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	<id>http://wiki.cassettebeasts.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lerycide</id>
	<title>Cassette Beasts - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.cassettebeasts.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lerycide"/>
	<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/wiki/Special:Contributions/Lerycide"/>
	<updated>2026-11-13T15:01:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Wallace&amp;diff=12453</id>
		<title>Wallace</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Wallace&amp;diff=12453"/>
		<updated>2026-04-24T14:49:55Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* First encounter */ Added moves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterInfobox&lt;br /&gt;
| name = Wallace&lt;br /&gt;
| title = Construction Worker&lt;br /&gt;
| image = Wallace.png&lt;br /&gt;
| pronouns = He/Him&lt;br /&gt;
| voice_actor = [https://www.imdb.com/name/nm6587845 Richard Reed]&lt;br /&gt;
}}&lt;br /&gt;
Wallace is a [[Ranger Captain]] featured in Cassette Beasts. He can be found in the southwest portion of [[New Wirral Park]] and is generally one of the first Captains the player faces.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Battles==&lt;br /&gt;
Wallace can be found and battled directly south of the [[Ranger Outpost]] atop a high ledge.  The player receives stamp #1 and a non-common [[Elemental Wall]] sticker for winning.&lt;br /&gt;
&lt;br /&gt;
===First encounter===&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| member_2 = Ranger&lt;br /&gt;
| monster_1 = Traffikrab&lt;br /&gt;
| monster_2 = Traffikrab&lt;br /&gt;
| monster_3 = Lobstacle&lt;br /&gt;
|monster_1_moves=[[Smack]]&amp;lt;/br&amp;gt;[[Elemental Wall]]&amp;lt;/br&amp;gt;[[Water Coating (move)| Water Coating]]&amp;lt;/br&amp;gt;[[Multi Smack]]&amp;lt;/br&amp;gt;[[Brick Blast]]&amp;lt;/br&amp;gt;[[Incinerate]]|monster_2_moves=[[Spit]]&amp;lt;/br&amp;gt;[[Elemental Wall]]&amp;lt;/br&amp;gt;[[Water Coating (move)|Water Coating]]&amp;lt;/br&amp;gt;[[Multi Shot]]&amp;lt;/br&amp;gt;[[Brick Blast]]&amp;lt;/br&amp;gt;[[Incinerate]]|monster_3_moves=[[Smack]]&amp;lt;/br&amp;gt;[[Water Wall (move)|Water Wall]]&amp;lt;/br&amp;gt;[[Elemental Wall]]&amp;lt;/br&amp;gt;[[Throw]]&amp;lt;/br&amp;gt;[[Revolving Door]]&amp;lt;/br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===Rematch===&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| member_2 = Ranger&lt;br /&gt;
| ai_can_fuse = yes&lt;br /&gt;
| monster_1 = Weevilite&lt;br /&gt;
| monster_2 = Weevilite&lt;br /&gt;
| monster_3 = Lobstacle&lt;br /&gt;
| monster_4 = Fungogh&lt;br /&gt;
|monster_1_moves=[[Smack]]&amp;lt;/br&amp;gt;[[Elemental Wall]]&amp;lt;/br&amp;gt;[[Water Coating (move)| Water Coating]]&amp;lt;/br&amp;gt;[[Multi Smack]]&amp;lt;/br&amp;gt;[[Brick Blast]]&amp;lt;/br&amp;gt;[[Incinerate]]|monster_2_moves=[[Spit]]&amp;lt;/br&amp;gt;[[Elemental Wall]]&amp;lt;/br&amp;gt;[[Water Coating (move)| Water Coating]]&amp;lt;/br&amp;gt;[[Multi Shot]]&amp;lt;/br&amp;gt;[[Brick Blast]]&amp;lt;/br&amp;gt;[[Incinerate]]|monster_3_moves=[[Smack]]&amp;lt;/br&amp;gt;[[Water Wall (move)|Water Wall]]&amp;lt;/br&amp;gt;[[Elemental Wall]]&amp;lt;/br&amp;gt;[[Throw]]&amp;lt;/br&amp;gt;[[Revolving Door]]}}&lt;br /&gt;
&lt;br /&gt;
=== Strategy === &lt;br /&gt;
As his name implies, Wallace makes frequent use of Wall raising moves in battle.  He can also sacrifice his walls with [[Throw]] to deal more damage, or use [[Water Coating]] to change his Plastic typings, particularly to counter opposing Earth and Fire types.&lt;br /&gt;
==== Rematch ====&lt;br /&gt;
Wallace now leads with Weevilites for a stronger offense, and his Lobstacle may use [[Revolving Door]] to steal the player’s active walls.  His new [[Fungogh]] counters Earth and lets him assume a seriously bulky fused form.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
{{TranslationsTable|id=CAPTAIN_WALLACE_NAME}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Rangers]]&lt;br /&gt;
[[Category:Ranger captains]]&lt;br /&gt;
&lt;br /&gt;
{{Characters}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeam&amp;diff=12452</id>
		<title>Template:BattleTeam</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeam&amp;diff=12452"/>
		<updated>2026-04-24T14:42:17Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added moves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th align=&amp;quot;center&amp;quot; {{#if: {{{member_2|}}}||colspan=&amp;quot;2&amp;quot;}}&amp;gt;&#039;&#039;&#039;{{{member_1}}}&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
{{#if: {{{member_2|}}}|&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;{{{member_2|}}}&#039;&#039;&#039;&amp;lt;/th&amp;gt;}}&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#ifeq: {{{ai_can_fuse|}}}|yes|&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; {{#if: {{{member_2|}}}|colspan=&amp;quot;2&amp;quot;}}&amp;gt;&#039;&#039;Can fuse&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_1}}}&lt;br /&gt;
| bootleg_type = {{{monster_1_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_1_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_1_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{monster_2|}}}|&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_2}}}&lt;br /&gt;
| bootleg_type = {{{monster_2_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_2_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_2_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if: {{{monster_3|}}}|&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_3}}}&lt;br /&gt;
| bootleg_type = {{{monster_3_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_3_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_3_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{monster_4|}}}|&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_4}}}&lt;br /&gt;
| bootleg_type = {{{monster_4_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_4_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_4_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{monster_5|}}}|&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_5}}}&lt;br /&gt;
| bootleg_type = {{{monster_5_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_5_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_5_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{monster_6|}}}|&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_6}}}&lt;br /&gt;
| bootleg_type = {{{monster_6_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_6_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_6_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
{{#if: {{{monster_7|}}}|&amp;lt;tr style=&amp;quot;vertical-align:top&amp;quot;&amp;gt;&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_7}}}&lt;br /&gt;
| bootleg_type = {{{monster_7_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_7_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_7_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{monster_8|}}}|&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = {{{monster_8}}}&lt;br /&gt;
| bootleg_type = {{{monster_8_bootleg_type|}}}&lt;br /&gt;
| moves = {{#if: {{{monster_8_moves|}}}|&amp;lt;br/&amp;gt;{{{monster_8_moves}}}&amp;lt;/span&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| member_2 = Ranger&lt;br /&gt;
| monster_1 = Traffikrab&lt;br /&gt;
| monster_2 = Traffikrab&lt;br /&gt;
| monster_3 = Lobstacle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| member_2 = Ranger&lt;br /&gt;
| ai_can_fuse = yes&lt;br /&gt;
| monster_1 = Weevilite&lt;br /&gt;
| monster_1_moves = [[Smack]]&amp;lt;/br&amp;gt;[[Spit]]&lt;br /&gt;
| monster_2 = Weevilite&lt;br /&gt;
| monster_3 = Lobstacle&lt;br /&gt;
| monster_4 = Fungogh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| monster_1 = Weevilite&lt;br /&gt;
| monster_2 = Weevilite&lt;br /&gt;
| monster_3 = Lobstacle&lt;br /&gt;
| monster_4 = Fungogh&lt;br /&gt;
| monster_5 = Lobstacle&lt;br /&gt;
| monster_6 = Fungogh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| monster_1 = Weevilite&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{BattleTeam&lt;br /&gt;
| member_1 = Wallace&lt;br /&gt;
| monster_1 = Weevilite&lt;br /&gt;
| monster_2 = Weevilite&lt;br /&gt;
| monster_2_bootleg_type = Fire&lt;br /&gt;
| monster_3 = Lobstacle&lt;br /&gt;
| monster_4 = Fungogh&lt;br /&gt;
| monster_5 = Lobstacle&lt;br /&gt;
| monster_5_bootleg_type = Water&lt;br /&gt;
| monster_6 = Fungogh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeamCell&amp;diff=12451</id>
		<title>Template:BattleTeamCell</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeamCell&amp;diff=12451"/>
		<updated>2026-04-24T14:02:22Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Possible spacing fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;td align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;&amp;gt;[[File:{{#invoke:Database|get_species|{{{monster}}}|name}}.png|80x42px]]&amp;lt;br/&amp;gt;{{#invoke:Database|get_link|species|{{{monster}}}}}&amp;lt;br/&amp;gt;{{TypeButton|{{#if: {{{bootleg_type|}}}|{{{bootleg_type}}}|{{#invoke:Database|get_species|{{{monster}}}|elemental_type}}}}}}{{#if: {{{moves|}}}|{{{moves}}}}}&amp;lt;/br&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
}}&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
| bootleg_type = Fire&lt;br /&gt;
| moves = [[Smack]]&amp;lt;/br&amp;gt;[[Spit]]&lt;br /&gt;
}}&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
| bootleg_type = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeamCell&amp;diff=12450</id>
		<title>Template:BattleTeamCell</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeamCell&amp;diff=12450"/>
		<updated>2026-04-24T14:00:39Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Fixed issue with move formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;td align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;&amp;gt;[[File:{{#invoke:Database|get_species|{{{monster}}}|name}}.png|80x42px]]&amp;lt;br/&amp;gt;{{#invoke:Database|get_link|species|{{{monster}}}}}&amp;lt;br/&amp;gt;{{TypeButton|{{#if: {{{bootleg_type|}}}|{{{bootleg_type}}}|{{#invoke:Database|get_species|{{{monster}}}|elemental_type}}}}}}{{#if: {{{moves|}}}|{{{moves}}}}}&amp;lt;/td&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
}}&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
| bootleg_type = Fire&lt;br /&gt;
| moves = [[Smack]]&amp;lt;/br&amp;gt;[[Spit]]&lt;br /&gt;
}}&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
| bootleg_type = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeamCell&amp;diff=12449</id>
		<title>Template:BattleTeamCell</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:BattleTeamCell&amp;diff=12449"/>
		<updated>2026-04-24T13:55:22Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Attempted to add moves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;td align=&amp;quot;center&amp;quot; style=&amp;quot;padding: 10px;&amp;quot;&amp;gt;[[File:{{#invoke:Database|get_species|{{{monster}}}|name}}.png|80x42px]]&amp;lt;br/&amp;gt;{{#invoke:Database|get_link|species|{{{monster}}}}}&amp;lt;br/&amp;gt;{{TypeButton|{{#if: {{{bootleg_type|}}}|{{{bootleg_type}}}|{{#invoke:Database|get_species|{{{monster}}}|elemental_type}}}}}}&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;padding: 0px;&amp;quot;&amp;gt;{{#if: {{{moves|}}}|{{{moves}}}}}&amp;lt;br/&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
}}&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
| bootleg_type = Fire&lt;br /&gt;
| moves = [[Smack]]&amp;lt;/br&amp;gt;[[Spit]]&lt;br /&gt;
}}&lt;br /&gt;
{{BattleTeamCell&lt;br /&gt;
| monster = Traffikrab&lt;br /&gt;
| bootleg_type = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=User:Lerycide&amp;diff=12448</id>
		<title>User:Lerycide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=User:Lerycide&amp;diff=12448"/>
		<updated>2026-04-24T13:33:11Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: What you changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There was some stuff I wrote here, but 2 years and 1 YouTube channel later, well.&lt;br /&gt;
&lt;br /&gt;
Will be experimenting with implementing moveset displays for the wiki. So this space might be filled with random stuff, it might not.&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Types&amp;diff=12447</id>
		<title>Types</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Types&amp;diff=12447"/>
		<updated>2026-04-24T13:21:55Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added type advantage AP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each monster and move has an elemental &#039;&#039;&#039;type&#039;&#039;&#039; that determines its strengths, weaknesses, and abilities. Monsters which differ from the usual type of their [[Species|species]] are called [[Bootleg|bootlegs]].&lt;br /&gt;
&lt;br /&gt;
In addition, moves can be [[Typeless]]. A typeless attack takes on the type of the monster using it. In combat, untransformed humans are also typeless, and are unaffected by the type chart below.&lt;br /&gt;
&lt;br /&gt;
When a monster uses a move of the same type as it, its power will be 20% greater. Similarly, attacks with a type advantage (those that apply debuffs) will boost damage by 30% and receive 1 AP, while those with disadvantage (those that apply buffs) with deal approximately 23% less. In the case of a fusion, advantage and disadvantage cancel each other out, and double advantage deals 69% more damage while double disadvantage deals approximately 41% less damage.  Exact formulas can be found on the [[Damage]] page.&lt;br /&gt;
&lt;br /&gt;
==Type Chart==&lt;br /&gt;
&lt;br /&gt;
In this table, the row is the attacking type, and the column is the defending type.&lt;br /&gt;
&lt;br /&gt;
A green cell indicates the attack buffs the defender. A red cell indicates the attack debuffs the defender. Yellow indicates the attack changes the defender to a different type. Hover over a cell to view the details of that match-up.&lt;br /&gt;
&lt;br /&gt;
An in-game type chart item can be obtained by opening your Ranger Handbook.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable type_chart&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;type_chart_deadzone&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;14&amp;quot; class=&amp;quot;type_chart_defenders&amp;quot;&amp;gt;Defending Type&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;{{#invoke:Database|get_type_list|subscript=name|foreach=TypeChartColumnHead}}&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#invoke:Database|get_type_list|subscript=name|foreach=TypeChartRow}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Sticker_Attributes&amp;diff=12446</id>
		<title>Sticker Attributes</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Sticker_Attributes&amp;diff=12446"/>
		<updated>2026-04-24T13:18:59Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* Attribute Properties */ Updated empty slot information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sticker attributes&#039;&#039;&#039; are modifications that uncommon and rare [[sticker]]s have.&lt;br /&gt;
Uncommon stickers and attributes are displayed in green, and rare stickers and attributes are displayed in blue.&lt;br /&gt;
&lt;br /&gt;
==Attribute Generation==&lt;br /&gt;
===Sticker Rarity===&lt;br /&gt;
When obtaining a new sticker, its rarity is randomized as follows :&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Sticker Source !! Uncommon Chance !! Rare Chance&lt;br /&gt;
|-&lt;br /&gt;
|Default&lt;br /&gt;
|5%&lt;br /&gt;
|1.25%&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg star-up&lt;br /&gt;
|66.6%&lt;br /&gt;
|16.7%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Number of attributes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Sticker Rarity !! Uncommon Attributes !! Rare Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|3/5 chance for 1&amp;lt;br&amp;gt;2/5 chance for 2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|1/3 chance for 1&amp;lt;br&amp;gt;2/3 chance for 2&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Attributes ==&lt;br /&gt;
Attributes that have a listed chance or value choose this value from a [[wikipedia:Triangular_distribution|triangular distribution]], and the mode listed below specifies the most probable value.&lt;br /&gt;
&lt;br /&gt;
=== Uncommon===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute Name&lt;br /&gt;
!Description&lt;br /&gt;
!Weight&lt;br /&gt;
!Chance/Value&lt;br /&gt;
!Mode&lt;br /&gt;
|-&lt;br /&gt;
|Alternative Attack Max HP&lt;br /&gt;
| Damage based on Max HP if higher&lt;br /&gt;
|0.16&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alternative Attack Melee Attack&lt;br /&gt;
|Damage based on Melee Attack if higher&lt;br /&gt;
|0.16&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alternative Attack Melee Defense&lt;br /&gt;
| Damage based on Melee Defence if higher&lt;br /&gt;
|0.16&lt;br /&gt;
|—&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
|Alternative Attack Ranged Attack&lt;br /&gt;
|Damage based on Ranged Attack if higher&lt;br /&gt;
|0.16&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alternative Attack Ranged Defense&lt;br /&gt;
|Damage based on Ranged Defence if higher&lt;br /&gt;
|0.16&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Alternative Attack Speed&lt;br /&gt;
|Damage based on Speed if higher&lt;br /&gt;
|0.16&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Extra Hit&lt;br /&gt;
| +1 extra Hit&lt;br /&gt;
|1&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Heal&lt;br /&gt;
|Heals % of Max HP&lt;br /&gt;
|0.16&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Damage per empty slot&lt;br /&gt;
| +% Damage per empty slot&lt;br /&gt;
|1&lt;br /&gt;
|1-10%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Exp per empty slot&lt;br /&gt;
|  +% Exp Points per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Move Accuracy per empty slot&lt;br /&gt;
|  +% Move Accuracy per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-20%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Crit Damage per empty slot&lt;br /&gt;
| +% Critical Damage per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-50%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Crit Rate per empty slot&lt;br /&gt;
| +% Critical Chance per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-30%&lt;br /&gt;
|6%&lt;br /&gt;
|-&lt;br /&gt;
|Effect chance per empty slot&lt;br /&gt;
| +% Effect Chance per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-20%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Splash damage per empty slot&lt;br /&gt;
| +% Splash Damage per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-35%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Priority Chance per empty slot&lt;br /&gt;
| +% Priority Chance per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
| 1-30%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Status Duration Boost&lt;br /&gt;
| +1 Duration&lt;br /&gt;
|1&lt;br /&gt;
|—&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
|Stat Damage&lt;br /&gt;
| +% Damage&lt;br /&gt;
|1&lt;br /&gt;
|1-20%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
| Stat Exp&lt;br /&gt;
|  +% Exp Points&lt;br /&gt;
|0.2&lt;br /&gt;
|1-20%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Stat Accuracy&lt;br /&gt;
| +% Accuracy&lt;br /&gt;
|0.2&lt;br /&gt;
|1-30%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Stat Crit Damage&lt;br /&gt;
| +% Critical Damage&lt;br /&gt;
|0.2&lt;br /&gt;
|30-100%&lt;br /&gt;
|40%&lt;br /&gt;
|-&lt;br /&gt;
|Stat Crit Rate&lt;br /&gt;
|  +% Critical Chance&lt;br /&gt;
|0.2&lt;br /&gt;
|1-50%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Stat Effect Chance&lt;br /&gt;
| +% Effect Chance&lt;br /&gt;
|0.2&lt;br /&gt;
|1-30%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
| Stat Splash Damage&lt;br /&gt;
| +% Splash Damage&lt;br /&gt;
|0.2&lt;br /&gt;
|1-70%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Stat Priority Chance&lt;br /&gt;
| +% Priority Chance&lt;br /&gt;
|0.2&lt;br /&gt;
|1-30%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Type Advantage Crit&lt;br /&gt;
| Critical hit on type advantage&lt;br /&gt;
|0.2&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rare ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute Name&lt;br /&gt;
!Description&lt;br /&gt;
!Weight&lt;br /&gt;
!Chance/Value&lt;br /&gt;
!Mode&lt;br /&gt;
|-&lt;br /&gt;
| AP Refund 1&lt;br /&gt;
| +% Chance to refund 1 AP after usage&lt;br /&gt;
|1&lt;br /&gt;
|10-90%&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|AP Refund All&lt;br /&gt;
| +% Chance to refund all AP after usage&lt;br /&gt;
|1&lt;br /&gt;
|{{tt|1-6%*|In the game&#039;s files the maximum is 5%, but the mode being above this value allows generation of 6% values}}&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|Use Smack after Attack&lt;br /&gt;
| +% Chance to use Smack after attack&lt;br /&gt;
|0.5&lt;br /&gt;
|10-90%&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|Use Spit after Attack&lt;br /&gt;
| +% Chance to use Spit after attack&lt;br /&gt;
|0.5&lt;br /&gt;
|10-90%&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
| Use at Battle Start&lt;br /&gt;
| +% Chance to use at the start of battles&lt;br /&gt;
|0.2&lt;br /&gt;
|30-90%&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|Use at Round Ending&lt;br /&gt;
| +% Chance to use at the end of a round&lt;br /&gt;
|0.2&lt;br /&gt;
|1-25%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Use after Attacks&lt;br /&gt;
| +% Chance to use after attacks&lt;br /&gt;
|0.2&lt;br /&gt;
|1-25%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Use when hit&lt;br /&gt;
| +% Chance to use when hit&lt;br /&gt;
|0.2&lt;br /&gt;
|1-25%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Buff User&lt;br /&gt;
|  +% Chance to applying status effect to self&lt;br /&gt;
|0.2&lt;br /&gt;
|5-50%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Buff User Contact Damage&lt;br /&gt;
| +% Chance of applying contact damage to self&lt;br /&gt;
|0.2&lt;br /&gt;
|5-50%&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|Buff User Wall&lt;br /&gt;
|  +% Chance of summoning wall&lt;br /&gt;
|0.2&lt;br /&gt;
|5-50%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|Compatible with any tape&lt;br /&gt;
|0.2&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Debuff Target&lt;br /&gt;
| +% Chance of applying status effect&lt;br /&gt;
|0.2&lt;br /&gt;
|1-50%&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Destroys Walls&lt;br /&gt;
|Destroys Walls&lt;br /&gt;
|1&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Extra Slots&lt;br /&gt;
| +1 slot&lt;br /&gt;
|1&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Ignores Walls&lt;br /&gt;
|Ignores Walls&lt;br /&gt;
|1&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Multitarget&lt;br /&gt;
| +% Chance to target whole team&lt;br /&gt;
|1&lt;br /&gt;
|10-75%&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|Shared&lt;br /&gt;
|Shared with allies&lt;br /&gt;
|1&lt;br /&gt;
|—&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Heal per empty slot&lt;br /&gt;
| Heals % of Max HP per empty slot&lt;br /&gt;
|0.16&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Accuracy per empty slot&lt;br /&gt;
|Passive: +% Accuracy per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
| 1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Evasion per empty slot&lt;br /&gt;
|Passive: +% Evasion per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Max HP per empty slot&lt;br /&gt;
|Passive: +% Max HP per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Melee Attack per empty slot&lt;br /&gt;
|Passive: +% Melee Attack per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
| Passive Melee Defense per empty slot&lt;br /&gt;
|Passive: +% Melee Defence per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Ranged Attack per empty slot&lt;br /&gt;
|Passive: +% Ranged Attack per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Ranged Defense per empty slot&lt;br /&gt;
|Passive. +% Ranged Defence per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
| Passive Speed per empty slot&lt;br /&gt;
|Passive: +% Speed per empty slot&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Accuracy&lt;br /&gt;
|Passive: +% Accuracy&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
| Passive Evasion&lt;br /&gt;
|Passive: +% Evasion&lt;br /&gt;
| 0.2&lt;br /&gt;
| 1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Max HP&lt;br /&gt;
|Passive: +% Max HP&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Melee Attack&lt;br /&gt;
|Passive: +% Melee Attack&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Melee Defense&lt;br /&gt;
|Passive: +% Melee Defence&lt;br /&gt;
|0.2&lt;br /&gt;
| 1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Ranged Attack&lt;br /&gt;
|Passive: +% Ranged Attack&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Ranged Defense&lt;br /&gt;
|Passive: +% Ranged Defence&lt;br /&gt;
|0.2&lt;br /&gt;
|1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Passive Speed&lt;br /&gt;
|Passive: +% Speed&lt;br /&gt;
| 0.2&lt;br /&gt;
| 1-10%&lt;br /&gt;
|3%&lt;br /&gt;
|-&lt;br /&gt;
|Use again&lt;br /&gt;
|  +% Chance to use twice&lt;br /&gt;
|1&lt;br /&gt;
|1-20%&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Use random&lt;br /&gt;
| +% Chance to use a random move&lt;br /&gt;
|1&lt;br /&gt;
|1-20%&lt;br /&gt;
|5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attribute Properties ==&lt;br /&gt;
&lt;br /&gt;
*Any given [[Moves|Move]] Sticker can have a maximum of three attributes applied to it, provided the attribute is compatible with the move being modified, and is not a duplicate of another attribute being applied. There are no limits applied based on rarity, aside from [[Fused Material]] cost.&lt;br /&gt;
&lt;br /&gt;
*Majority of sticker attributes that modify stats, such as Effect chance or Passive Speed, are multiplicative instead of being additive; for example, a [[Roll Again]] sticker with the +20% Effect chance attribute will have an activation chance of 60%, not 70%.&lt;br /&gt;
**The number of empty slots is added up first before being multiplied at the end; for example, an [[Acorn Mortar]] with the +5% Accuracy per empty slot attribute, if applied on a tape with 3 empty slots, will result in a net +15% accuracy (which is then multiplied), increasing the move&#039;s accuracy from 75% to 86.25%.&lt;br /&gt;
**Critical chance and Critical damage on the other hand are directly additive.&lt;br /&gt;
*Empty slots are calculated on a per-tape basis. [[Mind-Meld (status effect)|Mind-Meld]] and moves shared with &#039;&#039;Shared with allies&#039;&#039; has no effect on how it is counted. For fusions, empty slots are the sum of the empty slot of each member&#039;s tape.&lt;br /&gt;
*Extra hit adds one hit to the move&#039;s total number of hits. For example, a [[Multi Shot]] sticker with this attribute goes from 3-5 hits to 4-6 hits.&lt;br /&gt;
*Healing from the Heal attribute gets copied by [[Vampire]].&lt;br /&gt;
*For the experience attribute to apply its effects, the move it&#039;s attached to must be used or activated.&lt;br /&gt;
*Priority chance, if successful, will allow the attack to move first within a given priority. For example, an attacker using [[Quick Smack]] can occasionally act first before a faster [[Avalanche]] user with this attribute, as both have increased priority of 1, but the attack will still take place after [[Parry Stance (move)|Parry Stance]] which has an increased priority of 2.&lt;br /&gt;
*Rare attributes that call moves, such as Use Smack after attack or Use at battle start, are unaffected by [[Machine Curse]].&lt;br /&gt;
*The contact damage and wall buff attributes will apply a status effect that matches the move&#039;s type, or if dual-type from being fused, the first type listed. Additionally, summoning a wall will not sacrifice the user&#039;s health.&lt;br /&gt;
*The Destroys walls attribute will allow the attack to bypass the [[Parry Stance (status effect)|Parry Stance]] status effect.&lt;br /&gt;
*The Shared with allies attribute behaves similar to [[Mind-Meld (status effect)|Mind-Meld]] in which the shared move gets put to the bottom of the list of the ally&#039;s moves.&lt;br /&gt;
**Unlike [[Mind-Meld (status effect)|Mind-Meld]], stickers that activate at the start of battle such as [[Random Starter]] or [[Pre-emptive Strike]] will activate when shared with this modifier.&lt;br /&gt;
*The +1 Slot modifier cannot bring the total slot count higher than 16.&lt;br /&gt;
&lt;br /&gt;
===Buff User Status Effects===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Cottoned On.png|42x42px]]&lt;br /&gt;
|[[Cottoned On]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Parry Stance.png|42x42px]]&lt;br /&gt;
|[[Parry Stance (status effect)|Parry Stance]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Locked On.png|42x42px]]&lt;br /&gt;
|[[Locked On]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Multistrike.png|42x42px]]&lt;br /&gt;
|[[Multistrike]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Accuracy Up.png|42x42px]]&lt;br /&gt;
|[[Accuracy Up]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Evasion Up.png|42x42px]]&lt;br /&gt;
|[[Evasion Up]]&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Melee Attack Up.png|42x42px]]&lt;br /&gt;
|[[Melee Attack Up]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Melee Defence Up.png|42x42px]]&lt;br /&gt;
|[[Melee Defence Up]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Ranged Attack Up.png|42x42px]]&lt;br /&gt;
|[[Ranged Attack Up]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Ranged Defence Up.png|42x42px]]&lt;br /&gt;
|[[Ranged Defence Up]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Speed Up.png|42x42px]]&lt;br /&gt;
|[[Speed Up]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status AP Boost.png|42x42px]]&lt;br /&gt;
|[[AP Boost (status effect)|AP Boost]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Multitarget.png|42x42px]]&lt;br /&gt;
|[[Multitarget]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Healing Leaf.png|42x42px]]&lt;br /&gt;
|[[Healing Leaf]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Healing Steam.png|42x42px]]&lt;br /&gt;
|[[Healing Steam]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Mind-Meld.png|42x42px]]&lt;br /&gt;
|[[Mind-Meld (status effect)|Mind-Meld]]&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Debuff Target Status Effects===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Name&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Bomb.png|42x42px]]&lt;br /&gt;
|[[Bomb]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Flinched.png|42x42px]]&lt;br /&gt;
|[[Flinched]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Resonance.png|42x42px]]&lt;br /&gt;
|[[Resonance]]&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Confused.png|42x42px]]&lt;br /&gt;
|[[Confused]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Glass Bonds.png|42x42px]]&lt;br /&gt;
|[[Glass Bonds (status effect)|Glass Bonds]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Leeched.png|42x42px]]&lt;br /&gt;
|[[Leeched]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Poisoned.png|42x42px]]&lt;br /&gt;
|[[Poisoned]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Shrapnel.png|42x42px]]&lt;br /&gt;
|[[Shrapnel (status effect)|Shrapnel]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Sleep.png|42x42px]]&lt;br /&gt;
|[[Sleep]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Accuracy Down.png|42x42px]]&lt;br /&gt;
|[[Accuracy Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Evasion Down.png|42x42px]]&lt;br /&gt;
|[[Evasion Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Melee Attack Down.png|42x42px]]&lt;br /&gt;
|[[Melee Attack Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Melee Defence Down.png|42x42px]]&lt;br /&gt;
|[[Melee Defence Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Ranged Attack Down.png|42x42px]]&lt;br /&gt;
|[[Ranged Attack Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Ranged Defence Down.png|42x42px]]&lt;br /&gt;
|[[Ranged Defence Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Speed Down.png|42x42px]]&lt;br /&gt;
|[[Speed Down]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Berserk.png|42x42px]]&lt;br /&gt;
|[[Berserk]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status AP Drain.png|42x42px]]&lt;br /&gt;
|[[AP Drain]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Burned.png|42x42px]]&lt;br /&gt;
|[[Burned]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Conductive.png|42x42px]]&lt;br /&gt;
|[[Conductive]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Petrified.png|42x42px]]&lt;br /&gt;
|[[Petrified]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Status Unitarget.png|42x42px]]&lt;br /&gt;
|[[Unitarget]]&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*The combined list of status effects from the Buff User, Buff User Contact Damage, Buff User Wall, and Debuff Target attributes are identical to the list of status effects for [[Fusion Power]].&lt;br /&gt;
*In [[Version]] 1.5, it was not possible for [[Bad Forecast]] to have any attributes. This was fixed in version 1.6.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Mind-Meld_(status_effect)&amp;diff=12445</id>
		<title>Mind-Meld (status effect)</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Mind-Meld_(status_effect)&amp;diff=12445"/>
		<updated>2026-04-24T13:16:31Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Updated info regarding empty slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StatusEffectPage|id=Mind-Meld|additional_description=Only one character in the team needs to have Mind-Meld for everyone in the team to share moves. Moves from allies appear in sequence below the character&#039;s own moves.&lt;br /&gt;
&lt;br /&gt;
If Mind-Meld is used automatically at the start of battle, either through a move such as [[Custom Starter]] or through the &#039;&#039;+x% chance to use at the start of battles&#039;&#039; attribute, it will not trigger other starter moves such as the ally&#039;s [[Random Starter]] or [[Pre-emptive Strike]]. However, moves are still shared immediately upon obtaining the status effect.}}&lt;br /&gt;
{{TranslationsTable|id=STATUS_MIND_MELD_NAME}}&lt;br /&gt;
[[Category:Status Effects]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Mourningstar&amp;diff=12441</id>
		<title>Mourningstar</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Mourningstar&amp;diff=12441"/>
		<updated>2026-04-21T17:33:11Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchangelInfobox&lt;br /&gt;
| name = Mourningstar&lt;br /&gt;
| title = Serpent God&lt;br /&gt;
| image = Mourningstar.png&lt;br /&gt;
| number = 05&lt;br /&gt;
| incarnation = Devotion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mourningstar&#039;&#039;&#039; is an [[Archangel]] that has a 3D low-poly appearance, possessing the torso of a man, two wings, a golden skull mask with ram horns, yellow spikes for legs, and a black and white snake wrapping around it. &lt;br /&gt;
&lt;br /&gt;
It is buried underneath [[Mourningtown]], and reaching it is the main goal of the Mourningtown Cult, associated with [[Kayleigh]]&#039;s &amp;quot;I Ran So Far Away&amp;quot; quest.&lt;br /&gt;
&lt;br /&gt;
== Ingame Bio ==&lt;br /&gt;
The malevolent Mourningstar feeds on the devotion of others, sometimes to a lethal extent if the individual&#039;s commitment is strong enough. It whispers from its underground station, hoping that its acolytes will eventually find their way down to it&lt;br /&gt;
- and their deaths.&lt;br /&gt;
&lt;br /&gt;
The incarnation of devotion, Mourningstar was formed from the devotion to the many gods and idols that humanity creates and worships.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Can be found and fought in [[Mourningtown]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{ArchangelStats|max_hp=600|melee_attack=200|melee_defense=200|ranged_attack=200|ranged_defense=200|speed=100}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
* [[Broadcast]]&lt;br /&gt;
* [[Focus]]&lt;br /&gt;
* [[Neutralise]]&lt;br /&gt;
* [[Phase Shift]]&lt;br /&gt;
* [[Pre-emptive Strike]]&lt;br /&gt;
* [[Revenge Strike]]&lt;br /&gt;
* [[Shooting Star]]&lt;br /&gt;
* [[Status Resistance]]&lt;br /&gt;
* [[Thunder Blast]]&lt;br /&gt;
* [[Eldritch]]&lt;br /&gt;
&lt;br /&gt;
=== Special Moves ===&lt;br /&gt;
&lt;br /&gt;
* [[Judgement]] (&#039;&#039;[[Angelic Attack]]&#039;&#039;): Hits a whole team for a large amount of [[Lightning]] damage. Cannot be avoided.&lt;br /&gt;
* [[Temptation (move)|Temptation]]: Sacrifice 10% of the user&#039;s total HP to creates an apple tree that absorbs incoming hits. It behaves like a [[Plant Wall (status effect)|Plant Wall]] with additional effects when attacked:&lt;br /&gt;
** 33% of the time it [[Poisoned|Poisons]] the user,&lt;br /&gt;
** 67% of the time it heals the user by an amount equal to 10% of their current HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#spoiler:show=Spoiler: Magikrab&#039;s Gauntlet|hide=Hide|&lt;br /&gt;
Mourningstar can appear either as a solo encounter or paired with another enemy.&lt;br /&gt;
&#039;&#039;&#039;Normal (up to Carriage 50)&#039;&#039;&#039;&lt;br /&gt;
* [[Pre-emptive Strike]]&lt;br /&gt;
* [[Revenge Strike]]&lt;br /&gt;
* [[Focus]]&lt;br /&gt;
* [[Broadcast]]&lt;br /&gt;
* [[Shooting Star]]&lt;br /&gt;
* [[Thunder Blast]]&lt;br /&gt;
* [[Temptation]]&lt;br /&gt;
* [[Judgement]]&lt;br /&gt;
* [[Eldritch]]&lt;br /&gt;
* [[Status Resistance]]&lt;br /&gt;
* [[Neutralise]]&lt;br /&gt;
* [[Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal (Carriage 51+) / Higher Difficulties&#039;&#039;&#039;&lt;br /&gt;
* [[Pre-emptive Strike]]&lt;br /&gt;
* [[Revenge Strike]]&lt;br /&gt;
* [[Focus]]&lt;br /&gt;
* [[Echolocation]]&lt;br /&gt;
* [[Shooting Star]]&lt;br /&gt;
* [[Thunder Blast]]&lt;br /&gt;
* [[Temptation]]&lt;br /&gt;
* [[Judgement]]&lt;br /&gt;
* [[Eldritch]]&lt;br /&gt;
* [[Status Resistance]]&lt;br /&gt;
* [[Neutralise]]&lt;br /&gt;
* [[Phase Shift]]&lt;br /&gt;
* [[Return Fire]]&lt;br /&gt;
* [[Crumble]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Main|Mourningstar/Dialogue}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
===Name Origin and Design===&lt;br /&gt;
Mourningstar&#039;s name is likely a portmanteau of &amp;quot;mourning&amp;quot; and &amp;quot;morning star&amp;quot;, which is another name for the Christian figure Lucifer (also often referred to as Satan).&amp;lt;ref name=&amp;quot;lucifer-britannica&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mourningstar&#039;s design and special moves are likely a biblical reference to the story of the Garden of Eden, in which Adam and Eve are tempted by a snake into eating forbidden fruit from the Tree of Knowledge and were punished for their defiance.&lt;br /&gt;
&lt;br /&gt;
Mourningstar&#039;s snake is likely a reference to the snake that tempted Adam and Eve. Some common interpretations of the story of the Garden of Eden consider Lucifer to be the snake.&amp;lt;ref name=&amp;quot;snake-uiowa&amp;quot; /&amp;gt; This could explain Mourningstar&#039;s wings and horns, given that Lucifer was a fallen angel and many depictions of him show him as a horned devil.&lt;br /&gt;
&lt;br /&gt;
Temptation is likely a reference to the Tree of Knowledge and the forbidden fruit that Adam and Eve ate from it. Judgement is likely a reference to the punishment that God inflicted on Adam and Eve after they ate the forbidden fruit.&lt;br /&gt;
&lt;br /&gt;
The 3D styling of Mourningstar&#039;s appearance was meant to mimic the appearance of 3D models in RPGs from the 32-bit era. Additionally, the snake&#039;s head is Mourningstar&#039;s actual head.&amp;lt;ref name=&amp;quot;mourningstar-art-book&amp;quot; /&amp;gt; This is further evidenced by effects from moves like Headshot targeting the snake&#039;s head.&lt;br /&gt;
&lt;br /&gt;
{{TranslationsTable|id=AA_SERPENT_NAME}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;lucifer-britannica&amp;quot;&amp;gt;{{CiteWebsite&lt;br /&gt;
| title = Lucifer&lt;br /&gt;
| website = Britannica&lt;br /&gt;
| accessed = August 3, 2023&lt;br /&gt;
| link = https://www.britannica.com/topic/Lucifer-classical-mythology&lt;br /&gt;
}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;snake-uiowa&amp;quot;&amp;gt;{{CiteWebsite&lt;br /&gt;
| title = FAQ: Is the Snake in the Garden of Eden Satan?&lt;br /&gt;
| website = The University of Iowa: Bible &amp;amp; Archaeology&lt;br /&gt;
| accessed = August 3, 2023&lt;br /&gt;
| link = https://bam.sites.uiowa.edu/faq/snake-garden-eden-satan&lt;br /&gt;
}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;mourningstar-art-book&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Mourningstar is maybe the most stereotypical &amp;quot;RPG boss&amp;quot; design of the lot - this is an intentional decision! I wanted to mimic the&lt;br /&gt;
appearance of early 3D models in RPGs from the 32-bit era, and design a character that is as strange and abstract as some of those could be. Despite its humanoid &amp;quot;head&amp;quot;, its actual head is the snake.&amp;quot; - Cassette Beasts: Artbook, page 36.&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Archangels]]&lt;br /&gt;
&lt;br /&gt;
{{Archangels}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Mourningstar&amp;diff=12440</id>
		<title>Mourningstar</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Mourningstar&amp;diff=12440"/>
		<updated>2026-04-21T17:32:44Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Fixed broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArchangelInfobox&lt;br /&gt;
| name = Mourningstar&lt;br /&gt;
| title = Serpent God&lt;br /&gt;
| image = Mourningstar.png&lt;br /&gt;
| number = 05&lt;br /&gt;
| incarnation = Devotion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mourningstar&#039;&#039;&#039; is an [[Archangel]] that has a 3D low-poly appearance, possessing the torso of a man, two wings, a golden skull mask with ram horns, yellow spikes for legs, and a black and white snake wrapping around it. &lt;br /&gt;
&lt;br /&gt;
It is buried underneath [[Mourningtown]], and reaching it is the main goal of the Mourningtown Cult, associated with [[Kayleigh]]&#039;s &amp;quot;I Ran So Far Away&amp;quot; quest.&lt;br /&gt;
&lt;br /&gt;
== Ingame Bio ==&lt;br /&gt;
The malevolent Mourningstar feeds on the devotion of others, sometimes to a lethal extent if the individual&#039;s commitment is strong enough. It whispers from its underground station, hoping that its acolytes will eventually find their way down to it&lt;br /&gt;
- and their deaths.&lt;br /&gt;
&lt;br /&gt;
The incarnation of devotion, Mourningstar was formed from the devotion to the many gods and idols that humanity creates and worships.&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
Can be found and fought in [[Mourningtown]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{ArchangelStats|max_hp=600|melee_attack=200|melee_defense=200|ranged_attack=200|ranged_defense=200|speed=100}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Moves ===&lt;br /&gt;
&lt;br /&gt;
* [[Broadcast]]&lt;br /&gt;
* [[Focus]]&lt;br /&gt;
* [[Neutralise]]&lt;br /&gt;
* [[Phase Shift]]&lt;br /&gt;
* [[Pre-emptive Strike]]&lt;br /&gt;
* [[Revenge Strike]]&lt;br /&gt;
* [[Shooting Star]]&lt;br /&gt;
* [[Status Resistance]]&lt;br /&gt;
* [[Thunder Blast]]&lt;br /&gt;
* [[Eldritch]]&lt;br /&gt;
&lt;br /&gt;
=== Special Moves ===&lt;br /&gt;
&lt;br /&gt;
* [[Judgement]] (&#039;&#039;[[Angelic Attack]]&#039;&#039;): Hits a whole team for a large amount of [[Lightning]] damage. Cannot be avoided.&lt;br /&gt;
* [[Temptation (move)|Temptation]]: Sacrifice 10% of the user&#039;s total HP to creates an apple tree that absorbs incoming hits. It behaves like a [[Plant Wall (status effect)|Plant Wall]] with additional effects when attacked:&lt;br /&gt;
** 33% of the time it [[Poisoned|Poisons]] the user,&lt;br /&gt;
** 67% of the time it heals the user by an amount equal to 10% of their current HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#spoiler:show=Spoiler: Magikrab&#039;s Gauntlet|hide=Hide|&lt;br /&gt;
Mourningstar can appear either as a solo encounter or paired with another enemy.&lt;br /&gt;
&#039;&#039;&#039;Normal (up to Carriage 50)&#039;&#039;&#039;&lt;br /&gt;
* [[Pre-emptive Strike]]&lt;br /&gt;
* [[Revenge Strike]]&lt;br /&gt;
* [[Focus]]&lt;br /&gt;
* [[Broadcast]]&lt;br /&gt;
* [[Shooting Star]]&lt;br /&gt;
* [[Thunder Blast]]&lt;br /&gt;
* [[Temptation]]&lt;br /&gt;
* [[Judgment]]&lt;br /&gt;
* [[Eldritch]]&lt;br /&gt;
* [[Status Resistance]]&lt;br /&gt;
* [[Neutralise]]&lt;br /&gt;
* [[Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal (Carriage 51+) / Higher Difficulties&#039;&#039;&#039;&lt;br /&gt;
* [[Pre-emptive Strike]]&lt;br /&gt;
* [[Revenge Strike]]&lt;br /&gt;
* [[Focus]]&lt;br /&gt;
* [[Echolocation]]&lt;br /&gt;
* [[Shooting Star]]&lt;br /&gt;
* [[Thunder Blast]]&lt;br /&gt;
* [[Temptation]]&lt;br /&gt;
* [[Judgement]]&lt;br /&gt;
* [[Eldritch]]&lt;br /&gt;
* [[Status Resistance]]&lt;br /&gt;
* [[Neutralise]]&lt;br /&gt;
* [[Phase Shift]]&lt;br /&gt;
* [[Return Fire]]&lt;br /&gt;
* [[Crumble]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
{{Main|Mourningstar/Dialogue}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
===Name Origin and Design===&lt;br /&gt;
Mourningstar&#039;s name is likely a portmanteau of &amp;quot;mourning&amp;quot; and &amp;quot;morning star&amp;quot;, which is another name for the Christian figure Lucifer (also often referred to as Satan).&amp;lt;ref name=&amp;quot;lucifer-britannica&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mourningstar&#039;s design and special moves are likely a biblical reference to the story of the Garden of Eden, in which Adam and Eve are tempted by a snake into eating forbidden fruit from the Tree of Knowledge and were punished for their defiance.&lt;br /&gt;
&lt;br /&gt;
Mourningstar&#039;s snake is likely a reference to the snake that tempted Adam and Eve. Some common interpretations of the story of the Garden of Eden consider Lucifer to be the snake.&amp;lt;ref name=&amp;quot;snake-uiowa&amp;quot; /&amp;gt; This could explain Mourningstar&#039;s wings and horns, given that Lucifer was a fallen angel and many depictions of him show him as a horned devil.&lt;br /&gt;
&lt;br /&gt;
Temptation is likely a reference to the Tree of Knowledge and the forbidden fruit that Adam and Eve ate from it. Judgement is likely a reference to the punishment that God inflicted on Adam and Eve after they ate the forbidden fruit.&lt;br /&gt;
&lt;br /&gt;
The 3D styling of Mourningstar&#039;s appearance was meant to mimic the appearance of 3D models in RPGs from the 32-bit era. Additionally, the snake&#039;s head is Mourningstar&#039;s actual head.&amp;lt;ref name=&amp;quot;mourningstar-art-book&amp;quot; /&amp;gt; This is further evidenced by effects from moves like Headshot targeting the snake&#039;s head.&lt;br /&gt;
&lt;br /&gt;
{{TranslationsTable|id=AA_SERPENT_NAME}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;lucifer-britannica&amp;quot;&amp;gt;{{CiteWebsite&lt;br /&gt;
| title = Lucifer&lt;br /&gt;
| website = Britannica&lt;br /&gt;
| accessed = August 3, 2023&lt;br /&gt;
| link = https://www.britannica.com/topic/Lucifer-classical-mythology&lt;br /&gt;
}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;snake-uiowa&amp;quot;&amp;gt;{{CiteWebsite&lt;br /&gt;
| title = FAQ: Is the Snake in the Garden of Eden Satan?&lt;br /&gt;
| website = The University of Iowa: Bible &amp;amp; Archaeology&lt;br /&gt;
| accessed = August 3, 2023&lt;br /&gt;
| link = https://bam.sites.uiowa.edu/faq/snake-garden-eden-satan&lt;br /&gt;
}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;mourningstar-art-book&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Mourningstar is maybe the most stereotypical &amp;quot;RPG boss&amp;quot; design of the lot - this is an intentional decision! I wanted to mimic the&lt;br /&gt;
appearance of early 3D models in RPGs from the 32-bit era, and design a character that is as strange and abstract as some of those could be. Despite its humanoid &amp;quot;head&amp;quot;, its actual head is the snake.&amp;quot; - Cassette Beasts: Artbook, page 36.&lt;br /&gt;
&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Archangels]]&lt;br /&gt;
&lt;br /&gt;
{{Archangels}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Damage&amp;diff=12439</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Damage&amp;diff=12439"/>
		<updated>2026-04-21T17:30:11Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added some splash damage properties and a short summary of self-damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Formula==&lt;br /&gt;
Damage directly caused by attacks is calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{Damage} = \left[\text{Power} \times \frac{\text{Attack}}{\text{Defense}} \times \frac{\text{Level} + 37}{100} \times \frac{\text{Random}}{100} + 1\right] \times \text{STAB} \times 1.3^{(\text{Advantage} - \text{Disadvantage})} \times \text{CritMultiplier}&amp;lt;/math&amp;gt;&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Power}&amp;lt;/math&amp;gt; : Power of the attack&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Attack}&amp;lt;/math&amp;gt; : Statistic used by the attack. In most cases the attacker&#039;s melee or ranged attack, but it can be different for specific attacks or with sticker attributes.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Defense}&amp;lt;/math&amp;gt; : Defensive statistic of the defender, matching the [[Physicality|physicality]] of the attack.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Level}&amp;lt;/math&amp;gt; : Level of the attacker&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Random}&amp;lt;/math&amp;gt; : Random integer between 85 and 100, following a uniform distribution.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{STAB} = \left\{ \begin{array}{cl}&lt;br /&gt;
1.2 &amp;amp; : \ \text{If any of the attack&#039;s types matches any of the attacker&#039;s types} \\&lt;br /&gt;
1 &amp;amp; : \ \text{Otherwise}&lt;br /&gt;
\end{array} \right.&amp;lt;/math&amp;gt;&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Advantage}&amp;lt;/math&amp;gt; : Number of negative [[Types|elemental reactions]] for the defender. (Equivalent to super-effective)&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Disadvantage}&amp;lt;/math&amp;gt; : Number of positive [[Types|elemental reactions]] for the defender. (Equivalent to not very effective)&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{CritMultiplier} = \left\{ \begin{array}{cl}&lt;br /&gt;
1.5 + \text{CritAttribute} &amp;amp; : \ \text{If the attack is a critical hit} \\&lt;br /&gt;
1 &amp;amp; : \ \text{Otherwise}&lt;br /&gt;
\end{array} \right.&amp;lt;/math&amp;gt; ; where CritAttribute is the Critical Damage modifier of the sticker (0 by default)&lt;br /&gt;
&lt;br /&gt;
==Special Cases==&lt;br /&gt;
&lt;br /&gt;
===Splash Damage===&lt;br /&gt;
Some rare stickers have a bonus splash damage effect, which does a given percentage of the damage to any teammates of the attack target. Splash damage is typeless, ignores walls, and can affect [[Ghostly]] characters.&lt;br /&gt;
&lt;br /&gt;
===Self-Damage===&lt;br /&gt;
Some attacks first deal damage to the user before proceeding. This damage is typeless, cannot STAB, and cannot critically strike. It is calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{Damage} = \left[\text{ReturnPower} \times \frac{\text{Attack}}{\text{Defense}} \times \frac{\text{Level} + 37}{100} \times \frac{\text{Random}}{100} + 1\right] + \text{ReturnAbsolute} + \frac{\text{ReturnPercent}}{100} \times \text{MaxHP}&amp;lt;/math&amp;gt;&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{ReturnPower}&amp;lt;/math&amp;gt; : Return power of the attack (not the power listed on the sticker)&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Attack}&amp;lt;/math&amp;gt; : Offensive statistic of the user, depending on the move&#039;s [[Physicality|physicality]]. Ignores any alternate statistic attribute.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Defense}&amp;lt;/math&amp;gt; : Defensive statistic of the user, depending on the move&#039;s [[Physicality|physicality]].&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Level}&amp;lt;/math&amp;gt; : Level of the user.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{Random}&amp;lt;/math&amp;gt; : Random integer between 85 and 100, following a uniform distribution.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{ReturnAbsolute}&amp;lt;/math&amp;gt; : Absolute self-damage of the attack.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{ReturnPercent}&amp;lt;/math&amp;gt; : Percentage of maximum health inflicted as self-damage by the attack.&lt;br /&gt;
As such, the higher the user&#039;s defensive stat, the less self-damage they take.&lt;br /&gt;
&lt;br /&gt;
=== Bulletino Dash ===&lt;br /&gt;
The damage from [[Bulletino Dash]] is applied before the player or their partner transforms.&lt;br /&gt;
&lt;br /&gt;
It is considered a 30 power [[Fire]] type attack launched by the player and hits the entire enemy team. The calculation uses the level and melee attack stat of the player, and the melee defense stats of the opponents.&lt;br /&gt;
&lt;br /&gt;
This damage cannot critically strike, and STAB cannot apply.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The abbreviation STAB is used because of the similarity of the mechanic to &#039;&#039;Pokémon&#039;&#039;&#039;s [https://bulbapedia.bulbagarden.net/wiki/Same-type_attack_bonus Same-Type Attack Bonus], although it is named Same-Type Damage Multiplier in the game&#039;s files.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1vlHYJk1HxJVIC80FAmqMyy57yv-KhVpqpfxdSpjdAAc/ Damage Calculator spreadsheet by Lerycide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Stat&amp;diff=12438</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Stat&amp;diff=12438"/>
		<updated>2026-04-21T17:23:03Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added large stat value behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stats&#039;&#039;&#039; are values that determine the performance of a monster in battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Max HP&#039;&#039;&#039; increases the amount of damage can be taken before being defeated.&lt;br /&gt;
* &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; increases the amount of damage the monster does with their melee attacks.&lt;br /&gt;
* &#039;&#039;&#039;Melee Defence&#039;&#039;&#039; reduces the amount of damage the monster receives when hit by melee attacks.&lt;br /&gt;
* &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039; increases the amount of damage the monster does with their ranged attacks.&lt;br /&gt;
* &#039;&#039;&#039;Ranged Defence&#039;&#039;&#039; reduces the amount of damage the monster receives when hit by ranged attacks.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; increase how quickly the monster is able to act in a turn of battle.&lt;br /&gt;
There are also chance stats which affect the [[Hit chance]].&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; increases the likelihood of landing an attack on the target.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039; decreases the likelihood of the monster receiving an attack.&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
The stats an individual in a battle has are calculated based on:&lt;br /&gt;
&lt;br /&gt;
* Monster&#039;s base stats&lt;br /&gt;
* Monster tape&#039;s grade&lt;br /&gt;
* Character&#039;s base stats&lt;br /&gt;
* Character&#039;s level&lt;br /&gt;
* Monster&#039;s equipped stickers (via [[Sticker Attributes|attributes]])&lt;br /&gt;
==== Monster Tape Stats ====&lt;br /&gt;
&amp;lt;!-- CharacterNode.get_form_stat --&amp;gt;&lt;br /&gt;
&amp;lt;!--The stats of the monster form are determine by its base stats, grade, stickers, and status effects using the following formulas:&lt;br /&gt;
&amp;lt;math&amp;gt;MonsterFormStat = modify(grow(MonsterBaseStat, Grade), Stickers, StatusEffects)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;grow(s, grade) = \begin{cases}&lt;br /&gt;
\frac{(100 + 2 * min(grade, 5)) * s}{100}, &amp;amp; : \text{If s is growable} \\&lt;br /&gt;
s, &amp;amp; : \text{otherwise}&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;--&amp;gt;The monster form&#039;s stats can be viewed by checking the Tape in the inventory. It largely depends on [[Species]]-specific stats; that is, monsters of the same species will have identical base stats. This is then boosted by the tape&#039;s grade, the number of stars on the tape, up to 5 stars. Each grade results in a 2% boost to all stats, up to a maximum of 10% at 5 stars. This also applies to wild encounters, as all encounters mechanically have a &amp;quot;monster tape&amp;quot; associated with each monster, regardless if the character is a human, wild monster, or [[Archangel]]. &lt;br /&gt;
&lt;br /&gt;
Certain [[Sticker Attributes]], such as the &#039;&#039;Passive: +x% Speed&#039;&#039; attribute, also influence the stats and is dynamically updated in the tape&#039;s stat screen and during combat when a new move is obtained through, for instance, [[Mind-Meld (status effect)|Mind-Meld]] and the &#039;&#039;Shared with allies&#039;&#039; attribute. Passives such as [[Shear Luck]] and [[Sugar Rush]] are calculated as part of the monster tape&#039;s stats but their effects are not displayed when checking the tape in the Party menu.&lt;br /&gt;
&lt;br /&gt;
==== Character Stats ====&lt;br /&gt;
A character&#039;s stats are determined by their base stats and level. The player&#039;s base stats can be adjusted in the [[Town Hall]] using the Gym Pass. Wild monsters have 100 base stats on everything, while most fightable NPCs have 120 base Max HP and 100 base Melee Attack, Melee Defence, Ranged Attack, Ranged Defence, and Speed; meanwhile, [[Ranger Captain|Ranger Captains]] have a base Max HP of 240.&lt;br /&gt;
&lt;br /&gt;
{{#spoiler:&lt;br /&gt;
Battles from [[Ranger Noticeboard]] quests and [[Orb Fusion|Orb fusions]] also have a base Max HP of 240.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Partners]] have the following base stats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Partner&lt;br /&gt;
!Max HP&lt;br /&gt;
!M. Atk&lt;br /&gt;
!M. Def&lt;br /&gt;
!R. Atk&lt;br /&gt;
!R. Def&lt;br /&gt;
!Speed&lt;br /&gt;
|-&lt;br /&gt;
|[[Kayleigh]]&lt;br /&gt;
|144&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Eugene]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Meredith]]&lt;br /&gt;
|120&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Felix]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Viola]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Barkley]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
|110&lt;br /&gt;
|115&lt;br /&gt;
|110&lt;br /&gt;
|105&lt;br /&gt;
|95&lt;br /&gt;
|105&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the character&#039;s base stats also get boosted by +10% if they are transformed into their signature species and its remasters. This does not affect the Accuracy and Evasion chance stats.&lt;br /&gt;
&lt;br /&gt;
The character stats influence the stats when transformed into a tape, but it is also used when determining overspill damage, which is the damage taken by the untransformed character. Wild monsters and [[Archangel|Archangels]] functionally do not have a backing or overspill health bar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&amp;lt;math&amp;gt;CharacterStat = &amp;lt;/math&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;!--&amp;lt;math&amp;gt;CharacterStat = \frac{2 * BaseStat * FormStat * (Level + 33)}{10000} + 5&amp;lt;/math&amp;gt;--&amp;gt;&lt;br /&gt;
==== Combined Stats ====&lt;br /&gt;
The combined stat is primarily used in battle, unless the character is not transformed into a monster. It accounts for both the character and monster tape stats. [[Stat Stages]] from [[Status Effects]] are applied here to give the final stat used when calculating [[Damage]] or [[Hit chance]].&lt;br /&gt;
&lt;br /&gt;
==Stat Formulas==&lt;br /&gt;
These values can be viewed when examining the character or tape in the Party menu.&lt;br /&gt;
&lt;br /&gt;
====Monster Tape====&lt;br /&gt;
&amp;lt;!-- MonsterTape.get_stat --&amp;gt;&lt;br /&gt;
[[File:Party menu monster stats.png|thumb|150px|Tape stats]]&lt;br /&gt;
This is the formula for the monster tape stat, which can be viewed when checking the tape in the Party menu. These values only account for the tape itself and not the character&#039;s influence on the stats.&amp;lt;!-- the StatIncrements in the modify function only affect the number of moveslots which is not as relevant for calculating stats --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{MonsterStat} = \text{modify}( \text{grow}( \text{MonsterBaseStat}, \text{Grade}), \text{Stickers})&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{grow}(\text{s}, \text{grade}) = \text{floor}\left[\frac{s (100 + 2 \times \text{min}(\text{grade}, 5))}{100}\right]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{modify}(\text{s}, \text{stickers}) = \text{floor}\left[\text{s} \times \prod\limits_{\text{m} \in \text{stickers}} \left( \frac{\text{AttributeValue}_\text{m} + 100}{100} \times \text{StatModifier}_\text{m} \right) \right]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In battle, the &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{modify}&amp;lt;/math&amp;gt; function is not applied here and is handled separately instead. The &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{StatModifier}&amp;lt;/math&amp;gt; is equal to the multiplier from moves such as [[Shear Luck]] or [[Sugar Rush]] if applicable and is set to 1 otherwise.&lt;br /&gt;
&lt;br /&gt;
For accuracy and evasion, since they are unaffected by the tape grade, the formula is instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{MonsterChanceStat} = \text{modify}(100, \text{stickers})&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Character====&lt;br /&gt;
&amp;lt;!-- _calculate_stat, BattleFormulas.get_stat --&amp;gt;&lt;br /&gt;
[[File:Party menu character stats.png|thumb|150px|Character stats]]&lt;br /&gt;
This is the formula for the character stat, which can be viewed below the character (player or partner) when checking them in the party menu. These values do not account for the monster tape&#039;s influence on the stats. The displayed value does not account for the signature species boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CharacterStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1 + b) \times (\text{Level} + 33)}{100}\right] + 5 &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;b=0.1 &amp;lt;/math&amp;gt; if the tape matches the character&#039;s signature species, otherwise &amp;lt;math&amp;gt;b=0 &amp;lt;/math&amp;gt;. The Max HP character stat also determines the maximum backing or overspill health the character has, if applicable.&lt;br /&gt;
&lt;br /&gt;
This can also be calculated by using the combined stat formula and setting &amp;lt;math&amp;gt;\text{MonsterStat}&amp;lt;/math&amp;gt; to 100.&lt;br /&gt;
&lt;br /&gt;
====Combined ====&lt;br /&gt;
[[File:Party menu combined stats.png|thumb|150px|Combined stats]]&lt;br /&gt;
This is the formula for the stat numbers shown below monster tape while checking a character in the party menu. These values account for both the monster tape and character&#039;s influence on the stats. Passives such as [[Shear Luck]] and [[Sugar Rush]] are calculated as part of the monster tape&#039;s stats but their effects are not displayed when checking the tape in the Party menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CombinedStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1+b) \times \text{MonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For chance stats such as Accuracy and Evasion, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CombinedChanceStat} = \frac{\text{CharacterChanceStat} * \text{MonsterChanceStat} }{100}&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For the most part, &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{CharacterChanceStat}&amp;lt;/math&amp;gt; is 100. &lt;br /&gt;
&lt;br /&gt;
===Battle===&lt;br /&gt;
In battle, &amp;lt;math&amp;gt;\text{CharacterBaseStat}&amp;lt;/math&amp;gt; is the same for the combined stat, but the monster tape&#039;s contribution handles the sticker effects later on. Instead, the stat used for the monster tape form is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{BattleMonsterStat} = \text{grow}( \text{MonsterBaseStat}, \text{Grade}) &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and so the formulas for obtaining the final stat in battle is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CombinedBattleStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1+b) \times \text{BattleMonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{FinalStat} = \text{modify}(\text{CombinedStat}, \text{stickers}) \times \text{StatStageMultiplier} \times \text{StatusMultiplier}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;math&amp;gt;\text{StatStageMultiplier}&amp;lt;/math&amp;gt; term is a multiplier based on the battler&#039;s [[Stat Stages]], while &amp;lt;math&amp;gt;\text{StatusMultiplier}&amp;lt;/math&amp;gt; is a direct, non-stat stage multiplier induced by a status effect, such as [[Evasion Nullified]].&lt;br /&gt;
&lt;br /&gt;
====Fusion====&lt;br /&gt;
&amp;lt;!-- `StatusNode` eventually calls `calc_stat`, which for `get_unmodified_stat` calls `get_character_stat` which is the FusionBaseStat and `get_form_stat` which is FusionMonsterStat here respectively --&amp;gt;&amp;lt;!-- `BattleFormulas`, `get_fused_character_stat` after doing some simplifications; note that `FUSED_STATS` does not have &amp;quot;max_hp&amp;quot; so the end result is just a sum of the Base Max HP --&amp;gt;&lt;br /&gt;
Fusions use an auxiliary monster form stat and auxiliary character stat based on the contributions from its components.&lt;br /&gt;
&lt;br /&gt;
The fusion&#039;s base character stat is calculated as&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{FusionBaseStat} = \begin{cases}&lt;br /&gt;
\displaystyle \sum_{k=1}^{\text{count}} \text{BaseStat}_k &amp;amp; \text{for base Max HP}, \\&lt;br /&gt;
\displaystyle 100 \times \prod_{k=1}^{\text{count}} \frac{\text{BaseChanceStat}}{100} &amp;amp; \text{for Accuracy and Evasion}, \\&lt;br /&gt;
\displaystyle \text{floor}\left[\dfrac{\text{count + 1}}{2 \times \text{count}}\sum_{k=1}^{\text{count}} \text{BaseStat}_k \left(1 + \frac{\text{RelationshipLevel}}{20}\right) \right] &amp;amp; \text{otherwise}&lt;br /&gt;
\end{cases}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{count}&lt;br /&gt;
&amp;lt;/math&amp;gt; is the number of characters in the fusion, which is almost always 2. &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{RelationshipLevel}&lt;br /&gt;
&amp;lt;/math&amp;gt; is 0 for wild [[Rogue Fusion]] encounters. Wild monsters have a base stat of 100.&lt;br /&gt;
&lt;br /&gt;
The fusion&#039;s auxiliary monster form stat is the average of the &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{MonsterStat}&lt;br /&gt;
&amp;lt;/math&amp;gt;, rounded down, which accounts for the grade and passive stat modifiers in its stickers.&lt;br /&gt;
&lt;br /&gt;
The combined fusion stat is then given as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{FusedStat} = \text{floor}\left[\frac{2 \times \text{FusionBaseStat} \times \text{FusionMonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stat value is used in place of &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{CombinedBattleStat}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Stat Overflow and Precision Errors ===&lt;br /&gt;
Prior to [[Version]] 1.7, it was possible for stats to hit such a high value that they wrap back to 1 for the main stats and 0 for accuracy or evasion. This is because during the stat calculation the values are stored as a fraction of two signed integers. If this fraction cannot be reduced, successive multipliers such as from [[Sticker Attributes]] would overflow either the numerator (resulting in the minimum value stats) or both the numerator and denominator, resulting in very low stat values.&lt;br /&gt;
&lt;br /&gt;
Since version 1.7, when working with large values that would otherwise result in overflow, the game now instead introduces precision errors, keeping the stats at a high value but the calculated stats are no longer consistent with the above formulas.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Self-Destruct&amp;diff=12437</id>
		<title>Self-Destruct</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Self-Destruct&amp;diff=12437"/>
		<updated>2026-04-21T17:06:59Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added fail condition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Self-Destruct fails if the user takes damage while executing this move, such as when the user is defeated and affected by [[Close Encounter (status effect)|Close Encounter]], and [[Glass Shards]] is present on any fighter on the field.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_SELF_DESTRUCT_NAME}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Fire (tag)]]&lt;br /&gt;
[[Category:Bomb]]&lt;br /&gt;
[[Category:Machine]]&lt;br /&gt;
[[Category:Offense]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Berserker&amp;diff=12436</id>
		<title>Berserker</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Berserker&amp;diff=12436"/>
		<updated>2026-04-21T16:59:17Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added additional info on HP requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Unlike [[Neutralise]], Berserker does not activate if the user is at exactly 50% HP.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_NAME_BERSERKER}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Deception]]&lt;br /&gt;
[[Category:Tough]]&lt;br /&gt;
[[Category:Passive]]&lt;br /&gt;
[[Category:Beast (tag)]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Neutralise&amp;diff=12435</id>
		<title>Neutralise</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Neutralise&amp;diff=12435"/>
		<updated>2026-04-21T16:58:42Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Clarified activation mechanic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Neutralise activates at the end of the round, only if by then the user is at or below 50% HP and has taken damage during that round.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_NAME_NEUTRALISE}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Deception]]&lt;br /&gt;
[[Category:Passive]]&lt;br /&gt;
[[Category:Healer]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Fortiwinx&amp;diff=12434</id>
		<title>Fortiwinx</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Fortiwinx&amp;diff=12434"/>
		<updated>2026-04-21T16:30:57Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* Name Origin and Design */ Added gas mask reference and source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesNav|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesInfobox|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesStandardIntro|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesStandardSections|id={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
=== Name Origin and Design ===&lt;br /&gt;
Fortiwinx&#039;s name is a pun of &amp;quot;forty winks&amp;quot;. The gas mask is a reference to [[wikipedia:Sandman_(Wesley_Dodds)|The Sandman (Wesley Dodds)]]&amp;lt;ref&amp;gt;samuri (Jay Baylis). Bytten Studio Discord server. April 22, 2026. https://discord.com/channels/594939411775619102/1105967901044904006/1496179455809552536&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{TranslationsTable|id=FORTIWINX_NAME}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Time]]&lt;br /&gt;
[[Category:Slow]]&lt;br /&gt;
[[Category:Glass (tag)]]&lt;br /&gt;
[[Category:Charming]]&lt;br /&gt;
[[Category:Dirt]]&lt;br /&gt;
[[Category:Glitter (tag)]]&lt;br /&gt;
[[Category:Psychic]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=AP_Refund&amp;diff=12433</id>
		<title>AP Refund</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=AP_Refund&amp;diff=12433"/>
		<updated>2026-04-21T16:17:22Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Specified requirements for activation + interactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage&lt;br /&gt;
| additional_description = AP Refund has a 20% chance of activating. It does not activate on moves that cost 0 AP or on moves listed as costing 0 AP (such as [[BE rAnDoM!!]] or [[Butterfly Effect]]) even if upon use these moves consume AP.&lt;br /&gt;
&lt;br /&gt;
If the user has [[Multistrike]] or used [[Dual Wield]] to use a move, AP Refund has a chance to activate after each strike.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_AP_REFUND_NAME}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Any]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Passive]]&lt;br /&gt;
[[Category:Captain Buffy (tag)]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Custom_Starter&amp;diff=12405</id>
		<title>Custom Starter</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Custom_Starter&amp;diff=12405"/>
		<updated>2026-03-26T12:23:53Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Fixed rounding error for activation chance in 6 AP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage&lt;br /&gt;
| additional_description = &lt;br /&gt;
The chance that the next move in the list will activate is determined by the following formula.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{ActivationChance} = \frac{11 - \text{APCost} }{11}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;AP cost&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Activation chance&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;100 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;90.9 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;81.8 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;72.7 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;63.6 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;54.5 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;45.5 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;36.4 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;27.3 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;18.2 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9.1 %&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_NAME_CUSTOM_STARTER}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Any]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Final_Breath&amp;diff=12199</id>
		<title>Final Breath</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Final_Breath&amp;diff=12199"/>
		<updated>2026-02-10T17:06:02Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added clarification regarding multi-hit attacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_info=It was added in [[Version|version]] 1.2 of the game.|additional_description=Due to how multi-hit attacks work, Final Breath can, for instance, allow someone with above 80% HP to survive [[Multi Smack]], even if the first hit of this attack ends up bringing their HP under 80%.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_FINAL_BREATH_NAME}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Added in 1.2]]&lt;br /&gt;
[[Category:Passive]]&lt;br /&gt;
[[Category:Tough]]&lt;br /&gt;
[[Category:Water (tag)]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Thunder_Blast&amp;diff=12198</id>
		<title>Thunder Blast</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Thunder_Blast&amp;diff=12198"/>
		<updated>2026-02-10T16:58:31Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added requirement for follow-up attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=The follow-up attack from Thunder Blast does not happen if the main attack misses or is absorbed by a wall.&lt;br /&gt;
&lt;br /&gt;
Thunder Blast sets the current [[weather]] to Heavy Rain.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_THUNDER_BLAST_NAME}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Lightning (tag)]]&lt;br /&gt;
[[Category:Weather]]&lt;br /&gt;
[[Category:Offense]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Delegate&amp;diff=12197</id>
		<title>Delegate</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Delegate&amp;diff=12197"/>
		<updated>2026-02-10T16:55:34Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added priority ordering for delegate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Delegate will always target one ally, and cannot target the user. It is unaffected by [[Multitarget]] or [[Machine Curse]]. If used by the player team, it will prefer choosing the player, then the partner, in that order.&lt;br /&gt;
&lt;br /&gt;
Delegate will fail if the user has no ally.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_DELEGATE_NAME}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Any]]&lt;br /&gt;
[[Category:Support]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Paint_Swipe&amp;diff=12196</id>
		<title>Paint Swipe</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Paint_Swipe&amp;diff=12196"/>
		<updated>2026-02-10T16:47:53Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added multitarget interaction and how it changes the attack&amp;#039;s type mid-execution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_info=It&#039;s exclusive to [[Brushroom|Brushroom&#039;s]] line.|additional_description=If the user has Multitarget and uses Paint Swipe, the attack&#039;s elemental type reverts back to the user&#039;s type after hitting its first target. This means that Paint Swipe&#039;s attack type can change during its execution.}}&lt;br /&gt;
{{TranslationsTable|id=MOVE_NAME_PAINT_SWIPE}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:Exclusive Moves]]&lt;br /&gt;
[[Category:Brushroom (tag)]]&lt;br /&gt;
[[Category:Unsellable]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:SpeciesStandardSections&amp;diff=12195</id>
		<title>Template:SpeciesStandardSections</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:SpeciesStandardSections&amp;diff=12195"/>
		<updated>2026-02-10T16:39:58Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added descriptions for move tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
== In-Game Bio ==&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}|bestiary_bios|1}}&lt;br /&gt;
&lt;br /&gt;
=== Additional Info ===&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}|bestiary_bios|2}}&lt;br /&gt;
&lt;br /&gt;
== Habitats ==&lt;br /&gt;
{{#if: {{#invoke:Database|get_species|{{{id}}}|habitats|1}} |&lt;br /&gt;
&amp;lt;ul class=&amp;quot;species_habitats&amp;quot;&amp;gt;&lt;br /&gt;
{{#if: {{{habitats|}}}|{{{habitats|}}}|{{#invoke:Database|get_species|{{{id}}}|habitats|foreach=SpeciesHabitat}}}}&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{#if: {{{habitats|}}}|&amp;lt;ul class=&amp;quot;species_habitats&amp;quot;&amp;gt;{{{habitats|}}}&amp;lt;/ul&amp;gt;|{{#invoke:Database|get_species|{{{id}}}|name}}&#039;s habitat is unknown.}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{encounters|}}}|=== Encounters ===&lt;br /&gt;
{{{encounters}}}&lt;br /&gt;
}}{{#if: {{{habitats_other|}}}|&amp;lt;h3&amp;gt; Other &amp;lt;/h3&amp;gt;&lt;br /&gt;
{{{habitats_other}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{#if: {{{species_ability|}}}|{{{species_ability}}}}}&lt;br /&gt;
{{SpeciesStats|id={{{id}}}}}&lt;br /&gt;
&lt;br /&gt;
== Moves ==&lt;br /&gt;
The following tables assume that {{#invoke:Database|get_species|{{{id}}}|name}} has default typing. Some moves may no longer be compatible if this monster has a different type.&lt;br /&gt;
&amp;lt;table class=&amp;quot;species_moves wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Move]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Type]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Category&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Use Cost&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}|moves|initial|foreach=SpeciesMoves/Initial}}&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}|moves|upgrades|foreach=SpeciesMoves/Upgrade|key_param=level}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;species_moves mw-collapsible mw-collapsed wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;7&amp;quot;&amp;gt;All Compatible Moves&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th class=&amp;quot;sortable&amp;quot;&amp;gt;[[Move]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Type]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Category&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Use Cost&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#invoke:Database|get_species_compatible_moves|{{{id}}}|subscript=name|foreach=SpeciesMoves/Sticker}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bootlegs ===&lt;br /&gt;
The Always Compatible Moves table lists all moves that are compatible with {{#invoke:Database|get_species|{{{id}}}|name}} regardless of typing. The Bootleg Moves table lists available moves that can be compatible with this monster if it has that given elemental type. &lt;br /&gt;
&amp;lt;table class=&amp;quot;species_moves mw-collapsible mw-collapsed wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;7&amp;quot;&amp;gt;Always Compatible Moves&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th class=&amp;quot;sortable&amp;quot;&amp;gt;[[Move]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Type]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Category&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Use Cost&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#invoke:Database|get_species_compatible_moves|{{{id}}}|always_compatible=1|subscript=name|foreach=SpeciesMoves/AllTypes}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;species_moves mw-collapsible mw-collapsed wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;7&amp;quot;&amp;gt;Bootleg Moves&amp;amp;nbsp;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Move]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Type]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Category&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Use Cost&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#invoke:Database|get_tag_moves|beast|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Beast}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|air|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Air}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|astral|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Astral}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|earth|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Earth}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|fire|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Fire}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|ice|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Ice}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|lightning|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Lightning}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|metal|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Metal}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|plant|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Plant}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|plastic|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Plastic}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|poison|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Poison}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|water|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Water}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|glass|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Glass}}&lt;br /&gt;
{{#invoke:Database|get_tag_moves|glitter|for_bootleg=1|subscript=name|foreach=SpeciesMoves/Bootleg|pass_through=type|type=Glitter}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Remasters ==&lt;br /&gt;
{{#if: {{{remaster_info|}}}|{{{remaster_info}}}}}&lt;br /&gt;
{{#if: {{#invoke:Database|species_has_family|{{{id}}}}} |&lt;br /&gt;
&amp;lt;table class=&amp;quot;species_evolutions wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;[[Species]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;[[Type]]&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Branch&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}|evolves_from|foreach=SpeciesEvolutions/From}}&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}|evolves_to|foreach=SpeciesEvolutions/To}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{#invoke:Database|get_species|{{{id}}}}} cannot be remastered from or to any other species.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Sprites &amp;amp; Art ===&lt;br /&gt;
{{#tag:gallery|&lt;br /&gt;
File:{{#invoke:Database|get_species|{{{id}}}|name}} idle.gif{{!}}Idle animation&lt;br /&gt;
{{#ifexist:File:{{#invoke:Database|get_species|{{{id}}}|name}} alt idle.gif|File:{{#invoke:Database|get_species|{{{id}}}|name}} alt idle.gif{{!}}Alt idle animation|}}&lt;br /&gt;
{{#ifexist:File:{{#invoke:Database|get_species|{{{id}}}|name}} windup.gif|File:{{#invoke:Database|get_species|{{{id}}}|name}} windup.gif{{!}}Windup animation|}}&lt;br /&gt;
{{#ifexist:File:{{#invoke:Database|get_species|{{{id}}}|name}} attack.gif|File:{{#invoke:Database|get_species|{{{id}}}|name}} attack.gif{{!}}Attack animation|}}&lt;br /&gt;
{{#ifexist:File:{{#invoke:Database|get_species|{{{id}}}|name}} hurt.gif|File:{{#invoke:Database|get_species|{{{id}}}|name}} hurt.gif{{!}}Hurt animation|}}&lt;br /&gt;
{{#ifexist:File:{{#invoke:Database|get_species|{{{id}}}|name}} sleep idle.gif|File:{{#invoke:Database|get_species|{{{id}}}|name}} sleep idle.gif{{!}}Sleep idle animation|}}&lt;br /&gt;
{{#if: {{{sprites_other|}}}|{{{sprites_other}}}}}&lt;br /&gt;
{{#ifexist:File:{{#invoke:Database|get_species|{{{id}}}|name}} promo art.png|File:{{#invoke:Database|get_species|{{{id}}}|name}} promo art.png{{!}}Promo art|}}&lt;br /&gt;
{{#if: {{{art_other|}}}|{{{art_other}}}}}&lt;br /&gt;
}}{{#if: {{{merchandise|}}}|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
=== Merchandise ===&lt;br /&gt;
{{#tag:gallery|&lt;br /&gt;
{{{merchandise}}}}}}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{SpeciesNav|id=Traffikrab}}&lt;br /&gt;
{{SpeciesInfobox|id=Traffikrab}}&lt;br /&gt;
{{SpeciesStandardIntro|id=Traffikrab}}&lt;br /&gt;
{{SpeciesStandardSections|id=Traffikrab}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Recording&amp;diff=12194</id>
		<title>Recording</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Recording&amp;diff=12194"/>
		<updated>2026-02-10T16:27:57Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* SpeciesRate */ Minor wording changes and equation variable renaming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Recording&#039;&#039;&#039; is the process of producing new monster tapes from wild [[Monsters]]. Recording a new species registers it as being &amp;quot;Recorded&amp;quot; in the [[Bestiary]] and unlocks its first Bio entry.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
According to [[Kayleigh]], a monster&#039;s essence can be recorded in a cassette tape&amp;lt;ref&amp;gt;&amp;quot;When weakened, their essence can be, well, recorded to cassette tapes. We don&#039;t entirely know how it works, but it does - and that&#039;s good enough for us.&amp;quot; - Kayleigh&amp;lt;/ref&amp;gt;, though it is not known how or why this works. The player first learns how to record monsters during the quest [[This Is The World We Live In]]. In the quest [[On The Hunt]], [[Hoylake]] tasks the player to record a series of monsters if they haven&#039;t already done so previously.&lt;br /&gt;
&lt;br /&gt;
==Mechanics Overview==&lt;br /&gt;
During battle, the player or partner can choose to consume a [[Tape]] item and record a wild enemy monster. At the start of the turn, the recording character will transform out of their tape and start the recording process. During this time, the target monster cannot be defeated and will always survive with at least 1 HP. Any damage dealt on the target during this term boosts the recording rate, while any damage received by the recorder will drop the recording rate. If successful, the monster takes (5% of Max HP + 1) damage, and cannot be recorded again.&lt;br /&gt;
&lt;br /&gt;
The record rate also depends on the percentage of health the target monster has remaining, and the species&#039; base record rate. Additionally, [[Bootleg|Bootlegs]] have a lower base record rate compared to the regular counterparts. The record rate can be improved by using tapes with better capture rate and by purchasing the Microphone Upgrade and Recording Mod from [[Town Hall#Wilma|Town Hall]]. &lt;br /&gt;
&lt;br /&gt;
Care must be taken, however, as switching tapes will take place before recording, which can prematurely defeat the target monster. Certain moves that take place at the end of the turn, such as [[Roll Again]] and stickers with the Chance to use at the end of the round [[Sticker Attributes|attribute]] will take place after a recording success or fail, so the target monster could also be defeated before you can have the opportunity to try again next turn. Additionally, because the recording character will be untransformed while recording, they are vulnerable from taking overspill damage and may take lethal damage while recording.&lt;br /&gt;
&lt;br /&gt;
If an encountered monster has not yet been registered in the Bestiary, there will be an exclamation point (!) in its status bar.&lt;br /&gt;
&lt;br /&gt;
===Status Interactions===&lt;br /&gt;
&amp;lt;!-- `FighterNode.gd`, line 134 checks if the user has been put to sleep via the &amp;quot;sleep&amp;quot; status tag (there are also video records of this happening) --&amp;gt;If the recording character is inflicted with the [[Sleep]] status effect, the recording attempt will fail, even if using a tape that guarantees recording success. If the target monster is affected by a coating, it will affect the multipliers on elemental tapes. Status effects that deal damage, such as [[Burned]] or [[Conductive]], will also update the record rate whenever damage is applied. The target monster will also survive if [[Gambit (status effect)|Gambit]] or [[Ghostly]] expires or if [[Resonance]] overload activates while being recorded.&lt;br /&gt;
&lt;br /&gt;
==Record Rate Formula==&lt;br /&gt;
&amp;lt;!-- `Recording.gd`, line 196 (`get_capture_chance`); `BattleFormulas.gd`, line 101 --&amp;gt;&lt;br /&gt;
Both the [[Optical Laser Tape]] and [[Black Shuck&#039;s Tape]] skip the record rate formula entirely and will record the target without fail.&lt;br /&gt;
&lt;br /&gt;
The record rate is a decimal number between 0 and 1, and constantly gets updated whenever the target or the recorder takes damage, or when the target changes type from coatings. After most actions have been completed, a random decimal between 0 and 1 is generated, and the recording is successful if this is less than &amp;lt;math&amp;gt;\text{RecordRate}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{RecordRate} = \frac{\text{DamageBonus} \times \text{HPBonus} \times \text{LevelBonus} \times \text{SpeciesRate} \times \text{TapeRate} \times \text{UpgradeBonus} }{10000}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are six major components that contribute to record rate:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{DamageBonus}&amp;lt;/math&amp;gt;, which is based on the damage dealt to the target and received by the recorder,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{HPBonus}&amp;lt;/math&amp;gt;, which increases if target monster is at a lower HP,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{LevelBonus}&amp;lt;/math&amp;gt;, which scales based on the target&#039;s level,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{SpeciesRate}&amp;lt;/math&amp;gt;, which is the base record rate of the species and is affected by whether or not it&#039;s a bootleg,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{TapeRate}&amp;lt;/math&amp;gt;, which is the multiplier from the tape used, and&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{UpgradeBonus}&amp;lt;/math&amp;gt;, which are multipliers from the Microphone Upgrade and Recording Mod if present.&lt;br /&gt;
&lt;br /&gt;
===DamageBonus===&lt;br /&gt;
Let &amp;lt;math&amp;gt;d&amp;lt;/math&amp;gt; be the damage dealt to the target monster, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; be the damage taken by the recording character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{DamageBonus} = \begin{cases}&lt;br /&gt;
\displaystyle \frac{d-r-200}{4(d-r)-200}, &amp;amp; d &amp;lt; r, \\ \\&lt;br /&gt;
\displaystyle \frac{4(d-r) + 200}{(d-r)+200}, &amp;amp; d &amp;gt; r.&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, &amp;lt;math&amp;gt;\text{DamageBonus} &amp;lt; 1&amp;lt;/math&amp;gt; if &amp;lt;math&amp;gt;d &amp;lt; r&amp;lt;/math&amp;gt; (the recorder takes more damage compared to the monster) and &amp;lt;math&amp;gt;\text{DamageBonus} &amp;gt; 1&amp;lt;/math&amp;gt;if &amp;lt;math&amp;gt;d &amp;gt; r&amp;lt;/math&amp;gt; (the monster takes more damage compared to the recorder). This function has asymptotes at 1/4 and 4, meaning that it effectively gets capped to within the range &amp;lt;math&amp;gt;1/4 &amp;lt; \text{DamageBonus} &amp;lt; 4&amp;lt;/math&amp;gt;, regardless of how much damage has been dealt or received. Both &amp;lt;math&amp;gt;d&amp;lt;/math&amp;gt; and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; here are unaffected by any kind of healing.&lt;br /&gt;
[[File:Damage Bonus Plot.png|center|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
===HPBonus===&lt;br /&gt;
&amp;lt;math&amp;gt;\text{HPBonus} = 1 - \frac{2}{3} \frac{\text{HP}}{\text{MaxHP}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HP is based on the target monster&#039;s HP. The lower the % HP, the larger the multiplier. &amp;lt;math&amp;gt;\text{HPBonus}&amp;lt;/math&amp;gt; is equal to 1/3 if the target is at full HP, and is approximately 1 if the target has almost no HP left.&lt;br /&gt;
&lt;br /&gt;
===LevelBonus===&lt;br /&gt;
&amp;lt;math&amp;gt;\text{LevelBonus} = \frac{1}{6} \left\{ \frac{20}{\min(\text{MonsterLevel, 30)} } + 5 \right\} \approx \frac{3.333}{\min(\text{MonsterLevel, 30)}} + 0.833&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that lower-level monsters are comparatively easier to record, while its effects cap out starting at Level 30. Examining the limiting cases for this function, &amp;lt;math&amp;gt;0.944 \leq \text{LevelBonus} \leq 4.167&amp;lt;/math&amp;gt;, where the lower bound of 0.944 applies to monsters Level 30 and above, while the upper bound of 4.167 applies to monsters at Level 1. This multiplier is equal to 1 if the monster is at Level 20.&lt;br /&gt;
[[File:Level Bonus Plot.png|center|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
===SpeciesRate===&lt;br /&gt;
This term is based on the species&#039; base record rate that roughly corresponds their rarity. Known values for the record rate are 50, 40, 30, 25, 15, 3, and 1. The higher the base record rate, the easier it is to record. As an example, [[Traffikrab]] has a species record rate of 50, [[Weevilite]] has a record rate of 25, [[Sirenade]] has a record rate of 15, and most [[Static encounter|Static encounters]] have a record rate of 3.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;math&amp;gt;\text{SpeciesRate}&amp;lt;/math&amp;gt; is usually equal to the monster&#039;s record rate, but is approximately halved if the monster is a bootleg. Mathematically,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{SpeciesRate} = \begin{cases}&lt;br /&gt;
\displaystyle \text{floor}\left(\frac{\text{SpeciesRecordRate}}{2}\right) + 1, &amp;amp; \text{if target is bootleg}, \\&lt;br /&gt;
\text{SpeciesRecordRate} &amp;amp; \text{otherwise}.&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the main recording formula is multiplicative, it also follows that the probability of recording a monster with species record rate of 25 is half the probability of recording a monster with record rate of 50, sharing the same parameters. It also means bootlegs are half as likely to be recorded compared to non-bootleg variants if all other conditions are assumed identical.&lt;br /&gt;
&lt;br /&gt;
===TapeRate===&lt;br /&gt;
{{Main|Tape}}&lt;br /&gt;
Each tape has an associated capture rate multiplier; for [[Basic Tape]] this is 1, for [[Chrome Tape]] it is 3.5, and for the elemental tapes it is set to 4.5 if the element matches the target&#039;s type (which is affected by coatings) and is 1.5 otherwise. Tapes that guarantee success, such as the [[Optical Laser Tape]] and [[Black Shuck&#039;s Tape]], bypass the entire record rate formula entirely.&lt;br /&gt;
&lt;br /&gt;
=== UpgradeBonus ===&lt;br /&gt;
This is affected by the amount of Microphone Upgrade and Recording Mod upgrades bought, with the latter only contributing to &amp;lt;math&amp;gt;\text{UpgradeBonus}&amp;lt;/math&amp;gt; if the fusion meter is full.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{UpgradeBonus} = \left(1 + \frac{\text{MicrophoneUpgradeAmount} }{20}\right) \times \left(1 + \frac{\text{RecordingModAmount} }{20}\right)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both upgrades can be bought 5 times, giving a maximum of value of 1.25 (or 25% increase) each, so with both max upgrades and a full fusion meter this results in an effective multiplier of 1.5625 (or 56.25% increase) compared to not having any upgrades.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* As of version 1.2, [[Bootleg]] monsters cannot be defeated on turn 0 (before the first turn of battle).&amp;lt;ref&amp;gt;ByttenStudio (June 28, 2023). &amp;quot;Out now - 1.2 “Catacombs” Update!&amp;quot;. Steam. https://steamcommunity.com/gid/103582791467277118/announcements/detail/3660912271237996231. Retrieved March 9, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Prior to version 1.2, [[Nowhere Peasant]] can be recorded due to a glitch.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Recording&amp;diff=12193</id>
		<title>Recording</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Recording&amp;diff=12193"/>
		<updated>2026-02-10T16:26:44Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* SpeciesRate */ Added extra descriptions to clarify how these values impact recording rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Recording&#039;&#039;&#039; is the process of producing new monster tapes from wild [[Monsters]]. Recording a new species registers it as being &amp;quot;Recorded&amp;quot; in the [[Bestiary]] and unlocks its first Bio entry.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
According to [[Kayleigh]], a monster&#039;s essence can be recorded in a cassette tape&amp;lt;ref&amp;gt;&amp;quot;When weakened, their essence can be, well, recorded to cassette tapes. We don&#039;t entirely know how it works, but it does - and that&#039;s good enough for us.&amp;quot; - Kayleigh&amp;lt;/ref&amp;gt;, though it is not known how or why this works. The player first learns how to record monsters during the quest [[This Is The World We Live In]]. In the quest [[On The Hunt]], [[Hoylake]] tasks the player to record a series of monsters if they haven&#039;t already done so previously.&lt;br /&gt;
&lt;br /&gt;
==Mechanics Overview==&lt;br /&gt;
During battle, the player or partner can choose to consume a [[Tape]] item and record a wild enemy monster. At the start of the turn, the recording character will transform out of their tape and start the recording process. During this time, the target monster cannot be defeated and will always survive with at least 1 HP. Any damage dealt on the target during this term boosts the recording rate, while any damage received by the recorder will drop the recording rate. If successful, the monster takes (5% of Max HP + 1) damage, and cannot be recorded again.&lt;br /&gt;
&lt;br /&gt;
The record rate also depends on the percentage of health the target monster has remaining, and the species&#039; base record rate. Additionally, [[Bootleg|Bootlegs]] have a lower base record rate compared to the regular counterparts. The record rate can be improved by using tapes with better capture rate and by purchasing the Microphone Upgrade and Recording Mod from [[Town Hall#Wilma|Town Hall]]. &lt;br /&gt;
&lt;br /&gt;
Care must be taken, however, as switching tapes will take place before recording, which can prematurely defeat the target monster. Certain moves that take place at the end of the turn, such as [[Roll Again]] and stickers with the Chance to use at the end of the round [[Sticker Attributes|attribute]] will take place after a recording success or fail, so the target monster could also be defeated before you can have the opportunity to try again next turn. Additionally, because the recording character will be untransformed while recording, they are vulnerable from taking overspill damage and may take lethal damage while recording.&lt;br /&gt;
&lt;br /&gt;
If an encountered monster has not yet been registered in the Bestiary, there will be an exclamation point (!) in its status bar.&lt;br /&gt;
&lt;br /&gt;
===Status Interactions===&lt;br /&gt;
&amp;lt;!-- `FighterNode.gd`, line 134 checks if the user has been put to sleep via the &amp;quot;sleep&amp;quot; status tag (there are also video records of this happening) --&amp;gt;If the recording character is inflicted with the [[Sleep]] status effect, the recording attempt will fail, even if using a tape that guarantees recording success. If the target monster is affected by a coating, it will affect the multipliers on elemental tapes. Status effects that deal damage, such as [[Burned]] or [[Conductive]], will also update the record rate whenever damage is applied. The target monster will also survive if [[Gambit (status effect)|Gambit]] or [[Ghostly]] expires or if [[Resonance]] overload activates while being recorded.&lt;br /&gt;
&lt;br /&gt;
==Record Rate Formula==&lt;br /&gt;
&amp;lt;!-- `Recording.gd`, line 196 (`get_capture_chance`); `BattleFormulas.gd`, line 101 --&amp;gt;&lt;br /&gt;
Both the [[Optical Laser Tape]] and [[Black Shuck&#039;s Tape]] skip the record rate formula entirely and will record the target without fail.&lt;br /&gt;
&lt;br /&gt;
The record rate is a decimal number between 0 and 1, and constantly gets updated whenever the target or the recorder takes damage, or when the target changes type from coatings. After most actions have been completed, a random decimal between 0 and 1 is generated, and the recording is successful if this is less than &amp;lt;math&amp;gt;\text{RecordRate}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{RecordRate} = \frac{\text{DamageBonus} \times \text{HPBonus} \times \text{LevelBonus} \times \text{SpeciesRate} \times \text{TapeRate} \times \text{UpgradeBonus} }{10000}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are six major components that contribute to record rate:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{DamageBonus}&amp;lt;/math&amp;gt;, which is based on the damage dealt to the target and received by the recorder,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{HPBonus}&amp;lt;/math&amp;gt;, which increases if target monster is at a lower HP,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{LevelBonus}&amp;lt;/math&amp;gt;, which scales based on the target&#039;s level,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{SpeciesRate}&amp;lt;/math&amp;gt;, which is the base record rate of the species and is affected by whether or not it&#039;s a bootleg,&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{TapeRate}&amp;lt;/math&amp;gt;, which is the multiplier from the tape used, and&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{UpgradeBonus}&amp;lt;/math&amp;gt;, which are multipliers from the Microphone Upgrade and Recording Mod if present.&lt;br /&gt;
&lt;br /&gt;
===DamageBonus===&lt;br /&gt;
Let &amp;lt;math&amp;gt;d&amp;lt;/math&amp;gt; be the damage dealt to the target monster, and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; be the damage taken by the recording character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{DamageBonus} = \begin{cases}&lt;br /&gt;
\displaystyle \frac{d-r-200}{4(d-r)-200}, &amp;amp; d &amp;lt; r, \\ \\&lt;br /&gt;
\displaystyle \frac{4(d-r) + 200}{(d-r)+200}, &amp;amp; d &amp;gt; r.&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, &amp;lt;math&amp;gt;\text{DamageBonus} &amp;lt; 1&amp;lt;/math&amp;gt; if &amp;lt;math&amp;gt;d &amp;lt; r&amp;lt;/math&amp;gt; (the recorder takes more damage compared to the monster) and &amp;lt;math&amp;gt;\text{DamageBonus} &amp;gt; 1&amp;lt;/math&amp;gt;if &amp;lt;math&amp;gt;d &amp;gt; r&amp;lt;/math&amp;gt; (the monster takes more damage compared to the recorder). This function has asymptotes at 1/4 and 4, meaning that it effectively gets capped to within the range &amp;lt;math&amp;gt;1/4 &amp;lt; \text{DamageBonus} &amp;lt; 4&amp;lt;/math&amp;gt;, regardless of how much damage has been dealt or received. Both &amp;lt;math&amp;gt;d&amp;lt;/math&amp;gt; and &amp;lt;math&amp;gt;r&amp;lt;/math&amp;gt; here are unaffected by any kind of healing.&lt;br /&gt;
[[File:Damage Bonus Plot.png|center|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
===HPBonus===&lt;br /&gt;
&amp;lt;math&amp;gt;\text{HPBonus} = 1 - \frac{2}{3} \frac{\text{HP}}{\text{MaxHP}}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The HP is based on the target monster&#039;s HP. The lower the % HP, the larger the multiplier. &amp;lt;math&amp;gt;\text{HPBonus}&amp;lt;/math&amp;gt; is equal to 1/3 if the target is at full HP, and is approximately 1 if the target has almost no HP left.&lt;br /&gt;
&lt;br /&gt;
===LevelBonus===&lt;br /&gt;
&amp;lt;math&amp;gt;\text{LevelBonus} = \frac{1}{6} \left\{ \frac{20}{\min(\text{MonsterLevel, 30)} } + 5 \right\} \approx \frac{3.333}{\min(\text{MonsterLevel, 30)}} + 0.833&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that lower-level monsters are comparatively easier to record, while its effects cap out starting at Level 30. Examining the limiting cases for this function, &amp;lt;math&amp;gt;0.944 \leq \text{LevelBonus} \leq 4.167&amp;lt;/math&amp;gt;, where the lower bound of 0.944 applies to monsters Level 30 and above, while the upper bound of 4.167 applies to monsters at Level 1. This multiplier is equal to 1 if the monster is at Level 20.&lt;br /&gt;
[[File:Level Bonus Plot.png|center|frameless|600x600px]]&lt;br /&gt;
&lt;br /&gt;
===SpeciesRate===&lt;br /&gt;
This term is based on the species&#039; base record rate that roughly corresponds their rarity. Known values for the record rate are 50, 40, 30, 25, 15, 3, and 1. The higher the base record rate, the easier it is to record. As an example, [[Traffikrab]] has a species record rate of 50, [[Weevilite]] has a record rate of 25, [[Sirenade]] has a record rate of 15, and most [[Static encounter|Static encounters]] have a record rate of 3.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;math&amp;gt;\text{SpeciesRate}&amp;lt;/math&amp;gt; is usually equal to the base record rate, but is approximately halved if the monster is a bootleg. Mathematically,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{SpeciesRate} = \begin{cases}&lt;br /&gt;
\displaystyle \text{floor}\left(\frac{\text{BaseRecordRate}}{2}\right) + 1, &amp;amp; \text{if target is bootleg}, \\&lt;br /&gt;
\text{BaseRecordRate} &amp;amp; \text{otherwise}.&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the main recording formula is multiplicative, it also follows that the probability of recording a monster with species record rate of 25 is half the probability of recording a monster with record rate of 50, sharing the same parameters. It also means bootlegs are half as likely to be recorded compared to non-bootleg variants if all other conditions are assumed identical.&lt;br /&gt;
&lt;br /&gt;
===TapeRate===&lt;br /&gt;
{{Main|Tape}}&lt;br /&gt;
Each tape has an associated capture rate multiplier; for [[Basic Tape]] this is 1, for [[Chrome Tape]] it is 3.5, and for the elemental tapes it is set to 4.5 if the element matches the target&#039;s type (which is affected by coatings) and is 1.5 otherwise. Tapes that guarantee success, such as the [[Optical Laser Tape]] and [[Black Shuck&#039;s Tape]], bypass the entire record rate formula entirely.&lt;br /&gt;
&lt;br /&gt;
=== UpgradeBonus ===&lt;br /&gt;
This is affected by the amount of Microphone Upgrade and Recording Mod upgrades bought, with the latter only contributing to &amp;lt;math&amp;gt;\text{UpgradeBonus}&amp;lt;/math&amp;gt; if the fusion meter is full.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{UpgradeBonus} = \left(1 + \frac{\text{MicrophoneUpgradeAmount} }{20}\right) \times \left(1 + \frac{\text{RecordingModAmount} }{20}\right)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both upgrades can be bought 5 times, giving a maximum of value of 1.25 (or 25% increase) each, so with both max upgrades and a full fusion meter this results in an effective multiplier of 1.5625 (or 56.25% increase) compared to not having any upgrades.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* As of version 1.2, [[Bootleg]] monsters cannot be defeated on turn 0 (before the first turn of battle).&amp;lt;ref&amp;gt;ByttenStudio (June 28, 2023). &amp;quot;Out now - 1.2 “Catacombs” Update!&amp;quot;. Steam. https://steamcommunity.com/gid/103582791467277118/announcements/detail/3660912271237996231. Retrieved March 9, 2024.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Prior to version 1.2, [[Nowhere Peasant]] can be recorded due to a glitch.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:SpeciesStats&amp;diff=12192</id>
		<title>Template:SpeciesStats</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:SpeciesStats&amp;diff=12192"/>
		<updated>2026-02-10T16:16:54Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* Additional Stats */ Added record rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Base Form Stats ===&lt;br /&gt;
&amp;lt;table class=&amp;quot;datatable wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Max&amp;amp;nbsp;HP&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;width: 400px; min-width: 100%&amp;quot;&amp;gt;{{SpeciesStatBar|value={{#invoke:Database|get_species|{{{id}}}|stats|max_hp}}|max_value=300}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;M.&amp;amp;nbsp;Atk&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{SpeciesStatBar|value={{#invoke:Database|get_species|{{{id}}}|stats|melee_attack}}|max_value=300}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;M.&amp;amp;nbsp;Def&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{SpeciesStatBar|value={{#invoke:Database|get_species|{{{id}}}|stats|melee_defense}}|max_value=300}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;R.&amp;amp;nbsp;Atk&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{SpeciesStatBar|value={{#invoke:Database|get_species|{{{id}}}|stats|ranged_attack}}|max_value=300}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;R.&amp;amp;nbsp;Def&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{SpeciesStatBar|value={{#invoke:Database|get_species|{{{id}}}|stats|ranged_defense}}|max_value=300}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Speed&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{SpeciesStatBar|value={{#invoke:Database|get_species|{{{id}}}|stats|speed}}|max_value=300}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Stats ===&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable datatable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Max&amp;amp;nbsp;AP&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{#invoke:Database|get_species|{{{id}}}|stats|max_ap}} / 10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Move&amp;amp;nbsp;Slots&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{#ifeq:{{#invoke:Database|get_species|{{{id}}}|stats|move_slots}}|{{SpeciesMaxMoveSlots|{{{id}}}}}|{{#invoke:Database|get_species|{{{id}}}|stats|move_slots}}|{{#invoke:Database|get_species|{{{id}}}|stats|move_slots}} to {{SpeciesMaxMoveSlots|{{{id}}}}}}} / 8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;[[Recording#SpeciesRate|Record&amp;amp;nbsp;Rate]]&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{#invoke:Database|get_species|{{{id}}}|stats|record_rate}}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Harbourtown_Station&amp;diff=12191</id>
		<title>Harbourtown Station</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Harbourtown_Station&amp;diff=12191"/>
		<updated>2026-02-10T16:10:18Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added requirement for entry during tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LocationInfobox&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|image={{PAGENAME}}.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Harbourtown Station&#039;&#039;&#039; is a [[Mer-Line station]] located in [[Upper Path]]. It contains the [[Archangel|archangel]] [[Morgante]]. It is the first station the player encounters; they first visit it with [[Kayleigh]] during [[This Is The World We Live In]]. During this quest, it is not possible to enter Harbourtown Station if the party does not have at least two non-broken tapes.&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
=== Early game ===&lt;br /&gt;
{{Main|Morgante}}&lt;br /&gt;
&lt;br /&gt;
The player encounters their first [[Archangel]], [[Morgante]], here.&lt;br /&gt;
&lt;br /&gt;
=== Post-game ===&lt;br /&gt;
{{#spoiler:&lt;br /&gt;
{{Main|Morgante}}&lt;br /&gt;
&lt;br /&gt;
[[Morgante]] can be fought again after the completion of the main story. Fighting her unlocks the ability to fight the other main [[Archangels]] again as well.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== In Other Languages ==&lt;br /&gt;
{{NameTranslations&lt;br /&gt;
| de_DE = Bahnhof Hafenstadt&lt;br /&gt;
| es_ES = Estación de Villapuerto&lt;br /&gt;
| es_MX = Estación de Villapuerto&lt;br /&gt;
| fr_FR = Gare de Port-la-Ville&lt;br /&gt;
| it_IT = Stazione di Harbourtown&lt;br /&gt;
| ja_JP = ハーバータウン駅&lt;br /&gt;
| ko_KR = 항구촌역&lt;br /&gt;
| pt_BR = Estação de Vilancoradouro&lt;br /&gt;
| zh_CN = 港口镇站&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Mer-Line stations]]&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Ranger_Noticeboard&amp;diff=12190</id>
		<title>Ranger Noticeboard</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Ranger_Noticeboard&amp;diff=12190"/>
		<updated>2026-02-10T16:08:06Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Clarified max yield from other characters for noticeboard completion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Ranger Noticeboard&#039;&#039;&#039; is a noticeboard in [[Harbourtown]] in front of the [[Town Hall]] where the player can take on ranger [[Quest|quests]] as a part of the [[post-game]] after completing part 4 of the quest [[Take Me On]].&lt;br /&gt;
&lt;br /&gt;
== Fused Material Collection ==&lt;br /&gt;
The player can obtain rewards from [[Ianthe]] for collecting certain amounts of [[Fused Material]]. The level-up will occur once the player has reached the required number of Fused Material and has completed all of the quests listed on the noticeboard.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level-up&lt;br /&gt;
! # Required&lt;br /&gt;
! Requirements&lt;br /&gt;
! Reward&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 → 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 {{Item|Fused Material}}&lt;br /&gt;
| Complete part 4 of [[Take Me On]]&lt;br /&gt;
| {{Item|Fusion Radar}} [[Fusion Radar]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 → 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 {{Item|Fused Material}}&lt;br /&gt;
| Defeat [[Aleph Null]]&lt;br /&gt;
| Unlocks [[Unstable Fusion|Unstable Fusions]] and noticeboard quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 → 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 {{Item|Fused Material}}&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks [[Here Comes The Sun]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 → 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120 {{Item|Fused Material}}&lt;br /&gt;
| Complete [[Here Comes The Sun]]&lt;br /&gt;
| Obtain [[bootleg]] of starter the player did not choose&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 → 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 150 {{Item|Fused Material}}&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks [[Orb Fusion|Orb Fusions]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 → 7+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 150 {{Item|Fused Material}}&lt;br /&gt;
| -&lt;br /&gt;
| Several [[Item]] rewards (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item Reward pool ===&lt;br /&gt;
Noticeboard level-ups to 7 and beyond will grant players some rare items and a sizable amount of other supplies picked from the tables below.  The amount of fused material needed to complete the noticeboard level affects the quantity of items received from the Common table.&lt;br /&gt;
&lt;br /&gt;
==== Valuable ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Item&lt;br /&gt;
! Count&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Item|Optical Laser Tape}}&lt;br /&gt;
| Optical Laser Tape (Always)&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| Non-common [[Sticker|Stickers]] (Always)&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Item|Olive-Up!}}&lt;br /&gt;
| Olive-Up!&lt;br /&gt;
| 2-3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Item|Upgrape}}&lt;br /&gt;
| Upgrape&lt;br /&gt;
| 2-3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Common ====&lt;br /&gt;
The distribution of common rewards is wildly varied, usually preferring relatively large amounts of one or two items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Item&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Item|Metal}}&lt;br /&gt;
| Metal&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Item|Plastic}}&lt;br /&gt;
| Plastic&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Item|Old Book}}&lt;br /&gt;
| Old Book&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
| Random tapes*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Basic Tape]], [[Chrome Tape]], and/or elemental tapes&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
A random list of brief quests are posted on the noticeboard three at a time, each usually awarding a [[Fused Material]], [[Experience]] and common resources. Checking the board again after finishing all quests will clear them and create a new list of quests. &lt;br /&gt;
&lt;br /&gt;
After completing [[Frankie]]&#039;s quest, the player can give her 10 {{Item|Fused Material}} Fused Material in the [[Town Hall]] to clear and regenerate the noticeboard quests. &lt;br /&gt;
&lt;br /&gt;
=== Sidestories ===&lt;br /&gt;
These quests introduce and develop some additional characters through a series of brief encounters.  They are obtainable a limited number of times, appearing on the board often and early in the post-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;17%&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! width=”16%” | Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit Training: Frankie&#039;&#039;&#039;&lt;br /&gt;
| A questline involving [[Frankie]], a recent arrival on New Wirral yearning to join the rangers.  You give her a monster tape to start with and team up in battles of rising difficulty.  On the fifth quest, Frankie will challenge the player for their captain’s Stamp with a full team. &lt;br /&gt;
| Defeat the [[Aleph Null|final boss]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Thief&#039;&#039;&#039;&lt;br /&gt;
| A questline involving [[Vin]], a young man who robs Ranger supplies and hides out somewhere, battling the player 1-on-1 without partners when approached.  On the fourth quest, Vin is found felled by a Rogue Fusion which the player must defeat to save him.&lt;br /&gt;
| Defeat [[Mourningstar]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit Training: Vin&#039;&#039;&#039;&lt;br /&gt;
| Having renounced his thieving ways, Vin seeks to redeem himself through joining the Rangers, battling the player 1v1 for their Stamp with a stronger team.&lt;br /&gt;
| 4th &amp;quot;Supply Thief&amp;quot; quest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General Quests ===&lt;br /&gt;
General quests assign a wide variety of tasks to the player, whether it be routine work for the rangers or involvement with familiar NPCs.  These are infinitely repeatable so long as any requirements are met.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! width=”16%” | Unlocked&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monster Bounty&#039;&#039;&#039;&lt;br /&gt;
| Player must defeat a certain monster species enough times in the wild.  (Though the quest description highlights one area, battles in &#039;&#039;any&#039;&#039; of the monster’s habitats will count)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fusion Bounty&#039;&#039;&#039;&lt;br /&gt;
| Player must defeat a certain number of [[Rogue Fusion|Rogue Fusions]] to clear the quest.  Swarms and special fusion types will also count.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unstable Fusion&#039;&#039;&#039;&lt;br /&gt;
| A new Unstable Fusion appears in the world for the player to defeat.  Unlike others on the radar, this fusion does not change position over time.&lt;br /&gt;
| Reach Board Level 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lost and Found&#039;&#039;&#039;&lt;br /&gt;
| Player must retrieve a unique item dropped at a location by the client, then return it to the client at a second location.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supply Delivery&#039;&#039;&#039;&lt;br /&gt;
| Player must deliver the requested items to the NPC at a location.  Items are often [[Cure|Cures]], [[Coffee]] or other common resources.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Parcel Delivery&#039;&#039;&#039;&lt;br /&gt;
| Player is given a “Parcel” item and must simply deliver it to a Ranger scout NPC at a specified location.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Special Delivery&#039;&#039;&#039;&lt;br /&gt;
| Player is given an “Aid Package” item and must simply deliver it to an NPC by the entrance of [[Mourningtown]]. &lt;br /&gt;
| Defeat [[Mourningstar]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hoylake&#039;s Request&#039;&#039;&#039;&lt;br /&gt;
| Players must unlock the 5-star Bestiary entry for a certain monster species, then report to [[Hoylake]] at the Town Hall.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hoylake&#039;s Request (2)&#039;&#039;&#039;&lt;br /&gt;
| Players must record a fusion in their Bestiary using two specified tapes, then report back to [[Hoylake]] at the Town Hall.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hoylake&#039;s Assistant&#039;&#039;&#039;&lt;br /&gt;
| Players must have a specific monster tape in their party to battle Dr. [[Kirby]] and his partner at a location, whose team is based on the required tape.  Kirby can fuse and his team may sometimes include [[Bootleg]] and Remastered tapes.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit Training&#039;&#039;&#039;&lt;br /&gt;
| The player is challenged for their stamp by a Trainee and their partner at a location with a randomized team of 4-6 tapes.  They are able to fuse and can utilize any species marked “seen” in the Bestiary.&lt;br /&gt;
| Frankie and Vin&#039;s ‘’Sidestories’’&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Friendly Battle&#039;&#039;&#039;&lt;br /&gt;
| [[Frankie]] and [[Vin]] partner up for a casual battle against the player at a location.  They are able to fuse and their team expands each time this quest is cleared, up to a point.&lt;br /&gt;
| Frankie and Vin’s ‘’Sidestories’’&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fused Material bonuses ==&lt;br /&gt;
Upon clearing the Noticeboard of ranger quests, a brief text appears before new quests are loaded, stating a character “found bonus Fused Material!” The amount is random but the maximum yield is determined by the mentioned character.&lt;br /&gt;
&amp;lt;!-- `NoticeboardGenerator`, in BONUS_RANGERS --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Ianthe]]: always only 1&lt;br /&gt;
*[[Kayleigh]]: 2-4&lt;br /&gt;
*Any of the [[Ranger Captain|Ranger Captains]]: initially 1-2. The maximum possible yield increases after every other time they have been defeated, only counting rematches, up until the yield range becomes be 1-6.&lt;br /&gt;
*Frankie or Vin (After finishing their sidestories): initially 1-2. The maximum possible yield increases after every third time they have been defeated, only counting rematches, up until the yield range becomes be 1-12.&lt;br /&gt;
*Dr. Kirby (After completing Hoylake&#039;s Assistant at least once): initially 1-2. The maximum possible yield increases after every third time they have been defeated, only counting rematches, up until the yield range becomes be 1-12.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Material bonuses and new quests are randomized ‘on-the-spot’ when given.  If the player wishes, they may save before clearing the board and exit/reload their file to get a different result.&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;br /&gt;
&lt;br /&gt;
{{Quests}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Modding:Mod_Developer_Guide&amp;diff=12057</id>
		<title>Modding:Mod Developer Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Modding:Mod_Developer_Guide&amp;diff=12057"/>
		<updated>2026-01-03T16:07:43Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* Publishing your mod */ Added instructions related to using steam workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended for developers of mods. For more information about using Cassette Beasts mods, see the [[Modding/Mod User Guide|Mod User Guide]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The steps this guide will take you through are:&lt;br /&gt;
&lt;br /&gt;
# The prerequisite software&lt;br /&gt;
# Decompiling Cassette Beasts to create an editable Godot project&lt;br /&gt;
# Creating a mod .pck file from the Godot project&lt;br /&gt;
# Best practices and tips&lt;br /&gt;
&lt;br /&gt;
How to use Godot, and how to write GDScript are outside the scope of this guide. If you need help with Godot, [https://www.gdquest.com/ GDQuest] has a lot of great guides - just make sure you’re following guides for Godot 3.5, not 4.0.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
# Own Cassette Beasts on Steam.&lt;br /&gt;
# Read through the [[Modding:Modding_EULA|Modding EULA]] and make sure you agree to its terms.&lt;br /&gt;
# Download Godot [https://godotengine.org/download/archive/3.5.1-stable/ 3.5.1]. Later 3.x versions are untested, and 4.0 is incompatible.&lt;br /&gt;
# Download the latest version of [https://github.com/bruvzg/gdsdecomp/releases Godot RE Tools] for your OS.&lt;br /&gt;
# Read through the [[Modding/Mod User Guide|Mod User Guide]] so you’re familiar with how mods are used.&lt;br /&gt;
&lt;br /&gt;
== Decompiling Cassette Beasts ==&lt;br /&gt;
&lt;br /&gt;
# Run Godot RE Tools&lt;br /&gt;
# Go to RE Tools &amp;gt; Recover Project&lt;br /&gt;
# Navigate to Cassette Beasts’ install directory and open CassetteBeasts.pck&lt;br /&gt;
# GDRE will run for about 5 minutes, and will likely report a lot of errors. These errors are for certain compressed textures it can’t decompile, and for our JSON-format pixel art animations. These errors can be generally ignored unless you’re intending to mod these particular resources.&lt;br /&gt;
# When it prompts you for a destination folder, create a new folder, and make sure “Full Recovery” is selected. GDRE will extract all the game’s resources, scenes, and scripts into this folder. This will be your workspace for developing mods.&lt;br /&gt;
# It’ll run for a few more minutes. When it’s done you can close GDRE and open Godot 3.5.1.&lt;br /&gt;
# In Godot’s project manager, import the project that GDRE created.&lt;br /&gt;
&lt;br /&gt;
You can now run Cassette Beasts from within the Godot editor, but note that the decompiled game can have some odd bugs and crashes that aren’t in the official builds. Also, the engine binary that Cassette Beasts ships with has some customisations - without which performance and stability are reduced. Running the game from the editor can be helpful for testing your mods, but shouldn’t be considered ‘fully playable’.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
You’re authorised to use this decompiled project for the purposes of developing mods, however please be mindful of the rules in the [[Modding:Modding EULA|Modding EULA]].&lt;br /&gt;
&lt;br /&gt;
== Creating your mods ==&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
Bytten Studio has created two examples to show how mods are created. You can download and extract the following zip into your workspace: [https://drive.google.com/file/d/1iXWJYpZOAAq358P1UjCEEY5BWYgDaHXC/view?usp=sharing example_mods.zip]&lt;br /&gt;
&lt;br /&gt;
These files provide two mods:&lt;br /&gt;
# [https://modworkshop.net/mod/42040 Extra File Slots] - adds an additional 7 save file slots to the file menu.&lt;br /&gt;
# [https://drive.google.com/file/d/1Qm1ZCFxH9WbcbvhU5UbB-gDKsNR4SWJU/view?usp=sharing Example Mod] - adds a new monster species as a replacement starter.&lt;br /&gt;
&lt;br /&gt;
These examples show how multiple mods can be developed within the same workspace.&lt;br /&gt;
&lt;br /&gt;
=== Mod metadata ===&lt;br /&gt;
The first step to creating your own mod is to set up its metadata file.&lt;br /&gt;
# Create a folder for your mod in &amp;lt;tt&amp;gt;res://mods/&amp;lt;/tt&amp;gt;, e.g. &amp;lt;tt&amp;gt;res://mods/your_mod_name/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# In the FileSystem dock, right click your mod’s folder and choose ‘New Resource…’&lt;br /&gt;
# Select the ‘ContentInfo (ContentInfo.gd)’ resource type and click Create.&lt;br /&gt;
# Name the new resource ‘metadata.tres’&lt;br /&gt;
&lt;br /&gt;
After the game has loaded all the mod pcks it has detected, it scans &amp;lt;tt&amp;gt;res://mods/&amp;lt;/tt&amp;gt; for files named &amp;lt;tt&amp;gt;metadata.tres&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
# Double-click your metadata.tres resource to edit it in the inspector.&lt;br /&gt;
# Fill in the fields as below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039;: A unique string identifying your mod. You can query the existence of another mod by calling &amp;lt;tt&amp;gt;DLC.has_mod()&amp;lt;/tt&amp;gt; using that mod’s ID string as a parameter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;: A human-readable name for your mod. This displays on the title screen, below the game’s version number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version Code&#039;&#039;&#039;: An integer representing a machine-readable version number. Each time you release an update to your mod, you should increment this. This version code can also be queried alongside the ID with &amp;lt;tt&amp;gt;DLC.has_mod()&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version String&#039;&#039;&#039;: The human-readable version number of your mod, shown on the title screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Author&#039;&#039;&#039;: Who to attribute the mod to. This is also shown on the title screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save File Format Tag &amp;amp; Save File Format Tag Version&#039;&#039;&#039;: You should provide this if save files created with your mod loaded cannot be loaded in the vanilla (modless) version of the game. If your mod doesn’t affect anything that would introduce an incompatibility with the vanilla game (e.g. if it’s purely cosmetic), you can leave this blank.&lt;br /&gt;
&lt;br /&gt;
The save file format tag and version are used to determine whether a save file can be loaded with different versions of your mod. See best practices for how to update these values when releasing updates to your mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Network Protocol Tag&#039;&#039;&#039;: This tag is for a similar purpose to Save File Format Tag - to determine compatibility in network multiplayer games. See [[#Network_Protocol_Tag|Best Practices]] for how to use this.&lt;br /&gt;
&lt;br /&gt;
There is no ‘Network Protocol Tag Version’ because there can be no backwards compatibility. If you break network compatibility with previous versions of your mod, you need to choose a new unique tag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disable Network Multiplayer&#039;&#039;&#039;: If you want to stop users of your mod from joining multiplayer games altogether, set this to On.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modified Files &amp;amp; Modified Dirs&#039;&#039;&#039;: This is how you declare to the mod export tool which files and directories to include in your mod pck. All files within your mod’s directory in &amp;lt;tt&amp;gt;res://mods/&amp;lt;/tt&amp;gt; are automatically included, so you only need to list files and directories added / replaced outside of that directory.&lt;br /&gt;
&lt;br /&gt;
The metadata for Bytten Studio’s Example Mod looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Example_mod_metadata.png]]&lt;br /&gt;
&lt;br /&gt;
=== Exporting your mod ===&lt;br /&gt;
&lt;br /&gt;
After you’ve created your mod and tested it in the editor, you can export a pck to try out in the real game. An editor plugin is included in the decompiled project to do this - we do &#039;&#039;&#039;not&#039;&#039;&#039; use Godot’s normal project/pck/zip export tool for mods.&lt;br /&gt;
&lt;br /&gt;
# Make sure the paths to all the resources you’ve added/modified can be found either in the Modified Files and Modified Dirs paths in your mod’s metadata.tres file, or are located inside your mod’s directory. The pck that the export tool creates will contain only the resources in these paths.&lt;br /&gt;
# Project &amp;gt; Tools &amp;gt; Export Mod… (&#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; Project &amp;gt; Export…)&lt;br /&gt;
# It’ll prompt you to open a metadata.tres file. Navigate to your mod’s directory and open metadata.tres.&lt;br /&gt;
# Next it’ll prompt you to save a .pck file. Navigate to some directory where you would like to save your pck and click OK.&lt;br /&gt;
# It will export your mod’s resources as a pck. This is very quick - almost instant - because it contains only the contents of your mod’s directory and the resources pointed to by your Modified Files and Modified Dirs metadata.&lt;br /&gt;
&lt;br /&gt;
Now you can install your mod as per the [[Modding/Mod User Guide|Mod User Guide]] and check it works in the real game.&lt;br /&gt;
&lt;br /&gt;
=== Testing your mod ===&lt;br /&gt;
&lt;br /&gt;
You can quickly test changes to your mod in the Godot editor, but you should always test it in the game for real before publishing it. See the [[Modding/Mod User Guide|Mod User Guide]] for instructions for installing your mod.&lt;br /&gt;
&lt;br /&gt;
Due to [https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-load-resource-pack the way mod loading works], any resources that were already loaded before the mod is loaded (e.g. autoload scripts) &#039;&#039;&#039;won&#039;t be replaced by the mod&#039;s packed resources&#039;&#039;&#039;. If your mod relies on changes to one of these resources, it will appear to work fine in the editor, but break when loaded into the real game.&lt;br /&gt;
&lt;br /&gt;
=== Publishing your mod ===&lt;br /&gt;
&lt;br /&gt;
==== Steam Workshop ====&lt;br /&gt;
When launching the game, set the launch option to Launch Game Editor. It will open the Cassette Beasts Workshop Utility. Follow the listed instructions in uploading the mod, then go to the Cassette Beasts Workshop page. Under Your Workshop Files, select Your Files &amp;gt; Files you&#039;ve posted. From here you can edit the page, such as title, description, change notes, add images and videos. Once done, head to Owner Controls &amp;gt; Change Visibility to Public. It may take a while before the mod shows up to everyone else, so consider refreshing the Workshop to check if the mod appears.&lt;br /&gt;
&lt;br /&gt;
When updating a mod, make sure to update the mod&#039;s title since the utility program overwrites it to the mod&#039;s file name.&lt;br /&gt;
&lt;br /&gt;
==== Modworkshop ====&lt;br /&gt;
The community has started using [https://modworkshop.net/game/cassette-beasts ModWorkshop] to share mods.&lt;br /&gt;
&lt;br /&gt;
Uploading a mod to ModWorkshop is pretty straightforward - you can log in with your Steam account, and then immediately start uploading stuff. It&#039;s usually best to package your mod in a zip file so that you can include a README with authorship information and some installation instructions.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the description of your mod you should mention the version number(s) of Cassette Beasts that have been tested with your mod. Updates to the game could break your mod - so it&#039;s important to be clear about which versions of the game you know it works with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure to read ModWorkshop&#039;s [https://modworkshop.net/rules rules] carefully before publishing your work there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Sharing mod source code ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s common in modding to issue mods under an open source license (in fact, this is [https://modworkshop.net/rules required under ModWorkshop&#039;s rules]). Here are a few guidelines for this:&lt;br /&gt;
&lt;br /&gt;
* When sharing the source code of your mod, include only the files that you have changed. &#039;&#039;&#039;DON&#039;T add the whole decompiled project to a public repo.&#039;&#039;&#039;&lt;br /&gt;
* Use a license compatible with Cassette Beasts&#039; proprietary code (i.e. not GPL).&lt;br /&gt;
* Make it clear that your license applies only to the portions of the files that you have changed, not to the whole files.&lt;br /&gt;
&lt;br /&gt;
== Best Practices ==&lt;br /&gt;
&lt;br /&gt;
=== ProjectSettings, autoloads, and &amp;lt;tt&amp;gt;class_name&amp;lt;/tt&amp;gt; ===&lt;br /&gt;
Because of the way project.godot changes overwrite each other, it’s only possible for one mod at a time to change it. If a player tries to load multiple mods that replace project.godot they will conflict, and won’t work properly.&lt;br /&gt;
&lt;br /&gt;
Therefore the provided mod export tool &#039;&#039;&#039;does not pack project.godot changes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If your mod needs to make changes to project settings, it should do so [https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html at runtime], from a script.&lt;br /&gt;
&lt;br /&gt;
Autoloads, and &amp;lt;tt&amp;gt;class_name&amp;lt;/tt&amp;gt; (in GDScript), rely on the path to the script being stored in the project.godot file. Therefore if you add autoloads or use &amp;lt;tt&amp;gt;class_name&amp;lt;/tt&amp;gt; your mod will break when it is loaded into the game.&lt;br /&gt;
&lt;br /&gt;
=== Replace as few of the base game&#039;s resources as possible ===&lt;br /&gt;
Cassette Beasts uses &amp;lt;tt&amp;gt;[https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-load-resource-pack ProjectSettings.load_resource_pack]&amp;lt;/tt&amp;gt; to load your mod as it starts up. Unfortunately it doesn’t (and can’t) know if two mods replace the same resource before irreversibly loading them both. The more of the base game’s resources you replace, the more likely it is that your mod will conflict with other mods.&lt;br /&gt;
&lt;br /&gt;
You should prefer to add new resources rather than replace existing ones where you can. Your mod’s directory in &amp;lt;tt&amp;gt;res://mods/&amp;lt;/tt&amp;gt; is the safest place for them.&lt;br /&gt;
&lt;br /&gt;
=== Monster species don’t need bestiary indexes ===&lt;br /&gt;
A bestiary index is the number a monster species is given in the game’s bestiary. If the bestiary index is -1, the species’ number in game is given as ‘#???’.&lt;br /&gt;
&lt;br /&gt;
The game internally identifies monster species by filename rather than by number. This means mods don’t have to allocate ranges of bestiary indexes to different mod creators. As long as each mod’s new species has a distinct filename and uses -1 as a bestiary index, you can be sure of your mod’s compatibility with other mods.&lt;br /&gt;
&lt;br /&gt;
=== Save data compatibility ===&lt;br /&gt;
&lt;br /&gt;
Try to maintain backwards compatibility with save files whenever you can!&lt;br /&gt;
&lt;br /&gt;
If save data created with your mod can’t be loaded in the vanilla version of the game, then each time you release an update to your mod you need to consider:&lt;br /&gt;
# With the new version of the mod, can the game load save data created with the old version of the mod (backwards compatibility)?&lt;br /&gt;
# Can games with old versions of the mod load save data created with the new version of the mod (forwards compatibility)?&lt;br /&gt;
&lt;br /&gt;
If your mod is both backwards- and forwards-compatible you don’t need to change your mod’s Save File Format Tag or Version.&lt;br /&gt;
&lt;br /&gt;
If your mod is backwards-compatible but not forwards-compatible you should increase the Save File Format Tag Version but leave the tag alone.&lt;br /&gt;
&lt;br /&gt;
If your mod is not backwards-compatible you need to choose a new Save File Format Tag.&lt;br /&gt;
&lt;br /&gt;
=== Keep an eye on upcoming changes ===&lt;br /&gt;
&lt;br /&gt;
Updates to the base game may unavoidably break mods from time to time. It&#039;s a good idea to keep an eye on upcoming changes to the game.&lt;br /&gt;
&lt;br /&gt;
One way to do this is to install the [[Steam Daily]] branch (if you own the game on Steam). This branch contains a preview of the next hotfix branch--but not any new features.&lt;br /&gt;
&lt;br /&gt;
When new features and content updates release it&#039;s advised to check your mods and update them, if necessary, as soon as you can.&lt;br /&gt;
&lt;br /&gt;
=== Network Protocol Tag ===&lt;br /&gt;
&lt;br /&gt;
A mod&#039;s Network Protocol Tag is used to determine which mods are compatible in multiplayer games. This should be a unique string that identifies your mod. Whenever you introduce a change to your mod that makes it incompatible with previous version in multiplayer sessions, you will need to change this string, so it&#039;s usually a good idea to append a version number to it.&lt;br /&gt;
&lt;br /&gt;
Some mods can leave the Network Protocol Tag blank to remain compatible with the base version of the game. To decide whether a tag is required you&#039;ll need to understand what data the game shares over the network. If you&#039;re not certain, it&#039;s best to set a tag anyway!&lt;br /&gt;
&lt;br /&gt;
Mods that require Network Protocol Tags:&lt;br /&gt;
&lt;br /&gt;
* Any changes or additions to anything that affects the outcome of battle, including: monster species, moves, status effects, and items. Although items cannot be used in multiplayer battles at the moment, in a future update they will!&lt;br /&gt;
* Any additions to the player character&#039;s wardrobe, including: new colours, new clothes, hairs, etc.&lt;br /&gt;
* Any new game modes that are intended to be used in multiplayer, for example, 4-player battles, new raid types, etc.&lt;br /&gt;
&lt;br /&gt;
Mods that do not require Network Protocol Tags:&lt;br /&gt;
&lt;br /&gt;
* New locations.&lt;br /&gt;
* Purely cosmetic changes to existing resources or UI.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Custom User Dir ===&lt;br /&gt;
If your mod doesn’t rely on any changes in project.godot, you can change the ‘user directory’ in project settings to isolate settings and save files you use for debugging in the editor from the ones you use when playing the game for real. This setting can be found in Project &amp;gt; Settings &amp;gt; Application &amp;gt; Config &amp;gt; Custom User Dir Name.&lt;br /&gt;
&lt;br /&gt;
=== Testing battle system changes ===&lt;br /&gt;
There are a number of scenes already set up to help you test battle system changes quickly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CustomBattle&#039;&#039;&#039;: &amp;lt;tt&amp;gt;res://tools/custom_battle/CustomBattle.tscn&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although it has some limitations, this will let you quickly set up and test a battle with any monster species and any moves. For new battle backgrounds to show up in here, they must be registered in &amp;lt;tt&amp;gt;res://battle/backgrounds/battle_backgrounds.tres&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MonsterPreview&#039;&#039;&#039;: &amp;lt;tt&amp;gt;res://tools/monster_preview/MonsterPreview.tscn&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A little tool for previewing how monster battle sprites look in-game, with various settings for animations, coatings, and fusions. The greenscreen backgrounds can be useful for taking screenshots of fusions where you can easily key out the background.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BattleVfxPreview&#039;&#039;&#039;: &amp;lt;tt&amp;gt;res://tools/battle_vfx_preview/BattleVfxPreview.tscn&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more specialised tool for previewing VFX. Useful if you’re adding moves with new animations.&lt;br /&gt;
&lt;br /&gt;
=== Use cheats ===&lt;br /&gt;
The game has a command console built in that is automatically enabled when running from the editor. This can be useful for debugging your mods. See [[Cheats]] for more information about how to use this.&lt;br /&gt;
&lt;br /&gt;
=== Running a script at startup ===&lt;br /&gt;
&lt;br /&gt;
The ContentInfo class contains a stub function &amp;lt;tt&amp;gt;init_content&amp;lt;/tt&amp;gt;. If you need to run some task after your mod has been loaded - as the game starts up - this is a good location to do it. You will need to extend the ContentInfo class with your own script, and attach that to your mod’s metadata.tres file.&lt;br /&gt;
&lt;br /&gt;
Note that this function is called after all mods have been loaded by &amp;lt;tt&amp;gt;[https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-load-resource-pack load_resource_pack]&amp;lt;/tt&amp;gt;, however, other mods’ `init_content` functions may not have been called yet.&lt;br /&gt;
&lt;br /&gt;
=== Modding the mod export tool ===&lt;br /&gt;
If the mod export tool plugin doesn’t include files that your mod requires (for example, project.godot / project.binary), it’s very easy to modify the export tool itself: &amp;lt;tt&amp;gt;res://addons/export_mod/plugin.gd&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, this is not recommended, and 99% of mods will not need to do this anyway.&lt;br /&gt;
&lt;br /&gt;
== Modding discussions ==&lt;br /&gt;
&lt;br /&gt;
The official [https://discord.gg/byttenstudio Bytten Studio Discord server] has a #modding channel for Cassette Beasts where mod development is discussed.&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Modding:Mod_User_Guide&amp;diff=12056</id>
		<title>Modding:Mod User Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Modding:Mod_User_Guide&amp;diff=12056"/>
		<updated>2026-01-03T15:59:09Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added EGS support in &amp;quot;What are mods&amp;quot; section and updated &amp;quot;Where to find mods&amp;quot; to mention steam workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended for users of mods. For information about creating mods for Cassette Beasts, see the [[Modding/Mod Developer Guide|Mod Developer Guide]].&lt;br /&gt;
&lt;br /&gt;
== ⚠️Read this first!⚠️ ==&lt;br /&gt;
Mods in Cassette Beasts can do anything that the game or the engine can do. Malicious mods could access your file system, and run arbitrary commands on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only install mods from creators that you trust!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Epic Games users make sure to add -load-mods to launch arguments to use mods!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be safe and have fun!&lt;br /&gt;
&lt;br /&gt;
== What are mods? ==&lt;br /&gt;
Cassette Beasts mods are .pck files--packages of files that modify the game in some way. Mods can change the game’s graphics and audio, as well as add new monsters, moves, locations, systems, and mechanics. Mod authors can use the entire Godot editor to create their mods, so the sky is pretty much the limit.&lt;br /&gt;
&lt;br /&gt;
Mods can only be used on Windows and Linux, not on consoles. You’ll need to own the game on either Steam, the Microsoft Store, or Epic Games Store in order to use them.&lt;br /&gt;
&lt;br /&gt;
== Where to find mods ==&lt;br /&gt;
&lt;br /&gt;
The official [https://discord.gg/byttenstudio Bytten Studio Discord server] has a #modding channel for Cassette Beasts where mods are discussed. Most mods are hosted on [https://modworkshop.net/game/cassette-beasts ModWorkshop]. Note that Bytten Studio is not affiliated with ModWorkshop, and doesn&#039;t moderate or review mods hosted there.&lt;br /&gt;
&lt;br /&gt;
On Steam, Cassette Beasts has Steam Workshop support for mods.&lt;br /&gt;
&lt;br /&gt;
To repeat our earlier warning: &#039;&#039;&#039;don’t download mods from untrusted sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Backing up save files ==&lt;br /&gt;
Note that many kinds of mods will change your save files in a way that makes them unloadable without the mod. This isn’t a sign that anything is bad--it’s just that there’s often no feasible way around it for mod creators.&lt;br /&gt;
&lt;br /&gt;
If you’re planning to try out several mods before deciding which to use, it’s recommended to back up your save files first. Save files can be found with the file extension &amp;lt;code&amp;gt;.json.gz.gcpf&amp;lt;/code&amp;gt; in:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Windows (Steam, Epic Games): &amp;lt;tt&amp;gt;C:\Users\&amp;amp;lt;username&amp;amp;gt;\AppData\Roaming\CassetteBeasts\&amp;lt;/tt&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Windows (MS Store, Game Pass): &amp;lt;tt&amp;gt;C:\Users\&amp;amp;lt;username&amp;amp;gt;\AppData\Local\Packages\RawFury.CassetteBeasts_9s0pnehqffj7t\SystemAppData\wgs\&amp;lt;/tt&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Linux: &amp;lt;tt&amp;gt;~/.local/share/CassetteBeasts/&amp;lt;/tt&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to install a mod ==&lt;br /&gt;
&lt;br /&gt;
=== Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
# In the game&#039;s page in the library, select Workshop, find the mod you want to add, and Subscribe to it.&lt;br /&gt;
# For Steam users, select the launch option &amp;quot;Play Cassette Beasts with Mods&amp;quot;. This can be set by right clicking Cassette Beasts in the Library &amp;gt; Properties &amp;gt; General &amp;gt; Select Launch Option.&lt;br /&gt;
# Launch the game! It should load the mods you’ve installed as it starts up.&lt;br /&gt;
&lt;br /&gt;
If the mod is not available on the Steam Workshop, follow the instructions below instead on how to install mods, then set up the correct launch option.&lt;br /&gt;
&lt;br /&gt;
=== Manual Mod Installation (Epic Games Store, Microsoft Store) ===&lt;br /&gt;
# Firstly you’ll need to download the .pck file of the mod you want. To repeat our earlier warning again: make sure you trust the source of the mod.&lt;br /&gt;
# See if the mod creator has provided any extra installation requirements or instructions. Those should take precedence over these instructions.&lt;br /&gt;
# Locate (or create) your mod folder. This can be found in &amp;lt;tt&amp;gt;C:\Users\&amp;lt;username&amp;gt;\AppData\Roaming\CassetteBeasts\mods\&amp;lt;/tt&amp;gt; on Windows or &amp;lt;tt&amp;gt;~/.local/share/CassetteBeasts/mods/&amp;lt;/tt&amp;gt; on Linux.&lt;br /&gt;
# Alternatively, if you know where the game is installed to, you can create a “mods” folder in the install directory.&lt;br /&gt;
# Copy the .pck file into your mod folder.&lt;br /&gt;
# For Epic Games users, click the three dots next to the game&#039;s title in the Library &amp;gt; Manage &amp;gt; Launch Options, and set the launch options to &amp;lt;code&amp;gt;-load-mods&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Launch the game! It should load the mods you’ve installed as it starts up.&lt;br /&gt;
&lt;br /&gt;
Upon launching the game, there will be a prompt to confirm if you want to load mods. Chose the first option.&lt;br /&gt;
&lt;br /&gt;
[[File:ModLoadingPrompt.png|317x317px]]&lt;br /&gt;
&lt;br /&gt;
Afterwards, the game will list all the mods it has loaded on the title screen, below the version number:&lt;br /&gt;
[[File:ModUseGuide_TitleScreen.png|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to uninstall a mod ==&lt;br /&gt;
For Steam Workshop mods, right click Cassette Beasts in the Library &amp;gt; Properties &amp;gt; Workshop. From here, you can either disable mods or remove them entirely.&lt;br /&gt;
&lt;br /&gt;
If the mod was added in through manually adding in the mod to the mods folder, uninstalling is as simple as deleting the .pck file from your mod folder. Your mod folder can be found in:&lt;br /&gt;
&lt;br /&gt;
Windows: &amp;lt;tt&amp;gt;C:\Users\&amp;lt;username&amp;gt;\AppData\Roaming\CassetteBeasts\mods\&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linux: &amp;lt;tt&amp;gt;~/.local/share/CassetteBeasts/mods/&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you know where the game is installed to, you may have created a mod folder in the install directory. The exact path depends on whether you obtained the game through Steam or the Microsoft Store.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that some save files may become unloadable after uninstalling a mod that they depend on.&#039;&#039;&#039; These save files can be recovered by installing the mod again.&lt;br /&gt;
&lt;br /&gt;
== Reporting bugs ==&lt;br /&gt;
When reporting a bug in a modded game, first check if the bug occurs when all mods are removed. If the bug no longer occurs after uninstalling mods, you should contact the mod creator(s).&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Modding:Mod_User_Guide&amp;diff=12055</id>
		<title>Modding:Mod User Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Modding:Mod_User_Guide&amp;diff=12055"/>
		<updated>2026-01-03T15:56:28Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Updated modding guide and separated steam workshop and other sources, along with instructions for launching with mods through epic games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended for users of mods. For information about creating mods for Cassette Beasts, see the [[Modding/Mod Developer Guide|Mod Developer Guide]].&lt;br /&gt;
&lt;br /&gt;
== ⚠️Read this first!⚠️ ==&lt;br /&gt;
Mods in Cassette Beasts can do anything that the game or the engine can do. Malicious mods could access your file system, and run arbitrary commands on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only install mods from creators that you trust!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Epic Games users make sure to add -load-mods to launch arguments to use mods!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be safe and have fun!&lt;br /&gt;
&lt;br /&gt;
== What are mods? ==&lt;br /&gt;
Cassette Beasts mods are .pck files--packages of files that modify the game in some way. Mods can change the game’s graphics and audio, as well as add new monsters, moves, locations, systems, and mechanics. Mod authors can use the entire Godot editor to create their mods, so the sky is pretty much the limit.&lt;br /&gt;
&lt;br /&gt;
Mods can only be used on Windows and Linux, not on consoles. You’ll need to own the game on either Steam or the Microsoft Store in order to use them.&lt;br /&gt;
&lt;br /&gt;
== Where to find mods ==&lt;br /&gt;
&lt;br /&gt;
The official [https://discord.gg/byttenstudio Bytten Studio Discord server] has a #modding channel for Cassette Beasts where mods are discussed. Most mods are hosted on [https://modworkshop.net/game/cassette-beasts ModWorkshop]. Note that Bytten Studio is not affiliated with ModWorkshop, and doesn&#039;t moderate or review mods hosted there.&lt;br /&gt;
&lt;br /&gt;
To repeat our earlier warning: &#039;&#039;&#039;don’t download mods from untrusted sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Backing up save files ==&lt;br /&gt;
Note that many kinds of mods will change your save files in a way that makes them unloadable without the mod. This isn’t a sign that anything is bad--it’s just that there’s often no feasible way around it for mod creators.&lt;br /&gt;
&lt;br /&gt;
If you’re planning to try out several mods before deciding which to use, it’s recommended to back up your save files first. Save files can be found with the file extension ‘.json.gz.gcpf’ in:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Windows (Steam, Epic Games): &amp;lt;tt&amp;gt;C:\Users\&amp;amp;lt;username&amp;amp;gt;\AppData\Roaming\CassetteBeasts\&amp;lt;/tt&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Windows (MS Store, Game Pass): &amp;lt;tt&amp;gt;C:\Users\&amp;amp;lt;username&amp;amp;gt;\AppData\Local\Packages\RawFury.CassetteBeasts_9s0pnehqffj7t\SystemAppData\wgs\&amp;lt;/tt&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Linux: &amp;lt;tt&amp;gt;~/.local/share/CassetteBeasts/&amp;lt;/tt&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to install a mod ==&lt;br /&gt;
&lt;br /&gt;
=== Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
# In the game&#039;s page in the library, select Workshop, find the mod you want to add, and Subscribe to it.&lt;br /&gt;
# For Steam users, select the launch option &amp;quot;Play Cassette Beasts with Mods&amp;quot;. This can be set by right clicking Cassette Beasts in the Library &amp;gt; Properties &amp;gt; General &amp;gt; Select Launch Option.&lt;br /&gt;
# Launch the game! It should load the mods you’ve installed as it starts up.&lt;br /&gt;
&lt;br /&gt;
If the mod is not available on the Steam Workshop, follow the instructions below instead on how to install mods, then set up the correct launch option.&lt;br /&gt;
&lt;br /&gt;
=== Manual Mod Installation (Epic Games Store, Microsoft Store) ===&lt;br /&gt;
# Firstly you’ll need to download the .pck file of the mod you want. To repeat our earlier warning again: make sure you trust the source of the mod.&lt;br /&gt;
# See if the mod creator has provided any extra installation requirements or instructions. Those should take precedence over these instructions.&lt;br /&gt;
# Locate (or create) your mod folder. This can be found in &amp;lt;tt&amp;gt;C:\Users\&amp;lt;username&amp;gt;\AppData\Roaming\CassetteBeasts\mods\&amp;lt;/tt&amp;gt; on Windows or &amp;lt;tt&amp;gt;~/.local/share/CassetteBeasts/mods/&amp;lt;/tt&amp;gt; on Linux.&lt;br /&gt;
# Alternatively, if you know where the game is installed to, you can create a “mods” folder in the install directory.&lt;br /&gt;
# Copy the .pck file into your mod folder.&lt;br /&gt;
# For Epic Games users, click the three dots next to the game&#039;s title in the Library &amp;gt; Manage &amp;gt; Launch Options, and set the launch options to &amp;lt;code&amp;gt;-load-mods&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Launch the game! It should load the mods you’ve installed as it starts up.&lt;br /&gt;
&lt;br /&gt;
Upon launching the game, there will be a prompt to confirm if you want to load mods. Chose the first option.&lt;br /&gt;
&lt;br /&gt;
[[File:ModLoadingPrompt.png|317x317px]]&lt;br /&gt;
&lt;br /&gt;
Afterwards, the game will list all the mods it has loaded on the title screen, below the version number:&lt;br /&gt;
[[File:ModUseGuide_TitleScreen.png|left|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to uninstall a mod ==&lt;br /&gt;
For Steam Workshop mods, right click Cassette Beasts in the Library &amp;gt; Properties &amp;gt; Workshop. From here, you can either disable mods or remove them entirely.&lt;br /&gt;
&lt;br /&gt;
If the mod was added in through manually adding in the mod to the mods folder, uninstalling is as simple as deleting the .pck file from your mod folder. Your mod folder can be found in:&lt;br /&gt;
&lt;br /&gt;
Windows: &amp;lt;tt&amp;gt;C:\Users\&amp;lt;username&amp;gt;\AppData\Roaming\CassetteBeasts\mods\&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Linux: &amp;lt;tt&amp;gt;~/.local/share/CassetteBeasts/mods/&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you know where the game is installed to, you may have created a mod folder in the install directory. The exact path depends on whether you obtained the game through Steam or the Microsoft Store.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that some save files may become unloadable after uninstalling a mod that they depend on.&#039;&#039;&#039; These save files can be recovered by installing the mod again.&lt;br /&gt;
&lt;br /&gt;
== Reporting bugs ==&lt;br /&gt;
When reporting a bug in a modded game, first check if the bug occurs when all mods are removed. If the bug no longer occurs after uninstalling mods, you should contact the mod creator(s).&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=File:ModLoadingPrompt.png&amp;diff=12054</id>
		<title>File:ModLoadingPrompt.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=File:ModLoadingPrompt.png&amp;diff=12054"/>
		<updated>2026-01-03T15:50:13Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Cropped version of the prompt that appears when launching the game with mods enabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Cropped version of the prompt that appears when launching the game with mods enabled&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Custom_Game&amp;diff=12053</id>
		<title>Custom Game</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Custom_Game&amp;diff=12053"/>
		<updated>2026-01-03T15:38:34Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Updated starter pool to include Pawper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Custom Game&#039;&#039;&#039; is a configurable game mode for new saves that can be unlocked after completing the game at least once.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Custom Game==&lt;br /&gt;
{{See also|Speedrunning}}&lt;br /&gt;
Custom game modes can be unlocked by completing the game at least once in the given machine, or by inputting a cheat code.&lt;br /&gt;
&amp;lt;spoiler show=&amp;quot;Show Cheat&amp;quot; hide=&amp;quot;Hide Cheat&amp;quot;&amp;gt;&lt;br /&gt;
While on the title screen enter the code in one of these ways:&lt;br /&gt;
&lt;br /&gt;
Keyboard: Hold Ctrl and type &amp;lt;tt&amp;gt;modes&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Controller: Hold LB + RB and then press in sequence Up, Up, Up, Down, Down, Down, L3. (For L3, press the left stick in like a button, on a controller that supports this.)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
While in the save file selection screen, instead of pressing to start a new game, the player can instead opt to play a custom game and can choose the settings to apply on the save file.&lt;br /&gt;
&lt;br /&gt;
==Custom Game Mode Settings==&lt;br /&gt;
[[File:Custom modes.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Tapes Break Permanently===&lt;br /&gt;
&amp;quot;&#039;&#039;If on: tapes cannot be repaired. Running out of tapes is game over.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Whenever a tape is broken, it will stay at 0% health and cannot be fixed by any means, such as resting or using a [[Respool]]. If the player loses in battle, one usable tape from storage is forced into the last available slot in the party, while the other broken tapes in the party will remain in the party. Running out of usable tapes will result in a Game Over before returning back to the title screen.&lt;br /&gt;
&lt;br /&gt;
===Defeat is Game Over===&lt;br /&gt;
&amp;quot;&#039;&#039;If on: being defeated is game over&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the player loses in a battle (by having both player and partner characters get knocked out), a Game Over screen will show before returning back to the title screen. &lt;br /&gt;
&lt;br /&gt;
==== Game Over ====&lt;br /&gt;
[[File:Game Over Save.png|thumb|Appearance of a game over save file.]]&lt;br /&gt;
A save file that has been marked as game over can occur when the player runs out of tapes with the &#039;&#039;Tapes Break Permanently&#039;&#039; setting enabled or when a battle is lost with the &#039;&#039;Defeat is Game Over&#039;&#039; setting enabled.&lt;br /&gt;
&lt;br /&gt;
When marked as having a game over, the save file can no longer be opened; it can only be deleted to make space for a new save file. This save file will have a [[Pawndead]] sticker on the save file tape, with a defeated player avatar when previewed.&lt;br /&gt;
&lt;br /&gt;
===Randomise Monsters===&lt;br /&gt;
&amp;quot;&#039;&#039;If on: the monsters available in each habitat, as well as starter partner tapes, are randomised.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With this option enabled, the game shuffles around monster spawning locations of the same type, which also affects the given starter and the partner signature tape. This does not affect spawning for [[DLC]] monsters.&lt;br /&gt;
&lt;br /&gt;
Monsters with an overworld form are shuffled with monsters who also have an overworld form, replacing them where they appear naturally. For instance, a [[Bulletino]] can be shuffled to map to [[Spooki-onna]]&#039;s default spawning and thus appear in [[Mt. Wirral]], [[Spooki-onna]] can map to over [[Allseer]] spawns and can appear in parts of [[Autumn Hill]], and so on. This shuffling also affects the species of the free bootleg in [[West Harbourtown]]&lt;br /&gt;
&lt;br /&gt;
Monsters with no overworld form similarly get shuffled with each other, and can only appear as backups in encounters where they originally appeared in. For example, a [[Sirenade]] can replace [[Dandylion]] and can appear as a backup where [[Dandylion]] normally can appear in. This also affected the starter and partner starting tapes. Prior to version 1.6.2, the partner&#039;s starting tape was also their signature tape, but since version 1.6.2 the signature species is no longer affected by this setting&amp;lt;ref&amp;gt;&amp;quot;It was an intentional change, in order to fix a PvP battle desync when playing with the randomizer on.&amp;quot; - tcoxon (Tom Coxon). Bytten Studio Discord server. Retrieved November 9, 2024. https://discord.com/channels/594939411775619102/1300491203673980928/1300537714059378802&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This setting does not affect enemy NPC tapes, scripted encounters such as the [[Springheel]] in the quest [[This Is The World We Live In]], and [[Static encounter|Static encounters]].&lt;br /&gt;
&lt;br /&gt;
Even if this setting is enabled, tapes can be traded with non-custom saves or save files that have &#039;&#039;Randomise Monsters&#039;&#039; disabled.&lt;br /&gt;
&lt;br /&gt;
====Starter Pool====&lt;br /&gt;
Due to the shuffling of spawn encounters, there are only a handful of monsters that can appear as a starter and a partner&#039;s starting tape. This list includes all monsters with no associated overworld form and are either the first stage of the remaster line or cannot be remastered, and excludes monsters available through [[DLC]].&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Starters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Anathema.png|42x42px]]&lt;br /&gt;
|[[Anathema]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Arkidd.png|42x42px]]&lt;br /&gt;
|[[Arkidd]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Bansheep.png|42x42px]]&lt;br /&gt;
|[[Bansheep]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Binvader.png|42x42px]]&lt;br /&gt;
|[[Binvader]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Braxsuit.png|42x42px]]&lt;br /&gt;
|[[Braxsuit]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Brushroom.png|42x42px]]&lt;br /&gt;
|[[Brushroom]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Burnace.png|42x42px]]&lt;br /&gt;
|[[Burnace]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Candevil.png|42x42px]]&lt;br /&gt;
|[[Candevil]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Clocksley.png|42x42px]]&lt;br /&gt;
|[[Clocksley]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Dandylion.png|42x42px]]&lt;br /&gt;
|[[Dandylion]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Djinn Entonic.png|42x42px]]&lt;br /&gt;
|[[Djinn Entonic]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Khepri.png|42x42px]]&lt;br /&gt;
|[[Khepri]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Kittelly.png|42x42px]]&lt;br /&gt;
|[[Kittelly]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Macabra.png|42x42px]]&lt;br /&gt;
|[[Macabra]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Muskrateer.png|42x42px]]&lt;br /&gt;
|[[Muskrateer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Padpole.png|42x42px]]&lt;br /&gt;
|[[Padpole]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Pondwalker.png|42x42px]]&lt;br /&gt;
|[[Pondwalker]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Salamagus.png|42x42px]]&lt;br /&gt;
|[[Salamagus]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Sirenade.png|42x42px]]&lt;br /&gt;
|[[Sirenade]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Spirouette.png|42x42px]]&lt;br /&gt;
|[[Spirouette]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Stardigrade.png|42x42px]]&lt;br /&gt;
|[[Stardigrade]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Thwackalope.png|42x42px]]&lt;br /&gt;
|[[Thwackalope]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:Pawper.png|42x42px]]&lt;br /&gt;
|[[Pawper]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Randomise Types ===&lt;br /&gt;
&amp;quot;&#039;&#039;If on: each species&#039; elemental type is randomised, and their move pool is adjusted to match. Some online multiplayer features may not be available.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With this option enabled, the types of all monsters with a type are changed, but they are not necessarily [[Bootleg|bootlegs]] even though their new color palettes resemble a bootleg. [[Typeless]] entities such as characters and [[Archangels]] remain typeless.&lt;br /&gt;
&lt;br /&gt;
The new type will persist when the tape is remastered into something that would normally have a different type; for example, remastering a [[Dominoth]] whose type is randomized into [[Beast]] type will still be Beast when remastered into [[Tokusect]]. Randomizing types will also change the movepool and learnset at level up for monsters. Additionally, this also changes the list of possible monsters that can appear in flood fusions.&lt;br /&gt;
&lt;br /&gt;
When playing multiplayer with this setting enabled, trading is only enabled with other save files that have the same seed and have the same settings enabled.&lt;br /&gt;
&lt;br /&gt;
===Randomise Moves ===&lt;br /&gt;
&amp;quot;&#039;&#039;If on: the stickers that tapes unlock upon upgrade - and the moves that monsters have - are randomised&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The move pool is chosen from the monster&#039;s movepool and its type if &#039;&#039;Randomise Types&#039;&#039; is enabled. Each monster&#039;s learnset for the first 5 stars is also randomized but are still deterministic based on the save&#039;s random seed. Monsters still cannot by default have access to moves they are normally incompatible with.&lt;br /&gt;
&lt;br /&gt;
Even if this setting is enabled, tapes can be traded with non-custom saves or save files that have &#039;&#039;Randomise Moves&#039;&#039; disabled.&lt;br /&gt;
&lt;br /&gt;
===Random Seed===&lt;br /&gt;
&amp;quot;&#039;&#039;The seed controls randomisation, various spawners, merchant stock, generated quests, etc&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{See also|Speedrunning}}&lt;br /&gt;
&lt;br /&gt;
All save files have an associated random seed that is chosen upon creating a new save file; this option allows the player to control this random seed and consequently affect certain pesudorandom events seeded by the random seed. While not an exhaustive list, such examples of seeded outcomes are:&lt;br /&gt;
&lt;br /&gt;
* The randomization of monsters, types, and moves if those settings are enabled&lt;br /&gt;
*The contents of ranger caches&lt;br /&gt;
* The random number generator used for most non-wild encounters such as enemy NPCs and [[Archangels]]&lt;br /&gt;
* The rotation of stickers sold by the [[Sticker Merchants]] in [[Harbourtown]]&lt;br /&gt;
*The song lyrics to unlocking the [[Night&#039;s Bridge Station|final station]]&lt;br /&gt;
*The free bootleg in West Harbourtown&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Ability&amp;diff=10498</id>
		<title>Ability</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Ability&amp;diff=10498"/>
		<updated>2025-04-13T16:06:23Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* Electromagnetism */ Reverted change on dash and added missing remasters in electromagnetism and swim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039; are movement capabilities that the player obtains by recording specific [[Species|monsters]].&lt;br /&gt;
&lt;br /&gt;
== List of abilities ==&lt;br /&gt;
=== Mothwing Glide ===&lt;br /&gt;
[[File:Mothwing Glide.png|200px|thumb|Player gliding using Mothwing Glide]]&lt;br /&gt;
Mothwing Glide allows the player to glide across long distances.&lt;br /&gt;
&lt;br /&gt;
It can be obtained by recording a [[Dominoth]].&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Bulletino Dash ===&lt;br /&gt;
[[File:Bulletino Dash.png|200px|thumb|Player dashing using Bulletino Dash]]&lt;br /&gt;
Bulletino Dash allows the player to dash. Using this ability drains the player&#039;s stamina bar and they can continue dashing as long as their stamina bar is not empty. The player can use this ability to smash through cube-shaped cracked rocks or push past blowing winds.&lt;br /&gt;
&lt;br /&gt;
It can be obtained by recording a [[Bulletino]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Electromagnetism ===&lt;br /&gt;
[[File:Electromagnetism.png|200px|thumb|Player pulling a magnetic block to themself by using Electromagnetism]]&lt;br /&gt;
Electromagnetism allows the player to attract magnetic blocks to the player, pull the player towards magnetic objects, and allow the player to levitate on magnetic tiles.&lt;br /&gt;
&lt;br /&gt;
It can be obtained by recording a [[Boltam]], [[Plasmantler]], or [[Pinbolt]].&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Diveal Swim ===&lt;br /&gt;
[[File:Diveal Swim.png|200px|thumb|Player swimming using Diveal Swim]]&lt;br /&gt;
Diveal Swim allows the player to swim through water. Using this ability drains the player&#039;s stamina bar, and if the player&#039;s stamina bar depletes while using it they will be returned to the last solid ground they touched.&lt;br /&gt;
&lt;br /&gt;
It can be obtained by recording a [[Diveal]], [[Scubalrus]], or [[Diveberg]].&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Pumpkin Vine Ball ===&lt;br /&gt;
[[File:Pumpkin Vine Ball.png|200px|thumb|Player climbing up a wall using Pumpkin Vine Ball]]&lt;br /&gt;
Pumpkin Vine Ball allows the player to form a spiked ball of vines around themselves which they can use to climb up or across walls. The player can only go a limited distance up a wall with this ability, but this distance is based on the player&#039;s height when the ability was used. This means that jumping before using the Pumpkin Vine Ball will allow the player to reach a greater height compared to using it while on the ground.&lt;br /&gt;
&lt;br /&gt;
It can be obtained by recording a [[Jumpkin]], [[Beanstalker]], or [[Draculeaf]].&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Averevoir Flight ===&lt;br /&gt;
[[File:Averevoir Flight.png|200px|thumb|Player flying using Averevoir Flight]]&lt;br /&gt;
Averevoir Flight allows the player to use wings to boost their altitude while gliding.&lt;br /&gt;
&lt;br /&gt;
It can be obtained by recording an [[Averevoir]].&lt;br /&gt;
{{-}}&lt;br /&gt;
== Randomise Monsters ==&lt;br /&gt;
In a [[Custom Game]] with &amp;quot;Randomise Monsters&amp;quot; enabled, which monsters give which abilities is not randomized.&lt;br /&gt;
&lt;br /&gt;
However, [[Wilma]] will sell a tape for most abilities which will give the player a monster that unlocks that ability.&amp;lt;ref name=&amp;quot;randomize-monsters-tapes&amp;quot; /&amp;gt; This makes obtaining abilities more reliable in case an unlucky seed has resulted in ability monsters only appearing in hard to reach areas.&lt;br /&gt;
&lt;br /&gt;
Even if the player can record ability-granting monsters very early on in the game, their abilities are not given until after defeating [[Morgante]] and completing the quest [[This Is The World We Live In]].&lt;br /&gt;
&lt;br /&gt;
The only abilities that Wilma does not sell tapes for are Mothwing Glide and Averevoir Flight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon&lt;br /&gt;
! width=&amp;quot;13%&amp;quot; | Name&lt;br /&gt;
! Ability&lt;br /&gt;
! Price&lt;br /&gt;
! Count&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Box|[[File:Sticker Boltam.png|32x32px|link=Boltam]]|height=32px|width=32px}}&lt;br /&gt;
| [[Boltam|Boltam Tape]]&lt;br /&gt;
| Electromagnetism&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 {{Item|Fused Material}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A tape of a very rare monster we save for rangers we know can handle it.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Box|[[File:Sticker Bulletino.png|32x32px|link=Bulletino]]|height=32px|width=32px}}&lt;br /&gt;
| [[Bulletino|Bulletino Tape]]&lt;br /&gt;
| Bulletino Dash&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 {{Item|Fused Material}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A tape of a very rare monster we save for rangers we know can handle it.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Box|[[File:Sticker Diveal.png|32x32px|link=Diveal]]|height=32px|width=32px}}&lt;br /&gt;
| [[Diveal|Diveal Tape]]&lt;br /&gt;
| Diveal Swim&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 {{Item|Fused Material}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A tape of a very rare monster we save for rangers we know can handle it.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{Box|[[File:Sticker Jumpkin.png|32x32px|link=Jumpkin]]|height=32px|width=32px}}&lt;br /&gt;
| [[Jumpkin|Jumpkin Tape]]&lt;br /&gt;
| Pumpkin Vine Ball&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 {{Item|Fused Material}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A tape of a very rare monster we save for rangers we know can handle it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Mothwing Glide can only be acquired from the forced Dominoth encounter in the quest [[This Is The World We Live In]]; trying to record a Dominoth elsewhere will not grant this ability.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;randomize-monsters-tapes&amp;quot;&amp;gt;{{CiteYouTube&lt;br /&gt;
| creator = ExcaliburZeroZed VODs&lt;br /&gt;
| title = Cassette Beasts - Randomize types (ep 02)&lt;br /&gt;
| date = June 1st, 2023&lt;br /&gt;
| accessed = August 8th, 2023&lt;br /&gt;
| link = https://youtu.be/97rbSIzUqx4?t=4422&lt;br /&gt;
}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Critical_hit&amp;diff=10497</id>
		<title>Critical hit</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Critical_hit&amp;diff=10497"/>
		<updated>2025-04-13T14:39:21Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* General Formula */ Edited back change to evasion null. Note that this directly sets Evasion value to 1/100 of its value (default of 100). As can be verified, Stab in the Dark has a 10/16 chance to crit if the target has evasion nullified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Critical hits&#039;&#039;&#039; can happen when using an attacking move at random. The critical hit chance defaults to 1/16 but this is also affected by sticker attributes and the [[Hit chance]].&lt;br /&gt;
&lt;br /&gt;
==General Formula==&lt;br /&gt;
The game randomly generates a number between 0 (inclusive) and 1 (exclusive), and if this number is less than &amp;lt;math&amp;gt;\text{CriticalChance}&amp;lt;/math&amp;gt;, the move becomes a critical hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\displaystyle \text{CriticalChance} = \left(\text{BaseCriticalChance} + \sum_{\text{m} \in \text{sticker}} \frac{\text{CriticalChanceAttribute}_\text{m}}{100} \right) \times \max(\text{HitChance}, 1)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{BaseCriticalChance}&amp;lt;/math&amp;gt; is 1/16 (6.25%) for all moves currently in the game.&lt;br /&gt;
*&amp;lt;math&amp;gt;\text{CriticalChanceAttribute}&amp;lt;/math&amp;gt; accounts for the &#039;&#039;+% Critical chance&#039;&#039; and &#039;&#039;+% Critical chance per empty slot&#039;&#039; attributes of the sticker used and is additive.&lt;br /&gt;
*The [[Hit chance]] only influences the critical hit rate if it is greater than 1, which happens when the attacker has boosted accuracy or if the defender has lowered evasion.&lt;br /&gt;
For example,&lt;br /&gt;
&lt;br /&gt;
* A monster tape using [[Smack]] with &#039;&#039;+10% Critical chance&#039;&#039;: &amp;lt;math&amp;gt;\text{CriticalChance} = 0.1625&amp;lt;/math&amp;gt; or a 16.25% chance to land a critical hit.&lt;br /&gt;
* A monster tape with the [[Gambit (status effect)|Gambit]] status effect using [[Spit]]: &amp;lt;math&amp;gt;\text{HitChance} = 200/100 = 2&amp;lt;/math&amp;gt; (200%) so &amp;lt;math&amp;gt;\text{CriticalChance} = 0.125&amp;lt;/math&amp;gt; or a 12.5% chance to be a critical hit, which is double the base critical hit chance.&lt;br /&gt;
* A target with the [[Evasion Nullified]] status getting hit with [[Energy Shot]]: the target&#039;s evasion is set to 1 (1%), so &amp;lt;math&amp;gt;\text{HitChance} = (100 \times 100) / (100 \times 1) = 100&amp;lt;/math&amp;gt; (10,000%) meaning it is guaranteed to be a critical hit since &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{CriticalChance} = 0.0625 \times 100 = 6.25 &amp;gt; 1.&amp;lt;/math&amp;gt;&lt;br /&gt;
**With only this status effect in play, any attack with 16% accuracy or above will always land a critical hit on a target with [[Evasion Nullified|Evasion Nullified.]]&lt;br /&gt;
*A monster tape with the [[Accuracy Down]] and [[Unitarget]] status effects using [[Wallop]]: Due to the status effects present, the attacker&#039;s accuracy drops to 67 due to [[Accuracy Down]] (which is a multiplier of 4/(4+2) = 2/3), while the move&#039;s accuracy gets halved due to [[Unitarget]]. &amp;lt;math&amp;gt;\text{HitChance} = (67 \times 50)/(100 \times 100) = 67/200 = 0.335&amp;lt;/math&amp;gt; (33.5%) which is lower than 1 (100%), so the critical hit chance is unaffected.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Landing a critical hit results in more damage dealt. The default [[damage]] multiplier is 1.5, which is added by the &#039;&#039;+x% Critical damage&#039;&#039; and &#039;&#039;+x% Critical damage per empty slot&#039;&#039; attributes present in the sticker used, if present. The &#039;&#039;Critical hit on type advantage&#039;&#039; attribute guarantees a critical hit if the attack&#039;s type has an advantage over the target&#039;s type.&lt;br /&gt;
&lt;br /&gt;
====Move interactions====&lt;br /&gt;
[[Critical AP]] grants 1 additional AP immediately after landing a critical hit. [[Yule Regret That]] always becomes a critical hit if the user has already taken damage that round before attacking. [[Critical Mass]] has a chance to trigger the move immediately below it whenever a critical hit is landed.&lt;br /&gt;
&lt;br /&gt;
Critical hits bypass the effects of resistance stickers such as [[Beast Resistance]] and [[Hardback]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Stat&amp;diff=10469</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Stat&amp;diff=10469"/>
		<updated>2025-04-12T16:15:57Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* Monster Tape */ Fixed mistake in grow function&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stats&#039;&#039;&#039; are values that determine the performance of a monster in battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Max HP&#039;&#039;&#039; increases the amount of damage can be taken before being defeated.&lt;br /&gt;
* &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; increases the amount of damage the monster does with their melee attacks.&lt;br /&gt;
* &#039;&#039;&#039;Melee Defence&#039;&#039;&#039; reduces the amount of damage the monster receives when hit by melee attacks.&lt;br /&gt;
* &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039; increases the amount of damage the monster does with their ranged attacks.&lt;br /&gt;
* &#039;&#039;&#039;Ranged Defence&#039;&#039;&#039; reduces the amount of damage the monster receives when hit by ranged attacks.&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; increase how quickly the monster is able to act in a turn of battle.&lt;br /&gt;
There are also chance stats which affect the [[Hit chance]].&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; increases the likelihood of landing an attack on the target.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039; decreases the likelihood of the monster receiving an attack.&lt;br /&gt;
&lt;br /&gt;
== General Description ==&lt;br /&gt;
The stats an individual in a battle has are calculated based on:&lt;br /&gt;
&lt;br /&gt;
* Monster&#039;s base stats&lt;br /&gt;
* Monster tape&#039;s grade&lt;br /&gt;
* Character&#039;s base stats&lt;br /&gt;
* Character&#039;s level&lt;br /&gt;
* Monster&#039;s equipped stickers (via [[Sticker Attributes|attributes]])&lt;br /&gt;
==== Monster Tape Stats ====&lt;br /&gt;
&amp;lt;!-- CharacterNode.get_form_stat --&amp;gt;&lt;br /&gt;
&amp;lt;!--The stats of the monster form are determine by its base stats, grade, stickers, and status effects using the following formulas:&lt;br /&gt;
&amp;lt;math&amp;gt;MonsterFormStat = modify(grow(MonsterBaseStat, Grade), Stickers, StatusEffects)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;grow(s, grade) = \begin{cases}&lt;br /&gt;
\frac{(100 + 2 * min(grade, 5)) * s}{100}, &amp;amp; : \text{If s is growable} \\&lt;br /&gt;
s, &amp;amp; : \text{otherwise}&lt;br /&gt;
\end{cases}&amp;lt;/math&amp;gt;--&amp;gt;The monster form&#039;s stats can be viewed by checking the Tape in the inventory. It largely depends on [[Species]]-specific stats; that is, monsters of the same species will have identical base stats. This is then boosted by the tape&#039;s grade, the number of stars on the tape, up to 5 stars. Each grade results in a 2% boost to all stats, up to a maximum of 10% at 5 stars. This also applies to wild encounters, as all encounters mechanically have a &amp;quot;monster tape&amp;quot; associated with each monster, regardless if the character is a human, wild monster, or [[Archangel]]. &lt;br /&gt;
&lt;br /&gt;
Certain [[Sticker Attributes]], such as the &#039;&#039;Passive: +x% Speed&#039;&#039; attribute, also influence the stats and is dynamically updated in the tape&#039;s stat screen and during combat when a new move is obtained through, for instance, [[Mind-Meld (status effect)|Mind-Meld]] and the &#039;&#039;Shared with allies&#039;&#039; attribute. Passives such as [[Shear Luck]] and [[Sugar Rush]] are calculated as part of the monster tape&#039;s stats but their effects are not displayed when checking the tape in the Party menu.&lt;br /&gt;
&lt;br /&gt;
==== Character Stats ====&lt;br /&gt;
A character&#039;s stats are determined by their base stats and level. The player&#039;s base stats can be adjusted in the [[Town Hall]] using the Gym Pass. Wild monsters have 100 base stats on everything, while most fightable NPCs have 120 base Max HP and 100 base Melee Attack, Melee Defence, Ranged Attack, Ranged Defence, and Speed; meanwhile, [[Ranger Captain|Ranger Captains]] have a base Max HP of 240.&lt;br /&gt;
&lt;br /&gt;
{{#spoiler:&lt;br /&gt;
Battles from [[Ranger Noticeboard]] quests and [[Orb Fusion|Orb fusions]] also have a base Max HP of 240.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Partners]] have the following base stats:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Partner&lt;br /&gt;
!Max HP&lt;br /&gt;
!M. Atk&lt;br /&gt;
!M. Def&lt;br /&gt;
!R. Atk&lt;br /&gt;
!R. Def&lt;br /&gt;
!Speed&lt;br /&gt;
|-&lt;br /&gt;
|[[Kayleigh]]&lt;br /&gt;
|144&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Eugene]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Meredith]]&lt;br /&gt;
|120&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Felix]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Viola]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Barkley]]&lt;br /&gt;
|120&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunny]]&lt;br /&gt;
|110&lt;br /&gt;
|115&lt;br /&gt;
|110&lt;br /&gt;
|105&lt;br /&gt;
|95&lt;br /&gt;
|105&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the character&#039;s base stats also get boosted by +10% if they are transformed into their signature species and its remasters. This does not affect the Accuracy and Evasion chance stats.&lt;br /&gt;
&lt;br /&gt;
The character stats influence the stats when transformed into a tape, but it is also used when determining overspill damage, which is the damage taken by the untransformed character. Wild monsters and [[Archangel|Archangels]] functionally do not have a backing or overspill health bar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&amp;lt;math&amp;gt;CharacterStat = &amp;lt;/math&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;!--&amp;lt;math&amp;gt;CharacterStat = \frac{2 * BaseStat * FormStat * (Level + 33)}{10000} + 5&amp;lt;/math&amp;gt;--&amp;gt;&lt;br /&gt;
==== Combined Stats ====&lt;br /&gt;
The combined stat is primarily used in battle, unless the character is not transformed into a monster. It accounts for both the character and monster tape stats. [[Stat Stages]] from [[Status Effects]] are applied here to give the final stat used when calculating [[Damage]] or [[Hit chance]].&lt;br /&gt;
&lt;br /&gt;
==Stat Formulas==&lt;br /&gt;
These values can be viewed when examining the character or tape in the Party menu.&lt;br /&gt;
&lt;br /&gt;
====Monster Tape====&lt;br /&gt;
&amp;lt;!-- MonsterTape.get_stat --&amp;gt;&lt;br /&gt;
[[File:Party menu monster stats.png|thumb|150px|Tape stats]]&lt;br /&gt;
This is the formula for the monster tape stat, which can be viewed when checking the tape in the Party menu. These values only account for the tape itself and not the character&#039;s influence on the stats.&amp;lt;!-- the StatIncrements in the modify function only affect the number of moveslots which is not as relevant for calculating stats --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{MonsterStat} = \text{modify}( \text{grow}( \text{MonsterBaseStat}, \text{Grade}), \text{Stickers})&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{grow}(\text{s}, \text{grade}) = \text{floor}\left[\frac{s (100 + 2 \times \text{min}(\text{grade}, 5))}{100}\right]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{modify}(\text{s}, \text{stickers}) = \text{floor}\left[\text{s} \times \prod\limits_{\text{m} \in \text{stickers}} \left( \frac{\text{AttributeValue}_\text{m} + 100}{100} \times \text{StatModifier}_\text{m} \right) \right]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In battle, the &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{modify}&amp;lt;/math&amp;gt; function is not applied here and is handled separately instead. The &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{StatModifier}&amp;lt;/math&amp;gt; is equal to the multiplier from moves such as [[Shear Luck]] or [[Sugar Rush]] if applicable and is set to 1 otherwise.&lt;br /&gt;
&lt;br /&gt;
For accuracy and evasion, since they are unaffected by the tape grade, the formula is instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{MonsterChanceStat} = \text{modify}(100, \text{stickers})&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Character====&lt;br /&gt;
&amp;lt;!-- _calculate_stat, BattleFormulas.get_stat --&amp;gt;&lt;br /&gt;
[[File:Party menu character stats.png|thumb|150px|Character stats]]&lt;br /&gt;
This is the formula for the character stat, which can be viewed below the character (player or partner) when checking them in the party menu. These values do not account for the monster tape&#039;s influence on the stats. The displayed value does not account for the signature species boost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CharacterStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1 + b) \times (\text{Level} + 33)}{100}\right] + 5 &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;b=0.1 &amp;lt;/math&amp;gt; if the tape matches the character&#039;s signature species, otherwise &amp;lt;math&amp;gt;b=0 &amp;lt;/math&amp;gt;. The Max HP character stat also determines the maximum backing or overspill health the character has, if applicable.&lt;br /&gt;
&lt;br /&gt;
This can also be calculated by using the combined stat formula and setting &amp;lt;math&amp;gt;\text{MonsterStat}&amp;lt;/math&amp;gt; to 100.&lt;br /&gt;
&lt;br /&gt;
====Combined ====&lt;br /&gt;
[[File:Party menu combined stats.png|thumb|150px|Combined stats]]&lt;br /&gt;
This is the formula for the stat numbers shown below monster tape while checking a character in the party menu. These values account for both the monster tape and character&#039;s influence on the stats. Passives such as [[Shear Luck]] and [[Sugar Rush]] are calculated as part of the monster tape&#039;s stats but their effects are not displayed when checking the tape in the Party menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CombinedStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1+b) \times \text{MonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For chance stats such as Accuracy and Evasion, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CombinedChanceStat} = \frac{\text{CharacterChanceStat} * \text{MonsterChanceStat} }{100}&amp;lt;/math&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For the most part, &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{CharacterChanceStat}&amp;lt;/math&amp;gt; is 100. &lt;br /&gt;
&lt;br /&gt;
===Battle===&lt;br /&gt;
In battle, &amp;lt;math&amp;gt;\text{CharacterBaseStat}&amp;lt;/math&amp;gt; is the same for the combined stat, but the monster tape&#039;s contribution handles the sticker effects later on. Instead, the stat used for the monster tape form is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{BattleMonsterStat} = \text{grow}( \text{MonsterBaseStat}, \text{Grade}) &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and so the formulas for obtaining the final stat in battle is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{CombinedBattleStat} = \text{floor}\left[\frac{2 \times \text{CharacterBaseStat} \times (1+b) \times \text{BattleMonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{FinalStat} = \text{modify}(\text{CombinedStat}, \text{stickers}) \times \text{StatStageMultiplier} \times \text{StatusMultiplier}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;math&amp;gt;\text{StatStageMultiplier}&amp;lt;/math&amp;gt; term is a multiplier based on the battler&#039;s [[Stat Stages]], while &amp;lt;math&amp;gt;\text{StatusMultiplier}&amp;lt;/math&amp;gt; is a direct, non-stat stage multiplier induced by a status effect, such as [[Evasion Nullified]].&lt;br /&gt;
&lt;br /&gt;
====Fusion====&lt;br /&gt;
&amp;lt;!-- `StatusNode` eventually calls `calc_stat`, which for `get_unmodified_stat` calls `get_character_stat` which is the FusionBaseStat and `get_form_stat` which is FusionMonsterStat here respectively --&amp;gt;&amp;lt;!-- `BattleFormulas`, `get_fused_character_stat` after doing some simplifications; note that `FUSED_STATS` does not have &amp;quot;max_hp&amp;quot; so the end result is just a sum of the Base Max HP --&amp;gt;&lt;br /&gt;
Fusions use an auxiliary monster form stat and auxiliary character stat based on the contributions from its components.&lt;br /&gt;
&lt;br /&gt;
The fusion&#039;s base character stat is calculated as&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{FusionBaseStat} = \begin{cases}&lt;br /&gt;
\displaystyle \sum_{k=1}^{\text{count}} \text{BaseStat}_k &amp;amp; \text{for base Max HP}, \\&lt;br /&gt;
\displaystyle 100 \times \prod_{k=1}^{\text{count}} \frac{\text{BaseChanceStat}}{100} &amp;amp; \text{for Accuracy and Evasion}, \\&lt;br /&gt;
\displaystyle \text{floor}\left[\dfrac{\text{count + 1}}{2 \times \text{count}}\sum_{k=1}^{\text{count}} \text{BaseStat}_k \left(1 + \frac{\text{RelationshipLevel}}{20}\right) \right] &amp;amp; \text{otherwise}&lt;br /&gt;
\end{cases}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{count}&lt;br /&gt;
&amp;lt;/math&amp;gt; is the number of characters in the fusion, which is almost always 2. &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{RelationshipLevel}&lt;br /&gt;
&amp;lt;/math&amp;gt; is 0 for wild [[Rogue Fusion]] encounters. Wild monsters have a base stat of 100.&lt;br /&gt;
&lt;br /&gt;
The fusion&#039;s auxiliary monster form stat is the average of the &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{MonsterStat}&lt;br /&gt;
&amp;lt;/math&amp;gt;, rounded down, which accounts for the grade and passive stat modifiers in its stickers.&lt;br /&gt;
&lt;br /&gt;
The combined fusion stat is then given as such:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\text{FusedStat} = \text{floor}\left[\frac{2 \times \text{FusionBaseStat} \times \text{FusionMonsterStat} \times (\text{Level} + 33)}{10000}\right] + 5&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stat value is used in place of &amp;lt;math display=&amp;quot;inline&amp;quot;&amp;gt;\text{CombinedBattleStat}&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Mechanics}}&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Template:SpeciesMaxMoveSlots&amp;diff=10388</id>
		<title>Template:SpeciesMaxMoveSlots</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Template:SpeciesMaxMoveSlots&amp;diff=10388"/>
		<updated>2025-04-08T09:05:45Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Updated to include new monsters in 1.8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch: {{{1|}}}&lt;br /&gt;
| Amphare = 6&lt;br /&gt;
| Blunderbusk = 8&lt;br /&gt;
| Charlequin = 6&lt;br /&gt;
| Fragliacci = 8&lt;br /&gt;
| Hauntome = 8&lt;br /&gt;
| Lapacitor = 8&lt;br /&gt;
| Littlered = 6&lt;br /&gt;
| Majortom = 8&lt;br /&gt;
| Minortom = 6&lt;br /&gt;
| Minosteam = 8&lt;br /&gt;
| Rosehood = 8&lt;br /&gt;
| Scarleteeth = 8&lt;br /&gt;
| Umbrahella = 8&lt;br /&gt;
| Magikrab = 8&lt;br /&gt;
| Springheel = 5&lt;br /&gt;
| Hopskin = 7&lt;br /&gt;
| Ripterra = 8&lt;br /&gt;
| Snoopin = 8&lt;br /&gt;
| Scampire = 8&lt;br /&gt;
| Carniviper = 5&lt;br /&gt;
| Masquerattle = 7&lt;br /&gt;
| Jormungold = 8&lt;br /&gt;
| Mardiusa = 8&lt;br /&gt;
| Aeroboros = 8&lt;br /&gt;
| Traffikrab = 6&lt;br /&gt;
| Weevilite = 8&lt;br /&gt;
| Lobstacle = 8&lt;br /&gt;
| Candevil = 6&lt;br /&gt;
| Malchemy = 8&lt;br /&gt;
| Miasmodeus = 8&lt;br /&gt;
| Vendemon = 8&lt;br /&gt;
| Gumbaal = 8&lt;br /&gt;
| Bansheep = 6&lt;br /&gt;
| Wooltergeist = 8&lt;br /&gt;
| Ramtasm = 8&lt;br /&gt;
| Zombleat = 8&lt;br /&gt;
| Capricorpse = 8&lt;br /&gt;
| Sirenade = 6&lt;br /&gt;
| Decibelle = 8&lt;br /&gt;
| Dandylion = 7&lt;br /&gt;
| Blossomaw = 8&lt;br /&gt;
| Macabra = 6&lt;br /&gt;
| Folklord = 8&lt;br /&gt;
| Dominoth = 5&lt;br /&gt;
| Wingloom = 7&lt;br /&gt;
| Mothmanic = 8&lt;br /&gt;
| Tokusect = 8&lt;br /&gt;
| Squirey = 6&lt;br /&gt;
| Manispear = 8&lt;br /&gt;
| Palangolin = 8&lt;br /&gt;
| Kittelly = 6&lt;br /&gt;
| Cat-5 = 8&lt;br /&gt;
| Puppercut = 6&lt;br /&gt;
| Southpaw = 8&lt;br /&gt;
| Bulletino = 5&lt;br /&gt;
| Velocirifle = 7&lt;br /&gt;
| Artillerex = 8&lt;br /&gt;
| Gearyu = 8&lt;br /&gt;
| Diveal = 6&lt;br /&gt;
| Scubalrus = 8&lt;br /&gt;
| Nevermort = 6&lt;br /&gt;
| Apocrowlypse = 8&lt;br /&gt;
| Clocksley = 6&lt;br /&gt;
| Robindam = 8&lt;br /&gt;
| Thwackalope = 8&lt;br /&gt;
| Allseer = 4&lt;br /&gt;
| Khufo = 8&lt;br /&gt;
| Triphinx = 8&lt;br /&gt;
| Braxsuit = 7&lt;br /&gt;
| Flapwoods = 8&lt;br /&gt;
| Sanzatime = 6&lt;br /&gt;
| Fortiwinx = 8&lt;br /&gt;
| Salamagus = 6&lt;br /&gt;
| Pyromeleon = 8&lt;br /&gt;
| Muskrateer = 6&lt;br /&gt;
| Ratcousel = 8&lt;br /&gt;
| Padpole = 6&lt;br /&gt;
| Frillypad = 8&lt;br /&gt;
| Liligator = 8&lt;br /&gt;
| Elfless = 6&lt;br /&gt;
| Grampus = 8&lt;br /&gt;
| Faerious = 8&lt;br /&gt;
| Brushroom = 8&lt;br /&gt;
| Fungogh = 8&lt;br /&gt;
| Boltam = 6&lt;br /&gt;
| Plasmantler = 8&lt;br /&gt;
| Busheye = 6&lt;br /&gt;
| Huntorch = 8&lt;br /&gt;
| Hedgeherne = 8&lt;br /&gt;
| Terracooka = 6&lt;br /&gt;
| Coaldron = 8&lt;br /&gt;
| Stardigrade = 8&lt;br /&gt;
| Galagor = 8&lt;br /&gt;
| Mascotoy = 6&lt;br /&gt;
| Mascotorn = 8&lt;br /&gt;
| Binvader = 6&lt;br /&gt;
| Binterloper = 8&lt;br /&gt;
| Twirligig = 7&lt;br /&gt;
| Kirikuri = 8&lt;br /&gt;
| Jellyton = 8&lt;br /&gt;
| Spirouette = 6&lt;br /&gt;
| Regensea = 8&lt;br /&gt;
| Jumpkin = 6&lt;br /&gt;
| Beanstalker = 8&lt;br /&gt;
| Draculeaf = 8&lt;br /&gt;
| Pawndead = 6&lt;br /&gt;
| Skelevangelist = 8&lt;br /&gt;
| Kingrave = 8&lt;br /&gt;
| Queenyx = 8&lt;br /&gt;
| Burnace = 6&lt;br /&gt;
| Smogmagog = 8&lt;br /&gt;
| Faucetear = 6&lt;br /&gt;
| Fountess = 8&lt;br /&gt;
| Cluckabilly = 6&lt;br /&gt;
| Rockertrice = 8&lt;br /&gt;
| Pondwalker = 6&lt;br /&gt;
| Sharktanker = 8&lt;br /&gt;
| Pombomb = 8&lt;br /&gt;
| Spitzfyre = 8&lt;br /&gt;
| Icepeck = 6&lt;br /&gt;
| Cryoshear = 8&lt;br /&gt;
| Sparktan = 7&lt;br /&gt;
| Zeustrike = 8&lt;br /&gt;
| Kuneko = 8&lt;br /&gt;
| Shining Kuneko = 8&lt;br /&gt;
| Djinn Entonic = 8&lt;br /&gt;
| Arkidd = 8&lt;br /&gt;
| Undyin = 8&lt;br /&gt;
| Spooki-onna = 8&lt;br /&gt;
| Khepri = 8&lt;br /&gt;
| Averevoir = 8&lt;br /&gt;
| Glaistain = 8&lt;br /&gt;
| Miss Mimic = 8&lt;br /&gt;
| Anathema = 8&lt;br /&gt;
| Pinbolt = 8&lt;br /&gt;
| Diveberg = 8&lt;br /&gt;
| Adeptile = 8&lt;br /&gt;
| Trapwurm = 6&lt;br /&gt;
| Wyrmaw = 8&lt;br /&gt;
| Ferriclaw = 6&lt;br /&gt;
| Auriclaw = 8&lt;br /&gt;
| Picksie = 8&lt;br /&gt;
| Pawper = 8&lt;br /&gt;
| Pawprince = 8&lt;br /&gt;
&lt;br /&gt;
| #default = Unknown&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Royal_Flush&amp;diff=10384</id>
		<title>Royal Flush</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Royal_Flush&amp;diff=10384"/>
		<updated>2025-04-08T05:20:00Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added erratum on physicality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Royal Flush cannot remove non-removable status effects such as [[Resurrected]], [[Summoned]], or [[Tower Defence (status effect) |Tower Defence]].&lt;br /&gt;
&lt;br /&gt;
Due to the order of status interactions, Royal Flush is affected by targeting modifiers such as [[Multitarget]] (but not the reduced accuracy from [[Unitarget]]), and by physicality-changing statuses such as [[Close Encounter (status effect) | Close Encounter]] and [[Spring-Loaded]], but stat-modifying status effects such as [[Ranged Attack Up]], [[Ranged Attack Down]], [[Accuracy Up]], [[Accuracy Down]], and [[Gambit (status effect) | Gambit]] do not influence the move&#039;s damage.&lt;br /&gt;
&lt;br /&gt;
Royal Flush will fail if there is no status effect to remove, even though the move animation still plays.}}[[Category:Moves]]&lt;br /&gt;
[[Category:Offense]]&lt;br /&gt;
[[Category:Royal]]&lt;br /&gt;
&lt;br /&gt;
== Erratum ==&lt;br /&gt;
Despite being listed as a melee attack, Royal Flush functions as a ranged attack.&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Royal_Flush&amp;diff=10383</id>
		<title>Royal Flush</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Royal_Flush&amp;diff=10383"/>
		<updated>2025-04-08T05:18:07Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added status interaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Royal Flush cannot remove non-removable status effects such as [[Resurrected]], [[Summoned]], or [[Tower Defence (status effect) |Tower Defence]].&lt;br /&gt;
&lt;br /&gt;
Due to the order of status interactions, Royal Flush is affected by targeting modifiers such as [[Multitarget]] (but not the reduced accuracy from [[Unitarget]]), and by physicality-changing statuses such as [[Close Encounter (status effect) | Close Encounter]] and [[Spring-Loaded]], but stat-modifying status effects such as [[Ranged Attack Up]], [[Ranged Attack Down]], [[Accuracy Up]], [[Accuracy Down]], and [[Gambit (status effect) | Gambit]] do not influence the move&#039;s damage.&lt;br /&gt;
&lt;br /&gt;
Royal Flush will fail if there is no status effect to remove, even though the move animation still plays.}}[[Category:Moves]]&lt;br /&gt;
[[Category:Offense]]&lt;br /&gt;
[[Category:Royal]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Bear_Hug&amp;diff=10382</id>
		<title>Bear Hug</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Bear_Hug&amp;diff=10382"/>
		<updated>2025-04-08T04:13:55Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added status transfer mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Bear Hug first removes the debuff when the move is used successfully, and transfers the debuff only if the move lands on the target. If the move, for instance, misses or is blocked by a wall, the debuff is only removed, not transferred.}}[[Category:Moves]]&lt;br /&gt;
[[Category:Unsellable]]&lt;br /&gt;
[[Category:Bear]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Pawprince&amp;diff=10381</id>
		<title>Pawprince</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Pawprince&amp;diff=10381"/>
		<updated>2025-04-08T03:57:52Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added internal name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesNav|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesInfobox|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesStandardIntro|id={{PAGENAME}}}}  It was added in [[Version|version]] 1.8 of the game.&lt;br /&gt;
{{SpeciesStandardSections|id={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Pawprince&#039;s internal name is &amp;lt;code&amp;gt;bear2&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Added in 1.8]]&lt;br /&gt;
[[Category:Animal]]&lt;br /&gt;
[[Category:Annoy]]&lt;br /&gt;
[[Category:Twoheads]]&lt;br /&gt;
[[Category:Bone]]&lt;br /&gt;
[[Category:Deception]]&lt;br /&gt;
[[Category:Eat]]&lt;br /&gt;
[[Category:Fast]]&lt;br /&gt;
[[Category:Hands]]&lt;br /&gt;
[[Category:Jump]]&lt;br /&gt;
[[Category:Toy]]&lt;br /&gt;
[[Category:Teeth]]&lt;br /&gt;
[[Category:Bear]]&lt;br /&gt;
[[Category:Royal]]&lt;br /&gt;
[[Category:Tongue]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Pawper&amp;diff=10380</id>
		<title>Pawper</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Pawper&amp;diff=10380"/>
		<updated>2025-04-08T03:56:12Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added internal name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesNav|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesInfobox|id={{PAGENAME}}}}&lt;br /&gt;
{{SpeciesStandardIntro|id={{PAGENAME}}}}  It was added in [[Version|version]] 1.8 of the game.&lt;br /&gt;
{{SpeciesStandardSections|id={{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
=== Name Origin and Design ===&lt;br /&gt;
Pawper and its remaster&#039;s names and concept may have been inspired by the novel [[wikipedia:The_Prince_and_the_Pauper|The Prince and the Pauper by Mark Twain]].&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Pawper&#039;s internal name is &amp;lt;code&amp;gt;bear1&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Added in 1.8]]&lt;br /&gt;
[[Category:Animal]]&lt;br /&gt;
[[Category:Annoy]]&lt;br /&gt;
[[Category:Twoheads]]&lt;br /&gt;
[[Category:Bone]]&lt;br /&gt;
[[Category:Deception]]&lt;br /&gt;
[[Category:Eat]]&lt;br /&gt;
[[Category:Fast]]&lt;br /&gt;
[[Category:Hands]]&lt;br /&gt;
[[Category:Jump]]&lt;br /&gt;
[[Category:Toy]]&lt;br /&gt;
[[Category:Teeth]]&lt;br /&gt;
[[Category:Bear]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Quest&amp;diff=10316</id>
		<title>Quest</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Quest&amp;diff=10316"/>
		<updated>2025-04-06T05:00:31Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Minor spelling correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Quests&#039;&#039;&#039; are tasks that the player can complete in order to obtain rewards or advance the story.&lt;br /&gt;
&lt;br /&gt;
==List of quests==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;27%&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[This Is The World We Live In]]&lt;br /&gt;
|&lt;br /&gt;
# Speak to [[Kayleigh]] at the [[Harbourtown]] East entrance.&lt;br /&gt;
# Follow [[Kayleigh]]&#039;s directions&lt;br /&gt;
# Accompany [[Kayleigh]] to the broken pathway.&lt;br /&gt;
# Investigate the strange structure.&lt;br /&gt;
|-&lt;br /&gt;
|[[Land of Confusion]]&lt;br /&gt;
|&lt;br /&gt;
# Locate [[Archangels]] to complete [[Morgante]]&#039;s song, then follow the clues it contains to find your way home.&lt;br /&gt;
|-&lt;br /&gt;
|[[Rumour Has It]]&lt;br /&gt;
|&lt;br /&gt;
# Collect rumours from [[Harbourtown]] townsfolk.&lt;br /&gt;
|-&lt;br /&gt;
| [[Take Me On]]&lt;br /&gt;
| &lt;br /&gt;
# Head to the outpost in the park to sign up to the Rangers.&lt;br /&gt;
# Train with each of the [[Ranger Captain|ranger captains]] to become a ranger. You can find out where these captains are stationed by asking around in [[Harbourtown]].&lt;br /&gt;
# Meet with the Ranger Leader [[Ianthe]] to let her know you&#039;ve trained with all the [[Ranger captain|ranger captains]].&lt;br /&gt;
# {{#spoiler:Face [[Ianthe]] in one final challenge to become a captain yourself!}}&lt;br /&gt;
# Catch up with each of the ranger captains.&lt;br /&gt;
|-&lt;br /&gt;
|[[Here Comes The Sun]]&lt;br /&gt;
|&lt;br /&gt;
# Investigate the new [[Power Station|station]] under [[Dino Quarry]] in the [[The Deadlands|Deadlands]].&lt;br /&gt;
# {{#spoiler:Get some answers from the [[The Mer-Line|Mer-Line]].}}&lt;br /&gt;
# Report back to [[Ianthe]].&lt;br /&gt;
|-&lt;br /&gt;
|[[I Ran So Far Away]]&lt;br /&gt;
|&lt;br /&gt;
# Bring [[Kayleigh]] to [[Mourningtown]].&lt;br /&gt;
# Scope out [[Mourningtown]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Acting On Your Best Behaviour]]&lt;br /&gt;
|&lt;br /&gt;
# Meet up with [[Eugene]] in the Outskirts.&lt;br /&gt;
# Accompany [[Eugene]] to the window atop the mysterious office.&lt;br /&gt;
# Find and clear out all the &amp;quot;Landkeeper&#039;s Association&amp;quot; offices.&lt;br /&gt;
# Accompany [[Eugene]] to the location of the Landkeeper&#039;s HQ.&lt;br /&gt;
|-&lt;br /&gt;
| [[All I Ever Needed]]&lt;br /&gt;
|&lt;br /&gt;
# Ask the residents of [[Harbourtown]] if they&#039;ve seen [[Meredith]]&#039;s favourite record.&lt;br /&gt;
# Find Ranger Leader [[Ianthe]] and ask about [[Meredith]]&#039;s favourite record.&lt;br /&gt;
# Give [[Ianthe]]&#039;s envelope to [[Meredith]].&lt;br /&gt;
# Go with [[Meredith]] to [[Falldown Mall]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Don&#039;t You Want Me]]&lt;br /&gt;
|&lt;br /&gt;
# Meet [[Felix]] at his home in West [[Harbourtown]].&lt;br /&gt;
# Fight [[Kirikuri|a warrior with a wooden sword]] in the [[Cherry Meadow]] alongside [[Felix]].&lt;br /&gt;
# Find the four elemental altars with [[Felix]] to track down [[Kuneko]].&lt;br /&gt;
# Help [[Felix]] make things right with [[Kuneko]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Everybody&#039;s Looking For Something]]&lt;br /&gt;
|&lt;br /&gt;
# Find [[Viola]]&#039;s brother [[Robin Goodfellow|Sebastian]].&lt;br /&gt;
# Speak to [[Viola]].&lt;br /&gt;
# Travel with [[Viola]] to the [[Cast Iron Shore]].&lt;br /&gt;
# Explore the shipwreck with [[Viola]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Come Back And Stay]]&lt;br /&gt;
|&lt;br /&gt;
# Find out what [[Barkley]] wants up on [[Mt. Wirral]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Scattershot]]&lt;br /&gt;
|&lt;br /&gt;
# [[Zedd]] on [[Autumn Hill]] has asked me to make the surrounding area a bit quieter by defeating 5 [[Bulletino]]s. Bulletinos can be most easily found on Autumn Hill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Coin-Operated]]&lt;br /&gt;
|&lt;br /&gt;
# A coin-operated [[Clee-0|android]] in [[Eastham Woods]], appears to be malfunctioning. Perhaps finding a suitable coin will help restore it to life.&lt;br /&gt;
|-&lt;br /&gt;
| [[Working Overtime]]&lt;br /&gt;
|&lt;br /&gt;
# Bring 300 [[wood]] to the ranger in East [[Harbourtown]].&lt;br /&gt;
|-&lt;br /&gt;
|[[A Little Inspiration]]&lt;br /&gt;
|&lt;br /&gt;
# Go to the cave in the [[New Wirral Park|park]] and find out what happened to the merchant.&lt;br /&gt;
|-&lt;br /&gt;
|[[On The Hunt]]&lt;br /&gt;
|&lt;br /&gt;
# Record a fanged creature perched on a skull, often spotted in the [[New Wirral Park|park]], to show to [[Hoylake]]. ([[Macabra]])&lt;br /&gt;
# Record a floating worm creature, often spotted in the [[New Wirral Park|park]], to show to [[Hoylake]]. ([[Stardigrade]])&lt;br /&gt;
# Record a winged rabbit, often spotted on [[Autumn Hill]], to show to [[Hoylake]]. ([[Thwackalope]])&lt;br /&gt;
# Record a crow with a hood and mask, often spotted in the [[The Deadlands|Deadlands]], to show to [[Hoylake]]. ([[Nevermort]])&lt;br /&gt;
# Record a wooden-faced elf, often spotted in the park, to show to [[Hoylake]]. ([[Elfless]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Planting the Seed]]&lt;br /&gt;
|&lt;br /&gt;
# Plant 14 saplings in [[Harbourtown]].&lt;br /&gt;
# Inform the ranger in west [[Harbourtown]] that you&#039;ve planted her saplings.&lt;br /&gt;
|-&lt;br /&gt;
| [[How Does It Feel]]&lt;br /&gt;
|&lt;br /&gt;
# Go to the tailor in [[Harbourtown]] to help pick a new look for [[Sunny]].&lt;br /&gt;
|-&lt;br /&gt;
| [[The Midnight Train]]&lt;br /&gt;
|&lt;br /&gt;
# Clear 50 carriages in [[Magikrab&#039;s Gauntlet]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Pier of the Unknown (quest)|Pier of the Unknown]]&lt;br /&gt;
|&lt;br /&gt;
# Disable the 3 [[Infernal Engine]]s at [[Brightside Pier]].&lt;br /&gt;
# Speak with [[Gwen]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Rumour]]s&lt;br /&gt;
* [[Passive quest]]s&lt;br /&gt;
* [[Ranger Noticeboard]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
{{Quests}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=How_Does_It_Feel&amp;diff=10315</id>
		<title>How Does It Feel</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=How_Does_It_Feel&amp;diff=10315"/>
		<updated>2025-04-06T04:59:25Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added quest requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{QuestInfobox&lt;br /&gt;
| name = How Does It Feel&lt;br /&gt;
| previous = [[Acting On Your Best Behaviour]]&lt;br /&gt;
|conditions=Defeat [[Mammon]], and return from the [[Dead World]]}}&lt;br /&gt;
&#039;&#039;&#039;How Does It Feel&#039;&#039;&#039; is a side [[quest]] that is unlocked after completing [[Acting On Your Best Behaviour]] and returning to [[Gramophone Café]].&lt;br /&gt;
&lt;br /&gt;
== Parts ==&lt;br /&gt;
# Go to the tailor in [[Harbourtown]] to help pick a new look for [[Sunny]].&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{IncompleteSection}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The quest title, &amp;quot;How Does It Feel&amp;quot;, is named after the song [https://www.youtube.com/watch?v=xo3xBBZzRAk &amp;quot;How Does It Feel&amp;quot;] by London Grammar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
&lt;br /&gt;
{{Quests}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Parry_Stance_(status_effect)&amp;diff=10314</id>
		<title>Parry Stance (status effect)</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Parry_Stance_(status_effect)&amp;diff=10314"/>
		<updated>2025-04-06T04:19:12Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added status order interaction with walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{StatusEffectPage|id=Parry Stance|additional_description=The damage reflected is calculated based on the user&#039;s defensive stat.&lt;br /&gt;
&lt;br /&gt;
If Parry Stance occurs first before a wall status effect in the list, Parry Stance will trigger first if applicable.&lt;br /&gt;
&lt;br /&gt;
If successful, Parry Stance will ignore the attacker&#039;s walls. It will, however, not block moves that destroy walls, such as [[Hurricane]], [[Angelic Attack|Angelic attacks]], or moves with the Destroys walls attribute.}}[[Category:Status Effects]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Sunny&amp;diff=10313</id>
		<title>Sunny</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Sunny&amp;diff=10313"/>
		<updated>2025-04-06T04:17:46Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: /* History */ Added additional requirement and fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterInfobox&lt;br /&gt;
| name = Sunny&lt;br /&gt;
| title = Recovering Capitalist&lt;br /&gt;
| image = Sunny.png&lt;br /&gt;
| pronouns = She/Her&lt;br /&gt;
| voice_actor = [https://www.imdb.com/name/nm10312295 Kayleigh McKee]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sunny&#039;&#039;&#039; is a former [[Landkeeper]]. Starting from [[version]] 1.8, she becomes a [[Partner]] character.&lt;br /&gt;
&lt;br /&gt;
Her signature monster tape is [[Pawper]].&amp;lt;ref&amp;gt;{{CiteWebsite | author = byttenstudio.bsky.social (Bytten Studio) | website = Bluesky | date = March 28, 2025 | accessed = March 28, 2025 | link = https://bsky.app/profile/byttenstudio.bsky.social/post/3llghop3rus2d}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Like other Landkeepers, Sunny has black hair and pale skin, and in her initial appearance, wears a suit consists of black jacket and trousers as well as a grey shirt underneath her jacket with a tag pinned on her shirt. She later changes into an outfit that consists of a blue short tank top, with thin straps, yellow outlines and a heart shape pattern, on top of a pink see through T-shirt, a black belt with spikes, a yellow shorts and a pair of line green fingerless gloves.&lt;br /&gt;
&lt;br /&gt;
Sunny has a shoulder-length hair that is tied into a ponytail when she appears as a Landkeeper, and is later let down when she changes her outfit.&lt;br /&gt;
&lt;br /&gt;
After being freed from [[Mammon]]&#039;s control, Sunny, a former Landkeeper, seeks to find an identity of her own.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Sunny is first encountered after completing both [[Eugene]]&#039;s quest, [[Acting On Your Best Behaviour|Acting On Your Best Behavior]], and [[Dead World|completing the intermission]]. She wanders into the [[Gramophone Café|Gramophone Caf]]é, seemingly disoriented. Eugene initially reacts with hostility, but [[Kayleigh]] observes that there is something wrong with her, that she appears &amp;quot;broken.&amp;quot; Eugene speculates that Mammon&#039;s defeat &amp;quot;fried [the Landkeepers&#039;] brains.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sunny is given her name when Eugene sarcastically comments that she doesn&#039;t exactly have a &amp;quot;sunny disposition,&amp;quot; and Kayleigh suggests calling her Sunny. Kayleigh sympathizes with Sunny&#039;s loss of purpose and offers to help her make a fresh start, beginning with letting her choose a new outfit. After finding an outfit she likes, Sunny proclaims that she will try her best to be her own person from now on.&lt;br /&gt;
&lt;br /&gt;
Later, if Eugene is not in a romantic relationship with the player after his relationship level 5 event is completed, Sunny and Eugene will go on a date, but Sunny concludes that she needs more time to figure herself out first, which Eugene graciously accepts.&lt;br /&gt;
&lt;br /&gt;
Any time after her quest, Sunny can be found on the upper level of Harbourtown. She will greet the player if spoken to.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sunny Landkeeper.png|Sunny&#039;s portrait as a Landkeeper&lt;br /&gt;
Sunny promo art.png|Promo art&lt;br /&gt;
Sunny promo art sketches.png|Promo art sketches&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Sunny was a late and unplanned addition to the game during the game&#039;s development, added nearing the game&#039;s release.&amp;lt;ref&amp;gt;&amp;quot;Sunny is a character that I wrote into the game quite late, as I had envisioned her whole sequence of events as being something unexpected and funny that you wouldn&#039;t expect happening as a consequence of the questline that proceeds it.&amp;quot; - u/SamuriFerret (Jay Baylis). &amp;quot;[AMA] We are Bytten Studio, the developers of Cassette Beasts, a monster-recording open world RPG! Ask us anything!&amp;quot;. r/NintendoSwitch. Reddit. July 1, 2023. https://www.reddit.com/r/NintendoSwitch/comments/14nvsiu/ama_we_are_bytten_studio_the_developers_of/jq9mwtq/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&amp;quot;She was a late, unplanned addition as we neared the release.&amp;quot; - u/tcoxon (Tom Coxon). &amp;quot;We are Bytten Studio, developers of the monster-recording RPG Cassette Beasts! AMA&amp;quot;. r/JRPG. Reddit. March 26, 2024. https://www.reddit.com/r/JRPG/comments/1bniroh/comment/kwjb7w4/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;&amp;quot;Sunny was a late addition to the game as I pitched a short storyline involving the gang rehabilitating a Landkeeper after Eugene&#039;s quest.&amp;quot; - u/SamuriFerret (Jay Baylis). &amp;quot;We are Bytten Studio, developers of the monster-recording RPG Cassette Beasts! AMA&amp;quot;. r/JRPG. Reddit. March 26, 2024. https://www.reddit.com/r/JRPG/comments/1bniroh/comment/kwmb4j4/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Sunny is the first new [[Partner]] character after the game&#039;s initial launch.&lt;br /&gt;
&lt;br /&gt;
== In Other Languages ==&lt;br /&gt;
{{NameTranslations&lt;br /&gt;
| de_DE = Sunny&lt;br /&gt;
| es_ES = Sol&lt;br /&gt;
| es_MX = Sol&lt;br /&gt;
| fr_FR = Joy&lt;br /&gt;
| it_IT = Sole&lt;br /&gt;
| ja_JP = サニー&lt;br /&gt;
| ko_KR = 서니&lt;br /&gt;
| pt_BR = Allegra&lt;br /&gt;
| zh_CN = 阳光&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Partners]]&lt;br /&gt;
&lt;br /&gt;
{{Characters}}&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Neutralise&amp;diff=10168</id>
		<title>Neutralise</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Neutralise&amp;diff=10168"/>
		<updated>2025-03-22T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added activation requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Neutralise activates at the end of the round, only if by then the user is at or below 50% HP and has taken damage during the round that brought them to below 50% HP.}}[[Category:Moves]]&lt;br /&gt;
[[Category:Deception]]&lt;br /&gt;
[[Category:Passive]]&lt;br /&gt;
[[Category:Healer]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Dual_Wield&amp;diff=10167</id>
		<title>Dual Wield</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Dual_Wield&amp;diff=10167"/>
		<updated>2025-03-22T18:13:04Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Added targeting behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=Dual Wield has normal priority, even if the move it uses has boosted or lowered priority. Dual Wield will fail if the next move is invalid, such as if it is a passive move. Dual Wield will still work even if the second attack fails for any reason, such as not having enough AP to use it.&lt;br /&gt;
&lt;br /&gt;
Dual Wield follows the targeting behavior of the move it calls, which can fail if the target is invalid, such as using Dual Wield on [[Treat]] without an ally present.}}[[Category:Moves]]&lt;br /&gt;
[[Category:Hands]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
	<entry>
		<id>http://wiki.cassettebeasts.com/index.php?title=Copycat&amp;diff=10166</id>
		<title>Copycat</title>
		<link rel="alternate" type="text/html" href="http://wiki.cassettebeasts.com/index.php?title=Copycat&amp;diff=10166"/>
		<updated>2025-03-22T18:11:11Z</updated>

		<summary type="html">&lt;p&gt;Lerycide: Edited passive interaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MovePage|additional_description=If used on multiple targets, such as with [[Multitarget]] active, Copycat will randomly choose a target provided it has a last used move and is copyable, meaning it will never choose a target that doesn&#039;t have a last used move or if its last used move cannot be copied.&lt;br /&gt;
&lt;br /&gt;
The copied move will then follow the chosen move&#039;s default targeting behavior. For example using Copycat on [[Smack]] will target an opponent, Copycat on [[Elemental Wall]] will set the wall to the Copycat user, and Copycat on [[Nurse]] will heal one of the Copycat user&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
Copycat can never copy the following moves: [[Automation]], [[Chemical Imbalance]], [[Critical Mass]], [[Custom Starter]], [[Energy Reserves]], [[Final Breath]], [[Hardback]], [[Random Starter]], [[Roll Again]], [[Trap Jaw]], [[Tripwire]], [[Vengeful Curse]], and the 10 AP Angelic attacks of [[Archangels]].&lt;br /&gt;
&lt;br /&gt;
If Copycat is called through a passive move such as [[Custom Starter]] or [[Random Starter]], the copied attack bypasses [[Machine Curse]].}}[[Category:Moves]]&lt;br /&gt;
[[Category:Pet]]&lt;br /&gt;
[[Category:Cat]]&lt;br /&gt;
[[Category:Dog]]&lt;br /&gt;
[[Category:Shapeshift]]&lt;/div&gt;</summary>
		<author><name>Lerycide</name></author>
	</entry>
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