> For the complete documentation index, see [llms.txt](https://riventide.gitbook.io/whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://riventide.gitbook.io/whitepaper/gameplay/core-concepts.md).

# Core Concepts

DISCLAIMER: All content here in is subject to change as the meta evolves through development, testing, and community feedback. No part of the Whitepaper is to be copied

#### Elements

Each Monster is associated with either two Elements, or the Wild Element. These determine which Actions a Monster can learn. Elements in Riventide do not have any weaknesses or strengths like in other games.

#### Riven

Riven is the resource used to take Actions. Riven is generated at the beginning of each turn, or through various Traits and Actions.

#### Types

Each Monster is associated with three different Types. These types define what roles the Monster plays in battle as well as what Traits are available for them.

#### Skills

Each Monster learns a new Skill every Level. These are either Traits or Actions that affect what they can do in combat. Each Monster also has their own unique Signature Trait.

#### Poise

Each enemy Monster has what is referred to as Poise. Breaking a Monster's Poise will Stagger them, which can be useful for blocking attacks.

#### Corruption

During combat, if the player's Monster gets hit and takes damage, it will gain some Corruption. Accumulated Corruption will reduce the starting health of the Monster at the beginning of the next battle.

<figure><img src="https://3676099360-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FB694UG24YrhGIfBZkHaq%2Fuploads%2Fk5mupdHRthb4sLGwGdma%2FRegularCombat.jpg?alt=media&amp;token=ed1cbd9d-d8ad-434b-a809-4784a4762439" alt=""><figcaption></figcaption></figure>


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