Abilities
All Mysterious Creatures have at least 1 Ability, and may have a maximum of 2. What Abilities a Mysterious Creature has is dictated by their Species Number.
Ability | Description |
---|---|
Aftermath | When you Faint, deal 3d6 True Damage to any adjacent creatures. |
Air Lock | The weather cannot change from Clear. |
Anger Point | When you are Critically Hit, gain +6 stages of Attack and Special Attack. |
Anticipation | You always know when a creature is capable of using a Move or activating a skill which deals damage that you are Vulnerable to. |
Arena Trap | When you are hit with a Melee Attack or Physical Move, roll 1d20. If you roll a 17 or higher, the attacker becomes Rooted unless they are Immune to Ground-type Moves.Rooted: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Bad Dreams | Creatures who are Sleeping within 2 spaces of you take 2d6 True Damage at the start of each of their turns, but are not woken up by this damage. |
Battle Armor | You cannot be Critically Hit. |
Blaze | While your HP is below one quarter of your maximum HP, gain +6 stages of Attack and Special Attack for the purposes of Fire-type Moves. |
Chlorophyll | While the weather is Sunny, your Fire Type and Grass Type Moves cannot Miss. You may choose either version of Chlorophyll at character creation, but not both. |
Chlorophyll | While the weather is Sunny, you gain +3 to all Move Speeds. You may choose either version of Chlorophyll at character creation, but not both. |
Clear Body | You are Immune to stat reductions caused by Moves, attacks, and Abilities from other creatures. |
Cloud Nine | When you enter the Floor and every 2 Rounds after the weather changes, the weather becomes Clear. |
Color Change | After you take damage from a Move, your Type changes to that Move's Type. |
Compoundeyes | Your attacks, Moves, and thrown items gain +2 Hit. |
Cute Charm | After you take damage from a creature, roll 1d20. On a 17 or higher, the attacker becomes Infatuated.Infatuated: When you activate a harmful Move against the target of your Infatuation, roll 1d20. If you roll a 10 or lower, the Move misses. The target of your Infatuation is the ultimate decider on what constitutes as a harmful Move. |
Damp | Explosion Traps, Self Destruct Traps, the Moves Self Destruct, and Explosion, the skill Arcane Sphere, and Explosive Runes cannot be activated on the same Floor as you. |
Download | When you make an attack or activate a Move against a target with a lower Defense than they have Special Defense, gain +1 Stage of Attack. If the target has lower Special Defense than they have Defense, gain +1 Stage of Special Attack instead. |
Drizzle | When you enter the Floor and every 2 Rounds after the weather changes, the weather becomes Rainy. |
Drizzle (Species Number 382) | The weather cannot change from Rainy. |
Drought | When you enter the Floor and every 2 rounds after the weather changes, the weather becomes Sunny. |
Drought (Species Number 383) | The weather cannot change from Sunny. |
Early Bird | If you are sleeping, or while you are Sleeping, you may spend a Primary Action or Move Action to wake up. |
Effect Spore | When you take damage from a Physical Move or Basic Attack, roll 1d20. On a 17 or higher, roll 1d4. On a 1, the target is Paralyzed. On a 2, the target is Poisoned. On a 3, the target falls Asleep. On a result of 4, roll again.Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) Lasts until the end of your next turn.Poisoned: Reduce your HP by 3 at the end of each of your turns until you leave the Floor. You cannot naturally regenerate HP. If you were already Poisoned, become Badly Poisoned, reducing your HP by 5 instead of 3.Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn |
Filter | You cannot be Vulnerable to any type of damage. |
Flame Body | When you take damage from a Physical Move, Basic Attack, or Melee Attack, roll 1d20. On a 17 or higher, the target is Burned.Burned: Reduce your HP by 2 at the end of each of your turns until you leave the Floor. Gain -2 Stages of Attack. |
Flash Fire | You are Immune to Fire Type Moves. When you would take damage from a Fire Type Move, you gain +1 Stage of Special Attack. You can only gain +2 Stages of Special Attack from this ability at a time. |
Flower Gift | When the weather is Sunny, you gain +1 Stage of Attack. When the weather is Sunny, if you or an ally are attacked, gain +1 Stage of Special Defense. You can only gain +3 Stages of Special Defense from this ability at a time. |
Forecast | Your Creature Type changes depending on the floor's weather. Rain or Fog = Water Sunny = Fire Hail or Snow = Ice Sandstorm = Ground Any other weather = Normal |
Forewarn | Gain +1 Dodge. If you would be hit by a Move which never misses, roll 1d20. On a 17 or higher, the Move Misses. |
Frisk | You always know what item a creature is holding, though your knowledge on the item is limited to your already existing knowledge. |
Guts | If you are Paralyzed, Poisoned, Badly Poisoned, or Burned, your Attack is maximized (+6 Stages). Negates the Stages of Attack reduction from Burned. |
Huge Power | Always maximize your lowest damage die roll. If two damage die tie for lowest, only maximize one of them. |
Hustle | Your Physical Moves gain -1 Hit per 4 Hit a move has. Deal +1d6 damage per point of Hit reduced by this Ability. You may choose either version of Hustle at character creation, but not both. |
Hustle | Gain +1 to all Move Speeds. You may choose either version of Hustle at character creation, but not both. |
Hydration | When the weather is Rainy, you are Immune to the Sleep, Paralysis, Poisoned, and Burned Conditions. |
Hyper Cutter | You are immune to Attack reductions caused by Moves, attacks, and Abilities from other creatures. |
Illuminate | You see in darkness as though it were daylight. |
Immunity | You are Immune to the Poisoned and Badly Poisoned Conditions. |
Inner Focus | You are Immune to Flinch. |
Insomnia | You cannot Sleep (though may sleep). |
Intimidate | You gain +0.4 Defense. |
Keen Eye | Your Hit cannot be lowered Moves, attacks, or Abilities from other creatures. |
Levitate | You are Immune to Ground Type Moves. Your Walk Speed is reduced to 0. Gain +5 Levitate Speed. |
Lightning Rod | When an Electric Type Move is used in the same Room as you, the Move Misses and you gain +1 Stage of Special Attack. |
Limber | You are Immune to Paralysis. |
Liquid Ooze | When you are damaged by a Move that would restore the user's HP, they instead suffer True Damage equal to the amount they would have restored. |
Magma Armor | You are Immune to the Frozen Condition(s). |
Magnet Pull | If you are damaged by a Physical Move from a Steel-type creature, or are attacked with a metal weapon, roll 1d20. On a 17 or higher, the attacker is Rooted.Rooted:You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Marvel Scale | When you are Paralyzed, Poisoned, Badly Poisoned, Frozen, Burned, or Asleep, you gain +3 Stages of Defense. |
Minus | If another creature on the floor has the Ability Plus, gain +3 Stages of Special Attack. |
Natural Cure | If you are Poisoned, Badly Poisoned, Paralyzed, Burned, or Frozen, you may spend a Primary Action or Move Action to remove any of the above Conditions. |
No Guard | Moves you use cannot Miss. Moves used against you cannot Miss. |
Oblivious | You are Immune to Infatuated. |
Overgrow | While your HP is below one quarter of your maximum HP, gain +6 stages of Attack and Special Attack for the purposes of Grass-type Moves. |
Own Tempo | You are Immune to Confused. |
Pickup | When you enter a new floor, choose an item that was consumed on the previous floor which was a Seed, Berry, or food item. Roll 1d20. On a result of 17 or higher, regain that item. |
Plus | If another creature on the floor has the Minus Ability, gain +3 Stages of Special Attack. |
Poison Point | When you take damage from a Physical Move or Basic Attack, roll 1d20. On a 17 or higher, the target is Poisoned. |
Pressure | When you are targeted by a Move, the attacker uses double the normal PP. Moves which take multiple turns to activate are unaffected by this ability. |
Pure Power | Your Attack stat rounds up to the nearest whole number. |
Rain Dish | Double the rate of your Natural Healing. |
Rivalry | You gain +1 Stage of Attack for the purposes of dealing damage to a creature which shares a Type with you. |
Rock Head | You are immune to Recoil. |
Rough Skin | When you take damage from a Physical Move, Basic Attack, or Melee Attack, the attacker takes 1d6 True Damage. |
Sand Stream | When you enter the Floor and every 2 rounds after the weather changes, the weather becomes Sandstorm. |
Sand Veil | When the weather is Sandstorm gain +2 Dodge. |
Scrappy | Ghost Type creatures cannot be Immune or Resistant to your Normal Type and Fighting Type Moves. |
Serene Grace | When you roll a d20 to determine if the additional effect of a Move is triggered, treat your roll as though it were 1 higher for that purpose. |
Shadow Tag | When you take damage from a Physical Move or Basic Attack, roll 1d20. On a 17 or higher, the target becomes Useless until they would take damage.Useless: This creature cannot act. |
Shed Skin | If you are Poisoned, Badly Poisoned, Paralyzed, Burned, or Frozen, at the end of your turn, roll 1d20. On a 17 or higher, lose all the above conditions. |
Shell Armor | You cannot be Critically Hit. |
Shield Dust | You are unaffected by any additional effects of Moves, such as the chance to become Burned from Ember. Moves such as Thunder Wave which only inflict a status still affect you. |
Simple | If your stats are changed in any way, double the change. |
Sniper | You gain +2 Critical Hit Chance. |
Solar Power | When the weather is Sunny, you gain +1 Stage of Attack. |
Solid Rock | You cannot be Vulnerable to any type of damage. |
Soundproof | The Moves Bug Buzz, Chatter, Grass Whistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic, and Uproar always Miss you. You cannot be affected by Vibromancy Skills. |
Speed Boost | You gain +1 to all Move Speeds. You may spend a Move Action to gain +1 to all Move Speeds until the end of the Floor. You may gain up to +2 to all Move Speeds from this Ability. |
Static | When you take damage from a Physical Move, Basic Attack, or Melee Attack, roll 1d20. On a 17 or higher, the target is Paralyzed.Paralyzed: Gain -2 to all Move Speeds. You cannot activate Moves or use items (though Held Items, and worn Garments may still activate, and you may still throw items.) Lasts until the end of your next turn. |
Steadfast | When you would Flinch the next Move you activate costs 0 PP. |
Stench | When you take damage from a Physical Move, Basic Attack, or Melee Attack, roll 1d20. On a 17 or higher, the attacker Flinches.Flinch: You cannot activate Moves or skills until the end of your next turn. |
Sticky Hold | Your Held Item cannot be taken away from you. |
Storm Drain | When a Water Type Move is used in the same Room as you, the Move Misses and you gain +1 Stage of Special Attack. |
Sturdy | When you would be reduced beneath 1 HP, you have a 100% chance of instead being reduced to 1 HP. This % chance is reduced by 40% each time this Ability is activated until you sleep for at least 8 hours. Moves which have the Effect text "The target Faints." always miss you. |
Suction Cups | You cannot be moved from your space by Effects. |
Super Luck | You gain +2 Critical Hit Chance. |
Swarm | While your HP is below one quarter of your maximum HP, gain +6 stages of Attack and Special Attack for the purposes of Bug-type Moves. |
Swift Swim | While the weather is Rainy, your Water Type and Electric Type Moves cannot Miss. You may choose either version of Swift Swim at character creation, but not both. |
Swift Swim | While the weather is Rainy, you gain +3 to all Move Speeds. You may choose either version of Swift Swim at character creation, but not both. |
Synchronize | When you are Burned, Poisoned, Badly Poisoned, or Paralyzed, any creatures in adjacent spaces gain the same Condition(s). This Ability chains off of itself. |
Tangled Feet | While you are Confused, gain +2 Dodge. |
Thick Fat | You are Resistant to Fire Type and Ice Type Moves. |
Tinted Lens | Targets are incapable of Resisting damage you deal (though may still be Immune). |
Torrent | While your HP is below one quarter of your maximum HP, gain +6 stages of Attack and Special Attack for the purposes of Water-type Moves. |
Trace | When you take damage from a creature, replace this Ability with the creature's first Ability for the remainder of the current Floor if the creature has an Ability. |
Truant | Gain +15 Maximum HP, +6 Attack, +1 Defense. When you use a Move or Orb, you become Useless until then end of your next turn.Useless: This creature cannot act. |
Unaware | You are unaffected by Effects which would modify your stats. |
Unburden | When you consume, use, or otherwise lose your Held Item, gain +1 to all Move Speeds on your next turn. |
Vital Spirit | You are Immune to Sleep. |
Volt Absorb | Heal for any damage you take from Electric Type Moves. (You have Lighting Damage Immunity and 100% Lightning Damage Absorption). |
Water Absorb | Heal for any damage you take from Water Type Moves. (You have Water Damage Immunity and 100% Water Damage Absorption). |
Water Veil | You are Immune to Burned and Ingnited. |
White Smoke | You are immune to stat reductions caused by Effects from other creatures. |
Wonder Guard | You can only take damage from damage types you are Vulnerable or Super Vulnerable to. You have 1 Maximum HP. Your Walk Speed is 0. Gain +5 Levitate Speed. |