is disabled, but you can endure normal hits.
      A specialized bag is available at Crossroads to help complete this challenge.

  • Time Attack

      You are poisoned at the start of each floor, limiting the number of turns available to finish the dungeon.


 Difficulty Levels

  •  Vanilla

      A difficulty level aligned with the original game.
      Added difficulty features, such as Field Effects and Dojo anti-abuse, are disabled.
      Ideal for players wanting a smooth experience without grinding.

  • Difficult

      Slightly harder than average Pokémon Mystery Dungeon games.
      This difficulty includes new features specific to Explorers of Alpha.

  • Expert

      All difficulty features from earlier versions with rebalancing.
      Previously the default difficulty and still the standard for Alpha 3.0.

  • Hardcore

      Designed as an extreme challenge.
      Features include higher spawn rates, enemy density, trap density, and enemy IQ, along with forced stat and move scaling, stat caps before key story points, and more.


Dynamic Randomizer

  • Dungeons, floor items, and opposing Pokémon species can be randomized. (Randomized move pools planned for the future.)

Dynamic Level Scaling

  • Vanilla

      Enemy levels are set to 4/5 of the highest party level or the base level, whichever is higher.
      Enemy density, trap density, and Monster House chances are reduced, and enemy IQ is halved. Sticky items are disabled.

  • Difficult

      Enemy levels match the highest party level.

  • Expert & Hardcore

      Enemy levels scale with the highest party level.

  • Hardcore

      Additionally, enemy stats (except HP) match yours if they are lower

  • Notes

      Scaling can be toggled on/off in Difficult and Expert.
      It is always enabled in Vanilla and Hardcore.
      Scaling is disabled when a guest Pokémon joins, except in Hardcore.


Speedrun Mode

  • Provides starting supplies, such as Big Apples, Reviver Seeds, and Escape Orbs.
  • A speedrun-specific bag can be redeemed from an NPC at Crossroads (not available during Future events, Hidden Land, Sky Peak, or Spacial Rift segments).
  • Includes a quick speedrun toggle option.


God Mode

  • Only available alongside Speedrun Mode.
  • Effects such as X-Ray Specs, Mobile Scarf, Goggle Specs, Tight Belt, Golden Apple, and Quick Seed are permanently active for your team.
  • It is unlockable after clearing the Realm of Perfection.


L-Trigger Overworld Menu

The L-trigger in the overworld opens a menu where you can manage various in-game options:

  • Recruitment Toggle

      Enable or disable recruitment at any time (still disabled in certain story dungeons).

  • Experience Share

Toggle Exp. Share on or off.
The default experience amount depends on the upgrade level (see below).

  • Challenge Management

Forfeit challenges (if allowed) or switch challenges if new ones are unlocked.

  • Level Scaling

Enable or disable level scaling.

  • Inverse Mode Toggle

Reverse type matchups.
Unlock this mode by recruiting Palkia.
Note: Inverse mode interactions account for special mechanics such as Psychic moves on Dark-types affected by Miracle Eye or the Metang Scarf, and Scrappy effects on Ghost-types.
Inverse mode can be disabled even during forced scenarios.

  • Daily cutscenes

Enable or disable daily cutscenes (Sharpedo Bluff, Guild eating). Allows to circumvent some game issues.

  • Difficulty Adjustment

Before Darkrai, you can only lower your difficulty if it's too challenging.
All difficulties are unlocked after defeating Darkrai.
Vanilla and Difficult difficulties can be switched freely at all times.

  • Text Speed

Change the speed of in-game text at any time.

  • Custom Typings

Toggle custom typings on or off.


Player oriented Quality of Life

  • An update system ensures that save files from previous versions are compatible with the latest version.
  • The FAQ board in Guild Sublevel 1 has been revamped to provide an actual Explorers of Alpha FAQ. It also includes a section crediting everyone who contributed to the game.


NPC changes

Croagunk’s Swap Shop
- Costs have been increased to 250 (previously 150).
- With a password, Croagunk allows access to higher-quality items even if you lack the full requirements.
- No items are needed for transactions in God Mode.

Chimecho’s Assembly Menu
- Menu options have been optimized for faster navigation (credits to an anonymous contributor).

Xatu’s Appraisal
- Appraisal cost has been reduced to 100 (previously 150).
- An "Appraise All" option has been implemented to uncover every box in your inventory at once (credits to an anonymous contributor).

Electivire’s Link Shop
- Linking costs are increased to 1,000 (previously 500).
- Shop options have been reorganized for a more natural flow.

Wynaut’s Recycle Shop
- Expanded item selection and reorganized menu options for clarity.
- Stat-boosting items (Protein, Iron, Calcium, Zinc, and Life Seeds) become available after recycling 50–55 items.
- Recycle Shop has even more offers !
New Normal offers:

  Reveal hidden contents

Munch Belt: 23 Recycles, 3 Apples 2 Max Elixirs 1 Escape Orb
Heal Ribbon: 26 Recycles, 2 Oran Berry 1 Nectar
TM Recycle: 30 Recycles, 2 of Cheri Berry, Pecha Berry, Rawst Berry and Aspear Berry each
Scope Lens: 33 Recycles, 1 Sitrus Berry 2 Big Apples
Stamina Band: 36 Recycles, 1 Big Apple 3 Apples
Insomniscope: 40 Recycles, 1 Oran Berry 1 Sleep Seed 1 Chesto Berry
Link Cable: 45 Recycles, 1 Big Apple 1 Warp Seed
Vanish Seed: 100 Recycles, 3 of Blinker Seed, Eyedrop Seed, Pure Seed and X-Eye Seed each

Special offers:

  Reveal hidden contents

Warp Scarf: 50 Recycles (1 Warp Seed 1 Rollcall Orb 2 Reviver Seed)
Violent Seed: 60 Recycles (2 Big Apples 1 Gabite Scale)
Ginseng: 65 Recycles, Master Rank (1 Protein 1 Iron 1 Calcium 1 Zinc)
Sweet Heart: 70 Recycles, Master Rank (6 Nectar 1 Pure Seed 1 Sitrus Berry)
Mobile Scarf: 75 Recycles, Master Rank (Mobile Orb 2 Grimy Food 1 Slip Seed)
Tight Belt: 80 Recycles, Master Rank (8 Apples 4 Big Apples 2 Huge Apples 1 Golden Apple)
Pass Scarf: 85 Recycles, Master Rank (2 Decoy Orb 1 TM Substitute 1 Via Seed)
X-Ray Specs: 90 Recycles, Master Rank (2 Radar Orb 2 Scanner Orb 2 Luminous Orb 2 Stairs Orb)
Goggle Specs: 95 Recycles, Master Rank (2 Eyedrop Seeds 2 Warp Seeds 2 Heal Seeds 2 Pure Seeds)
Premier Gift: 125 Recycles, Alpha Rank (1 Friend Bow 1 TM Camaraderie)
Protein S: 150 Recycles, Alpha Rank (6 Protein 1 Dream Shard)
Calcium S: 150 Recycles, Alpha Rank (6 Calcium 1 Dream Shard)
Iron S: 150 Recycles, Alpha Rank (6 Iron 1 Dream Shard)
Zinc S: 150 Recycles, Alpha Rank (6 Zinc 1 Dream Shard)
Life Drink S: 150 Recycles, Alpha Rank (6 Life Seeds 1 Dream Shard)
Ginseng S: 200 Recycles, Alpha Rank (6 Ginseng 1 Dream Shard)


Spinda’s Juice Bar
Ginseng can no longer be selected for a drink.
- New items (Sweet Heart, Aspear Berry) added for juice recipes.
- Juices provide stronger effects (e.g., +4 Max HP instead of +2 for status berries).
- Golden Apple juice has a 50% chance of giving a Miracle Drink or Event Drink effect.
- Plain Seed juice guarantees a reduction in stats by 1–3 points.

Clefairy
- She is found outside of Wigglytuff’s Guild and gives rewards based on the number of unique species recruited

  Reveal hidden contents

Joy Ribbon: 30 Recruits
Friend Bow: 60 Recruits
Unlock Serenity River: 90 Recruits
IQ Booster: 120 Recruits
Unlock Training Grounds: 150 Recruits + post-Darkrai
Unlock Mt. Mistral: 175 Recruits + post-Darkrai
Unlock Happy Outlook: 200 Recruits + post-Darkrai
Unlock Midnight Forest: 225 Recruits + post-Darkrai
Unlock Shimmer Hill: 250 Recruits + post-Darkrai
Unlock Lost Wilderness: 275 Recruits + post-Darkrai
Unlock Mirage Island: 300 Recruits + post-Darkrai
Recruit a special entry: 475 Unique Recruits


Wigglytuff
- He grants rewards for recruiting legendary Pokémon, They can be claimed after unlocking Marine Resort.

  Reveal hidden contents

        Sweet Heart: 1, 6, 11, 16, 21, 26, 31
        Premier Gift: 2, 7, 12, 17, 22, 27, 32
        Money: 3 (1k), 8 (2k), 13 (3.5k), 18 (5k), 23 (7.5k), 28 (10k), 33 (15k), 38 (20k)
        Ginseng: 4, 9, 14, 19, 24, 29
        Lost Loot: 5, 10, 15, 20, 25, 30, 35
        Ginseng S: 34, 39
        S-Vitamins: 36 to 45
        Ginseng Infinty: 46
        Every 10 legendaries: +10% Share increase, caps at 50%
        At 25 legendaries recruited: the amount of money you can keep in your money pouch is increased to 999,999 (this affects Jirachi's Wish)
        At 45 legendaries recruited: the amount of money you can keep in Duskull Bank is increased to 999,999,999

Dusclops
- Dusclops is unlocked after increasing your money pouch capacity. He lets you store and withdraw stacks of $99,999, allowing more than $100,000 in your bag.

Porygon2 (New NPC at Crossroads)
- Porygon2 is a very important NPC now found at Crossroads. They offer a bunch of utilities: some are always available like the Password menu, some are based on your rank.

  Reveal hidden contents

Default: You can buy and then upgrade the Exp. Share! Standby Pokemon will gain part of the exp your active party earns on field. (credits go to an anonymous contributor)

Bronze: A daily money reward is available, it scales with your rank

Silver: Daily lower cost Reviver Seed shopping becomes available. The theoretical cost of one Reviver Seed becomes lower and lower with the rank

Gold: You can buy upgrades for Exp. Boosting items. The Exp. Multiplier becomes bigger as you update the booster, but the updates become more expansive as you buy them (this is the case for all of the upgrades down below). This includes Exclusive Items, Wonder Chest, Miracle Chest, Exp. Elite, but not the passive multipliers nor the Joy Ribbon

Diamond: You can buy upgrades for Oran Berries. All level upgrades will increase the recovery of the Oran Berry so they become more useful as you play

Emerald: You can buy upgrades for Stat Bands. It will increase the raw stat boost they give to the Holder. This boost is applied to Power Band, Special Band, Def. Scarf, Zinc Band and Munch Belt.

Expert: You can now check jobs with Porygon2, but also refresh them for $1,000 (free of charge after Earth Rank)

Ace: You can buy upgrades for Throwables. It boosts the base power of Stick-type items (Stick, Iron Thorn, Silver Spike, Gold Fang, Gold Thorn), and the base damage of Geo Pebble, Gravelerock, and Rare Fossil

Master: You can buy upgrades for Vitamins. It will increase the permanent boost they give to the stats. This doesn't include Ginseng.

Perfect: You can buy upgrades for Gummies. This will increase the Stat Boosts you receive from eating gummies.

Alpha: You can buy upgrades for HP Boosters. This includes Life Seeds and Sitrus Berries. Level upgrades will also give Oran Berries a new permanent HP Boost property.

Guildmaster: You are given access to a new shop where you can buy Ginseng, Ginseng S, and Ginseng Infinity for money

Earth: You can now buy "Overdrive Upgrades" for Exp, HP Boosters, Vitamins and Gummies, significantly increasing the proficiency of the buff. However the cost is expansive, you might need to claim a specific reward from another NPC to afford buying them...

NOTE: Upgrades are disabled in Zero Isles, Destiny Tower and Special Episodes.

Gliscor 
- Gliscor is found at the Passage of Time after unlocking Destiny Tower. He trades some of the best items in the game for rare resources.

System changes

  • Crossroads Adventure Menu has been changed:
    - After graduating from the guild, a direct access to Luminous Spring is unlocked.
    - After starting the Shaymin event, a direct access to Shaymin Village is unlocked.
    - After finishing Special Episode 5 and completing the Darkrai events, a direct access to the Passage of Time is granted. This is the only way to explore Future Dungeons, including Atomic Wastes and Forgotten Inlet in future versions. Some NPCs can only be found in this location.
  • Mission Rankings
    - Missions now reflect the actual difficulty of the game and rewards have been adjusted to align with these rankings.
  • Sharpedo Bluff
    - The base warp now provides direct access to Crossroads, with the option to choose Sharpedo Bluff’s outside area.
  • Wonder Mail S
    - It is automatically unlocked at the start of the game in God Mode. In other modes, it is unlocked after completing Destiny Tower on any difficulty.


Gameplay Additions and Changes

- A new overworld section has been added between the Stockade and Chasm Cave. This segment includes a unique challenge that impacts gameplay if failed.
- The Fairy-type, Fairy Gummi, and Fairy-type relationships have been introduced (credits to an anonymous contributor). Several Pokémon now have the Fairy typing, and Fairy-exclusive items are available.
- Following new quests and game events, a bunch of new dungeons have been added and others have been updated:

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Mythical Field
A dungeon featuring Dragon- and Fairy-type exclusive items.
Aegis Cave
Now houses the Normal-type recruitment item, Music Box.
Genesis Island
Unlocked after clearing 151 dungeons.
Home to Mew and the Psychic-type recruitment item, Supernatural Recorder.
Thundercap Mountain
Zapdos is now recruited via a boss fight here.
The previous 1.2 Zapdos boss fight has been replaced with a memory battle.
Home to the Electric-type recruitment item, Charged Guitar.
Fire Field
Heatran is now recruited here (removed from Giant Volcano).
Home to the Steel-type recruitment item, Polished Hi-Hat.
Altar of Dreams
Cresselia is recruited via this dungeon.
Talking to Cresselia at Sharpedo Bluff unlocks this location.
Home to the Fairy-type recruitment item, Pixie Harp.
Mysterious Geoglyph
Genesect is recruited here.
Home to the Bug-type recruitment item, Chitinous Didgeridoo.
Fallen Star Remains
Deoxys is recruited via a boss fight here.
Tomb of Nightmares
Unlocked after clearing Altar of Dreams.
Darkrai is recruited via a boss fight here.
Home to the Dark-type recruitment item, Void Bass.
Mirage Island
Unlocked after recruiting 300 Pokémon.
Latias and Latios are recruited via a boss fight here.
Home to the Dragon-type recruitment item, Drake Horn.
Mineral Crust
Unlocked after recruiting Shaymin at Sky Peak.
Diancie is recruited here.
Home to the Rock-type recruitment item, Rock Oboe.
Mount Tensei
Unlocked after achieving 100 KOs in one floor.
Marshadow is recruited here.
Home to the Fighting-type recruitment item, Martial Gong.
Atomic Wastes
Unlocked after recruiting Deoxys.
Eternatus is recruited here.
Home to the Poison-type recruitment item, Insidious Waterphone.
Sea Shrine
Unlocked upon recruiting Articuno, Zapdos, and Moltres.
Lugia is recruited here.
Revival Mountain
Unlocked after clearing a new dungeon, Trackless Forest.
Ho-Oh is recruited here.

Most of these dungeons also feature unique encounter tables and gimmicks.

- You can now rematch story bosses in harder fights by using a Dream Catcher in specific places.
   Dream Catchers can be found at the end of certain dungeons.
   Rewards include the boss's 3-star exclusive item and a high chance of receiving a Dream Shard.
- An Emergency Bag is available through Porygon2 mid-dungeon NPCs in Vanilla and Difficult difficulties. It provides useful supplies to ensure success in story dungeons. In Difficult mode, the bag is available only once per dungeon and requires clearing a dungeon to refresh the option.
- Pelipper Island offers additional support for story dungeons before Darkrai events (excluding Hardcore difficulty).


Major dungeon changes
Revamped Dungeon UI
- HP Bar displays the HP ratio instead of just the first 112 HP. Thanks to an anonymous contributor and Frostbyte for implementation support.
- New UI indicators show current difficulty, level scaling option, and Pokémon Belly on the main screen.
- When pressing L, players can see their Pokémon's raw stats, stat boosts, and whether Inverse Mode is active alongside the move list. Thanks to Nov for key implementation help.

Story Dungeon Adjustments
All story dungeons now emphasize unique mechanics across all difficulties. Changes include:

  • Beach Cave: Contains general supplies on each floor.
  • Mystifying Forest: Kecleon Shops guarantee Evolution Items every three floors, starting from Floor 1.
  • Oran Forest: Replaced with Nectar Forest, a dungeon for farming Nectars.
  • Aegis Cave: Puzzle mechanics are now less frustrating. A new section has been added, housing Regidrago and Regieleki.
  • Destiny Tower: Adjusted to match the Super Mystery Dungeon (SMD) variant.
  • Mazes: Offer a gradual difficulty curve and opportunities to farm Gummies. Access is limited to once per day before defeating Dialga.
  • Grid Rooms, taken from Gates to Infinity, are special in-dungeon sections featuring puzzles, mini-bosses, or unique encounters with special enemies. Their availability varies based on dungeon difficulty. They are often found in story dungeons.

New Gameplay Mechanics

  • Enemy rosters are now more varied.
  • Spawn rates for enemies, traps, and items now scale based on difficulty settings.
  • When a Pokémon’s HP is critically low, a pain portrait is shown (if available), thanks to Chesyon’s patch.
  • The map dynamically updates like in recent Pokémon Mystery Dungeon titles, courtesy of Chesyon.
  • Free Camera Mode: A new mode allows players to look around a room using Select and the D-pad:
    Enemy Inspection: Pressing A on an enemy shows its typing, level, and abilities.
    Target Display: Holding R and pressing Y when facing a target provides similar details.
  • Team members are teleported to the team leader before purchases to prevent exploitative setups.
  • Enemies can now regenerate HP, preventing exploits that break the game balance.

Improved Visual Feedback

  • Enemies in a "pinch" are now marked with an exclamation mark above their heads, signifying abilities like Blaze could be active on it.
  • Level-up summaries are more concise and faster to process.
  • Using the last PP of a move now triggers an animation and notification.

Other Adjustments

  • Stat boosts and drops have been overhauled for balance. Offensive stat caps have been lifted.
  • The turn-based speed system has been adjusted for fairness:
    Pokémon can no longer chain infinite movements after attacking.
    This change is disabled in Vanilla mode for players seeking a classic experience.
  • A new status condition, Frostbite, behaves as a special burn:
    It reduces special attack and causes damage over time.
    The chance of inflicting Frostbite with moves is higher in Hail or Snow.
    Ice-types are immune to Frostbite.
    It is cured by walking on lava or being afflicted with burn, poison, or paralysis.
    Permafrost is introduced as a Frostbite-inflicting move with its own TM.
  • Critical Hits now ignore the attacker’s drops and the defender’s buffs, matching main-series mechanics.
    Default chance is 1/32.
    High critical-hit ratio moves have a 1/16 chance to crit.
    Scope Lens, Super Luck, Sharpshooter, and Patsy Band now double chances.
    Focus Energy multiplies critical-hit chances by 8 and lasts 15 turns.
    Type-Advantage Master now grants +50% critical-hit damage on super-effective hits, stacking with Sniper.  
     

Complete Team Control (by Cipnit)
- Automatic mode only allows you to control the party leader.
- Manual mode allows you to control party members individually. Following action order, you decide how to spend each party members turn. They can do anything the leader can do, even opening the Treasure Bag! However, their Belly will deplete during their turn. This mode can be triggered on and off by pressing Start on your Leader's turn. A Manual mode indicator has been added to improve clarity for players.
- Belly consumption is applied correctly to all allies, preventing exploits like walking through walls without Belly depletion.

Mysteriosity System
The Mysteriosity System, inspired by Gates to Infinity, introduces a dynamic layer of unpredictability to dungeon exploration. This feature becomes available after defeating Darkrai and operates daily based on two variables:

  • V-Wave Type
    The Windmill at Crossroads reveals the V-Wave type for the day.
    Effects: Pokémon of the V-Wave type (both allies and enemies) deal 50% more damage in dungeons.
     
  • Level of Weirdness
    Determined each morning by your partner’s dialogue:
    - Great day: Level 0 (15% chance)
    - Bright day: Level 1 (25% chance)
    - Fantastic day: Level 2 (25% chance)
    - Amazing day: Level 3 (20% chance)
    - Fascinating day: Level 4 (10% chance)
    - Wonderful day: Level 5 (5% chance)
    - Stressful day: Level 6 (0.025% chance)
     
  • Effects by Weirdness Level
    - Level 1
    Increased item density (+70%), enemy density (+50%), and trap density (+20%).
    Sticky items have a 5% chance of appearing.
    1-species floors (10% chance, not present at Level 5 or higher).

    - Level 2
    Adds random effects such as Embargo, Heal Block, Gastro Acid, Taunt, or Mist.
    Monster House spawn rate increases (10% chance).

    - Level 3
    Locked rooms appear, requiring a key to access rare items.
    Golden Rooms have a 10% chance to appear.

    - Level 4
    Golden Halls have a 1% chance of appearing, transforming entire floors into Golden Rooms with Sitrus Berries, Golden Apples, Joy Seeds, etc...
    Cursed Halls (4% chance) appear, tripling Belly depletion.

    - Level 5
    Enemies no longer experience damage reduction.
    Terra Incognita, a mysterious location, becomes accessible (planned for future updates).
     
  • Managing Mysteriosity
    - Flygon is a new NPC found in Shaymin Village. He will use a Mystery Part in your bag to manually adjust the Weirdness Level. He also can disable the Mysteriosity System for free if desired.
    - Mystery Parts are found in dungeons like Mysterious Geoglyph, Fallen Star Remains, Fire Field, and Trackless Forest through wall excavation.
     
  • Restrictions
    Mysteriosity is disabled in certain key dungeons, including Future Dungeons, Hidden Land, Temporal Tower, Chaotic Wilds, Spacial Rift, Zero Isles, Destiny Tower, and Special Episodes.


Ginseng System
The Ginseng mechanics have been completely reworked, adding depth to move upgrades and power scaling.
Previously, using a single Ginseng increased a move’s base power by 1.
Moves now level up with Ginseng, affecting multiple aspects such as base power, accuracy, and PP:
- Levels 1–10: Requires 1 Ginseng per level.
- Levels 11–20: Requires 2 Ginsengs per level.
- Level 20–Crown: Requires 3 Ginsengs per level.
- Level Crown: The maximum upgrade level through regular Ginsengs. Crowned moves gain significant power, accuracy, and PP boosts.
- Level Infinity: Achieved with a Ginseng Infinity after reaching Level Crown. Unlocks ultimate evolution, granting even greater stat boosts and PP.

Note: PP boosts vary by move type and are capped differently for balance.


Pokemon additions
Several new forms and species have been added, each with unique portraits, stats, movesets, exclusive items, and sprites:
- Unovan Forms: Zoroark-line.
- Alolan Forms: Raticate-line, Raichu, Sandslash, Ninetales, Dugtrio, Persian, Muk, Golem, Marowak.
- Galarian Forms: Rapidash-line, Cursola-line.
- Hisuian Forms: Arcanine-line, Electrode-line, Sneasler-line, Overqwil-line, Zoroark-line.
- New Evolutions: Ursaluna, Annihilape, Farigiraf.

Exclusive Evolution Methods:
- Ursaluna: Evolves from Ursaring using a Coronet Rock and Lunar Ribbon.
- Annihilape: Evolves from Primeape with a Broken Bangle and Lunar Ribbon. Gains damage reduction while under the Rage status.
- Farigiraf: Evolves from Girafarig when its IQ reaches 950+ and it knows Double Hit. The move Psybeam hits twice instead of once.

Legendary Pokémon Additions:
- Regidrago and Regieleki: Both have been added with exclusive items:
         Volt Sash: Protects Regieleki from stat reduction.
         Drake Sash: Protects Regidrago from stat reduction.
- Genesect comes with three exclusive items:
         G-Pulse: Prevents PP consumption when attacking.
         G-Drive: Protects Genesect from move-disabling effects.
         G-Fuel: Absorbs Fire damage and converts it into HP recovery.
- Diancie:
         Comes with the Royal Jewel, which protects her from critical hits.
- Marshadow:
         Comes with the Zenith Torc, granting a chance for invisibility when taking a hit.
- Eternatus:
         Comes with the Nuclear Core, which allows him to ignore Reflect and Light Screen when attacking.

Note: Exclusive items for all non-legendary Pokémon are available in Croagunk’s Swap Shop.


Pokemon changes
Many Pokémon have received updated typings to reflect modern games and provide a different gameplay experience:

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- Charizard: Fire/Dragon
- Igglybuff/Jigglypuff/Wigglytuff: Normal/Fairy
- Cleffa/Clefairy/Clefable: Fairy
- Ninetales-K: Fire/Fairy
- Golduck: Water/Psychic
- Mime Jr./Mr. Mime: Psychic/Fairy
- Mewtwo: Psychic/Fighting
- Bayleef/Meganium: Grass/Fairy
- Quilava/Typhlosion: Fire/Ground
- Ledian: Bug/Fighting
- Togepi: Normal/Fairy
- Togetic/Togekiss: Fairy/Flying
- Ampharos: Electric/Dragon
- Bellossom: Grass/Fairy
- Sceptile: Grass/Dragon
- Masquerain: Bug/Water
- Skitty/Delcatty: Normal/Fairy
- Volbeat: Bug/Electric
- Illumise: Bug/Fairy
- Trapinch: Ground/Bug
- Vibrava/Flygon: Dragon/Bug
- Swablu: Fairy/Flying
- Altaria: Dragon/Fairy
- Zangoose: Normal/Dark
- Seviper: Poison/Dark
- Milotic: Water/Fairy
- Absol: Dark/Fairy
- Huntail: Water/Dark
- Gorebyss: Water/Psychic
- Luxio/Luxray: Electric/Dark
- Lopunny: Normal/Fighting
- Cherrim: Grass/Fairy
- Mismagius: Ghost/Fairy
- Lumineon: Water/Fairy
- Electivire: Electric/Fighting
- Dusknoir: Ghost/Fighting
- Uxie/Mesprit/Azelf: Psychic/Fairy
- Cresselia: Psychic/Fairy

NOTE: A toggle in the L-menu allows players to disable non-Vanilla typings if desired. The standard for Vanilla typings is Generation 6.

- All stages of evolution now benefit from rebalanced and personalized level-up stats, allowing them to remain viable throughout all the game's content.
- Dialga, Palkia, and Giratina can hold their respective items (Adamant Crystal, Lustrous Globe, or Griseous Core) to switch between Alternate and Origin forms. Origin forms provide significant boosts to STAB moves and alter stats.
- Kyogre and Groudon can undergo Primal Reversion by holding Alpha or Omega Shards. Their primal forms summon super-weather conditions (Harsh Sunlight or Heavy Rain) with enhanced effects.
- Rayquaza can Mega Evolve when holding the Delta Shard. It also summons Strong Winds, reducing Flying-type weaknesses.
- Diancie Mega Evolves with the Diancite, trading defensive stats for heightened offenses.

Shiny system
- Strong Foes from RTDX have been added to the game, they are Shiny Pokémon that can now appear in specific dungeons, offering recruitment opportunities for rare species. Shiny Pokémon have enhanced stat curves, sometimes unique ability sets and special IQ groups.

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- Mt. Horn 13F: Nidoran Female
- Mt. Horn 14F: Nidoran Male
- Foggy Forest 10F: Buneary
- Amp Plains 10F: Voltorb
- Northern Desert 16F: Baltoy
- Crystal Cave 10F: Beldum
- Chasm Cave 8F: Porygon
- Dark Hill 14F: Magnemite
- Sealed Ruin 8F: Bronzor
- Dusk Forest 7F: Illumise
- Dusk Forest 8F: Volbeat
- Deep Dusk Forest 14F: Mothim
- Treeshroud Forest 20F: Vespiquen
- Brine Cave 8F: Staryu
- Hidden Land 14F: Metang
- Temporal Tower 14F: Bronzong
- Mystifying Forest 11F: Nidorina
- Mystifying Forest 12F: Nidorino
- Blizzard Range 20F: Smoochum
- Crevice Cave 10F: Jynx
- Surrounded Sea 23F: Feebas
- Miracle Sea 18F: Magikarp
- Mt. Travail 10F: Meditite
- Mt. Travail 21F: Kangaskhan
- Chaotic Wilds 14F: Porygon2
- Chaotic Wilds 16F: Magneton
- Spacial Rift 14F: Magnezone
- Spacial Rift 15F: Porygon-Z
- Dark Crater 14F: Growlithe
- Dark Crater 15F: Ponyta
- Concealed Ruins 28F: Nidoking
- Concealed Ruins 29F: Nidoqueen
- Marine Resort 23F: Tauros
- Marine Resort 24F: Miltank
- Bottomless Sea 28F: Huntail
- Bottomless Sea 29F: Gorebyss
- Bottomless Sea 39F: Milotic
- Flower Paradise 31F: Gardevoir
- Shimmer Desert 38F: Claydol
- Mt. Avalanche 18F: Glalie
- Mt. Avalanche 19F: Froslass
- Thundercap Mt. 18F: Voltorb-H
- Giant Volcano 18F: Growlithe-H
- Fire Field 32F: Arcanine-H
- World Abyss 28F: Electrode
- Sky Tower 38F: Metagross
- Altar of Dreams 20F: Rapidash-G
- Mystery Jungle 28F: Lopunny
- Mythical Field 27F: Ponyta-G
- Oblivion Forest 14F: Electrode-H
- Treacherous Waters 18F: Starmie
- Inferno Cave 29F: Rapidash
- Tomb of Nightmares 34F: Gyarados
- Mineral Crust 38F: Lunatone
- Mineral Crust 39F: Solrock
- Mount Tensei 34F: Gallade
- Revival Mountain 42F: Medicham
- Atomic Wastes 38F: Rotom


Item Changes
- Golden Mask: Boosts recruitment rates by 25%.
- Miracle Chest and Wonder Chest: Adjusted boosts for balance. Miracle Chest provides 1.5× the previous Wonder Chest boost, while Wonder Chest now provides 1.3× the previous Miracle Chest boost to account for rarity differences.
- World Treasures now boost recruitment rates by 30%. The term "World Treasures" has replaced "Seven Treasures" to reflect the expanded pool of treasures and related events.
- Amber Tear has been replaced with Holy Lyre, granting a 100% recruitment boost.
- Updated exclusive items following Fairy-type implementation: Stern Sash, Afire Collar, Barrier Bow, Friend Torc, and Fairy Bow.
- Exclusive effects from Nidoking-line, Dewgong-line, Blissey-line, Pelipper-line, Plusle, Minun, Roserade-line, Wailord-line, and Lunatone who recover their PP upon being damage have a chance reduced from 30% to 10%.
- Old Brooch (Aerodactyl) now protects from thrown items.
- Life Ring (Mew) extends self-move effects to the entire team.
- Silver Veil (Lugia) matches Rainbow Veil, occasionally bouncing status moves back to the attacker.
- Ice Sash (Regice) halves damage taken from special moves.
- Steel Sash (Registeel) reflects status moves back to the user with a chance.
- Revive Robe (Deoxys) now gives a chance to consume no PP when using a move.
- New Exclusive Items:
   Manaphy: Oceanic Globe increases Movement Speed by 1 in Rainy Weather.
   Shaymin: Gratitude Bouquet extends self-move effects to the entire team.
   Primal Dialga: Corrupted Shield protects from status problems and boosts Defense/Special Defense.
   Primal Palkia: Corrupted Blade protects from status problems and boosts Attack/Special Attack.
   Antagonist Darkrai: Harbinger’s Robe allows attacks to bypass Reflect and Light Screen.


Moves Changes
General Updates
- Move Names have been updated to match the most recent names from the main series.
- Certain outdated moves, such as Kinesis, Sharpen, Spider Web, Barrage, and Vacuum-Cut, have been removed. These are replaced with newer-generation moves in learnsets.

Balance changes
- Moves generally have increased accuracy and PP to match higher spawn rates and enemy difficulty.
- Fixed AI behavior for moves that previously acted incorrectly like Ice Shard.

Move additions
A variety of moves from Gen V onward have been implemented, complete with unique animations and effects:

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- Side Switch (Ally Switch adapted to PMD): Swaps places with any target
- Origin Pulse: 7 PP, 40 Base Power, Special Water move hitting all enemies in the room and dealing double damage on Diving targets
- Precipice Blades: 7 PP, 40 Base Power, Physical Ground move hitting all enemies in the room and dealing double damage on Digging targets
- Dragon Ascent: 10 PP, 50 Base Power, Physical Flying move hitting a target up to 10 tiles away that reduces the user's Defenses by 1 stage
- Sludge Wave: 14 PP, 10 Base Power, Special move hitting enemies within a 1-tile range, low chance to poison any target
- Quiver Dance: 6 PP, Boosts SpAtk, SpDef, Movement Speed by 1 stage
- Psystrike: 11 PP, 35 Base Power, Special move hitting an enemy 2-tiles away (cuts corners), deals physical damage
- Coil: 11 PP, Boosts Atk, Def and Accuracy by 1 stage
- Low Sweep: 13 PP, 10 Base Power, Physical move hitting an enemy in front and lowering its speed by 1 level
- Scald: 18 PP, 10 Base Power, Special Water move hitting an enemy in front with a high chance to burn the target
- Shell Smash: 5 PP, Boosts Atk, SpAtk by 2 stages, Movement Speed by 1 stage
- Volt Switch: 19 PP, 12 Base Power, Special Electric move hitting an enemy 2-tiles away, swaps places with a Pokemon behind the user if applicable
- Flip Turn: 18 PP, 12 Base Power, Physical Water move hitting an enemy 2-tiles away, swaps places with a Pokemon behind the user if applicable
- Breaking Swipe: 15 PP, 10 Base Power, Physical Dragon move hitting enemies within a 1-tile range that lowers the target's Attack by 1 stage
- Bulldoze: 16 PP, 8 Base Power, Physical Ground move hitting enemies within a 1-tile range and lowering speed by 1 level
- Work Up: 13 PP, boosts Atk and SpAtk by 1 stage
- Drill Run: 12 PP, 13 Base Power, Physical Ground move hitting 2-tiles away with a high critical-hit ratio
- Dual Chop: 17 PP, 4 Base Power, Physical Dragon move hitting up to 2 times a target in front
- Snarl: 15 PP, 10 Base Power, Special Dark move hitting enemies within a 1-tile range that lowers the target's Special Attack by 1 stage
- Hurricane: 11 PP, 30 Base Power, Special Flying move hitting 3 tiles in front of the user that has a chance to confuse the target. Never misses in Rain and has a higher chance to miss in Harsh Sunlight.
- Mystical Fire: 17 PP, 12 Base Power, Special Fire move hitting an enemy in front lowering its Special Attack
- High Horsepower: 19 PP, 16 Base Power, Physical Ground move hitting an enemy in front
- Dual Wingbeat: 17 PP, 4 Base Power, Physical Flying move hitting up to 2 times a target in front
- Hex: 18 PP, 9 Base Power, Special Ghost move that deals double the damage to the target in front if it has a status condition
- Triple Axel: 15 PP, 6 Base Power, Physical Ice move that hits up to 3 times a target in front. Each successful hit increases the power of the next one.
- Electro Ball: 16 PP, 4 Base Power, Special Electric move that deals double damage to the target if it's slower than the user
- Scorching Sands: 18 PP, 10 Base Power, Special Ground move hitting an enemy in front with a high chance to burn the target 
- Psychic Fangs: 18 PP, 14 Base Power, Physical Psychic move hits the target in front and shatters its Reflect and Light Screen before dealing damage
- Liquidation: 15 PP, 16 Base Power, Physical Water move that hits the target in front and has a chance to reduce its Defense by 1 stage
- Body Press: 16 PP, 20 Base Power, Physical Fighting move dealing damage to the enemy in front using the user's Defense stat instead of the Attack stat
- Mind Crush: 16 PP, 20 Base Power, Special Psychic move dealing damage to the enemy in front using the user's SpDef stat instead of the SpAtk stat
- Power-Up Punch: 12 PP, 8 Base Power, Physical Fighting move hitting an enemy in front and raising the user's Attack on hit
- Petal Blizzard: 12 PP, 12 Base Power, Physical Grass move dealing damage on all enemies in the room
- Icicle Crash: 16 PP, 17 Base Power, Physical Ice move hitting an enemy in front with a chance to flinch it on hit
- Electroweb: 13 PP, 5 Base Power, Special Electric move hitting a target up to 2 tiles away and reducing its speed by 1 level
- Diamond Storm: 12 PP, 25 Base Power, Special Rock move hitting enemies within a 1 tile range with a chance to raise the user's Defense by 1 stage on hit
- Spectral Thief: 16 PP, 16 Base Power, Physical Ghost move hitting an enemy in front and stealing its stat boosts before attacking if it has any
- Dragon Energy: 6 PP, 40 Base Power, Special Dragon move hitting all enemies in the room dealing higher damage the higher the user's HP is
- Thunder Energy: 6 PP, 40 Base Power, Special Electric move hitting all enemies in the room dealing higher damage the higher the user's HP is
- Night Daze: 15 PP, 16 Base Power, Special move hitting enemies within a 1 tile range with a high chance to reduce a target's accuracy on hit. If used by a species that isn't a Zorua or Zoroark, the move fails. If used by the Hisuian line this move is Ghost-type, if used by the Unovan line this move is Dark-type.
- Headlong Rush: 11 PP, 25 Base Power, Physical Ground move hitting a target up to 2 tiles away that reduces the user's Defenses by 1 stage
- Raging Fury: 9 PP, 20 Base Power, Physical Fire move hitting the target in front up to 5 tiles in a single turn then confusing the user
- Wave Crash: 12 PP, 36 Base Power, Physical Water move hitting the target in front and dealing 1/5 of the damage dealt to the user as a recoil
- Techno Blast: 12 PP, 20 Base Power, a Special move that changes type and has increased power if Genesect uses it depending on its effectiveness on the target. It can be Normal, Fire, Water, Electric, Ice or Steel-type, and is Steel Type by default

Moves down below have been introduced following Fairy-type implementation:

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- Moonblast: 11 PP, 15 Base Power, Special Fairy move hitting an enemy up to 10 tiles away that can lower Special Attack by 1 stage
- Dazzling Gleam: 11 PP, 14 Base Power, Special Fairy move hitting all enemies within a 1 tile range
- Disarming Voice: 15 PP, 4 Base Power, Special Fairy move hitting all enemies within a 1 tile range. It can never miss
- Play Rough: 15 PP, 16 Base Power, Physical Fairy move hitting an enemy in front that has a chance to lower the target's Attack by 1 stage
- Sparkly Wind: 7 PP, 6 Base Power, Special Fairy move hitting all enemies in the room that has a small chance to raise all stats by 1 level
- Moon Slash: 18 PP, 13 Base Power, Physical Fairy move hitting an enemy in front that has a high critical-hit rate
- Draining Kiss: 15 PP, 6 Base Power, Special Fairy move hitting an enemy in front that drains half the damage it deals to the target

Move reworks
- Regular attacks now always hit their target. To balance this, their power is quartered instead of halved. All instances of the Sure-Hit Attacker IQ Skill have been replaced by Cautious Creeper.
- Bone Club, Bone Rush, and Bonemerang deal double damage when used by Marowak or Alolan Marowak. When used by Alolan Marowak, these moves become Ghost-type and gain Same Type Attack Bonus.
- SmellingSalt, Mega Kick and Mega Punch are now Fighting-type
- Dream Eater has been replaced by Soul Eater, a Ghost-type clone of Giga Drain. When used by Drowzee or Hypno, it becomes Psychic-type instead.
- Thrash functions as a clone of Outrage or Petal Dance.
- Pursuit now deals damage, with power doubled if the target has a status condition.
- Avalanche deals direct damage, with power doubled if the target is below 50% HP.
- Tail Glow boosts Special Attack by 3 stages.
- Growth boosts Attack and Special Attack by 1 stage by default and heals some HP if used under Sunlight.
- Moonlight, Synthesis, and Morning Sun heal a percentage of HP based on the weather instead of a fixed amount.
- Roost now heals a percentage of Max HP instead of flat 40 HP.
- Recoil Moves now deal recoil damage based on the actual damage dealt. Most recoil moves now also pounce the user toward the target, allowing them to hit from a distance.
- Memento reduces the target’s Attack and Special Attack by 5 stages, sets the user’s HP to 1 but no longer warps them. It also fails on boss floors.
- Charm lowers the target's Attack by 3 stages.
- Screech lowers the target's Defense by 3 stages.
- Aurora Beam lowers the target's Attack by 2 stages.
- Hidden Power now always has a base power of 12.
- Crush Grip deals damage while ignoring the target's stat boosts.
- Aqua Ring triggers every 2 turns and restores 1/16th of the user’s Max HP.
- Magic Coat reflects status moves, even those used at a distance.
- Wish affects the entire party and lasts 100–150 turns, but its PP has been heavily reduced.
- Stealth Rock deals 1/6th of the target's Max HP to all non-Rock-type Pokémon.
- Frustration and Return now scale damage based on IQ, with fixed-damage variants available by holding the corresponding item (available via Kecleon Shops in Zero Isles)
- U-Turn, Flip Turn and Volt Switch now swap the user with the Pokémon directly behind, following GtI+ mechanics.
- Rage deals damage while maintaining its classic effect like in GtI+ games (credits go to Kuz)
- Knock Off deals bonus damage to targets holding items; removes the item if the target survives. (credits to Adex once again)
- Hyper Beam/Giga Impact has range extended to 10 tiles and causes wall-breaking explosions.
- Nature Power has more diverse effects in dungeons. Here's the list of available moves:

  Reveal hidden contents
  • Heat Wave
  • Dazzling Gleam
  • Shadow Ball
  • Psycho Cut
  • Earthquake
  • Dark Pulse
  • Shock Wave
  • Rock Slide
  • Earth Power
  • Tri Attack
  • Hydro Pump
  • Toxic
  • Ice Beam
  • Seed Bomb
  • Hurricane

Status duration reworks

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Longer Durations:
- Mud Sport/Water Sport: 40–60 turns.
- Sure Shot: 20–30 turns.
- Snatch: 6–8 turns.
- Magnet Rise: 20 turns.
- Lucky Chant: 20 turns.
- Focus Energy: 10 turns.
- Sleep: 8 turns.
Shorter Durations:
- Decoy: 10–15 turns.
- Nightmare: 4 turns.
- Imprison: 3 turns.
- Whiffer: 2 turns.
- X-Eye: 3 turns.
- Confusion: 8–10 turns.
- Curse: 4 turns.    


Area and Range adjustments

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      Multi-hit moves:
      - Clamp

      In-front, cuts corners:
      - Icicle Spear
      - Bullet Seed
      - Pin Missile

      High-crit ratio:
      - Drill Peck
      - X-Scissor
      - Moon Slash (Fairy)

      Two-tiles moves:
      - Vine Whip
      - Ember
      - Water Gun
      - Volt Switch/U-Turn/Flip Turn
      - Icy Wind
      - Electroweb
      - Drill Run
      - Poison Jab
      - Psystrike
      - Power Gem
      - most of recoil moves

      180° in front:
      - Rock Slide
      - Thunder
      - Fire Blast
      - Power Whip

      1-tile around (360°):
      - Muddy Water
      - Nightmare
      - Blast Burn
      - Hyper Voice
      - Luster Purge
      - Dazzling Gleam
      - Sludge Wave
      - Breaking Swipe
      - Bulldoze
      - Snarl
      - Chatter
      - Psycho Cut
      - Disarming Voice

      Line of Sight moves:
      - Sky Attack
      - Psycho Boost
      - SolarBeam
      - Hydro Cannon
      - Mud Shot
      - Mist Ball
      - Aeroblast
      - Dragon Ascent
      - Dragon Pulse
      - Flash Cannon
      - Moonblast
      - Air Slash

      Line of Sight, shatters the walls upon dealing damage:
      - Giga Impact (pounces to the target asweell)
      - Hyper Beam

      Room moves:
      - Uproar (now damaging)
      - Water Spout
      - Sacred Fire
      - Sparkly Wind (Fairy Silver Wind)
      - Eruption
      - Howl
      - Surf
      - Wish
      - Frenzy Plant
      - Doom Desire (Steel Draco Meteor)
      - Light Screen
      - Reflect
      - Origin Pulse
      - Precipice Blades
      - Embargo
      - Heal Order
      - Attack Order
      - Defense Order
      - Judgement
      - Magnet Bomb
      - Petal Blizzard


Abilities
Updated abilities

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- Anger Point displays a message when Attack is boosted after taking a critical hit.
- Sturdy prevents one-hit KOs at full HP, following Gen V+ mechanics. (Gen V+ behavior)
- LightningRod/Storm Drain: Redirected attacks boost Special Attack by one stage. (Gen V+ behavior)
- Stall: reduces damage taken by 20% but prevents you from using ranged moves if you're not leader
- Gluttony sets default max Belly size to 120
- No Guard ensures all moves hit if the user or target has the ability, mimicking Sure Shot behavior.
- Truant reduces damage taken by 20% but inflicts the Paused status after using an attack or Orb.
- Klutz increases damage by 25% if holding an item but disables its effect
- Slow Start ends earlier
- Normalize adds a 20% damage boost to Normal-type moves.
- Anticipation boosts damage by 50% if the target has a super-effective move.
- Frisk increases damage by 25% if the target holds an item.
- Speed Boost activates after 100 turns instead of 250.
- Swift Swim/Chlorophyll/Sand Rush/Slush Rush: Provides 75% damage reduction in Rain/Sunlight/Sandstorm/Hailstorm on top of existing effects.
- Unburden reduces damage by 75% when holding no item, alongside its default effect.
- Shed Skin reduced chance of curing status effects (50% → 30%).
- Huge Power has an increased chance of Attack boosts (33% → 60%).
- Forewarn has a decreased chance of activation (20% -> 12%).
- Tinted Lens has an increased damage boost on resisted targets (20% -> 30%).
- Flower Gift now boosts allies’ Attack and Special Attack instead of Attack and Special Defense.
- Damp is now limited to room effects only and no longer affects entire floors. Note: this doesn't change Rainy weather behavior.
- Bad Dreams now scales off of the wielder's base SpAtk.

Removed Duplicate Abilities

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Huge Power/Pure Power → Unified as Huge Power.
Filter/Solid Rock → Unified as Solid Guard.
Shell Armor/Battle Armor → Unified as Battle Armor.
White Smoke/Clear Body → Renamed to Healthy Body.

Added abilities

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- Royal Majesty: Halves damage taken at full health.
- Adaptate: Converts Normal-type moves to match the Pokémon’s secondary type (or primary type if none exists) and grants STAB.
- Strong Jaws: Biting moves deal 20% more damages
- Sharpness: Blade moves deal 20% more damages
- Multitype: Powers-up the moves you use by 20%. Changes Arceus' typing, sprite and portrait according to the type of the attacking move it's using, except if you use Judgement.
- Illusion: Appears disguised as an enemy Pokémon and becomes stronger while under the illusion.
- Poison Touch: Adds a chance to poison a target when landing a direct-contact attack.
- Triage: Boosts the amount of HP that Absorb and other HP-draining moves restore.
- Corrosion: Bypasses Steel's immunity to Poison. Poisoning also ignores type immunities.
- Contrary: Stat variations are all reversed.
- Overcoat: Protects the Pokémon from weather damage and powder moves like Spore.
- Regenerator: Restores HP upon switching floors.
- Sand Rush: Raises the number of moves the Pokémon attempts per turn under a Sandstorm.
- Analytic: Boosts the Pokémon's power with 2-tile moves and line of sight moves.
- Infiltrator: The Pokémon's moves are uneffected by Reflect, Light Screen, Mist, and Safeguard.
- Magic Bounce: Bounces back status moves targeting the Pokémon at the user.
- Armor Tail: Protects from all moves labeled as 2-tiles or line of sight range.
- Prankster: Raises the number of moves the Pokémon attempts per turn with status moves.
- Sand Force: Boosts Rock, Ground and Steel type moves in sandstorm.
- Marvel Veil (Fur Coat): Halves damage inflicted by Physical moves to the Pokémon.
- Wonder Veil (Ice Scales): Halves damage inflicted by Special moves to the Pokémon.
- Bulletproof: Nullifies damage from projectiles and bomb moves.
- Sky Pact: Raises the number of moves the Pokémon attempts per turn with Flying-type moves.
- Mega Launcher: Boosts the Pokémon's power with pulse or beam moves.
- Tough Claws: Powers up the Pokémon's "in front" moves.
- Slush Rush: Raises the number of moves the Pokémon attempts per turn under a Hailstorm.
- Unseen Fist: Physical moves used by the Pokémon bypass all screens and protections.
- Queenly Majesty: Protects from all moves labeled as 2-tiles or line of sight range.
- Sound Waves: Boosts the Pokémon's power with sound moves.
- Cursed Body: May seal one of an enemy's known moves when it attacks.
- Defiant: Sharply raises the Pokémon's Attack when its stats are lowered.
- Competitive: Sharply raises the Pokémon's Attack when its stats are lowered.
- Perish Body: May afflict attacking enemies with the Apocalypse status condition.
- Guiding Star: Boosts the Pokémon's party accuracy.
- Mirror Armor: Bounces back stat reductions targeting the Pokémon at the enemies.
- Cheek Pouch: Any Berry or Apple eaten will recover some HP. 
- Water Bubble: Protects from burns and doubles damage with Water-type moves.
- Overload: Charges up the Pokémon when it's hit by an attack.
- Flower Veil: Protects nearby Grass type allies from bad stats conditions and stat drops.
- Pastel Veil: Protects nearby Fairy type allies from bad stats conditions and stat drops.
- Neutralizing Gas: Abilities from all nearby Pokémon are disabled.
- Sap Sipper: Lets Pokémon avoid damage of Grass-type attacks, then boosts its Attack.
- Sheer Force: Boosts the power of attacks with added effects, but removes said added effects.
- Unnerve: Prevents nearby enemy Pokémon from eating Seeds, Berries, or Health Drinks.
- Friend Guard: Nearby allies take less damage from moves.
- Protean: Changes the Pokémon's type to match that of the move it used last.
- Imposter: Transforms the user into one of this floor's Pokémon, copying everything but its HP, movement type and IQ abilities as a result.
- Justified: Boosts Attack when hit by Dark-type attacks.

IQ Mechanics overhaul
- All IQ groups now have 32 skills (previously 24).
- IQ Group S contains 48 skills, exclusive to Shiny Legendaries and Purple Kecleon.
- IQ Group Alpha contains 56 skills, exclusive to Arceus.
- Feeding gummies and Nectars grants way more IQ points.

Skill Adjustments
- Lava Evader is replaced with Heat Protector, granting immunity to burns.
- Sure-Hit Attacker is Removed and replaced by Cautious Creeper, which prevents waking sleeping enemies when walking past them.
- Multitalent now increases max PP by 25% of the base value instead of +5 PP.
- Trap Buster no longer destroys Wonder Tiles.
- Brick-Tough now increases HP by 1/8 of the Pokémon’s max HP instead of a flat +10 boost.
- Intimidator has its proc rate reduced from 32% to 18%; no longer drains PP unless interrupting multi-hit moves.

Boss fights
Important Notes
- In Expert and Hardcore, bosses no longer run out of PP. This change prevents defensive setups from forcing bosses into a self-KO using Struggle.
- Field effects are disabled in Vanilla and Difficult.
- Boss stats (except HP) scale with difficulty:
  Vanilla: Approximately 75% of Expert stats/levels.
  Difficult: Approximately 88% of Expert stats/levels.
- In Expert and Hardcore, bosses deal more damage than regular enemies.
- Items cannot be stolen or knocked off during boss floors to prevent the loss of critical items.

Field effects
Boss battles sometimes operate under certain conditions.
When the message "A mysterious aura flared to life!" appears at the start of the fight, it means you are under these conditions! Currently, the active field effect is only displayed in the message log, with no direct visual indicator.
When the aura strengthens the boss, it may recover from status effects more quickly.

Depending on the location, here are the auras that can affect bosses:

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- Steam Cave Peak/Underground Lake/Crystal Lake: Bosses are immune to stat drops.
- Brine Cave - Seal Area: Bosses have the Focus Energy status, increasing critical hit chances.
- Old Ruins: Opponents have Mini-Counter, reflecting 25% of the damage received.
- Temporal Pinnacle/Spacial Rift – Bottom: Bosses cannot be inflicted with status conditions, miss moves, or use items.
- Miracle Seabed: All abilities are disabled, and bosses are permanently seething with Rage.
- Mt. Avalanche Peak: Aurora Veil protects the boss, having the damage it takes.
- Thundercap Mt. Peak: The boss is Supercharged, disabling abilities and amplifying Electric-type damage.
- Giant Volcano Peak: The boss is Berserk, doubling its damage and bypassing Flash Fire and Thick Fat.
- Genesis Oasis: The boss becomes stronger with fewer party members and weaker with more party members.
- Trackless Forst Clearing: All bosses gain an Omniboost, significantly increasing all stats.

Sometimes, auras boosts stats:

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- Crystal Lake (story): The boss is drastically boosted
- Crevice Cave - Pit: Bosses gain +2 Evasion, with Hail constantly active and unremovable.
- Regirock Chamber: Grants +2 Defense to the boss.
- Regice Chamber: Grants +2 Special Defense to the boss.
- Registeel Chamber: Grants +1 Defense and Special Defense to the boss.
- Split-Decision Chamber: Grants +1 Attack and Special Attack to bosses.
- Aegis Cave Pit: All bosses receive an Omniboost.


Sometimes, auras summon cataclysms:

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- Sea Spirit's Den: Riptide Cataclysm damages party members who don't move for a turn (1/8 Max HP), except for Water, Flying, or Steel-types.
- Peak of Renewal: Rainbow Light allows the boss to recover 60 HP per turn and revive once after being defeated. After several turns, the revival ability reactivates.
- Mystery Jungle Clearing: Daydream covers battlefield. Every 5 turns, the boss will clears all its bad statuses and recovers a quarter of its max HP. A sleeping Pokémon will also be granted this effect.
- Mirage Island Center: Winds of Eon doubles damage from bosses’ special moves and halves damage they take from special moves.
- Bottomless Sea Depths: Primordial Sea damages non-Water types every three turns with a Wave that scales with Special Attack and may lower Accuracy. Rain cannot be removed.
- Shimmer Desert Pit: Desolate Land damages non-Fire types every three turns with an Eruption that scales with Attack and may burn the target. Sun cannot be removed.
- Sky Tower Apex: Delta Stream damages non-Flying types every three turns with a Gust that scales with Special Attack and may flinch the target.
- Fullmoon Altar: Clear Moon inflicts 1/16 Max HP damage per turn unless the Pokémon is Normal, Psychic, or Fairy-type.
- Newmoon Altar, Dark Crater Pit (story): Blood Moon inflicts 1/16 Max HP damage per turn unless the Pokémon is Ghost, Poison, or Dark-type.
- Rift’s Boundary: Chaos Cataclysm replaces Download with Normalize and forces an Inverse Battle.


Some fields only trigger for specific species:

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- Wishing Room: Periodic Orbit increases the boss’s offensive stats by one stage each turn and allows Jirachi to move twice per turn.
- Fallen Star - Impact Site (Normal Deoxys): Grants +1 to all stats except Speed. (barring Speed)
  Fallen Star - Impact Site (Attack Deoxys): Grants +2 Attack and Special Attack, but reduces defenses by 1.
  Fallen Star - Impact Site (Defense Deoxys): Grants +2 Defense and Special Defense, but reduces offenses by 1.
  Fallen Star - Impact Site (Speed Deoxys): Grants ×4 Speed.


Sometimes, auras are detrimental to your party:

  Reveal hidden contents

- Amp Clearing: Abilities are disabled.
- Sky Peak (Toxic state): Your team is inflicted with Bad Poison throughout the fight.
- Fire Field Center: The floor becomes a Landmine Field, where room-wide, floor-wide, or 1-tile radius moves cause the user to explode, damaging everyone within two tiles.
- World Abyss Pit: Your party is permanently Cursed during the fight.
- Mineral Crust Hollow: Disables all moves; only items can be used.
- Zenith Plateau: Zenith inflicts the Taunted and Exposed statuses on your party.
- Darkest Day Remains: Apocalypse inflicts an unavoidable status after a certain number of turns. Affected Pokémon’s HP drops to 1 unless the effect is mitigated. The delay is shorter in Hardcore.


Miscellanous and various dungeon additions

Inventory and Item Changes
- On Vanilla difficulty and God Mode, you retain your full inventory even if you lose in a dungeon.
- A password system allows you to keep your inventory across other modes as well.
- Heavenly Apple replaces Mime Jr. in the Secret Bazaar. It is a dungeon-exclusive item that disappears after you leave the dungeon.
- An Escape Orb replaces Shedinja in the Secret Bazaar, as both items served the same function.
- Grab Bags from Swalot no longer have a fixed 50% chance to provide an Oran Berry. The available items list has been expanded and normalized across all dungeons.
- The game’s mechanic, which replaced duplicated items in Fixed Rooms with Reviver Seeds, has been removed.

Weather Adjustments
- Rain and Sun effects now increase Water/Fire-type damage and decrease Fire/Water-type damage by 25% (previously 50%).
- Cloudy weather no longer reduces Ghost-type move damage.
- Foggy weather reduces Flying-type move damage.
- Hail now boosts Ice-types' Defense, similar to Sandstorm boosting Rock-types' Special Defense.
- Weather damage no longer cut you off from running in a hallway (courtesy of Frostbyte).
  Likewise, this game behavior has been applied to secondary terrain.

Status and Mechanics Adjustments
- Burn: Reduces physical damage by 25% and no longer affects special damage.
- Attempting to poison a Pokémon already poisoned will trigger Bad Poison, which increases damage over time, capping at 20 HP per tick.
- Electric-types are now immune to Paralysis.
- Grass-types are immune to Powder and Spore moves.
- Ghost-types are immune to Shadow Hold.

Dungeon Mechanics Updates
- "immune" damage has been nerfed (50% -> 25%), Same Type Attack Bonus has also been nerfed (50% -> 33%)
- Spammy messages like “is watching carefully” or “protected by Magic Guard” now appear only in the Message Log to avoid slowing down gameplay.
- Trying to leave a floor with a pending mission triggers a warning to prevent accidental progression.
- After reviving Luminous Spring, you receive a passive 1.25× EXP boost and gain additional Explorer Points from missions, easing the grind toward higher ranks.
- Non legendary room moves have an AI range of 2-tiles away
- Camera transition are 3 times faster than in normal game
- Allies can now trigger traps on their own
- Magnezone and Magnemite clients have fixed stats and movesets (and are also Shiny in dungeon now). This has been done to reflect their importance in the Pokémon world.

Gameplay Updates
- Sentry Duty has upgraded rewards
- Kangaskhan Rocks are replaced by Porygon2 in dungeons. They allow for more options in general to prepare for the upcoming boss fight.
- An optional evolution-related event has been added after completing Sky Peak.
- You can now feed Manaphy with a Blue Gummi or Wonder Gummi. Feeding it a Wonder Gummi triggers a slightly different cutscene.
- An optional boss fight against “Cresselia” has been added in The Nightmare.
- Some areas now feature permanent dungeon field effects.
- Future Dungeons (Chasm Cave, Dark Hill, and others): Pokémon’s most proficient stats are boosted in higher difficulties.
  In Difficult, the enemy damage reduction is lifted instead.
- Hidden Land Segment: Time Gears provide a 1.1× stat boost (except Accuracy and Evasion) during the first visit in all difficulties except Hardcore.
- Spacial Rift and Chaotic Wilds: These dungeons feature permanent Inverse Mode.
- Explorer Rank upgrade dungeons are unlocked after recycling 150 times along with Zero Isle Center if you have beaten World Abyss.
  Updating the game won't unlock the dungeons, they will be unlocked instead from the Crossroads menu
- Zero Isle North proposes a new restriction: you're given a survival bag, and your goal is to finish the dungeon with it.
  At the end of the dungeon, you will keep your inventory.
  The bag pools are fixed and you have a fixed chance to get any of them: 3 bags are at 30% and focus on one specific type of item management, 2 bags are at 5% and focus on overall survivability... or not.
- Zero Isle East is a stat-reset dungeon where all entries stats are recalculated following the main series formula.
  You cannot gain any Exp and the stats return back to normal when leaving the dungeon.
  For limitation reasons, your stats other than HP are calculated using half your level.
  That means a level 86 Pokémon will have its HP at level 86 with 252 EVs while it will have its Attack at level 43 with 252 EVs and a neutral nature.
  The speed stat is also taken in account for the crit chance, which is calculated like in Gen 1 (barring the glitches) depending on the Base Speed.
- Zero Isle South is a level-reset centered around item management and replayability inspired by Etrian Odyssey.
  Legendaries have a special restriction which drains their belly drastically faster, this is to make up for the higher level 1 stats they have.

Screenshots

New Title Screens

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New UI

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More Starter choices

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Systems added to the game

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A few game additions

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Some QoL features

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A fraction of Porygon2's features

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Small look into new puzzles and events

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A bunch of dungeon changes

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... and more to experience!

Known bugs
- Using the Inspector mode with R+Y messes up with your game
-
Swapping from Alternate to Origin forms or Mega-Evolving Diancie/Manectric has a chance to cause ally sprites to disappear. Also "apparent" forms might not be affected by exclusive item effects
- T
riggering the anti-steal check or the no-proximity check from Kecleon shops in specific positions might cause a very very long loop of warps
-
Ultimate Items calculation might work incorrectly. The feature is still experimental, don't forget to post all feedbacks!
-
Deoxys and Shaymin might be unstable. Report bugs related to them if you find one!
-
Randomizer and Starter selector don't check for total duo size when validating your party. Don't report bugs related to them as I am currently not in capacity of handling them. Also if you replaced sprites in the game and it crashes, you brought this upon yourself...
- MelonDS Mobile is having a lot of issues with the game. The emulator is initially very unstable due to its experimental nature so I'll recommand you change to another emulator if you find bugs on it in order to make sure the bug isn't emulator-tied.


Upcoming plans

Explorers of Alpha 4.0 aims to include all the mons, moves, abilities from Gen I to Gen IX in Explorers of Sky's setting while retaining Explorers of Sky's mechanics (Exclusive Items, IQ Skills, etc), expanding on field effects and custom mechanics even more.
As per usual, no ETA, it's going to be a long journey doing that alone.

Special Thanks

Frostbyte, Adex, Hecka, Nov and an anonymous contributor: they helped me a lot with all the tech support all along. Working alone on the tech part of the project is very hard sometimes, they helped me a lot with my bug fixing process and I can't thank them enough for that.
Fafnir, Anpyron, VOID, Kalor, Eixalde, Argon, Tokie, Aerophii, FlowerSnek and Picalex: they are my beloved testers and did most of the work for me, testing through the game over and over again, patch after patch, providing bug reports and feedback, helping to make the most fulfilling experience for everyone.
NikolaP: he is an idea guy and the best source of ideas I came across in this community. He provided so much gameplay ideas that I'm sometimes frustrated that I don't have time to test them all but I'm still happy to see him post his 452186451th idea nonetheless!
CapyPara, Audino, techticks, PsyCommando and UsernameFodder: they worked on documenting the game and developing tools around understanding and editing the game. They completely carry developers on their back at times and I can't thank them enough for the resources they put at our disposal.
baroness faron, emmuffin, FunnyKecleonMeme, Soulja, Deeshura, Cait Sith, JaiFain, Garbage, Nooga...
They are working on filling in assets for SpriteCollab. I wanted to credit the most active ones because they are absolutely cracked.

Here is the xdelta patch for the 3.0.3 patch: Alpha_303.xdelta. It is meant to be patched on a clean US Explorers of Sky ROM with xDelta UI. It should be completely compatible with all supports. If you'd like to contact me, you can try to shoot me a DM on Discord (@lingeringlifeline) or on Twitter (@EoAlpha_off).

 

Edited by Rican
Posted
11 hours ago, Akir said:

I played on melonDS emulator on android, and the game freezed on the first floor of the first dungeon, whenever a pokemon attack or use a move. I can move around the dungeon, but when I meet an enemy and attack them, the game freezed when the pkm attack me back, or my companion attack the enemy.

Don't play on MelonDS Android, it is garbage. Switch to DraStic.

13 hours ago, NeonGutzz said:

I tried to find an answer but maybe I was moving too fast. Do pokemon abilities change with level or IQ? Like I had my main buizel have hydration and now he has swift swim at level 30 and 5 star IQ. 

 

Im not complaining because this is a HUGE buff but now im curious :)

Some difficulties lock some abilities. Maybe you switched down to Difficult from Expert

  • Like 1
Posted (edited)

Continuing on with SE5, and I couldn't help but notice that the top screen is displaying the wrong map for the area I'm in (Frozen Island's map is only displayed after clearing Spacial Cliffs, but I'm in Dusk Forest now). Also, I know you weren't able to replicate the EXP Share bug me and @MarmotMan had, but I also included visual proof that Grovyle and Dusknoir's levels were massively bumped up
 

FrozenIslandError.png

Edited by Chelonia
Posted (edited)

Hardcore Playthrough – Thoughts After Sky Peak & Marowak Quest

Hey there,

First off thanks for creating and sharing this mod. I've been playing on Hardcore and just finished the Sky Peak and Marowak Dojo quests. It’s been a real challenge so far, and I wanted to share some thoughts and observations from the experience:

PP Management
One major issue is the lack of Max Elixirs and the fact that Reviver Seeds no longer restore PP.

Ability Locking by Difficulty
I noticed that certain Pokémon — e.g., Buizel — have abilities locked depending on the difficulty. For example, Swift Swim is only available on Difficult and not on Expert or Hardcore. That really limits the potential for building strong end-game rain teams to help counter the intensity of Hardcore.
I get that Buizel with Swift Swim early might be too strong, but maybe just make Buizel available later instead of locking the ability out completely.

Team & Strategy
I'm currently using Wingull and Pikachu to get through Hardcore. It's been rough but manageable when having access to unlimited items (not using stat boosts — only for getting TM's, items and max IQ). Since enemies scale with your level/stats, Helping Hand almost feels mandatory to do damage.

Ability & Mechanics Inconsistencies
There are a few notable differences from the mainline games. For example:

  • Delibird gets Prankster

  • Glaceon, Sandslash, Mamoswine all have Slush Rush

  • Froslass gets Snow Warning

None of these are part of their standard abilities in the base games. It's not a problem but having a reference or changelog for ability changes would be very helpful.

Boss Design
Some bosses are insanely strong, and many are completely immune to status moves. This really narrows the range of viable counterplay options. Most fights come down to stacking Violent Seeds, Helping Hand, and relying on Endure to survive as long as possible.
Without Endure, it feels nearly impossible to get through fights like Dialga, Celebi, or the Graduation battle without burning through 10+ Reviver Seeds.

Even using Light Screen or similar support moves doesn’t help much bosses often use room-wide attacks with absurd damage. I've also noticed bosses don’t seem to run Reflect or Light Screen themselves (and just to be clear I’m not asking for that to be added, please no).

Trap Avoider Suggestion
Please consider making Trap Avoider available to all Pokémon. It’s totally fine if Trap Seer stays locked behind specific IQ groups, but Avoider would be a big QoL improvement especially since visible trap avoiding is standard in Super Mystery Dungeon.

IQ Group Balance
The IQ groups that grant Concentrator feel inherently superior. Unless a Pokémon can attack twice via item or ability, Concentrator is practically a requirement for end-game viability. The only exception might be Pokémon with weather controling Abilities. I'm not sure what the solution is, but the balance feels tilted from the core.

That’s it for now looking forward to seeing how the rest of the mod unfolds. Thanks again for all the time and effort you’ve put into this project!

Edited by AnnaH
typo
Posted
5 hours ago, AnnaH said:

Hardcore Playthrough – Thoughts After Sky Peak & Marowak Quest

Hey there,

First off thanks for creating and sharing this mod. I've been playing on Hardcore and just finished the Sky Peak and Marowak Dojo quests. It’s been a real challenge so far, and I wanted to share some thoughts and observations from the experience:

PP Management
One major issue is the lack of Max Elixirs and the fact that Reviver Seeds no longer restore PP.

Ability Locking by Difficulty
I noticed that certain Pokémon — e.g., Buizel — have abilities locked depending on the difficulty. For example, Swift Swim is only available on Difficult and not on Expert or Hardcore. That really limits the potential for building strong end-game rain teams to help counter the intensity of Hardcore.
I get that Buizel with Swift Swim early might be too strong, but maybe just make Buizel available later instead of locking the ability out completely.

Team & Strategy
I'm currently using Wingull and Pikachu to get through Hardcore. It's been rough but manageable when having access to unlimited items (not using stat boosts — only for getting TM's, items and max IQ). Since enemies scale with your level/stats, Helping Hand almost feels mandatory to do damage.

Ability & Mechanics Inconsistencies
There are a few notable differences from the mainline games. For example:

  • Delibird gets Prankster

  • Glaceon, Sandslash, Mamoswine all have Slush Rush

  • Froslass gets Snow Warning

None of these are part of their standard abilities in the base games. It's not a problem but having a reference or changelog for ability changes would be very helpful.

Boss Design
Some bosses are insanely strong, and many are completely immune to status moves. This really narrows the range of viable counterplay options. Most fights come down to stacking Violent Seeds, Helping Hand, and relying on Endure to survive as long as possible.
Without Endure, it feels nearly impossible to get through fights like Dialga, Celebi, or the Graduation battle without burning through 10+ Reviver Seeds.

Even using Light Screen or similar support moves doesn’t help much bosses often use room-wide attacks with absurd damage. I've also noticed bosses don’t seem to run Reflect or Light Screen themselves (and just to be clear I’m not asking for that to be added, please no).

Trap Avoider Suggestion
Please consider making Trap Avoider available to all Pokémon. It’s totally fine if Trap Seer stays locked behind specific IQ groups, but Avoider would be a big QoL improvement especially since visible trap avoiding is standard in Super Mystery Dungeon.

IQ Group Balance
The IQ groups that grant Concentrator feel inherently superior. Unless a Pokémon can attack twice via item or ability, Concentrator is practically a requirement for end-game viability. The only exception might be Pokémon with weather controling Abilities. I'm not sure what the solution is, but the balance feels tilted from the core.

That’s it for now looking forward to seeing how the rest of the mod unfolds. Thanks again for all the time and effort you’ve put into this project!

- You can farm Max Elixirs in Beach Cave

- Ability locks are only there in story for higher difficulties. They are there to limit debilitating and degenerate strategies that would steamroll the game on all the list starters (Buizel is a list starter). It’s just proper gamedesign and building without them is not that limiting in what works considering the game offers several ways to optimize dungeon management

- HC is designed around people figuring out ways to limit RNG. Endure is one way. Choosing a better IQ group is another. I did HC with Shinx + Vulpix without relying on Endure or Protect, without RNG based gameplans and can attest that it's just a matter of preparation and knowledge on that front

- in general you have to understand that some groups/moves/abilities are there to benefit the player and other to benefit the AI. The balance doesn't revolve around a HC player trying to build the team they love but the game functioning with different dynamics between players and dungeons, IQ plays a big part in that

- 3.1 implements a spread move damage reduction that affects room moves and distance based damage reduction that affects line of sight moves

- no, I'm not documenting every single change the game has to offer because 552 entries are tweaked. This documentation you are looking for is called "open the ROM in SkyTemple" and is much easier for everyone. The post is already filled with information and it's not a good idea to lose more people in metadata.

Posted (edited)

Gonna erase my initial post because it doesn't matter that much and I saw you wanted Deoxys looking unstable report

Whenever I see it, it looks like it's double teaming lol

Attaching a screenshot. You already have a save I sent you when my game was 100% glitched and fixed itself, so I captured a state and archived it in case you wanted it

image.png.48a1d23027dbb607290dec66f317318b.png

Edited by VampVixen
Different Bug
Posted
6 hours ago, VampVixen said:

Gonna erase my initial post because it doesn't matter that much and I saw you wanted Deoxys looking unstable report

Whenever I see it, it looks like it's double teaming lol

Attaching a screenshot. You already have a save I sent you when my game was 100% glitched and fixed itself, so I captured a state and archived it in case you wanted it

image.png.48a1d23027dbb607290dec66f317318b.png

That's base game behavior

Posted
10 hours ago, Alphadaemon said:

- You can farm Max Elixirs in Beach Cave

- Ability locks are only there in story for higher difficulties. They are there to limit debilitating and degenerate strategies that would steamroll the game on all the list starters (Buizel is a list starter). It’s just proper gamedesign and building without them is not that limiting in what works considering the game offers several ways to optimize dungeon management

- HC is designed around people figuring out ways to limit RNG. Endure is one way. Choosing a better IQ group is another. I did HC with Shinx + Vulpix without relying on Endure or Protect, without RNG based gameplans and can attest that it's just a matter of preparation and knowledge on that front

- in general you have to understand that some groups/moves/abilities are there to benefit the player and other to benefit the AI. The balance doesn't revolve around a HC player trying to build the team they love but the game functioning with different dynamics between players and dungeons, IQ plays a big part in that

- 3.1 implements a spread move damage reduction that affects room moves and distance based damage reduction that affects line of sight moves

- no, I'm not documenting every single change the game has to offer because 552 entries are tweaked. This documentation you are looking for is called "open the ROM in SkyTemple" and is much easier for everyone. The post is already filled with information and it's not a good idea to lose more people in metadata.

Thanks for the feedback. I just wanted to point out one thing that felt a bit inconsistent: if Buizel’s Swift Swim is disabled due to being a list starter and potentially enabling strong early strategies, then it’s a bit odd that Finneon (also a list starter) retains both Swift Swim and Storm Drain on the same difficulty.

Also, I think it’s worth saying that researching and building teams with synergy — like rain-based comps — doesn’t necessarily fall under “degenerate” strategies. To me, that label feels more appropriate for things like giving your Pokémon infinite stats or giving them illegal moves/abilities. Team-building is a big part of the fun and depth of these games, especially in Hardcore where prep is everything.

Anyway, I’m not expecting changes, just wanted to share some feedback from my playthrough in case it's useful. I appreciate all the work that’s gone into this mod.

Posted
18 minutes ago, AnnaH said:

Thanks for the feedback. I just wanted to point out one thing that felt a bit inconsistent: if Buizel’s Swift Swim is disabled due to being a list starter and potentially enabling strong early strategies, then it’s a bit odd that Finneon (also a list starter) retains both Swift Swim and Storm Drain on the same difficulty.

Also, I think it’s worth saying that researching and building teams with synergy — like rain-based comps — doesn’t necessarily fall under “degenerate” strategies. To me, that label feels more appropriate for things like giving your Pokémon infinite stats or giving them illegal moves/abilities. Team-building is a big part of the fun and depth of these games, especially in Hardcore where prep is everything.

Anyway, I’m not expecting changes, just wanted to share some feedback from my playthrough in case it's useful. I appreciate all the work that’s gone into this mod.

Upon testing it definitely does fall under degenerate strategies. Finneon is the exception as it has an abyssal movepool besides the obvious 6 good moves it has, 4 being nerfed in 3.1, unlike Buizel being not only way more consistent but also more adaptable in every single way. Stat cap is in place for HC story so this isn't the same thing as a strategy ruining the entire game on its own. There's no depth in spamming a brain dead option the entire game, I considered doing it differently but design-wise it ends up being worse (blocking Rain Dance on HC).

Posted (edited)
2 hours ago, Alphadaemon said:

Upon testing it definitely does fall under degenerate strategies. Finneon is the exception as it has an abyssal movepool besides the obvious 6 good moves it has, 4 being nerfed in 3.1, unlike Buizel being not only way more consistent but also more adaptable in every single way. Stat cap is in place for HC story so this isn't the same thing as a strategy ruining the entire game on its own. There's no depth in spamming a brain dead option the entire game, I considered doing it differently but design-wise it ends up being worse (blocking Rain Dance on HC).

Calling Finneon’s movepool "abyssal" seems like a stretch. It gets Rain Dance, Water Pulse, and can learn Surf (now an AoE move that targets only enemies). Lumineon even adds Fairy typing and Sparkly Wind, which makes for a solid core: weather setup, two AoE STABs, and arguably the strongest STAB line-of-sight option. It’s far from weak or limited.

In contrast, Buizel doesn’t even learn Rain Dance. Without support, it can’t activate Swift Swim on its own. If the concern is early-game snowballing, adjusting Buizel’s availability might’ve been a more balanced approach than outright removing its ability on higher difficulties.

What surprises me most is the labeling of weather synergy as “degenerate.” That seems misplaced. Weather mechanics aren’t about cheesing; they’re about understanding and building around the systems the game provides. Designing synergistic teams is a key part of strategic gameplay, not a shortcut.

The mod itself demonstrates just how powerful weather mechanics can be. For example, Deep Dusk Forest pits players against a Drought Ninetales, creating permanent sun and a field full of Chlorophyll users who act twice per turn. That’s brutal because of the weather. It’s odd to see this tactic called “degenerate” while you intentionally create a sun-based level in a world that’s supposely dark and paralyzed. Why is the AI given that power while discouraging the player from using the same strategy?

And just to geek out for a second: Sparkly Wind has a chance to raise all stats, including Speed. Combine that with Swift Swim and you get some crazy synergy. Imagine being in a Monster House and it's raining. If one of the two Sparkly Winds triggers the stat boost, the turn resets, allowing for two more attacks. If you activate the boost again, you get two more attacks. This can potentially quadruple your Speed, leading to up to 8 Sparkly Winds in a single turn.
 

Edited by AnnaH
added some more text
  • Amazed 1
Posted

You've mentionned in the og post that shiny pokemon are stronger than their normal version. Does that include every shiny in the game or only those you've listed ? I've found a shiny pupitar that isn't in the list

Posted (edited)

Hopefully this isn't considered crass or improper here.

I saw that you were planning to add more pokemon and I had to ask: is there any chance of Rookidee being one of the starter choices, when it's added? This is in no way a "hurry up" thing, just a "whenever it happens" thing, I like crows and Murkrow's an NPC so I'd rather not use that one.

Either way, thrilled that EoS is still getting more hacking happening, heard about this through the OpenStarbound discord. 

Edited by Syovere

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