Category:Type
Techniques and monsters have one or two types, reflecting their nature, behaviour and structure. Tuxemon has five types - Fire, Earth, Metal, Water and Wood - and the non-type of Aether.
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Origins
Tuxemon's creature 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
Proposed match ups
We have gone with model A at this point.
- In A, an attack is weak against the element that it Generates and strong against the element that it Overcomes.
- In B, an attack is weak against the element that Overcomes it and strong against the element that Generates it.
- In C, an attack is weak against the element that it Generates, strong against the element that it Overcomes and strong against the element that Generates it.
- In D, an attack is weak against the element that Overcomes it, strong against the element that Generates it and strong against the element that it Overcomes.
- In E, an attack is weak against the element that it Generates, strong against the element that it Overcomes, weak against the element that Overcomes it and strong against the element that Generates it.
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 techniques do half damage to Earth monsters and double damage to Water monsters. ("Electricity" pseudo-type)
- Earth-Water techniques do half damage to Wood and Metal monsters and double damage to Fire and Water monsters. ("Ice" pseudo-type)
- Earth-Wood techniques do half damage to Fire and Metal monsters and double damage to Earth and Water monsters. ("Fungus"/"Underground Plant" pseudo-type)
- Earth-Metal techniques do half damage to Metal monsters and double damage to Wood monsters. ("Vermin" pseudo-type).
- Fire-Wood techniques do half damage to Fire monsters and double damage to Metal monsters. ("Battle" pseudo-type).
- Fire-Metal techniques do half damage to Earth and Water monsters and double damage to Wood and Metal monsters. ("Psionic"/"Supernatural" pseudo-type).
- Wood-Metal techniques do half damage to Fire and Water monsters and double damage to Earth and Wood monsters. ("Flying"/"Heaven" pseudo-type).
Not implemented
There have been proposals to add a Normal type that is strong and weak against nothing, the Heaven and Darkness types, a whole additional set of five types, or "technique types" that techniques could have, but monsters wouldn't.
Some of this design space has instead been filled by dual types (see above).
Currently, some techniques are identified as Normal or Poison type. However, it is not clear if this will continue in future versions of the game.
More recently, a "Normal"/Aether/Void type has been suggested. Instead of being a type of its own, it would describe techniques that take the type(s) of their user.
List
This category uses the form Type.