Category:Type

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Techniques and monsters have one or two types, reflecting their nature, behaviour and structure. Currently, Tuxemon has five types - Fire, Earth, Metal, Water and Wood - based on the five "elements" or "agents" of the Wu Xing.

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Aether
Earth
Fire
Metal
Water
Wood

Origins

Tuxemon's creature types are based on the five-element theory of Wu Xing. The doctrine of five phases describes this:

five-elements.jpg

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

In the game

Both monsters and techniques have one or two types. When a technique is used on a monster, the type(s) of the technique is compared to the type(s) of the monster. In some cases, this results in the technique's damage being multiplied or divided.

Technique

  • Fire techniques do half damage to Earth monsters and double damage to Metal monsters
  • Earth techniques do half damage to Metal monsters and double damage to Water monsters
  • Metal techniques do half damage to Water monsters and double damage to Wood monsters
  • Water techniques do half damage to Wood monsters and double damage to Fire monsters
  • Wood techniques do half damage to Fire monsters and double damage to Earth monsters

Monster

  • Fire monsters take half damage from Wood techniques and double damage from Water techniques
  • Earth monsters take half damage from Fire techniques and double damage from Wood techniques
  • Metal monsters take half damage from Earth techniques and double damage from Fire techniques
  • Water monsters take half damage from Metal techniques and double damage from Earth techniques
  • Wood monsters take half damage from Water techniques and double damage from Metal techniques

Monsters

  • Fire: Includes creatures associated with energy, like electricity and heat, dragons and other legendary beings, and poison.
  • Water: Includes creatures associated with the sea, lakes and swamps, ice and snow, the weather, and fish and amphibians.
  • Wood: Includes creatures associated with plants, lichen and fungi, 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, darkness, mechanical and robotic things, psychic powers and other unnatural things, humankind, and the undead.

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.

Pages in category "Type"

The following 11 pages are in this category, out of 11 total.