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	<id>https://wiki.btscape.quest/index.php?action=history&amp;feed=atom&amp;title=Combat</id>
	<title>Combat - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.btscape.quest/index.php?action=history&amp;feed=atom&amp;title=Combat"/>
	<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;action=history"/>
	<updated>2026-07-22T08:04:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Combat&amp;diff=36&amp;oldid=prev</id>
		<title>Tyg13: Sweep attunement→affinity to match Pneuma/Bembi&#039;s code; repoint cross-link to the renamed Synergy-and-dissonance section (via update-page on MediaWiki MCP Server)</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;diff=36&amp;oldid=prev"/>
		<updated>2026-07-20T07:59:15Z</updated>

		<summary type="html">&lt;p&gt;Sweep attunement→affinity to match Pneuma/Bembi&amp;#039;s code; repoint cross-link to the renamed Synergy-and-dissonance section (via update-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:59, 20 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; covers how the four elements play out in a fight. The core relationship — each element counters its diagonal opposite — is settled. The offense/defense model and encounter tiers below are &amp;#039;&amp;#039;&amp;#039;proposed&amp;#039;&amp;#039;&amp;#039; and not yet final.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; covers how the four elements play out in a fight. The core relationship — each element counters its diagonal opposite — is settled. The offense/defense model and encounter tiers below are &amp;#039;&amp;#039;&amp;#039;proposed&amp;#039;&amp;#039;&amp;#039; and not yet final.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the elements, the square, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attunement&lt;/del&gt;, see [[Pneuma]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;For the elements, the square, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affinity&lt;/ins&gt;, see [[Pneuma]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== The counter rule ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== The counter rule ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Air ↔ Earth&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Air ↔ Earth&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Countering is an &#039;&#039;&#039;action&#039;&#039;&#039;, not a damage multiplier: you put the fire out, you ground the storm. This is the same diagonal that governs annihilation and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attunement &lt;/del&gt;suppression (see [[Pneuma#&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Opposition&lt;/del&gt;]]).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Countering is an &#039;&#039;&#039;action&#039;&#039;&#039;, not a damage multiplier: you put the fire out, you ground the storm. This is the same diagonal that governs annihilation and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affinity &lt;/ins&gt;suppression (see [[Pneuma#&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Synergy and dissonance&lt;/ins&gt;]]).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Offense and defense (proposed) ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Offense and defense (proposed) ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l70&quot;&gt;Line 70:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 70:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Phase 1&amp;#039;&amp;#039;&amp;#039; is their strength: attack with fire, quench with air, both mastered. Casts are cheap; the pool barely dips.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Phase 1&amp;#039;&amp;#039;&amp;#039; is their strength: attack with fire, quench with air, both mastered. Casts are cheap; the pool barely dips.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Phase 2&#039;&#039;&#039; is their weakness: earth and water answer dearly and feebly. Attacks chip slowly, quenches barely hold, and each low-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attunement &lt;/del&gt;cast bleeds the pool fast. This is where they bring a cold-edge partner, for whom Phase 2 is easy.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Phase 2&#039;&#039;&#039; is their weakness: earth and water answer dearly and feebly. Attacks chip slowly, quenches barely hold, and each low-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affinity &lt;/ins&gt;cast bleeds the pool fast. This is where they bring a cold-edge partner, for whom Phase 2 is easy.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Against a &amp;#039;&amp;#039;&amp;#039;master&amp;#039;&amp;#039;&amp;#039; (all four high): both phases flow — fire → earth on offense, air → water on defense, tracking the boss&amp;#039;s rotation. No bad phase.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Against a &amp;#039;&amp;#039;&amp;#039;master&amp;#039;&amp;#039;&amp;#039; (all four high): both phases flow — fire → earth on offense, air → water on defense, tracking the boss&amp;#039;s rotation. No bad phase.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
	<entry>
		<id>https://wiki.btscape.quest/index.php?title=Combat&amp;diff=34&amp;oldid=prev</id>
		<title>Tyg13: New page: the elemental wheel in play — counter=diagonal rule, edges/matchups, difficulty by coverage, worked example (offense/defense model and encounter tiers marked proposed) (via create-page on MediaWiki MCP Server)</title>
		<link rel="alternate" type="text/html" href="https://wiki.btscape.quest/index.php?title=Combat&amp;diff=34&amp;oldid=prev"/>
		<updated>2026-07-20T07:48:36Z</updated>

		<summary type="html">&lt;p&gt;New page: the elemental wheel in play — counter=diagonal rule, edges/matchups, difficulty by coverage, worked example (offense/defense model and encounter tiers marked proposed) (via create-page on MediaWiki MCP Server)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Combat&amp;#039;&amp;#039;&amp;#039; covers how the four elements play out in a fight. The core relationship — each element counters its diagonal opposite — is settled. The offense/defense model and encounter tiers below are &amp;#039;&amp;#039;&amp;#039;proposed&amp;#039;&amp;#039;&amp;#039; and not yet final.&lt;br /&gt;
&lt;br /&gt;
For the elements, the square, and attunement, see [[Pneuma]].&lt;br /&gt;
&lt;br /&gt;
== The counter rule ==&lt;br /&gt;
&lt;br /&gt;
Each element answers exactly one other — its diagonal opposite — and is answered by that same one:&lt;br /&gt;
&lt;br /&gt;
* Fire ↔ Water&lt;br /&gt;
* Air ↔ Earth&lt;br /&gt;
&lt;br /&gt;
Countering is an &amp;#039;&amp;#039;&amp;#039;action&amp;#039;&amp;#039;&amp;#039;, not a damage multiplier: you put the fire out, you ground the storm. This is the same diagonal that governs annihilation and attunement suppression (see [[Pneuma#Opposition]]).&lt;br /&gt;
&lt;br /&gt;
== Offense and defense (proposed) ==&lt;br /&gt;
&lt;br /&gt;
Two rules, both on the diagonal:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Offense.&amp;#039;&amp;#039;&amp;#039; A boss defends in some element. You deal real damage by attacking with its diagonal counter.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Defense.&amp;#039;&amp;#039;&amp;#039; A boss attacks in some element. You blunt it by casting that element&amp;#039;s diagonal counter as an action — quench the fire, ground the storm.&lt;br /&gt;
&lt;br /&gt;
A boss&amp;#039;s defensive form and its attack are usually different elements, so you juggle two active elements at once: an offensive one and a defensive one.&lt;br /&gt;
&lt;br /&gt;
== Edges and matchups ==&lt;br /&gt;
&lt;br /&gt;
The square splits into two opposed &amp;#039;&amp;#039;&amp;#039;edges&amp;#039;&amp;#039;&amp;#039; along each quality axis. The natural two-element build is one edge — an allied pair sharing a quality:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hot&amp;#039;&amp;#039;&amp;#039; — Fire + Air&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cold&amp;#039;&amp;#039;&amp;#039; — Water + Earth&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wet&amp;#039;&amp;#039;&amp;#039; — Air + Water&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dry&amp;#039;&amp;#039;&amp;#039; — Fire + Earth&lt;br /&gt;
&lt;br /&gt;
Because counter = diagonal, you fight a boss with the &amp;#039;&amp;#039;&amp;#039;edge opposite&amp;#039;&amp;#039;&amp;#039; the edge it currently shows. A boss showing the hot edge (fire/air) demands the cold edge (water/earth) from you, and vice versa.&lt;br /&gt;
&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;specialist&amp;#039;&amp;#039;&amp;#039; owns one edge: dominant against the opposite edge, weak against their own edge&amp;#039;s mirror.&lt;br /&gt;
* A &amp;#039;&amp;#039;&amp;#039;master&amp;#039;&amp;#039;&amp;#039; owns all four elements: no weak edge, no bad matchup. Mastery of all elements lets a player transcend the wheel and stand alone where others need a partner.&lt;br /&gt;
&lt;br /&gt;
== No fixed party roles ==&lt;br /&gt;
&lt;br /&gt;
Elements are not locked to roles (tank/heal/DPS). Every serious player is expected to build proficiency across the wheel and switch reactively as a boss shifts, the way RuneScape players switch attack styles. Cooperation comes from covering matchups: a player weak against the current edge brings a partner whose edge covers it. That interdependence is strongest while leveling and fades for the rare master who can answer everything solo.&lt;br /&gt;
&lt;br /&gt;
== Difficulty by coverage (proposed) ==&lt;br /&gt;
&lt;br /&gt;
A boss&amp;#039;s difficulty is how much of the square it forces you to answer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Boss type !! Forces you to answer !! Who can solo it&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Single form&amp;#039;&amp;#039;&amp;#039; (one element) || One counter || Anyone whose edge covers it&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Single edge&amp;#039;&amp;#039;&amp;#039; (rotates within one edge) || The opposite edge || A specialist in that opposite edge; others bring a partner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Full square&amp;#039;&amp;#039;&amp;#039; (rotates all four) || All four elements || Only a master; everyone else pairs up&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master content&amp;quot; is content that demands total mastery — so completing the mastery-of-all grind unlocks a tier of solo play otherwise gated behind a complementary partner.&lt;br /&gt;
&lt;br /&gt;
== Worked example: a two-phase boss (proposed) ==&lt;br /&gt;
&lt;br /&gt;
A boss that rotates edges mid-fight:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Phase !! Boss form (attack with) !! Boss attacks with (quench with) !! Edge you need&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;1 — Frost Aegis&amp;#039;&amp;#039;&amp;#039; || Water → &amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039; || Earth → &amp;#039;&amp;#039;&amp;#039;Air&amp;#039;&amp;#039;&amp;#039; || Hot (fire + air)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;2 — Emberveil&amp;#039;&amp;#039;&amp;#039; || Air → &amp;#039;&amp;#039;&amp;#039;Earth&amp;#039;&amp;#039;&amp;#039; || Fire → &amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; || Cold (water + earth)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Against a &amp;#039;&amp;#039;&amp;#039;hot-edge specialist&amp;#039;&amp;#039;&amp;#039; (strong fire/air, suppressed water/earth):&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Phase 1&amp;#039;&amp;#039;&amp;#039; is their strength: attack with fire, quench with air, both mastered. Casts are cheap; the pool barely dips.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Phase 2&amp;#039;&amp;#039;&amp;#039; is their weakness: earth and water answer dearly and feebly. Attacks chip slowly, quenches barely hold, and each low-attunement cast bleeds the pool fast. This is where they bring a cold-edge partner, for whom Phase 2 is easy.&lt;br /&gt;
&lt;br /&gt;
Against a &amp;#039;&amp;#039;&amp;#039;master&amp;#039;&amp;#039;&amp;#039; (all four high): both phases flow — fire → earth on offense, air → water on defense, tracking the boss&amp;#039;s rotation. No bad phase.&lt;br /&gt;
&lt;br /&gt;
== Open questions ==&lt;br /&gt;
&lt;br /&gt;
* The efficiency gap between a mastered and an unmastered cast — together with the suppression strength — decides whether a bad-matchup phase reads as &amp;quot;hard but doable&amp;quot; or &amp;quot;unplayable.&amp;quot; This is the key tuning dial. See [[Pneuma#Open questions]].&lt;br /&gt;
* Whether the offense/defense model above is the final combat shape or a starting point.&lt;br /&gt;
* How hybrids factor into combat (a hot-edge player casting lightning, and so on).&lt;/div&gt;</summary>
		<author><name>Tyg13</name></author>
	</entry>
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