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Playing Fang Claw Pelt

Last edited: 2025-10-09 11:29:51 by Ittermat
Fang–Pelt–Claw (Battle Mode) — Player Wiki

A fast, best-of-3 duel for Level 3 pets. Pick Fang, Pelt, or Claw each round and outplay your opponent. Battles cost a bit of Health/Energy, may cause minor injuries, and award resources/EXP with a small chance of a stat bump.

1) Requirements & Eligibility

Pet level: Level 3 only

Status: Must be Alive, not Sick, not Pregnant

Minimum Health: 30+ HP before the battle

Flag: Either battle_ready = 1 or reserve_can_fight = 1

Mothers with newborns: Female pets who currently have level-1 kits cannot fight

Opponent safety: You won’t be matched against the same colony or users you’ve blocked (and vice-versa)

2) Daily Limits

Standard pets (battle_ready): 5 battles per day

Reserve fighters (reserve_can_fight): 2 battles per day

The counter shows as a badge near your pet’s name (e.g., 2/5 today) and also appears in the “Opponent found!” line.

Limits reset daily (server time). Starting a match consumes one use even if no rounds have been played yet.

3) How a Battle Works

Format: Best 2 of 3 exchanges.

Your choices each round

Fang

Pelt

Claw

Win hierarchy (RPS-style)

Fang beats Pelt

Pelt beats Claw

Claw beats Fang

Ties

If both pick the same symbol, the higher effective stat for that symbol wins:

Fang → Strength (STR)

Claw → Agility (AGI)

Pelt → Intellect (INT)

Equal stats? A fair coin flip decides the exchange.

Result

First side to 2 exchanges wins the match (or it can end 1–1 as a draw if three rounds finish without a majority).

4) Effective Stats, Weather & Mutations

Displayed STR/AGI/INT are effective for this battle:

Mutations can raise or lower stats (e.g., nimble → AGI boost).

Environmental effects (current weather, day/night) can apply bonuses/penalties (e.g., winter coat in sun: −AGI/−INT; fog/night can help keen senses, etc.).

Only the effective numbers matter for tie-breakers.

Tip: Read the small “Weather/Modifier” ticker under the arena to see what’s active.

5) Costs, Damage & Injuries

Each match applies:

Energy cost: −10 Energy to both pets

Health loss: rough ranges per side

If you win the match:
you lose a small amount; the opponent loses a larger amount

If you lose:
the reverse

If draw: moderate loss to both
(HP never drops below 1 from this feature; no death in this mode.)

Injuries

About 15% chance per pet to get a temporary injury (applied as sickness), e.g., Sprained paw, Split ear, Cracked claw.

Injuries behave like sickness for eligibility.

6) Rewards


Rewards are delivered to you at the end (opponents take their own damage/flags on their side).

Resources (most common):

Types: wood, stone, herbs, water, meat

Usually 1–4 total, with wins tending to give more and sometimes 2 types at once

Added to your colony resources

EXP (common-ish):


Win: roughly +4–8

Draw: roughly +2–5

Lose: roughly +1–3

Stat gain (rare):


Small chance (~4–7%, higher on win) for +1–2 to STR/AGI/INT (random)

At most once per day per pet (tracked)

A Mail (“Battle Report”) is sent with the summary, play-by-play, and post-battle HP/Energy.

[b]Practice Sparring is available on a separate page: no damage, no rewards.

[/b]
7) Interface Guide

Pet selector + Find Opponent: starts the match and consumes a daily use

Limit badge: next to your pet’s name (e.g., 3/5 today or 1/2 today)

Yellow when 1 remaining; red when 0

Side panels:
show both fighters’ effective STR/AGI/INT bars

Arena: click Fang/Pelt/Claw to play your move each round

Ticker: battle context + per-round log

Result panel: outcome plus rewards/changes; “Battle Again” resets the UI

8) Outcomes at a Glance

Win (2–0 or 2–1)

Lower self-damage, higher opponent damage

Good chance of resources, EXP; small chance of stat gain

Draw (1–1 with final round stalemate or split)

Moderate damage to both

Modest EXP; some chance of resources

Loss (0–2 or 1–2)

Higher self-damage, lower opponent damage

Small EXP; still a fair chance at some resources

9) Tips & Best Practices


Know your pet’s edge:
If your AGI is huge, Claw is safer in ties; for STR, Fang; for INT, Pelt.

Watch modifiers: Weather/night and mutation notes can swing ties—adapt your symbol preference.

Mind your limits: Use the badge to plan; save a slot for when your stats/conditions are favorable.

Keep HP up: You need 30+ HP to queue; feed/rest between matches if needed.

Expect variance: The CPU can pick any symbol—don’t rely only on one choice.

10) FAQ

Q: Why can’t I fight?
A: Check the eligibility list (Level 3, alive, not sick/pregnant, HP ≥ 30, correct flag). Mothers with level-1 kits can’t fight. Also check the daily limit badge.

Q: Do I lose my daily use if no opponent is found?
A: No—if the search fails, the use is rolled back automatically.

Q: Are biomes important?

A: The background is mostly visual; the weather/time modifiers matter.

Q: Can I die in this mode?

A: No. HP won’t drop below 1 from Fang–Pelt–Claw itself.

Q: Do opponents get notified?

A: Yes—each side receives its own battle mail with play-by-play and post-battle status.

That’s it! May your fangs be sharp, your pelts unruffled, and your claws ever nimble.

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