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The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.
Elements
Monsters, by living in their environment and by genetics, can grow attached to an element, which will then become their defensive element. Adventurers, in other hand, uses cards to enhance special magical weapons, to grant an offensive element. The right combination of offensive vs defensive element can be deadly, but not few adventurers lost their life for using the wrong element.
The main elements in the mana world are:
Neutral
The neutral property underlies the whole world. Everything is neutral until they grow affinity for an element.
Fire
Fire burns, sending nature to ashes. However, one only needs water to shut off the fire.
Water
Water is flexible, and extinguishes fire with relative ease. However, the nature can quickly absorb the water, neutralizing its effects.
Nature
Nature is the mother of all life, and it can reduce water to a pile of mud. However, fire can put an end to it.
Holy
The sacred element of things holy, largely used by priests, to purge darkness creatures. However, darkness is also their weakness.
Darkness
Darkness (or Shadow) is cursed, used by undead to scare holy creatures. However, holy is also their weakness.