Category:Type
Techniques and monsters have one or two types (also called elements), reflecting their nature, behavior and structure. Tuxemon has thirteen types, although older versions of the game were limited to just five.
See also Monster design space, Technique design space
Thirteen Elements
Monsters have one or two elements, but techniques would have a maximum of one element (except as a special feature, perhaps).
| Target | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Earth | Fire | Frost | Heroic | Lightning | Cosmic | Metal | Normal | Shadow | Sky | Venom | Water | Wood | ||
| Technique | Cosmic |
2 | 0.5 | 2 | ||||||||||
| Earth |
2 | 2 | 0.5 | 0.5 | ||||||||||
| Fire |
0.5 | 0.5 | 0.5 | 2 | 2 | 0.5 | 2 | |||||||
| Frost |
2 | 0.5 | 0.5 | 0.5 | 2 | 0.5 | 2 | |||||||
| Heroic |
2 | 0.5 | 2 | 2 | 0.5 | |||||||||
| Lightning |
0.5 | 0.5 | 2 | 2 | 2 | 0.5 | ||||||||
| Metal |
2 | 0.5 | 2 | 0.5 | 0.5 | |||||||||
| Normal |
0.5 | |||||||||||||
| Shadow |
0.5 | 0.5 | 2 | 2 | ||||||||||
| Sky |
2 | 0.5 | 2 | 2 | ||||||||||
| Venom |
0.5 | 0.5 | 2 | 0.5 | 0.5 | 2 | ||||||||
| Water |
2 | 0.5 | 0.5 | 0.5 | ||||||||||
| Wood |
2 | 0.5 | 0.5 | 2 | 0.5 |
Icons
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Physical and energy sides to elements
I like the idea that the element system can be a bit varied, so two Wood techniques might come from different power sources or have quite different themes. Here's some examples of how elements could have a physical or an energy/magical component:
Earth: Ground vs Rock
Heroics: Martial Arts vs Light
Sky: Bird vs Wind
Water: Fish vs Water
Frost: Ice vs Cold
Cosmic: Energy vs Psychic
Wood: Plant vs Nature Magic
Normal: Normal vs Sound
Shadow: Trickery vs Shadow Magic/Specter
Type cycles
There are eight "type triangles", where type A is strong against type B is strong against type C is strong against type A.
Four of these are "reciprocal" triangles, in that the weaknesses going the opposite direction are also the same.
Fire → Water → Wood: Fire, Water and Water each deal x2 to the next element, while the reverse (Wood → Water → Fire) hits for x0.5.
Fire → Earth → Wood: Fire, Earth and Wood each deal x2 to the next element, while the reverse (Wood → Earth → Fire) hits for x0.5.
Shadow → Cosmic → Heroic: Shadow, Cosmic and Heroic each deal x2 to the next element, while the reverse (Heroic → Cosmic → Shadow) hits for x0.5.
Sky → Heroic → Frost: Sky, Heroic and Frost each deal x2 to the next element, while the reverse (Heroic → Sky → Frost) are all neutral (x1).
The other four each deal x2 to the next element, but the weaknesses do not match.
Metal → Earth → Fire
Lightning → Metal → Earth
Lightning → Sky → Earth
Shadow → Sky → Heroic
There are also three type "squares":
Venom → Wood → Earth → Fire
Venom → Wood → Water → Fire
Lightning → Sky → Wood → Earth
The Five-Type System
Originally, Tuxemon had five types - Fire, Earth, Metal, Water and Wood, with a "sixth" type (Aether) to represent the absence of a type.
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Background
The five types are based on the five-element/five-agent theory of Wu Xing. The doctrine of five phases describes this:
Overcoming Cycle
- Wood parts Earth (such as roots; or, Trees can prevent soil erosion)
- Earth dams (or muddles or absorbs) Water
- Water extinguishes Fire
- Fire melts Metal
- Metal chops Wood
Generating Cycle
- Wood fuels Fire
- Fire leaves behind Earth (ash)
- Earth produces Metal
- Metal fortifies Water (minerals in water)
- Water nourishes Wood
Associations
- Fire: Includes creatures associated with energy, like electricity, light and heat, dragons and other legendary beings, and poison.
- Water: Includes creatures associated with the sea, lakes and swamps, ice and snow, the weather, liquids like blood, and fish and amphibians.
- Wood: Includes creatures associated with plants, lichen and fungi, poison and venom, forests, the natural environment, the wind and flying, and the wilderness.
- Earth: Includes creatures associated with the ground and underground, dirt and soil, mountains and rocks, caves, and ancient and buried things.
- Metal: Includes creatures associated with steel, light and darkness, mechanical and robotic things, psychic powers and other unnatural things, humankind, and the undead.
How it works
An attack is weak against the element that it Generates and strong against the element that it Overcomes.
| tech/target | Wood | Earth | Water | Fire | Metal |
|---|---|---|---|---|---|
| Wood | 2 | 0.5 | |||
| Earth | 2 | 0.5 | |||
| Water | 0.5 | 2 | |||
| Fire | 0.5 | 2 | |||
| Metal | 2 | 0.5 |
Dual types/Pseudo-types
While the game only has five types, the existence of two-type monsters and techniques allows for different vulnerability and resistance profiles. We can therefore represent other "types".
For example, Earth-Fire techniques do half damage to Earth monsters and double damage to Water monsters. Electricity-themed techniques like Electrical Storm can be given the types Earth and Fire, to reflect the idea that water conducts electricity well, but it is earthed when it hits the ground.
Earth-Fire
Earth-Fire ("Lightning") techniques do half damage to Earth monsters and double damage to Water monsters.
Earth-Fire monsters take half damage from Fire techniques and double damage from Water techniques.
Example Earth-Fire monsters:
Example Earth-Fire techniques:
Earth-Water
Earth-Water ("Frost") techniques do half damage to Wood and Metal monsters and double damage to Fire and Water monsters.
Earth-Water monsters take half damage from Fire and Metal techniques and double damage from Wood and Earth techniques.
Example Earth-Water monsters:
Example Earth-Water techniques:
Earth-Wood
Earth-Wood ("Toxin/Fungus") techniques do half damage to Fire and Metal monsters and double damage to Earth and Water monsters.
Earth-Wood monsters take half damage from Fire and Water techniques and double damage from Wood and Metal techniques.
Example Earth-Wood monsters:
Example Earth-Wood techniques:
Earth-Metal
Earth-Metal ("Vermin") techniques do half damage to Metal monsters and double damage to Wood monsters.
Earth-Metal monsters take half damage from Earth techniques and double damage from Wood techniques.
Example Earth-Metal monsters:
Fire-Water
Fire-Water ("Cosmic") techniques do half damage to Earth and Wood monsters and double damage to Fire and Water monsters.
Fire-Water monsters take half damage from Metal and Wood techniques and double damage from Water and Earth techniques.
Example Fire-Water monsters:
Fire-Wood
Fire-Wood ("Battle") techniques do half damage to Fire monsters and double damage to Metal monsters.
Fire-Wood monsters take half damage from Wood techniques and double damage from Metal techniques.
Example Fire-Wood monsters:
Fire-Metal
Fire-Metal ("Psionic") techniques do half damage to Earth and Water monsters and double damage to Wood and Metal monsters.
Fire-Metal monsters take half damage from Earth techniques and double damage from Fire techniques.
Example Fire-Metal monsters:
Example Earth-Fire techniques:
Water-Wood
Water-Wood techniques do half damage to Wood monsters and double damage to Earth monsters
Water-Wood monsters take half damage from Water techniques and double damage from Earth techniques.
Example Water-Wood monsters:
Water-Metal
Water-Metal ("Darkness") techniques do half damage to Water monsters and double damage to Fire monsters.
Water-Metal monsters take half damage from Metal techniques and double damage from Fire techniques.
Example Water-Metal monsters:
Wood-Metal
Wood-Metal ("Heaven") techniques do half damage to Fire and Water monsters and double damage to Earth and Wood monsters.
Wood-Metal monsters take half damage from Water and Earth techniques and double damage from Metal and Fire techniques.
Example Wood-Metal monsters:
Alternative systems
List
This category uses the form Type.






