| Animal States | ||
| Icon | Name | Description |
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Normal | The default state. You have 5% chance of getting an Adrenaline Rush during this state. |
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Adrenaline Rush | This is a state where your animal burns up lesser stamina than usual. |
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Exhausted | This is a state when your animal's stamina drops below 11. You have 20% chance of getting Adrenaline Rush during this state. |
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Rest | Your animal cannot move and/or use a skill in the same turn that it uses Rest. Recovers stamina by half of the maximum amount. |
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Fainted | A state when you run out of stamina. You lose your next turn in order to recover. |
| Animal Attributes | ||
| Icon | Name | Description |
| Stamina | Denoted by a Stamina Meter, is the amount of energy your animal has left to perform an action. Each movement step or using an active skill burns up some stamina. | |
| Stamina Cost | The amount of Stamina that is used per movement step. | |
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Field Resistance | The chance (in percentage) that you can evade a Field Obstacle |
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Trip Resistance | The chance (in percentage) that you can evade a Trip Obstacle |
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Encounter Resistance | The chance (in percentage) that you can evade an Encounter Obstacle |
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Movement | The number of steps you can move in a turn. This is a generated random number from 2 to 6, emulating a dice roll but omitting 1. |
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Turn Delay | The number of lost turns. |
| Obstacles | ||
| Icon | Name | Description |
| Field Obstacle | Unavailable | |
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Trip Obstacle | An obstacle that triggers when stepped on or passed by. Instantly stops the animal from moving. |
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Encounter Obstacle | An obstacle that triggers when stepped on. You can either evade it at the cost of some stamina, or fend it off at the cost of one turn. |