| 0051PolearmSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operators 및 Weapons | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- 무기 유형
- ROLE FUNCTION
- Character
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0052HandcannonSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operators 및 Weapons | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- 무기 유형
- ROLE FUNCTION
- Character
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0053Arts UnitSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operators 및 Weapons | 10 FIELDS- DOMAIN
- Character
- TYPE
- Graphic/Art
- OBJECT TYPE
- 무기 유형
- ROLE FUNCTION
- Character
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0054TeamSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 플레이어 스쿼드 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- 덱 및 편성
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- 전투는 최대 4명의 Operator가 동시에 싸우고 조작 Operator를 전환하는 전략형 실시간 액션이다.
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0055Skill Points (SP)Same as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 팀 공유 전투 자원 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- 스킬 및 자원
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0056Ultimate EnergySame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operator별 전투 자원 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- 스킬 및 자원
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Skill Points는 팀 공유 Battle Skill 자원이고 Ultimate Energy는 Ultimate 사용을 위해 Operator별로 추적한다. 상세 수치 Rule은 RP Annex에만 둔다.
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0057Battle SkillSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operators | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 스킬
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0058Combo SkillSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operators | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 스킬
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0059UltimateSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE Operators | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 스킬
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0060Final StrikeSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 조작 중 Operator | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 기본 공격 연계
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0061Perfect DodgeSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 조작 중 Operator | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 회피
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- 적 공격 명중 직전에 회피하면 Perfect Dodge가 Trigger되어 소비 Stamina 일부와 소량 SP를 회복한다.
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0062FinisherSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 조작 중 Operator | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 후속 공격
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0063StaggerSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 전투 상태
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0064VulnerableSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Physical Status
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Vulnerable은 누적 가능한 Physical Status 선행 상태다. Lift와 Knock Down은 Stack을 추가하고 Crush와 Breach는 Stack을 소비해 다른 결과를 만든다.
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0065CombustionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Reaction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0066SolidificationSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Reaction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0067ElectrificationSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Reaction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0068CorrosionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Reaction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0069Basic AttackSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 조작·비조작 Operators | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 기본 공격 연계
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0070Dive AttackSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 조작 중 Operator | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 기본 공격 연계
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0071Stagger NodeSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 일부 강력한 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 전투 상태
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0072Arts InflictionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- 전투 상태
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- 동일 원소 반복은 Arts Burst를 만들고 다른 원소 적용은 두 번째 Infliction에 따라 Combustion, Solidification, Electrification, Corrosion을 만든다. Solidification 상태에서 Vulnerable 또는 Physical Status가 적용되면 Shatter가 추가로 발동한다.
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0073Arts BurstSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- 반응 / 피해
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0074Heat InflictionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Infliction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0075Cryo InflictionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Infliction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0076Electric InflictionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Infliction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0077Nature InflictionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Graphic/Art
- OBJECT TYPE
- Arts Infliction
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0078LiftSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Physical Status
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0079Knock DownSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Physical Status
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0080CrushSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Physical Status
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0081BreachSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Physical Status
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0082StaminaSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 조작 중 Operator | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- 전투 자원
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0083Teammate Skill Visual Effect AdjustmentsSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Party/Formation
- OBJECT TYPE
- UI / VFX 설정
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0084DLSS 4.5 Super ResolutionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 호환 PC 하드웨어 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- PC 기술
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0085AMD FSR 3Same as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 호환 PC 하드웨어 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- PC 기술
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0086upgraded PSSRSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE PS5 Pro | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- PS5 Pro 기술
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0087Skill Attack Targeting PrioritySame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- UI / 타기팅 설정
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0088Active Target Lock-onSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- UI / 타기팅 설정
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0089Assisted Target SelectionSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- UI / 타기팅 설정
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0090Camera DistanceSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- 카메라 설정
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0091Display ModeSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- 그래픽 설정
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0092Camera SystemSame as current name / not separately stated · Photo Mode-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전체 플랫폼 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- 비주얼 / 카메라 시스템
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0093Operator Artwork ViewingSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 보유 Operators | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- 비주얼 / 컬렉션 UI
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0094Enemy Attack WarningSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 적 / 플레이어 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- UI / 전투 피드백
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0095Valley IVSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE | 9 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Region / Access Destination
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0096PayPalSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | CONDITIONAL Selected listed regions / official checkout; Officially listed regions / web checkout; Restored in listed regions from 2026-05-20 11:00 GMT+8 | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Payment channel; Payment / Governance; Payment Channel; Cash
- ROLE FUNCTION
- Payment / Governance; Checkout payment
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- PayPal 결제는 공식 공지에 열거된 국가·지역에서 복구됐으며, 비열거 지역은 체크아웃에서 옵션이 보이지 않을 수 있다.
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0097불균형 게이지Same as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 공식 한국어·영문 공개문서의 언어/시점 조건 분리 | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- 명칭·언어/버전 조건
- ROLE FUNCTION
- Directive-confirmed final object
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0098Mountain ContourSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 기업 식별 | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- 개발 주체
- ROLE FUNCTION
- Directive-confirmed final object
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0099DodgeSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전투 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- 객체 존재
- ROLE FUNCTION
- Directive-confirmed final object
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|
| 0100ShatterSame as current name / not separately stated-only semantic projection; unknown attributes remain explicitly Unknown in | — | ACTIVE 전투 | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- 객체 존재
- ROLE FUNCTION
- Directive-confirmed final object
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Unknown in
- COMBAT RESOURCE
- Unknown in
- VISUAL UI FEEDBACK
- Unknown in
|
|---|