Playing Fang Claw Pelt
FangâPeltâClaw (Battle Mode) â 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 wonât be matched against the same colony or users youâve 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 petâs name (e.g., 2/5 today) and also appears in the âOpponent found!â 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 â Strength (STR)
Claw â Agility (AGI)
Pelt â Intellect (INT)
Equal stats? A fair coin flip decides the exchange.
Result
First side to 2 exchanges wins the match (or it can end 1â1 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 â AGI boost).
Environmental effects (current weather, day/night) can apply bonuses/penalties (e.g., winter coat in sun: âAGI/âINT; fog/night can help keen senses, etc.).
Only the effective numbers matter for tie-breakers.
Tip: Read the small âWeather/Modifierâ ticker under the arena to see whatâs active.
5) Costs, Damage & Injuries
Each match applies:
Energy cost: â10 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 1â4 total, with wins tending to give more and sometimes 2 types at once
Added to your colony resources
EXP (common-ish):
Win: roughly +4â8
Draw: roughly +2â5
Lose: roughly +1â3
Stat gain (rare):
Small chance (~4â7%, higher on win) for +1â2 to STR/AGI/INT (random)
At most once per day per pet (tracked)
A Mail (âBattle Reportâ) 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 petâs name (e.g., 3/5 today or 1/2 today)
Yellow when 1 remaining; red when 0
Side panels: show both fightersâ 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; âBattle Againâ resets the UI
8) Outcomes at a Glance
Win (2â0 or 2â1)
Lower self-damage, higher opponent damage
Good chance of resources, EXP; small chance of stat gain
Draw (1â1 with final round stalemate or split)
Moderate damage to both
Modest EXP; some chance of resources
Loss (0â2 or 1â2)
Higher self-damage, lower opponent damage
Small EXP; still a fair chance at some resources
9) Tips & Best Practices
Know your petâs 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 tiesâadapt 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 symbolâdonât rely only on one choice.
10) FAQ
Q: Why canât I fight?
A: Check the eligibility list (Level 3, alive, not sick/pregnant, HP ⼠30, correct flag). Mothers with level-1 kits canât fight. Also check the daily limit badge.
Q: Do I lose my daily use if no opponent is found?
A: Noâif 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 wonât drop below 1 from FangâPeltâClaw itself.
Q: Do opponents get notified?
A: Yesâeach side receives its own battle mail with play-by-play and post-battle status.
Thatâs it! May your fangs be sharp, your pelts unruffled, and your claws ever nimble.
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 wonât be matched against the same colony or users youâve 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 petâs name (e.g., 2/5 today) and also appears in the âOpponent found!â 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



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 â Strength (STR)
Claw â Agility (AGI)
Pelt â Intellect (INT)
Equal stats? A fair coin flip decides the exchange.
Result
First side to 2 exchanges wins the match (or it can end 1â1 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 â AGI boost).
Environmental effects (current weather, day/night) can apply bonuses/penalties (e.g., winter coat in sun: âAGI/âINT; fog/night can help keen senses, etc.).
Only the effective numbers matter for tie-breakers.
Tip: Read the small âWeather/Modifierâ ticker under the arena to see whatâs active.
5) Costs, Damage & Injuries
Each match applies:
Energy cost: â10 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 1â4 total, with wins tending to give more and sometimes 2 types at once
Added to your colony resources
EXP (common-ish):
Win: roughly +4â8
Draw: roughly +2â5
Lose: roughly +1â3
Stat gain (rare):
Small chance (~4â7%, higher on win) for +1â2 to STR/AGI/INT (random)
At most once per day per pet (tracked)
A Mail (âBattle Reportâ) 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 petâs name (e.g., 3/5 today or 1/2 today)
Yellow when 1 remaining; red when 0
Side panels: show both fightersâ 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; âBattle Againâ resets the UI
8) Outcomes at a Glance
Win (2â0 or 2â1)
Lower self-damage, higher opponent damage
Good chance of resources, EXP; small chance of stat gain
Draw (1â1 with final round stalemate or split)
Moderate damage to both
Modest EXP; some chance of resources
Loss (0â2 or 1â2)
Higher self-damage, lower opponent damage
Small EXP; still a fair chance at some resources
9) Tips & Best Practices
Know your petâs 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 tiesâadapt 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 symbolâdonât rely only on one choice.
10) FAQ
Q: Why canât I fight?
A: Check the eligibility list (Level 3, alive, not sick/pregnant, HP ⼠30, correct flag). Mothers with level-1 kits canât fight. Also check the daily limit badge.
Q: Do I lose my daily use if no opponent is found?
A: Noâif 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 wonât drop below 1 from FangâPeltâClaw itself.
Q: Do opponents get notified?
A: Yesâeach side receives its own battle mail with play-by-play and post-battle status.
Thatâs it! May your fangs be sharp, your pelts unruffled, and your claws ever nimble.