Every creature that emerged from the Rupture aligns with one of six primal elements. Understanding these elements isn't academic—it's the difference between a successful hunt and a body bag. Elemental knowledge determines weapon selection, team composition, tactical approach, and survival odds.
Whether rift-born, natural-born, or infused, all creatures express their element through consistent patterns. A Sun-aligned ember wolf behaves similarly whether it stepped through a rift, was born in the Wilds outside Melbourne, or was once an ordinary dog transformed by elemental saturation. The element defines the threat.
The Six Elements
Sun
The Primal Sun embodies destruction through fire, heat, and searing radiance. Sun-aligned creatures are among the most immediately dangerous—aggressive, territorial, and capable of devastating wide-area attacks.
Threat Profile:
- Aggression: Extremely high; attack on sight
- Territory: Volcanic regions, deserts, ruins of burned cities
- Behaviour: Charge attackers, scorch-and-clear tactics, swarm when threatened
- Danger signs: Rising temperature, smoke, sudden illumination in shadows
Combat Notes:
- Weak to Ocean; water-based attacks penetrate their defences
- Weak to Sky; storms disrupt their fire abilities
- Strong against Moon; their light dispels shadow concealment
- Strong against Nature; fire devastates organic matter
Harvested Materials: Power sources, incendiary compounds, light-generation tech, weapon coatings that burn on contact
Common Forms: Phoenix variants (rift-born), flame serpents (rift-born/natural-born), ember wolves (often infused), lava constructs (rift-born), solar drakes (rift-born)
Earth
The Primal Earth represents absolute defence—stone, metal, endurance beyond reason. Earth creatures are siege threats, capable of breaching fortifications that stop everything else.
Threat Profile:
- Aggression: Moderate; territorial but not pursuit-focused
- Territory: Mountains, caves, underground, ruins buried in rubble
- Behaviour: Slow advance, shrug off damage, tunnel beneath defences
- Danger signs: Ground tremors, shifting terrain, structural cracking
Combat Notes:
- Weak to Ocean; water erodes and destabilises
- Weak to Nature; plant growth penetrates and cracks
- Strong against Moon; solid matter grounds illusions
- Strong against Sky; immovable against wind, resistant to lightning
Harvested Materials: Armour plating, fortification reinforcement, structural supports, weapon frameworks, shields
Common Forms: Stone golems (rift-born), armoured behemoths (rift-born/natural-born), crystal beetles (often infused), mountain apes (often infused), burrowing wurms (rift-born)
Moon
The Primal Moon commands shadows, illusions, and the spaces between perception and reality. Moon creatures are assassins and infiltrators—the threats you don't see until it's too late.
Threat Profile:
- Aggression: Patient; stalk and ambush
- Territory: Dark places, abandoned structures, areas of low light
- Behaviour: Infiltration, misdirection, psychological warfare, strike from concealment
- Danger signs: Flickering shadows, sounds without sources, feeling of being watched
Combat Notes:
- Weak to Sun; bright light reveals and damages
- Weak to Earth; solid ground disrupts ethereal movement
- Strong against Nature; shadow magic corrupts life energy
- Strong against Sky; illusions confuse aerial tracking
Harvested Materials: Stealth technology, sensor-baffling coatings, night-vision components, concealment gear
Common Forms: Shadow cats (often infused), phantom stalkers (rift-born), mist wraiths (rift-born), nightmare hounds (natural-born), void serpents (rift-born)
Ocean
The Primal Ocean embodies adaptation—water in all forms, from gentle mist to crushing tsunami. Ocean creatures shape-shift, regenerate, and overwhelm through sheer persistence.
Threat Profile:
- Aggression: Variable; depends on territory encroachment
- Territory: Coastal regions, rivers, flooded ruins, anywhere with significant water
- Behaviour: Swarm tactics, drowning attacks, reshape body to counter threats
- Danger signs: Rising water levels, unusual fog, moisture condensation
Combat Notes:
- Weak to Nature; rooted growth resists currents
- Weak to Sky; lightning conducts through water, storms disrupt surface operations
- Strong against Sun; water quenches flame
- Strong against Earth; erosion and pressure overcome stone
Harvested Materials: Adaptive armour, environmental suits, medical supplies, flexible weapon components, breathing apparatus
Common Forms: Sea serpents (rift-born/natural-born), aquatic drakes (rift-born), coral beasts (often infused), tide golems (rift-born), ice wyrms (rift-born/natural-born)
Sky
The Primal Sky is freedom made lethal—wind, lightning, the fury of storms given form. Sky creatures attack from above, strike with impossible speed, and flee before retaliation.
Threat Profile:
- Aggression: High; dive attacks, hit-and-run
- Territory: Open skies, tall structures, mountain peaks, storm systems
- Behaviour: Aerial superiority, lightning strikes, tornado generation, storm calling
- Danger signs: Sudden wind changes, static electricity, darkening skies
Combat Notes:
- Weak to Moon; illusions disorient aerial navigation
- Weak to Earth; can't harm what won't move, grounded targets resist
- Strong against Sun; clouds block solar energy
- Strong against Ocean (partial); storms churn water, lightning devastates surface creatures
Harvested Materials: Mobility gear, electrical systems, communication equipment, lightweight armour, speed-enhancement tech
Common Forms: Storm eagles (often infused), wind drakes (rift-born), thunder tigers (natural-born), lightning serpents (rift-born), tornado elementals (rift-born)
Nature
The Primal Nature is life without mercy—growth, reproduction, and the hunger of the wild made monstrous. Nature creatures swarm, poison, and overwhelm through sheer numbers.
Threat Profile:
- Aggression: Moderate to high; expansionist, territorial
- Territory: Forests, overgrown ruins, agricultural land, anywhere life thrives
- Behaviour: Swarm tactics, poison/venom, parasitic infection, rapid reproduction
- Danger signs: Accelerated plant growth, unusual insect activity, spore clouds
Combat Notes:
- Weak to Sun; fire devastates organic matter
- Weak to Moon; shadow corruption disrupts life cycles
- Strong against Ocean; roots drink water, forests absorb floods
- Strong against Earth; roots crack stone, growth penetrates defences
Harvested Materials: Medical compounds, bio-weapons, regenerative treatments, organic armour, poison/antidotes
Common Forms: Forest guardians (rift-born), vine beasts (often infused), swarm colonies (infused/natural-born), fungal horrors (often infused), moss golems (rift-born), parasitic hunters (all origins common)
Elemental Variants
Research has confirmed that some creatures exhibit variant elemental alignments—sub-types that retain their parent element's core nature while expressing distinct properties. These variants follow different tactical rules than their base elements.
Metal (Earth Variant)
Metal-aligned creatures trade Earth's raw mass for hardened, often blade-like forms. Where Earth endures, Metal cuts. These creatures are rarer than base Earth-types but increasingly common among infused creatures exposed to urban ruins and industrial zones.
Combat Notes:
- Weak to Sun; intense heat softens and warps metal structures
- Strong against Nature; blades and spikes devastate organic matter
Common Forms: Blade golems, iron-shell beetles, steel wolves (often infused from scrapyard wildlife)
Ice (Ocean Variant)
Ice-aligned creatures lack Ocean's fluidity but gain rigid defensive capability. Where Ocean adapts, Ice endures and shatters. Common in polar regions and high-altitude contamination zones.
Combat Notes:
- Weak to Sun; fire and heat melt ice structures rapidly
- Strong against Nature; freezing halts organic processes
Common Forms: Frost wyrms, glacier beasts, ice golems, frozen stalkers (often infused in cold climates)
Aether: The Seventh Element?
Research Classification: Theoretical/Unconfirmed
Some researchers propose a seventh element—Aether—representing forces beyond the conventional six. Evidence remains inconclusive.
Theoretical Properties:
- Transcends normal elemental interactions
- Reality manipulation, temporal effects, spatial distortion
- Neither strong nor weak against other elements—operates outside the system
Evidence For:
- Rare creature sightings that don't match any known element
- Abilities observed that defy elemental classification
- Ancient texts (pre-Rupture mythology) referencing a "seventh force"
- Anomalous rift behaviour during certain astronomical alignments
Evidence Against:
- No confirmed Aether creature capture or harvest
- Anomalies may be rare elemental combinations or mutations
- "Aether" may be a catch-all for anything we don't yet understand
- Five years of searching has produced no definitive proof
Guild Position: Unconfirmed. Any hunter claiming Aether encounter should report immediately for debriefing. Do not engage without support.
Bounty: Multiple guilds offer substantial rewards for confirmed Aether creature materials or verifiable encounter documentation.
Tactical Applications
Elemental Matchups
STRONG AGAINST (→):
Sun → Moon, Nature
Earth → Moon, Sky
Moon → Nature, Sky
Ocean → Sun, Earth
Sky → Sun, Ocean (partial)
Nature → Ocean, Earth
WEAK AGAINST (←):
Sun ← Ocean, Sky
Earth ← Ocean, Nature
Moon ← Sun, Earth
Ocean ← Nature, Sky
Sky ← Moon, Earth
Nature ← Sun, MoonTeam Composition
Balanced hunter teams account for elemental coverage:
- Minimum viable team: Three hunters covering at least four elements
- Recommended team: Five hunters with full elemental coverage plus backups
- Elite configuration: Specialists for expected threats plus flex hunters
Weapon Selection
Match weapons to expected targets:
| Expected Target | Primary Weapon Element | Backup Element |
|---|---|---|
| Sun creature | Ocean | Sky |
| Earth creature | Ocean | Nature |
| Moon creature | Sun | Earth |
| Ocean creature | Nature | Sky |
| Sky creature | Moon | Earth |
| Nature creature | Sun | Moon |
| Unknown | Dual-element or adaptive |
Environmental Considerations
Terrain affects elemental effectiveness:
- Volcanic/desert: Sun creatures enhanced, Ocean hunters struggle
- Underground: Earth creatures enhanced, Sky abilities limited
- Night/shadow: Moon creatures enhanced, Sun abilities reduced
- Coastal/flooded: Ocean creatures enhanced, fire weapons unreliable
- High altitude: Sky creatures enhanced, grounded hunters vulnerable
- Forest/jungle: Nature creatures enhanced, fire useful but dangerous
Material Properties by Element
Combat Applications
| Element | Weapon Properties | Armour Properties |
|---|---|---|
| Sun | Burning damage, light generation | Heat resistance, glow visibility |
| Earth | Impact damage, durability | Physical resistance, weight |
| Moon | Stealth, armour bypass | Concealment, detection resistance |
| Ocean | Flexible, adaptive | Environmental protection, regeneration |
| Sky | Speed, electrical | Mobility, lightning resistance |
| Nature | Poison, regeneration | Organic growth, self-repair |
Crafting Considerations
- Pure element gear: Maximum effectiveness against weak elements, vulnerable to strong elements
- Mixed element gear: Balanced but less powerful
- Adaptive gear: Changes properties based on situation, requires high-rank materials
See Technology and Weaponry for complete crafting specifications.
Recognition and Identification
Quick identification saves lives. Learn to recognise elemental signatures:
| Element | Visual Cues | Audio Cues | Environmental Cues |
|---|---|---|---|
| Sun | Flames, glow, heat shimmer | Crackling, roaring | Rising temperature, smoke |
| Earth | Stone texture, metallic sheen | Grinding, rumbling | Ground vibration, cracking |
| Moon | Shadow distortion, transparency | Whispers, silence | Darkness, cold spots |
| Ocean | Flowing texture, mist | Rushing water, dripping | Moisture, condensation |
| Sky | Feathers, electricity | Wind, thunder | Static, pressure changes |
| Nature | Plant features, organic | Rustling, buzzing | Growth, spores |
When in doubt, assume the worst matchup and call for support. Dead hunters don't complete contracts.