Current Pokemon features:

-Gen 1 Pokemon[100%]
-Gen 1 Shinies[100%]
-Gen 2 Pokemon[100%]
-Gen 2 Shinies[100%]
-Gen 3 Pokemon[100%]
-Gen 3 Shinies[100%]
-Gen 4 Pokemon[100%]
-Gen 4 Shinies[100%]
-Mega Pokemon[100%]
-Regional Pokemon[100%]
-Total Exclusive Moves[430]
-Exclusive Map[100%]
-New Items[300+]



Core Mechanics:
Go/Back System | Catch System | Shiny System | Leveling System | Evolution| Happiness| Custom Moveset| Move Reminder| HMs| Shooting Star| Vitamins| Nature| PokeGear| Mystery Gift| Pokedex| Market| Special Spawns| Fishing| Dream Radar| Dream Orbs| Fossils| Boost Machine| Saffari

Battle Mechanics:
Control your Pokemon | Targeting mechanics | Skillshot moves | PP system | Move system | Damage calculations





Core Mechanics:
-Go/Back System[100%]
A complete go/back system using Pokeballs. Each player can only carry up to 6 Pokemon. You can choose your Pokemon by clicking the item on the bag or clicking on the Pokemon Bar, where you can also check it's health and other stats like Exp.


 
-Catch System[100%]
A complete catch system, where you throw balls at defeated Pokemon to try to catch it. Each Pokemon species has a base value, which can be modified by the type of ball you throw, the level of the defeated Pokemon and other variables like flutes or altars. Each time you throw a ball at a Pokemon also increases the chances of catching one of its species next time. All recent catches on the server can be checked at the Catch Table on the UI. All Pokemon can be caught, even legendaries.




-Shiny System[100%]
Every Pokemon that spawns in the game can spawn in its Shiny variant, which grants 20% bonus on its status. The chance of catching a shiny is only half of a normal Pokemon, but finding one is quite rare. They can also evolve normally, but the chance is fairly lower.




-Leveling System[100%]
A leveling system that goes up to level 100 for each Pokemon. Every time a Pokemon levels up, it tries to learn a move or evolve if the minimum level is reached and if it can evolve or has new moves for learn. Every move has a chance to be learned each level based on its tier, and every evolution stage has a minimum level. This odds can be increased by some items or by the Happiness stat of the Pokemon. There's also Rare Candies and Rage Candy Bars to help on this process.



-Evolution[100%]
When reaching the minimum level for evolving, a Pokemon starts to try to evolve every new level gained. Some evolutions have some requirements too like in the official franchise, so an Eevee can only evolve into a Umbreon at night, for example. Other Pokemons that require a specific item to evolve need to have it equipped, but having the item doesn't guarantee the evolution, only enables or increases the odds. For example, a Charmader doesn't need a Fire Stone, but if it has one, its chance to evolving increases. On the other hand, a Gloom needs a stone to evolve. If it doesn't have one, it wont have the chance to evolve when leveling.




-Happiness[100%]
Happiness is a hidden value that every Pokemon has, and plays a major role in your Pokemon development. Everytime a Pokemon battles and wins, it gains some happiness. Every time it gains level or evolves, it gains happiness too. Battling strong oponents, exploring the world, creating a bond with your Pokemon, all of this increases your Pokemon happiness. But the opposite also happens. A Pokemon that faints in battle or is poorly treated it will also lose happiness. This value influences greatly in the odds of your Pokemon evolving, learning new moves and other things. You can also grant your Pokemon some gifts, in order to give them some love.



-Custom Moveset System[100%]
Unlike other Poketibia, Pokemon in PokeSaga doesn't have a fixed moveset, which is unlocked while leveling up. It doesn't have 13 moves to use too, so that you spam moves without knowing what they do. All Pokemon can have 4 moves, like in the official games. These moves can be obtained by leveling or learning via TMs/tutors. These moves can be learned, forgotten, relearned, inherited. This also applies to wild Pokemons. All Pokemons spawned in the game have their movesets calculated like if they really gained levels, and will have custom movesets obtained by their own luck(but happiness doesn't apply to them, since there's no trainer). This means that every Pokemon in the wild can have a move if it has level enough, or NOT. It may already forgotten it, or never learned it before. This gives all Pokemons a uniqueness, and yet isn't that boring as IVs.



-Move Reminder[100%]
If you have a Heart Scale, you will be able to use the Move Reminder, an NPC that gives you access to all moves your Pokemon already learned and forgot.


-TMs and Move Tutors[100%]
You are also able to use TMs to teach moves to your Pokemon if they can learn them. They can drop from fallen Pokemon, obtained on quests and traded with players. You can also find NPCs that can teach your Pokemon some moves.

-Birthplace[60%]
This is a mechanic introduced in PokeSaga in order to give new unique charateristics to every Pokemon. When a Pokemon is spawned, it recieves an identification to its birthplace. Some Pokemon that spawn in certain places may have special characteristics, like a special move on their moveset, or can even spawn in special forms.

-HMs[40%]
Currently we have this HMs at PokeSaga:

Fly: enables you to fly through the map. Can't battle while on this mode. You can only land on certain spots. Unlocked after 8th Kanto Badge.
Surf: enables you to surf on water. Can't battle while on this mode.  Unlocked after 6th Kanto Badge.
Ride: mounts on your Pokemon and walks faster(trainer movement speed + Pokemon movement speed). Can't battle while on this mode. Unlocked after 4th Kanto Badge.
Cut: enables you to cut some plants. This can open some blocked paths and can give you some items or reveal hidden Pokemons. 
Rock Smash: enables you to cut break some rocks. This can open some blocked paths and can give you some items or reveal hidden Pokemons. 
Headbutt: can be used on some trees. There's a chance to find some special Pokemons.
Transform: Ditto special ability. Allows it to transform into another Pokemon, copying its moveset.
Dig: allows you to access some caves.
Dive: allows you to access some underwater caves.





-Shooting Star System[100%]

-Vitamins[100%]
Vitamins are special items that can be obtained in rare situations. They increase your Pokemon stats permanently. Each vitamin grants 1% of said stat, and each Pokemon can use up to 10 Vitamins. 

-Natures[100%]
We decided to implement Natures in PokeSaga, despite not implementing IVs. Why? The Nature system is not that punishing, since you can change them later with Nature Capsules, and it does not render 99.99% of the Pokemon worth using, like IVs do. That said, it works exactly like in the official games. Each Nature may give 10% bonus on one stat and takes 10% of other, or do nothing at all.

-PokeGear[80%]
PokeGear are items that can be equipped to Pokemon. Each Pokemon has 4 slots: body, neck, paws and a held item. They can grant a variety of bonuses to the Pokemon, depending on the item. They can also be upgraded: if you use a PokeGear equal to one that is already equipped to the Pokemon, it'll be upgraded. For example, if you use a Cloud Mantle on a Pokemon already equipped with a Cloud Mantle, it'll become a Cloud Mantle+1 and grant a 1% extra bonus Def to the Pokemon. 


You can remove PokeGear from a Pokemon by equipping another one at the same slot, but the PokeGear you recieve back will have -1 upgrade. All PokeGear have tiers that shows how many items you'll need to get them to +10, which is the maximum upgrade. 
One thing worth mentioning is that all evolution items(like stones) are PokeGear equipped on the held slot. They increase the chance of a Pokemon evolving, but do not guarantee the evolution. They are consumed when the Pokemon succesfully evolves and can be upgraded like any other PokeGear.


-Mystery Gift[90%]
This is a system that allows the use of serial keys to recieve prizes inside the games. The keys will be distributed in events outside of the game, like on live stream events or championships.



-Pokedex[90%]
A Pokedex window with useful information for every Pokemon. There'll be various rewards for completing it. You need to catch a Pokemon in order to unlock it on the Pokedex.



-Market/Pokemon Market[100%]
A complete automated market like in Tibia. There's also a trade window for Pokemon, which can be sold or auctioned.



-Special Spawns[60%]
When Pokemon spawn, there's a small chance that some special things can spawn near it. One of them is the PokeChest, which contain valuable rewards. 



-Fishing[60%]
You can use a fishing rod to encounter some Pokemon. There are certain Pokemon that can only be found this way, and some only in certain locations.

-Dream Radar[80%]
Send your Pokemons to the Dream World using your Dream Radar and watch them experience their own adventures! You can send some commands to them, like how to behave or their direction, but mostly they are on their own. They can find items and send them to you, like Dream Elixirs, that grants you double catch, drop and experience rates for 30 minutes! When they are defeated on the Dream World, recieve their Dream Orb.


-Dream Orbs[100%]
Dream Orbs are special item obtained when your Pokemon sent to the Dream World is defeated. Depending on their type and progress, you'll recieve a different Dream Orb, which can be used at your Pokemons in order to grow them stronger. Dream Orbs typing are based on the Pokemon that generated them: a Charmeleon for example will return a Fire Dream Orb. This can be used to grant Fire Exp to a Pokemon. If a Pokemon manages to reach enough Exp on a type to level it up, it'll recieve a bonus of efficiency in that typing. You can use Dream Orbs of any type in any Pokemon. For example, you can use this Fire Dream Orb in a Squirtle, and Fire-types used by that Squirtle will be stronger. 


-Fossils[100%]
You can find fossils while using Rock Smash in any stone of the map. Then bring them to Dr. Kuseno at Cinnabar Island, she can help you revive and battle fossil Pokemon!

-Boost Machine[100%]
A simple boost machine system which you can use to upgrade your Pokemon by using evolution stones and cash.

-Saffari[100%]
A saffari zone that needs a ticket to be accessed. You'll have 30 minutes to battle and catch some Pokemon that can only be found there!



Battle Mechanics:

-Control your Pokemon[90%]:
Command your Pokemon to your will instead of the player. This allows a better gameplay, as you can dodge skills(movement speed uses your Pokemon Speed stat), and allows for better aiming.
The player still follows you as a summon, and it's your duty to protect him during your incursions. When you return your Pokemon to the ball, you regain the control of the trainer.

-Targeting mechanics[100%]:
No more auto-attack like Tibia. Commands for targeting enemies and Battle Window were removed. Use the control your Pokemon mechanics to aim correctly at your target, using waves, ultimates or skillshot moves. 

-Skillshot moves[100%]:
A new way of attacking is used on PokeSaga: skillshots.
Instead of autotargeting like Tibia, aim using your mouse at the targets. This creates much more complex dynamics of battling, as you have to aim at your targets, which can dodge or teleport in order to avoid being hit. You can also miss the target if you misclick, but there's no accuracy check on the game.

-PP system[100%]:
To engage into a more complex and fun dynamics in battle, we have introduced PPs to the mechanics. This is mostly to make players think more about their move usage, and to instigate a more diverse and complex party selection, instead of a single Pokemon gameplay. The total PPs of each move is based on its tier, and tier 1 moves have infinite PP so the Pokemon doesn't become totally useless. Don't worry, PPs also regenerate while your Pokemon is in the ball. Take note that low tier moves regenerate faster than high tier ones. We hope that this mechanic, albeit polemic, creates a more fun and strategical gameplay.



-Move system[100%]:

Moves in PokeSaga are based in tiers, from 1 to 4. Despite they mostly following their damage values from the official Pokemon franchise, the areas, ranges and some secondary effects made some moves most useful than others.  We tried to stay faithful as possible to some Pokemon move mechanics, like Dream Eater or Snore. However, there will be some changes, mostly because of the game format that differs from the turn-based combat of the official games. Also, some useless moves will have new mechanics, always looking forward to upgrade or make them more fun. So, in order to balance them and still give relevance to weaker, mostly early game moves, we have divided them in tiers:

Tier 1: these are the early game moves from the official franchise. Some signature moves from some not-meta Pokemon are also in this category(in order to give them some power)  
PP: Infinite
Cooldown: 3s
Chance to learn: 15%

Tier 2: this tier contains some early and mid-game moves. Some weaker stat moves also fall in this category. 
PP: 30
Cooldown: 8s
Chance to learn: 10%

Tier 3: this tier contains most stat moves, healing moves, teleporting moves and some powerful moves. 
PP: 10
Cooldown: 18s
Chance to learn: 5%

Tier 4: the ultimate tier, containing most powerful moves in the game. Some stat moves that grants too many buffs or are too powerful also are here.
PP: 5
Cooldown: 30s
Chance to learn: 3%

Please be aware that when you switch Pokemons, you'll have to wait all cooldowns of each move to use them.

There are also some categories that moves fall on:

Range modifiers:
Melee: affect targets close. Multiplier: 1x
Distance: affect targets far away: Multiplier : 0.8x

Area modifiers:
Single: affects one single square. Multiplier: 1x
Instant: affects an area of effect. Multiplier: 1x
Beam: affects an area instantly, usually in a straight line. Multiplier: 1.2x
Wave: affects an area gradually, usually in a straight line. Multiplier: 1.3x

These multipliers are multiplicative and are applied at the end of the damage calculation. For example: a Melee/Wave move will deal x1.3, or 130% of the damage.

To get information specific about any move, please use the in-game UIs like Moves Window or Move Reminder as they provide all information needed.

-Damage calculations[90%]:

We have a new custom algorithm that calculates battle damage. This was made in order to create a balanced battle system were all stats are important, and the strategies are vital like in any other Pokemon game.

Stats: like in the main franchise, the Attack boosts Physical moves and is mitigated by Defense, while Special Attack boosts Special moves and is mitigated by Special Defense. Speed affects the Pokemon movement speed and the chance for a critical.

-Move Power: each move has its own Move Power, and most of them are exactly equal as in the official games. This value is multiplied by the Pokemon's Atk or Sp.Atk.

-Move Multipliers: like explained before, these multipliers are tags given to each move in order to balance them in the current format of the game.

-Effectiviness: as in the official games, moves can be Super Effective(you'll see the yellow letters 'SUPER'), or Not Effective(you'll see the gray letters 'WEAK'). Super Effective moves give a 1.5x multiplier, and can be applied twice, like when using Fire to attack a Steel/Grass Pokemon. Same goes for the Not Effective, which grants a 0.75x multiplier. The resistances also work like in the official games.

-STAB: STAB goes for Same-type Attack Bonus, and is applied when a Pokemon from a type uses a move of that same type. Like a Bulbasaur using Razor Leaf. This applies a 1.25x multiplier.

-Critical/Block: Critical chance is calculated by a base value, which is increased by the Speed that of the attacker(you'll see the red letters 'CRITICAL'). The base multiplier is 1.5x. Block is like a "critical defense", and completely mitigates one hit of damage to the defender (you'll see the gray letters 'BLOCK'). It's increased by the Defense and Special Defense, and it's quite rarer than a critical.



Planned features until BETA starts:

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