Elements

**Elements** are an important part of Moekuri's gameplay. Every element is weak and strong against another, except Neutral, which is functionally a 'non-element' that has no special interactions.

Creatures whose element matches their attack get a bonus to their damage and resist attacks of their own type. Different kinds of terrain boost or weaken different elemental attacks. Masters are normally Neutral, but certain circumstances can change that, and some abilities have them be treated as an element for the purposes of attacking.

## Element cycle

Fire is strong against Ice. Ice is strong against Wind. Wind is strong against Wood. Wood is strong against Earth, which is strong against Thunder, which beats Water, which in turn beats Fire, completing the cycle.

Light and Dark are mutually effective against each other and only resist themselves.

## Element Levels

When three or more Creatures of an element are on the battlefield at once, they all gain a buff, getting stronger to a maxmimum of eight. The exact details of these buffs are listed in the in-game manual but will be explained in brief:

* Fire Creatures will get an attack boost, and will start inflicting the Burn debuff.
* Ice Creatures will have an increased chance of inflicting status conditions, and other types of Creatures will get stat reductions.
* Wind Creatures get additional movement and range on their attacks.
* Wood Creatures regain health and SP at the start of their turn.
* Earth Creatures gain attack/defense boosts.
* Thunder Creatures lose SP on turn start, but gain extra moves and actions.
* Water Creatures get boosts to Magic, and their range and AoE increases for skills.
* Light Creatures gain Ward and other buffs on turn start.
* Dark Creatures gain nothing, but other types of creatures will lose health and SP over time.

## Weather

The weather in battle periodically changes, granting bonuses to different elements. Some Creatures can change the weather.

* Pleasant/Cloudy: No effect.
* Heat Wave: Fire Creatures gain Attack/Magic up 10% and Defense up 20%
* Blizzard: Ice Creatures gain Attack/Magic/Defense 10% and skills with range of 2 or more gain 2 range.
* Tempest: Wind Creatures gain Attack/Magic/Defense 10% and Crit rate 20%
* Sunny: Wood Creatures gain Attack/Magic/Defense 10% and +1 to movement range.
* Sandstorm: Earth Creatures gain Attack/Defense 10% and Magic 20%
* Thunderstorm: Thunder Creatures gain Attack/Magic/Defense up 10% and Accuracy up 20%
* Rain: Water Creatures gain Magic/Defense up 10% and Attack up 20%
* Rainbow: Light Creatures gain Attack/Defense/Magic up 10% and Light skills deal extra damage up to 10% of your level.
* Heavy Fog: Dark Creatures gainAttack/Defense/Magic up 10% and their damage taken is reduced by 10% of their level.

## Terrain

Different tiles have specific terrain on them, which boosts or weakens specific elements. Some Creatures can change tiles by moving or using skills. The elemental tiles have two tiers, producing stronger versions of the last's effects.

* Plains/Altar: No effect.
* Impassable: Cannot be stepped on.

* Scorched Field: Fire gains Attack/Magic/Defense 10%, while Ice is reduced by 5% in all three.
* Magma: Fire gains Magic/Defense 15% and Attack 25% while Ice is reduced by 10% in all three.

* Tundra: Ice gains Attack/Magic/Defense 10%, while Wind is reduced by 5% in all three.
* Snowy Field: A Creature standing on this tile takes 10% less damage. Ice gains Attack/Magic/Defense 15%, and the chance of skill effects is increased by 20%, while Wind is reduced by 10% in all three stats.

* Flatlands: Wind gains Attack/Magic/Defense 10%, while Wood is reduced by 5% in all three.
* Valley: A Creature standing on this tile takes 5% less damage. Wind gains Attack/Magic/Defense 15% and adds one space to their movement, while Wood is reduced by 10% in all three stats.

* Grasslands: Wood gains Attack/Magic/Defense 10%, while Earth is reduced by 5% in all three.
* Forest: A Creature standing on this tile takes 10% less damage and gain 1 SP on turn start. Wood gains Attack/Magic/Defense 10%, while Earth is reduced by 10% in all three stats.

* Sand: A Creature standing on this tile takes 5% less damage. Earth gains Attack/Magic/Defense 10%, and Thunder is reduced by 5% in all three.
* Mountain: A Creature standing on this tile takes 15% less damage. Earth gains Attack/Defense 20% and Magic 15%, and Thunder is reduced by 10% in all three.

* Ore: Thunder gains Attack/Magic/Defense 10%, while Water is reduced by 5% in all three.
* Crystal: Thunder gains Attack/Magic/Defense 10%, while Water is reduced by 10% in all three.

* Spring: Water gains Attack/Magic/Defense 10%, while Fire is reduced by 5% in all three.
* Ocean:Thunder gains Attack/Defense 15% and Magic 25%, while Fire is reduced by 10% in all three.

* Blessed Ground: Light gains Attack/Magic/Defense 10%, while Dark is reduced by 5% in all three.
* Holy Place: A Creature standing on this tile takes 10% less damage. One debuff is removed on turn start. Light gains Attack/Magic/Defense 15%, while Dark is reduced by 5% in all three.

* Desecrated Ground: Dark gains Attack/Magic/Defense 10%, while Light is reduced by 5% in all three.
* Profane Place: A Creature standing on this tile deals 10% more damage. Non-Dark Creatures lose 1 SP on turn start. Dark gains Attack/Magic/Defense 10%, while Light is reduced by 5% in all three.