# Upcoming Features

In section 2 of the [questionnaire](https://forms.gle/dv2RrDUg7b7KEU99A) you’ll see an **“Upcoming Features”** ranking. Here’s a rough overview of what each one means:

## PokéDex Rework

A research-style progression system that blends [Pokémon-style](https://www.serebii.net/legendsarceus/researchtasks.shtml) tasks with our Fishing / Skills direction.

* Each species has \~10 assigned tasks across research categories like Catch, Battle, Progress, Living, and Mastery.
* Completing tasks and hitting higher research tiers awards PokéDex Trophies which increase your PokéDex Level and unlock related perks.

**Example Blastoise tasks**

* **Catching:** Catch Blastoise / Catch Shiny / Breed / Hatch / Fish up
* **Battle:** Defeat Blastoise / Use {move} / See {move} / Defeat Pokémon with Blastoise / Defeat specific targets (ex: Flygon) / Defeat certain types (ex: Grass)
* **Living:** Actively own Blastoise / Actively own Shiny Blastoise
* **Progress:** Evolve into Blastoise / Reach 100+ friendship / Level up / Ride for 3000 blocks
* **Mastery:** Complete all Blastoise tasks

**Perks / Points**

* \~20 powerful PokéDex Perks, each with tiered upgrades
* Upgrades consume Ability Points (you can respec anytime)
* Your Ability Point cap increases via research tiers and PokéDex level
* You can’t activate all possible perks at once, requiring build strategization

<details>

<summary>PokéDex Perk Concepts (WIP)</summary>

<table><thead><tr><th width="110.4000244140625" align="center">Research Type</th><th width="109.7999267578125" align="center">Perk Name</th><th align="center">Description</th></tr></thead><tbody><tr><td align="center">Catching</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td align="center">Catching</td><td align="center">PokeFinder</td><td align="center">Upon right clicking a PokeFinder item, prompts a menu displaying all Pokemon within {x} blocks, with filters for HA/Shiny/etc. Higher level = quicker usage regeneration/bigger usage pool</td></tr><tr><td align="center">Catching</td><td align="center">Exotic Spawns</td><td align="center">Grants a chance for nearby Pokemon to spawn with an Exotic texture</td></tr><tr><td align="center">Battle</td><td align="center">PokéDrop Boost</td><td align="center">Grants an increased chance to receive PokéDrops</td></tr><tr><td align="center">Battle</td><td align="center">Boss Boost</td><td align="center">Boosts Apex Boss spawn rates</td></tr><tr><td align="center">Battle</td><td align="center">HA Boost</td><td align="center">Boosts HA spawn rates</td></tr><tr><td align="center">Progress</td><td align="center">Breeding Boost</td><td align="center">Boosts breeding rate</td></tr><tr><td align="center">Progress</td><td align="center">Hatch Boost</td><td align="center">Boosts egg hatch rate</td></tr><tr><td align="center">Progress</td><td align="center">Double Research</td><td align="center">Chance to double research progress</td></tr><tr><td align="center">Living</td><td align="center">Shiny Boost</td><td align="center">Boosts Shiny spawn rates</td></tr><tr><td align="center">Living</td><td align="center">Multi Boost</td><td align="center">Boosts breeding rate + boss/rare/ha spawn rates</td></tr><tr><td align="center">Living</td><td align="center"><br></td><td align="center"><br></td></tr><tr><td align="center">Mastery</td><td align="center">Legend Boost</td><td align="center">Grants an increased chance of being selected for a legendary spawn</td></tr><tr><td align="center">Mastery</td><td align="center">Double Legends</td><td align="center">Grants a chance to spawn a second legend upon being selected for a legend spawn</td></tr><tr><td align="center">Mastery</td><td align="center"><br></td><td align="center"><br></td></tr></tbody></table>

**Perk Ideas**

* Instant catch chance
* Increased legendary catch chance while fishing
* Chance to not consume rare candy upon usage
* Able to increase the chance of a particular legend species being selected if one spawns on you
* Catch combo buffs
* Raid Buffs
  * Increased raid legend chance
  * More raid balls
* Increased shiny legend spawn chance (in expeditions/raids too)
* Increased legend `/sts` value
* Reduced tax rate for GTS/ChestShops/CoinFlip
* PokeBuilder discounts
* 2x reward chance (raids/hunts/bingo/etc.)
* (Mastery) reduces the ability point costs, and/or increases ability point limits

**WIP Concepts**

* Species boost system
  * Every {interval}, {chance}% of the time, select {quantity} random pokes to “boost”
  * While boosted, completing tasks for these pokes grants extra rewards (?)
  * Corresponding perk ideas
    * more boosted pokes per {interval}
    * higher chance for boosted pokes being activated
    * increase reward quality/amount from completing boosted tasks

</details>

## Ranked Showdown

A PvP matchmaking battle system with ELO rankings similar to showdown.

## Raid Revamp

A major refresh to raids with more variety and decision making.<br>

**Special Chance-Based Minion Rounds**

* Mini raid boss (lower HP, catchable with separate odds; rewards comparable to main boss)
* Minion hordes (spawns scale by player count)
* 3v3 battles (Gen 5 style)

**Wildcard Raid Difficulty**

Additional raid difficulty option that opens a submenu with **3 weekly rotating modifiers**:

* Random tier requirement
* Random element that deals 2x damage (to raid boss HP)
* Random element that’s nerfed to 0.5x damage

## ZA Royale

As close as possible to the [Legends ZA](https://www.serebii.net/legendsz-a/z-aroyale.shtml) implementation with some tweaks to make it work on a server.

* This feature will utilize a Z-A Royale exclusive party system, pokemon will be gathered within the feature for ranks Z -> B, upon reaching infinite tier players may choose to use either their Z-A party or their normal party (further details TBD)
* During the daytime, based on the player's current rank, pokemon will spawn around the trainer depending on the zone that they’re currently in. Pokemon will only be catchable if a player currently has the needed rank required for it to spawn
* During the nighttime, it's time for the Z-A Royale. special Battle Zones will appear throughout Lumiose City where trainers will appear.
* When you approach trainers, If you are spotted, then you will have to have to battle them right away. However, you can also attack them sneakily with a surprise attack to start your battle with an advantage. When each battle is complete, you will get a certain number of points based on your rank of up to 2,500 Points per battle. When night ends and it becomes daytime again, you will get some additional rewards based on the amount of trainers you have defeated and the Prize Medals you have collected

## Battle Facilities

More formats based on the games (ex: Factory, Arena, Dome, Pike, Palace, Pyramid, Tree, Cafe, etc.) built as variants of our current Battle Tower system.

## Ultra Space (Z-Crystals)

A new **Ultra Space dimension** with custom worldgen, aggressive Pokémon, and a safe spawn zone.

* Access via an NPC at spawn
* To survive outside the safe zone you’ll need a full set of **Tier 0 Ultra Space armor** (buyable for ![:money:](https://cdn.discordapp.com/emojis/1169443768978653185.webp?size=56)**10k**)
* While exploring, grotto portals of varying tiers can appear nearby:
  * **Wormhole Grotto** (solo): can capture immediately, containing Legends/UBs/etc.
  * **Rift Grotto** (party): mini-raid style (ex: 2 players), **no catching**

**Tasks + Progression**

* An NPC in the safe zone assigns rotating tasks; completing sets grants rewards + new tasks
* Tier 2 armor upgrades can’t be purchased unless the full set is Tier 1
* Upgrades require items from rifts, tasks, etc. (Higher tiers = stronger boosts)

**Energy system**

* “Energy” is a **rolling daily score** (expires 1 day after being earned)
* Higher Energy provides buffs like increased grotto spawn chance
* Energy increases from Ultra Space activities (catching, battling, defeating, etc.)

**Z-Crystal crafting and charging**

* {water} Z-Crystal: 4 type fragments + weak Z-catalyst → charge by defeating 1000 water types
* {eevee} Z-Crystal: 4 type fragments + strong Z-catalyst → charge by 100 Eevee kills
* Catalysts can be obtained in Ultra Space grottos

## Area Zero (Tera Forms)

A full Area Zero progression loop focused on Tera Shards, missions, reputation, Paradox raids, events, and environmental hazards.<br>

**Daily Missions**

* Every day at midnight PT, players receive a board of 7 missions.
* Completing missions rewards Paradox Raid Tickets.
* 5 mission slots are unlocked by default; 2 additional slots are unlocked through progression.
* Example missions:
* Mine 10 Fire Tera Shards
* Collect 20 Tera Shards (any type)
* Collect 1 Stellar Tera Shard
* Catch 5 Pokémon by fishing
* Catch 1 Paradox Pokémon

**Reputation System**

A long-term progression track where players earn Research Points (RP) by engaging with Area Zero content, including:

* Mining Events / Fishing Events / Area Zero Events
* Daily Missions
* Tera Raids
* Apex Paradox Bosses
* Area Zero Legendary catches
* Paradox Raids, and more

**Paradox “Raids”**

Paradox Raids build on the existing raid system, with key differences:

* Instead of normal raid tickets, players must earn Tera Cores
* Daily cap: 5 Paradox Raids per day
* Max party size: 3
* Players use Tera Cores to charge/activate Tera Nests

**Nest Star System**

* **★1-2**: Common Tera Pokémon (ex: Glimmet, Hariyama)
* **★3-4**: Paradox Pokémon (ex: Iron Hands, Great Tusk, Iron Jugulis)
* **★5**: Paradox pseudo-legends (ex: Roaring Moon, Iron Valiant)

**Tera Raids**

Tera Raids are also built on our raid system, but require Tera Raid Tickets (not free entry).

* Tickets are rare rewards from other Area Zero activities:
* % drop chance from Tera Shard Mining veins
* % chance as fishing treasure catch
* Guaranteed drop from high-tier Paradox Raids
* Bonus milestone rewards via Area Zero Reputation
* Rare Event loot
* Tera Raid exclusive Legendaries: **Koraidon & Miraidon**
* Note: Ticket tradeability is TBD (tradeable vs untradeable).

**Area Zero Events**

* **Tera Storm**
  * Triggers randomly every 2-3 hours
  * Increases higher-tier Paradox raid spawn rate (lasts 1 hour)
* **Crystal Resonance**
  * Triggers randomly every 1-2 hours
  * Causes 2x Tera Crystal Nodes to spawn
* **Tera Rifts**
  * Interacting spawns waves of corrupted Pokémon
* **Legendary Awakening**
  * Triggers every 6 hours
  * Gen 9 DLC Legends only
  * Potentially a worldboss-style event (ex: only 1st place earns catch rights - concept TBD)

**Area Zero Environmental Hazards**

* **Crystal Radiation:** Prolonged time in certain areas causes HP drain unless wearing a Radiation Enchant
* **Low Gravity Zones:** Random areas where fall damage is disabled and jump height is increased
* **High Gravity Zones:** Random areas where fall damage is higher and jump height is reduced

## Backpacks

A backpack system that provides access to virtual storage containers via command or by right clicking a physical item. Extra containers are unlocked from donor/crown ranks and rare vouchers.

## Weekly Legendary Rotations

Weekly rotating bonuses such as:

* {x} random Legendaries with increased shiny chance
* {x} random biomes with boosted spawn weight multipliers
* {x} random Legendaries temporarily added to certain reward pools (ex: Spectrier temporarily added to the Raid Legendary pool)

## E4 + NPC Gyms

A season-based Gym → E4 → Champion ladder:

* Must beat **every Gym** (Singles + Doubles) in the season to challenge the E4
* E4 must be completed **consecutively in one sitting** (Champion battle handled separately due to scheduling)
* Leaders can store **two** temporary teams and choose one when starting an E4 run
* A leader manages all four E4 types at once
* If you lose to the Champion, you must **repeat** the E4
* **E4 cooldown:** 24h (Champion battle has no automatic cooldown)
* Challengers can select the order of E4 typings
* Defeating the Champion makes you the new **Champion**

## Legendary Spawn Biome Rework

A clearer and more flexible legendary spawning ruleset using base weight modifiers:

* **Modifiers by:**
  * **Biome** (required true/false, base weight modifier, shiny weight modifier)
  * **Time** (day/night, required true/false, base weight modifier, shiny weight modifier)
  * **Weather** (sun/rain/storm, required true/false, base weight modifier, shiny weight modifier)
* **Selection flow:**
  * Gather eligible species for current biome
  * Apply relevant base weight modifiers to each specie’s base weight
  * Select random species based on modified base weights
  * Apply relevant shiny weight modifiers to the chosen specie’s shiny weight
  * Proc shiny chance based on modified shiny weight

## Map Expansion + Chest Loot Regeneration

* Expand world to **20k x 20k** (78% larger)
* Chest loot in newly generated areas can be refreshed with limits:
  * Each player can loot a chest **once**
  * After **7 days**, other players can claim it
  * Each chest can be refreshed up to **10 times**

## Build Competitions

Like catch competitions, but for builds (themes/rules TBD).


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