nu-Eden: Sundered Skies
//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.