Elementary

**Elementary** is the core combat progression system made available in the Winter. The Elemental Gems can be obtained as early as Summer, however, and can be used in Autumn for boons.

## Gems

*Elemental Gemstones* are used in the creation of almost all Elemental items.

### Types

* Water Gem
* Earth Gem
* Fire Gem
* Air Gem

All gems are equally common, and appear from the same sources.

### Obtaining

The method for obtaining gems differs by era.

* **Summer:** Mobs from missions drop elemental gems depending on the raid they come from.
* **[Planned] Autumn:** Gems can be *summoned.* Two unique players must be involved in the creation of each gemstone, although the same two players may create another gemstone next week.
* **[Planned] Winter:** Gems are obtained from controlling *beacons* throughout the map, which periodically drop gems.

### Levels

Gems appear at different levels. There is no level cap for gems, but each one is exponentially rarer than the last; a level 2 gem is twice as rare as a level 1 gem, but a level 10 gem is 10 times as rare as a level 9 gem.

## Using Gems

*All uses for gems are planned. Currently, gems do nothing whatsoever.*

### Autumn

In the Autumn season, gems can be used in conjunction with a beacon to provide boons for your territory. At the end of each week, a random beacon is selected to obtain boon they requested, draining its gems.

Using more gems, and better gems, increases the level of the boon. Higher level boons are more likely to be selected, and have a better effect.

### Winter

When using the same kind of gem to craft any diamond weapon or armor, you will obtain an *elemental variant* of the weapon. This includes:

* Diamond Helmet
* Diamond Chestplate
* Diamond Leggings
* Diamond Boots
* Diamond Axe
* Diamond Sword
* [Possibly] Diamond Shield
* [Possibly] Diamond Spear

The resulting item becomes an *Elemental* item. It is not possible to mix and match different element types; however, it is possible to mix and match levels. Every added gemstone counts, even if the displayed level is the same for the end product.

## Elemental Armaments

### Armor

All elemental armor works basically the same way.

* For each level:
	+ The user gains up to a heart reduction if they're in the right environment.
	+ The user gains an additional heart, so long as the opponent is not using a weapon that pierces your armor.
	+ Some armor *enhances* weapons of the same element, giving them +5% damage.

### Weapons

All elemental weapons work basically the same way.

* For each level:
	+ The user gains up to a 10% increase in damage if they're in the right environment.
	+ The user gains an additional 10% damage, so long as the opponent is *not* using armor that resists your weapon.
	+ Some weapons *enhances* armor of the same element, giving them an extra half heart.
* These bonuses are *additive*. Gaining 40% damage from three levels gives you +120% damage, not 2.7x damage.

### Gaining Health

Whenever armor (or weapons) gives you additional health, your current health is adjusted to match your current % of max HP. This is not the same as how the base game, but other mechanics (like potions) function as they do in the base game.

### Water

* Water weapons and armor are stronger in *cold oceans,* with a diminished bonus on cold land. The End Dimension is considered a *cold ocean.*
* *Ice* Axes, Swords and Spears can also be made, which instead benefit from cold *land* (and gain diminished bonus from cold ocean).
* Water and Ice weapons pierce through fire and earth armor, but are resisted by air armor.
* Water armor is pierced by fire and lightning weapons, but enhances water and ice weapons.

### Earth

* Earth weapons and armor are stronger at *low elevations.* The Nether is considered a *low elevation.*
* *Sand* Axes, Swords and Spears can also be made, which instead benefit from *open* spaces.
* Earth armor resists fire and air weapons, but is pierced by water and ice weapons.
* Earth and Sand weapons are resisted by air armor, but enhance earth armor.

### Fire

* Fire weapons and armor are stronger in *hot lands*, with a diminished bonus on hot ocean*.* The Nether is considered a *hot land.*
* *Lightning* Axes, Swords and Spears can also be made, which instead benefit from hot *ocean* (and gain diminished bonus from hot land).
* Fire and lightning weapons pierce through water and air armor, but are resisted by earth armor.
* Fire armor is pierced by water weapons, but enhances fire and lightning weapons.

### Air

* Air weapons and armor are stronger at *high elevations.* The End Dimension is considered a *high elevation.*
* *Sonic* Axes, Swords and Spears can also be made, which instead benefit from *enclosed* spaces.
* Air armor resists water and earth weapons, but is pierced by fire and lightning weapons.
* Air and Sonic weapons are resisted by earth armor, but enhance earth armor.

## Season End

When the Winter season ends, all elemental armaments remain, but they become perfectly ordinary weapons and armor; their elemental bonuses have no effects whatsoever.