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Status: Online Rank: Rookie Region: File City
Tamer Field Guide
Complete Player Guide (Live Systems)
New here? This explains the game in plain language. No Digimon knowledge required. Follow this page from top to bottom and you will know exactly what to do.
Plain-English Primer

What You Are Managing

Digimon form: the current species/stage (for example Agumon, Greymon).
Digimon soul: inherited growth values that carry across rebirths.
Think of it as pet care + RPG progression with long-term generations.

Your Main Goal

Raise strong Digimon through care, training, battles, and reincarnation loops.
Beat bosses to unlock File City members/buildings.
Staff those buildings with matching Digimon to power up your account economy.

Core Currencies

Bits: money used in shops and progression loops.
XP/Levels: both Tamers and Digimon level up over time.
Digi-Egg Data: dropped from battles, used to synthesize stronger eggs.
First 15 Minutes Checklist
01

Load A Digi-Egg

Open Profile -> Digi-Eggs, hatch/load a Digimon, and place it into your Digivice. You can run up to 2 active Digimon at once.

02

Open Digivice

Use the in-app Digivice, the web pop-out at /user/digivice/popout, the offline mobile app at /mobile/offline-digivice, or the browser extension. This is your live control center for care, training, battle, and evolution checks.

03

Handle Immediate Needs

Feed, medicine, toilet/cleanup, and rest if needed. Ignored alerts eventually become care mistakes, which can change evolution outcomes.

04

Run A Training Cycle

Train once, then check stamina (energy). Training builds stats/EV/XP, but low stamina reduces gains and overwork can create care mistakes.

05

Do A Battle

Start a random encounter, learn your turn options, and collect Bits + drops + Digi-Egg data.

06

Check Status + Digivolution

Use status tabs to review combat stats, fatigue, care mistakes, and progression toward the next form.

Main Gameplay Loop

Care Loop

Check needs often: hunger, virus/sickness risk, poop/cleanup, and sleep timing.
Keep care mistakes low for safer evolution paths.

Growth Loop

Train and battle to gain levels, EV gains, and rewards.
Manage stamina/fatigue so gains stay efficient.

Progression Loop

Digivolve, beat bosses, unlock File City members, staff buildings.
Synthesize stronger Digi-Eggs and repeat with better inherited souls.
Digivice Menus And Actions

Status Modal

Global tabs show all loaded Digimon in one place.
Status tab: age, care mistakes, energy/stamina, and needs state.
Battle tab: HP, MP, Offense, Defense, Speed, Brains, and other combat values.

Food / Medicine / Item Menus

Menus only show items that actually exist in your inventory.
1 loaded Digimon: target is auto-selected and locked.
2 loaded Digimon: click the target Digimon sprite before applying the item.

Training

Each training action consumes stamina, can grant stat gains, EV, and XP.
Low stamina scales rewards down. This discourages spam training at low energy.
Care mistake from training is deliberate: mainly when training at 0 stamina or forcing below 0.

Battle

Turn-based command flow with animated resolution.
Core choices: attack/technique, use item, swap (once per turn), or flee.
If MP is too low for a technique, your Digimon falls back to a basic attack that still uses its normal offense, element, and matchup bonuses.

Tap Digimon For Actions

Tap/click Digimon in Digivice for Pet, Scold, or Send To File City.
Dead Digimon show as grave icons. Click the grave to hear Jijimon's rebirth message and start the reincarnation flow.

Sleep / Lights Out

Sleeping recovers HP/MP/stamina faster.
Digivolution clock pauses while sleeping.
Digimon in File City also pause digivolution clock and rest better.
Raising, Fatigue, Care Mistakes
Needs update over real elapsed time. Hunger and virus pressure continue while a Digimon is loaded in the Digivice (even during sleep mode).
Feeding raises virus slightly; repeated overfeeding raises sickness pressure more aggressively.
Energy (stamina/fatigue) is one bar: full bar = strong gains, empty bar = weak gains.
Low energy reduces training and battle reward output toward zero.
Ignoring needs long enough can add care mistakes (hunger/sickness/sleep/fatigue/poop windows).
Care mistakes are part of digivolution routing, so consistent care matters.
Important: File City residents do not escalate normal care pressure the same way active Digivice residents do. They are for rest, utility jobs, and safer parking.
Stats, Levels, IV, EV, Potential

Two-Layer Model

Form stats: base stats from the current Digimon species/form.
Soul stats: inherited IV-style values + lifetime growth.
Final combat values are computed from both layers.

Stage Multipliers

Form base stats scale by stage: baby1 0.25, baby2 0.5, rookie 1, champion 2, ultimate 3, mega 4.
Battle damage also uses stage multipliers, so higher stage forms hit much harder when built well.

Digimon Level + Tamer Level

Digimon gain XP from training and battle, and level increases multiply the value of their inherited growth.
Permanent form changes reset current Digimon level to 1, but the soul keeps the IV/potential gains it banked.
Tamer level gates progression systems (for example more shop inventory and stronger synthesis overflow cap).

IV / EV / Potential

EV gains come from training, battles, and growth items.
Permanent form changes are the big scoring checkpoints. Hatching, real digivolution, and death/reincarnation can bank lifetime performance back into inherited IV quality.
Potential is based on average IV quality and acts like your long-term quality ceiling.
Potential raises the effective max level of the line, while current level still has to be earned again each life.
When you exceed potential, EV gains taper down gradually but do not hard-stop.
Generational Growth: Strong raising compounds twice: it powers the current life through EV/levels, then permanent form changes bank part of that performance into the next life through IVs and potential.
Digivolution Rules + Criteria
Digivolution clock advances only when a Digimon is loaded + awake + alive in the Digivice.
Clock pauses in sleep mode and while in File City.
Once digivolution time finishes, the Digimon becomes primed. From then on, if it has at least one qualifying route, it can randomly digivolve into one of the eligible targets it currently meets.
Criteria are edge-based and can include: level, computed stats, care mistakes, weight, discipline/happiness, wins/battles, techniques, age, effort values, overfeed flags, item tags, and time windows.
Only complete target forms are eligible: required base stats, signature technique, minimum sprites, minimum animations, and route criteria all need to exist.
Megas normally stop at their stage unless a special Jogress / DNA route is configured for them.
Digitama have no prior form. Once primed, they hatch into one of the eligible first forms they currently qualify for.
Permanent form changes are also soul-growth checkpoints, so the line can improve across hatch, real digivolution, reincarnation, and other permanent transitions.
Jogress (also called DNA Digivolution / DNA Evolution) is edge-criteria based in this game.
Jogress currently uses a non-separating fusion rule: one partner is consumed/deactivated and cannot be split back out later.
Fusion merges both Digimon souls by combining IV/EV values (with system caps), and the resulting Digimon keeps the oldest age baseline from the pair.
Criteria use finalized computed stats and intentionally ignore temporary equipment/item runtime boosts.
Combat Digivolution is separate from the normal digivolution clock: if a Digimon already qualifies for its next form and bond is high enough, it has a chance to temporarily digivolve during battle.
Warp Digivolution uses the same logic chain: if that temporary combat form would already qualify for its own next form, the battle proc can jump further and warp digivolve instead.
These combat-only evolutions are temporary battle states. They use the evolved battle form while the fight is active, then revert after combat instead of permanently advancing the Digimon.
In plain terms: if a form is not fully built for launch, the game will not let players evolve into it, and incomplete forms are also excluded from random encounter pools.
Jogress / DNA Digivolution (Latest Rules)

How It Triggers

Jogress is configured per digivolution edge, not as a global toggle.
Common fields are jogress.with, jogress.count, jogress.attribute, jogress.stage, dna.enabled, and dna.components.
If an edge requires Jogress but no valid partner matches, the digivolution does not happen.

Valid Partner Rules

Partner must be loaded in the same Digivice with you.
Partner cannot be dead, asleep, already consumed, or missing species/form data.
If count/attribute/stage/component checks fail, the route is blocked.

Fusion Outcome

One Digimon becomes the resulting fused Digimon.
The other partner is consumed, set inactive, and removed from active roster flows.
No split/reversal flow is supported for Jogress right now.

Soul Merge Details

IV and EV values from both partners are added together and capped by system limits.
Potential is recalculated from merged IV quality.
The fused Digimon adopts the oldest creation timestamp baseline (oldest age baseline).

What Happens To Consumed Partner

Cannot be loaded into Digivice again and cannot be assigned as a File City operator.
Filtered out of player-facing active/storage management views.
Needs/digivolution ticking no longer advance for that consumed record.

Quick Troubleshooting

Check that both Digimon are loaded and awake in the Digivice.
Verify edge criteria spelling/values for partner name, attribute, and stage.
Confirm target Digimon form is complete (required stats, sprites, and animations).
Design Intent: Jogress is treated as a high-commitment evolution path that converts two current lines into one stronger line, while preserving long-term generational progression through merged soul data.
Combat Guide (Current Build)

Battle Flow

Encounters can start from Digivice battles, adventure events, or PvP challenge systems.
You pick commands, then actions resolve in speed order with animations and combat log updates.
The combat modal uses a DW1-style command ladder as the primary input model, based on your current Brains tier.
Your Call remains available alongside manual commands, and Flee is always available.
Swap remains available in turn-based flow when another living loaded partner exists.
Items remain usable from the battle modal through the item panel (subject to normal per-turn item limits).

Damage Inputs

Damage factors include computed stats, stage multipliers, move power, modifiers, and type/element interactions.
Equipment modifiers are included in combat math when present in active data.
If your MP is low, move options shrink and pass/recover behavior can trigger.

Combat Digivolution + Warp

If your current Digimon already meets a real digivolution route and bond is high, battle can trigger a temporary evolved form.
If that temporary evolved form would also already meet its own next route, the battle trigger can become a Warp Digivolution instead of stopping at one step.
Once triggered, the temporary form uses that form's battle stats, icon, and technique pool for the rest of the fight.

Turn Limits In Live PvP

Live friend/ranked room battles use turn timers.
If a player times out, away settings can auto-resolve or auto-decline depending on profile config.
Natural mode uses your real active Digimon; registered mode uses saved snapshots.
Battle-only evolution note: Combat Digivolution and Warp Digivolution do not replace the normal care-and-clock evolution system. Think of them as temporary clutch transformations that can happen because your Digimon was already evolution-ready when the fight started.
DW1 Brains Command Ladder (Reference)
How to read this: This ladder is the active direction for command depth in the current build. Command exposure in the battle modal is Brains-gated, with Your Call and Flee available across tiers while additional command depth expands as Brains rises.
Brains DW1 Command Depth
< 100 Your Call, Run
100-199 Your Call, Attack, Run
200-299 Your Call, Attack, Moderate, Run
300-399 Your Call, Attack, Moderate, Switch, Distance, Run
400-499 Your Call, Attack, Moderate, Switch, Distance, Defend, Run
500+ Your Call, Technique 1, Technique 2, Technique 3, Switch, Distance, Defend, Run
Current UI note: The live battle menu is turn-based and follows the Brains command ladder: `Your Call` + manual command depth + swap (when available) + always-available `Flee`.
Rewards: What You Get From Fights
Victories can award Bits, Digimon XP, Tamer XP, item drops, EV gains, Digi-Egg data, and occasional Digi-Egg drops.
Boss wins can trigger File City member/building unlock progression.
Fatigue scaling can reduce rewards if you fight while low on stamina.
Simulation/snapshot battles are for competition/testing and do not always apply full real-world progression damage rules.
Techniques, Signature Techniques, And Loadouts

Learned Techniques

Your Digimon learns techniques over time.
You can choose an active loadout on the Tamer Digimon management pages.
Battle technique choices are pulled from learned/equipped techniques and MP availability.

Signature Technique

Each Digimon species should have a configured signature technique in admin data.
Signature data is part of roster completeness and quality checks.

Tab Dex + Management

Tamer pages provide Dex tracking and per-Digimon move management tools.
Use these tools to keep battle command options aligned with your plan.
File City: Rest, Unlocks, Employment

Move Digimon In/Out

You can unload active Digimon from Digivice to File City, then load them back later.
Sending to File City is useful for resting and utility assignments.

Boss Unlocks

Most File City facilities unlock only after beating the associated boss/member.
Unlocking a building does not fully activate it until a matching Digimon works there.

Digimon Employment

Assign compatible Digimon to unlocked facilities to activate bonuses/services.
This staffing loop feeds shop stock growth and training progression systems.

Tanemon Meat Supply

Tanemon in File City gives daily base meat when clicked.
Claim resets daily on server rules.
Sleep Rules In City: File City Digimon sleep in place at night (game clock), wake in the morning, and use the same clock rules as File City music/day-night state.
Shops, Items, Bits, Selling

Buying Items

Shop inventory starts with core basics (for example food, small recovery, medicine).
More stock unlocks as Tamer level rises and File City services are properly staffed.
Bits are spent when buying items.

Using Items

Consumables apply in Digivice care menus and in battle (item use is limited per turn).
The UI only shows valid owned items for the selected context.

Selling Status

General sellback is still limited as a live player-facing flow.
Digi-Egg value is intended to track egg quality and potential, so stronger eggs should command better prices once sell routes are exposed.
Gift, trade, and auction flows for Digi-Eggs are part of the same planned quality-based market loop.

Equipment Status

Combat math supports equipment-style modifiers when present in active Digimon data.
Dedicated player equipment management UI is still limited/in-progress.
Digivolution criteria intentionally ignores temporary equipment boosts.
Adventure Mode (Dungeon Crawler)
Start from currently open File City entry points, then explore generated dungeons tile by tile.
Events include random encounters, treasure, keys/doors, bathrooms, bosses, and links to other areas.
Dungeons expire over time, so scouting and routing are a live shared activity.
Random encounters in adventure can trigger Digivice-centered battle flow.
Different areas can swap Digivice battle backdrop art based on location.
Battle Snapshot Registry, Ranked, Tournaments, Rooms

Snapshot Registry

Register a snapshot of your Digimon's current state for simulation modes.
Snapshots are used in registered battle ladders/challenges.

Ranked Seasons

Automated ranked cycles run for both natural and registered formats.
Boards refresh over ongoing live-service scheduling.

Tournaments

Exhibition-style events are generated and rotated automatically.
These run alongside ranked/challenge systems.

Friends + Challenges

Use friend lists to send direct challenges in real time.
Away settings support auto-resolve or auto-decline while you are offline.

Private Battle Rooms

Create rooms, share invite links/QR, and choose player or spectator roles.
Turn timers are enforced to keep matches moving.

Real Damage Vs Simulation

Natural/live combat can affect your active Digimon's real state.
Registered snapshot battles are simulation-first competition using saved state.
Digi-Egg Data, Synthesis, Rebirth

Digi-Egg Data + Synthesis

Defeating Digimon grants Digi-Egg data to compatible egg lineages.
At 100% data you can synthesize that egg.
Overflow above 100% improves the quality of the resulting egg, capped by Tamer progression rules.

Death + Grave Flow

When a Digimon dies, its death sequence resolves, the modal can open automatically, and its sprite is replaced by a grave.
Click the grave to trigger Jijimon's death-and-rebirth dialogue and move into the next-life decision flow.
The grave is the handoff point between the finished life and the next Digi-Egg.

Reincarnation Choices

Jijimon can offer Digi-Eggs from lineages you have already raised, or a random Digi-Egg that may reveal a brand-new undiscovered line.
After choosing the new egg, the next prompt can load it straight into the Digivice or place it into inventory for later.
If your partner never received a nickname, Jijimon can prompt once to set one. On rebirth, he can also ask whether you want to keep or change the nickname.

Soul Carryover

Permanent form changes are scoring checkpoints. Hatching, real digivolution, and death/reincarnation can convert the life you just raised into inherited soul growth.
EV performance is scored back into IV quality, average IVs recalculate potential, and the next life or form starts from level 1 again.
Real digivolution fully restores HP, MP, and stamina. Rebirth also starts the new life with fresh core resources.

Lifespan + Level Rules

Permanent form changes reset the current form lifespan, so a newly hatched or newly digivolved body gets its own life window.
Lifespan pauses while asleep or parked in File City, but an active Digimon that never qualifies for a next form can still eventually die.
Digimon gain XP from training and battle, and the long-term Digimon level curve is intended to use a Fibonacci-style ramp so later levels cost sharply more.

Egg Value + Economy

Higher-potential Digi-Eggs are meant to be more valuable because they hatch into stronger long-term lines.
That quality is planned to feed future selling, gifting, trading, and auction systems for Digi-Eggs.
Per-egg quality matters more than species name alone once that market loop is fully exposed.
Guide Note: The core death, rebirth, and soul-progression rules above are the intended full loop. Some Jijimon dialogue branches and Digi-Egg market UI are still being expanded, but this is the progression model the system is built around.
Time-Of-Day Mechanics
The game clock timezone controls day/night behavior (File City sleep states, jukebox day/night tracks, and related systems).
Night window defaults to 21:00 bedtime and 07:00 wake time on configured game clock.
File City can render sleeping Digimon in fixed positions during night hours.
Loaded Digivice Digimon still build hunger/virus pressure over time, so check them when returning from long breaks.
Browser Extension Companion
Default server URL: http://tamers.cordine.site/.
Chrome install: open chrome://extensions, enable Developer mode, then load unpacked from /workspace/digivice/extension.
Firefox install: open about:debugging#/runtime/this-firefox, then load temporary add-on from /workspace/digivice/extension/manifest.json.
After pairing/authorization, the extension can open your Digivice quickly and display need notifications.
For floating mode, choose Pop-Out Window in the extension popup or press Pop Out.
Badge indicators help pull attention when your Digimon needs care.
If the host page cannot embed correctly (mixed HTTP/HTTPS restrictions), fallback behavior opens supported view paths.
Quick troubleshooting: verify URL, ensure you are logged in, ensure at least one Digimon is loaded, then refresh the extension context.
What To Do Next (Simple Plan)
A1

Stabilize Care

Keep hunger/sickness/poop/sleep under control and avoid deliberate overwork at zero stamina.

A2

Train + Battle In Cycles

Alternate training and fights while energy is healthy to maximize EV/XP/reward efficiency.

A3

Push Boss Milestones

Clear bosses to unlock File City members and then staff those facilities with matching Digimon forms.

A4

Build Generations

Use rebirth and synthesized eggs to raise stronger soul lines over multiple generations.

A5

Join Live Battle Systems

Register snapshots, climb ranked ladders, join tournaments, and run private room challenges with friends.