\subsection{Magical Elements} \label{magical-elements} \unimplemented{} \draft{} \begin{figure} \begin{center} \begin{tikzpicture}[node distance=6em] \tikzstyle{primary} = [draw,rectangle]; \tikzstyle{secondary} = [draw,diamond]; \tikzstyle{opposite} = [densely dotted,latex reversed-latex reversed,thin]; \tikzstyle{component} = [->]; \node[primary] (WIND) {Wind}; \node[secondary,below right of = WIND] (SNOW) {Snow}; \node[primary,below right of = SNOW] (WATER) {Water}; \node[secondary,below left of = WATER] (PLANT) {Plant}; \node[primary,below left of = PLANT] (EARTH) {Earth}; \node[secondary,above left of = EARTH] (METAL) {Metal}; \node[primary,above left of = METAL] (FIRE) {Fire}; \node[secondary,above right of = FIRE] (LIGHTNING) {Lightning}; \draw[component] (WIND) -- (LIGHTNING); \draw[component] (WIND) -- (SNOW); \draw[component] (WATER) -- (SNOW); \draw[component] (WATER) -- (PLANT); \draw[component] (EARTH) -- (PLANT); \draw[component] (EARTH) -- (METAL); \draw[component] (FIRE) -- (METAL); \draw[component] (FIRE) -- (LIGHTNING); \draw[opposite] (FIRE) -- (WATER); \draw[opposite] (WIND) -- (EARTH); \end{tikzpicture} \end{center} \caption{Magical Elements Wheel} \label{magical-elements-wheel} \end{figure} Attacks may have an associated magical element. This element would be one of four primaries: \textit{Wind}, \textit{Water}, \textit{Earth}, or \textit{Fire}. A status infliction chance, defended against with some other attribute, is then rolled to see if the effect occurs. If not, nothing special happens. Otherwise: \begin{itemize} \item If the target has no current element afflictions, it is afflicted with a level 1 status for that element. \item If the target already has an affliction for that element, this affliction increases in level. Cooldown for that element is reset. \item If the target has an affliction for the element facing the one used in the attack according to Figure~\ref{magical-elements-wheel} (e.g.~\textit{Wind} and \textit{Earth}), the existing affliction's level is lowered and no new affliction is added. \item If the target has an affliction of another element, not only does it gain a level of affliction for the attack's element, but it also gains an affliction corresponding to the element between the two primary elements shown in Figure~\ref{magical-elements-wheel} (e.g.~\textit{Wind} plus \textit{Water} also adds \textit{Snow}). \end{itemize} \begin{itemize} \item Afflictions for composite elements do not have cooldowns: they disappear as soon as at least one of the primaries generating it is removed. \item The level of the affliction for a composite element is the maximum between the current levels of the afflictions that generate it. \item Having an affliction reach level 0 removes it. \item The mechanics described above prevent having more than three elemental afflictions (two primaries and their composite). \end{itemize}