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//Types — Elemental Systems

This article provides a comprehensive overview of the Type system in nu-Eden. Types are elemental properties assigned to every Operative and Move, governing their effectiveness in combat through a complex web of strengths, weaknesses, and resistances.

The Type System

Types define the elemental nature of an operative. Most operatives possess one or two types (Dual-Typing), which dictates their defensive profile. Moves also have a single type, which interacts with the target's type(s) to determine damage output.

Type Effectiveness

The core of the system is the Type Chart. Effectiveness is categorized into:

  • Super Effective (2×): Deals double damage.
  • Normal (1×): Deals standard damage.
  • Not Very Effective (0.5×): Deals half damage.
  • Immune (0×): Deals no damage.

For dual-type targets, effectiveness multipliers stack (e.g., a move super-effective against both types deals 4× damage).

List of Types

Every type in nu-Eden follows specific mechanical and visual motifs:

  • Arcane: Esoteric and ancient magic. Often focused on high-risk, high-reward buffs and debuffs.
  • Atomic: High-energy particles and radiation. Focused on damage-over-time and "meltdown" effects.
  • Bug: Hive-mind tactics and insectoid traits. Usually excels at swarming and utility.
  • Chaos: Unpredictable energy. High RNG elements and shifting battlefield effects.
  • Cosmic: Gravity and celestial power. Focuses on displacement and wide-area control.
  • Dark: Underhanded tactics and shadow energy. Excels at disruption and psychological warfare.
  • Electro: Lightning and raw current. Focused on speed and stunning (paralysis).
  • Fairy: Ethereal and mystical. Often linked to Triage and magical resistance.
  • Fire: Combustion and heat. Pure offensive power and sustained burns.
  • Fighting: Physical discipline and martial arts. High burst and direct armor interaction.
  • Ghost: Spectral and intangible. Focused on evasion and "curse" mechanics.
  • Ice: Cold and rigidity. Crowd control through freezing and slowing.
  • Light: Radiance and purity. Vision-focused utility and anti-Dark effects.
  • Metal: Fortitude and conductivity. High defensive stats and armor shred.
  • Normal: Balanced and versatile. Few weaknesses, few super-effective gains.
  • Plant: Biological growth and toxins. Health regeneration and area denial.
  • Poison: Chemical warfare and biological decay. Gradual health drain and debilitating debuffs.
  • Psychic: Mental energy and telekinesis. Focused on manipulation and barrier creation.
  • Rock: Solid and geological. High durability and terrain deformation.
  • Sound: Sonar and vibration. Piercing damage and sonic disruption.
  • Techno: Engineering and robotics. Synergizes with "hard" hardware and drone tactics.
  • Virtual: Digitzed data and code. Glitch mechanics and UI manipulation.
  • Water: Fluidity and pressure. Focused on momentum and healing-over-time.
  • Wind: Atmospheric pressure and currents. Movement speed buffs and displacement.

Same-Type Attack Bonus (STAB)

When an operative uses a move that matches one of its own types, the move gains a STAB bonus, increasing its power by 50% (1.5\u00d7). This rewards specialized builds and thematic consistency.

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