NOVASMC

Chaos Zero Nightmare

Roguelike turn-based card RPG · PC(STOVE), Android, iOS

Read this game through the selected section of its nine-part knowledge record.

CATALOG CONTENTS
151
CLASSIFICATION GROUPS
23
TRANSITIONS
18
RULES & PROCESS CONTENTS
13
PLAYER EXPERIENCE ELEMENTS
54

Basic Configuration

RECORDS
67
VISIBLE
67
PAGE
1 / 2

150OF 67 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0001CombatantDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Playable entity type
OBJECT TYPE
Playable entity type
ROLE FUNCTION
Contributes unique cards and an Ego Skill to combat
PRIMARY MODE POSITION
Player selects Combatants into the three-Combatant battle team
CORE RULE MECHANIC
Cards, class, attribute, Partner assignment
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Cards, class, attribute, Partner assignment
0002PartnerDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Assigned companion type
OBJECT TYPE
Assigned companion type
ROLE FUNCTION
Assigned to a Combatant; contributes a Partner Ego Skill and passive support; Partner는 Combatant 1인당 1개만 장착한다. Partner Passive는 특정 Class에 잠겨 있어 배정 대상 Combatant의 Class가 일치할 때만 발동하며, 스탯 보너스와 Ego Skill은 Class 불일치 시에도 적용된다.
PRIMARY MODE POSITION
Three Partners are equipped alongside the three Combatants
CORE RULE MECHANIC
Class-matched assignment and Ego side deck
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Class-matched assignment and Ego side deck
0003Striker클래스: StrikerDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Class
OBJECT TYPE
Class
ROLE FUNCTION
Official class label; class-wide function is not generalized beyond published character examples
PRIMARY MODE POSITION
Fixed per entity in public profiles; class-change rule not found
CORE RULE MECHANIC
Used for Combatant and Partner compatibility
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Used for Combatant and Partner compatibility
0004Psionic클래스: PsionicDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Class
OBJECT TYPE
Class
ROLE FUNCTION
Official class label; class-wide function is not generalized beyond published character examples
PRIMARY MODE POSITION
Fixed per entity in public profiles; class-change rule not found
CORE RULE MECHANIC
Used for Combatant and Partner compatibility
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Used for Combatant and Partner compatibility
0005Vanguard클래스: VanguardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Class
OBJECT TYPE
Class
ROLE FUNCTION
Official class label; class-wide function is not generalized beyond published character examples
PRIMARY MODE POSITION
Fixed per entity in public profiles; class-change rule not found
CORE RULE MECHANIC
Used for Combatant and Partner compatibility
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Used for Combatant and Partner compatibility
0006Ranger클래스: RangerDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Class
OBJECT TYPE
Class
ROLE FUNCTION
Official class label; class-wide function is not generalized beyond published character examples
PRIMARY MODE POSITION
Fixed per entity in public profiles; class-change rule not found
CORE RULE MECHANIC
Used for Combatant and Partner compatibility
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Used for Combatant and Partner compatibility
0007Hunter클래스: HunterDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Class
OBJECT TYPE
Class
ROLE FUNCTION
Official class label; class-wide function is not generalized beyond published character examples
PRIMARY MODE POSITION
Fixed per entity in public profiles; class-change rule not found
CORE RULE MECHANIC
Used for Combatant and Partner compatibility
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Used for Combatant and Partner compatibility
0008Controller클래스: ControllerDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Class
OBJECT TYPE
Class
ROLE FUNCTION
Official class label; class-wide function is not generalized beyond published character examples
PRIMARY MODE POSITION
Fixed per entity in public profiles; class-change rule not found
CORE RULE MECHANIC
Used for Combatant and Partner compatibility
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Used for Combatant and Partner compatibility
0009PassionDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Attribute
OBJECT TYPE
Attribute
ROLE FUNCTION
Attribute label used for weakness and break interactions
PRIMARY MODE POSITION
Fixed per entity/card in public descriptions; change rule not found
CORE RULE MECHANIC
Enemy weakness and Tenacity/Ravage interaction
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Enemy weakness and Tenacity/Ravage interaction
0010VoidDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Attribute
OBJECT TYPE
Attribute
ROLE FUNCTION
Attribute label used for weakness and break interactions
PRIMARY MODE POSITION
Fixed per entity/card in public descriptions; change rule not found
CORE RULE MECHANIC
Enemy weakness and Tenacity/Ravage interaction
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Enemy weakness and Tenacity/Ravage interaction
0011InstinctDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Attribute
OBJECT TYPE
Attribute
ROLE FUNCTION
Attribute label used for weakness and break interactions
PRIMARY MODE POSITION
Fixed per entity/card in public descriptions; change rule not found
CORE RULE MECHANIC
Enemy weakness and Tenacity/Ravage interaction
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Enemy weakness and Tenacity/Ravage interaction
0012OrderDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Attribute
OBJECT TYPE
Attribute
ROLE FUNCTION
Attribute label used for weakness and break interactions
PRIMARY MODE POSITION
Fixed per entity/card in public descriptions; change rule not found
CORE RULE MECHANIC
Enemy weakness and Tenacity/Ravage interaction
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Enemy weakness and Tenacity/Ravage interaction
0013JusticeDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Attribute
OBJECT TYPE
Attribute
ROLE FUNCTION
Attribute label used for weakness and break interactions
PRIMARY MODE POSITION
Fixed per entity/card in public descriptions; change rule not found
CORE RULE MECHANIC
Enemy weakness and Tenacity/Ravage interaction
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Enemy weakness and Tenacity/Ravage interaction
00145-StarDirectACTIVE

Global build

6 FIELDS
DOMAIN
Character
TYPE
Rarity tier
OBJECT TYPE
Rarity tier
ROLE FUNCTION
Officially used rarity label for Combatants and Partners; 등급 계층은 엔티티 유형별로 분리된다. Combatant는 4★과 5★의 2단계로 운용되고, Partner는 3★·4★·5★의 3단계로 운용된다. 3★ 등급은 Partner에만 존재한다.
PRIMARY MODE POSITION
Fixed at entity release/acquisition
TARGET PARTY FORMATION
Global build
00154-StarDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Rarity tier
OBJECT TYPE
Rarity tier
ROLE FUNCTION
Secondary database identifies Amir as a 4-Star Combatant; `4-Star`는 Smilegate 공식 사전등록 공지에서 Combatant `Amir`의 등급으로 직접 확인된다. 다만 전체 rarity hierarchy는 별도 미확정이다.; 등급 계층은 엔티티 유형별로 분리된다. Combatant는 4★과 5★의 2단계로 운용되고, Partner는 3★·4★·5★의 3단계로 운용된다. 3★ 등급은 Partner에만 존재한다.
PRIMARY MODE POSITION
Fixed at entity level
CORE RULE MECHANIC
Full official rarity hierarchy remains partial
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Full official rarity hierarchy remains partial
0016Three-Combatant Team3인 파티DirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Team composition
OBJECT TYPE
Team composition
ROLE FUNCTION
Defines the active Combatant team size; 3인 Combatant 편성은 표준 모드의 상한이다. 상시 로그라이크 모드 Sortie에서는 1인으로 시작해 구역 진행에 따라 전투원이 합류하며 최대 4인까지 편성된다.
PRIMARY MODE POSITION
Player selects three Combatants
CORE RULE MECHANIC
Operates with three equipped Partners and a combined card battle engine
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Operates with three equipped Partners and a combined card battle engine
0017Three-Partner Loadout3 PartnersDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Partner loadout
OBJECT TYPE
Partner loadout
ROLE FUNCTION
Defines the equipped Partner count paired with the three fighters
PRIMARY MODE POSITION
Player equips three Partners
CORE RULE MECHANIC
Adds three Partner Ego Skills
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Adds three Partner Ego Skills
0018Combat Deck / Deck공유 덱InferredACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Deck
OBJECT TYPE
Deck
ROLE FUNCTION
Combines character cards into the battle deck; “공유 덱” is retained as a descriptive Korean alias
PRIMARY MODE POSITION
Constructed from selected Combatants and run-acquired cards
CORE RULE MECHANIC
Draw Pile, Hand, Discard Pile, Retain
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Draw Pile, Hand, Discard Pile, Retain
0019Action Points (AP)행동력 / 행동력 (AP)DirectACTIVE

Global build

9 FIELDS
DOMAIN
Combat
TYPE
Combat resource
OBJECT TYPE
Combat resource
ROLE FUNCTION
Card-play cost resource reset at turn start
PRIMARY MODE POSITION
System grants at turn start; cards consume stated cost
CORE RULE MECHANIC
Card cost; turn reset
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Card cost; turn reset
COMBAT RESOURCE
Card-play cost resource reset at turn start
0020Hand / Hand Limit핸드 한도DirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card zone / limit
OBJECT TYPE
Card zone / limit
ROLE FUNCTION
Holds drawn cards for current decisions
PRIMARY MODE POSITION
System draws into hand; hand has a public maximum
CORE RULE MECHANIC
Draw/Discard/Retain
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Draw/Discard/Retain
0021Draw PileDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card zone
OBJECT TYPE
Card zone
ROLE FUNCTION
Source of cards drawn into hand
PRIMARY MODE POSITION
System draws from this zone
CORE RULE MECHANIC
Reshuffles from Discard when empty
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Reshuffles from Discard when empty
0022Discard PileDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card zone
OBJECT TYPE
Card zone
ROLE FUNCTION
Receives played or unplayed cards at turn end unless Retain applies
PRIMARY MODE POSITION
System moves cards at turn end
CORE RULE MECHANIC
Reshuffles into Draw Pile when Draw Pile is empty
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Reshuffles into Draw Pile when Draw Pile is empty
0023RetainDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card tag
OBJECT TYPE
Card tag
ROLE FUNCTION
Exception that prevents normal end-turn discard
PRIMARY MODE POSITION
Fixed card tag/effect
CORE RULE MECHANIC
Overrides discard transition
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Overrides discard transition
0024Attack CardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card type
OBJECT TYPE
Card type
ROLE FUNCTION
Usually deals damage
PRIMARY MODE POSITION
Card type is intrinsic to the card
CORE RULE MECHANIC
Interacts with AP, deck zones, and character effects
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Interacts with AP, deck zones, and character effects
0025Skill CardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card type
OBJECT TYPE
Card type
ROLE FUNCTION
Usually heals, shields, buffs, or debuffs
PRIMARY MODE POSITION
Card type is intrinsic to the card
CORE RULE MECHANIC
Interacts with AP, deck zones, and character effects
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Interacts with AP, deck zones, and character effects
0026Upgrade CardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card type
OBJECT TYPE
Card type
ROLE FUNCTION
Provides encounter-long effects and leaves active deck for the fight
PRIMARY MODE POSITION
Card type is intrinsic to the card
CORE RULE MECHANIC
Interacts with AP, deck zones, and character effects
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Interacts with AP, deck zones, and character effects
0027Curse CardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card type
OBJECT TYPE
Card type
ROLE FUNCTION
Negative/event-created deck obstruction
PRIMARY MODE POSITION
Card type is intrinsic to the card
CORE RULE MECHANIC
Interacts with AP, deck zones, and character effects
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Interacts with AP, deck zones, and character effects
0028Status CardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Card type
OBJECT TYPE
Card type
ROLE FUNCTION
Enemy-created battle status card that generally clears after battle
PRIMARY MODE POSITION
Card type is intrinsic to the card
CORE RULE MECHANIC
Interacts with AP, deck zones, and character effects
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Interacts with AP, deck zones, and character effects
0029Ego Skill자아각성 스킬 (EGO)DirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Special skill
OBJECT TYPE
Special skill
ROLE FUNCTION
Special skill played with EP; three from Combatants and three from Partners form a side deck; 6개 Ego Skill 중 3개가 상단에 노출되고 나머지 3개는 그 아래에 가려진 상태로 배치된다. Partner Ego Skill은 전투당 1회만 사용할 수 있고 강화 수단이 없다.
PRIMARY MODE POSITION
Fixed to Combatant/Partner; available during battle
CORE RULE MECHANIC
EP generation and cost
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
EP generation and cost
0030Ego Points (EP)Ego PointsDirectACTIVE

Global build

9 FIELDS
DOMAIN
Combat
TYPE
Combat resource
OBJECT TYPE
Combat resource
ROLE FUNCTION
Resource used to play Ego Skills
PRIMARY MODE POSITION
Builds through battle actions according to guide
CORE RULE MECHANIC
Ego Skill cost and cap
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Ego Skill cost and cap
COMBAT RESOURCE
Resource used to play Ego Skills
0031Action Count행동 카운터 (Enemy AP)DirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Enemy tempo rule
OBJECT TYPE
Enemy tempo rule
ROLE FUNCTION
Counts down as cards are used; enemy acts when threshold is reached
PRIMARY MODE POSITION
Displayed per enemy
CORE RULE MECHANIC
Card use and break can change the counter
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Card use and break can change the counter
0032Tenacity / Ravage BarTenacityDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Enemy defense state
OBJECT TYPE
Enemy defense state
ROLE FUNCTION
Attribute-matched attacks accelerate break-bar reduction; 속성이 일치하는 공격 카드의 Tenacity 피해 증가폭은 해당 카드의 AP 비용에 비례해 확대된다. 속성 불일치 공격도 소량의 Tenacity 피해를 준다.
PRIMARY MODE POSITION
Fixed per enemy encounter
CORE RULE MECHANIC
Ravage changes AP, stress, and counter
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Ravage changes AP, stress, and counter
0033RavageBreakDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Enemy state
OBJECT TYPE
Enemy state
ROLE FUNCTION
Triggered when Tenacity/Ravage bar is depleted; Tenacity가 완전히 소진되면 적은 `Ravage` 상태가 된다. Ravage 발생 시 적의 Action Count가 1 증가하고 플레이어는 AP 1을 얻으며, Ravage를 발생시킨 Combatant는 일부 Stress를 회복한다.
PRIMARY MODE POSITION
System state transition
CORE RULE MECHANIC
Returns AP and delays enemy counter according to guide
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Returns AP and delays enemy counter according to guide
0034Stress멘탈 스트레스DirectACTIVE

Global build

9 FIELDS
DOMAIN
Combat
TYPE
Combat state resource
OBJECT TYPE
Combat state resource
ROLE FUNCTION
Accumulates when health damage is taken; reaching the threshold triggers collapse/breakdown
PRIMARY MODE POSITION
Per Combatant
CORE RULE MECHANIC
Shield and healing interactions; Collapse State
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Shield and healing interactions; Collapse State
COMBAT RESOURCE
Accumulates when health damage is taken; reaching the threshold triggers collapse/breakdown
0035Mental Breakdown스트레스/멘탈 브레이크다운(트라우마)DirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Combatant state
OBJECT TYPE
Combatant state
ROLE FUNCTION
Stress-threshold state that changes cards, health, and Ego availability; Stress가 한계에 도달하면 Combatant는 `Mental Breakdown`에 진입한다. 한국어 서비스 명칭은 `붕괴`이며, `Collapse State`는 과거 공식 영문 인터뷰의 서술적 표현으로만 조건부 보존한다. 이들은 별도 상태가 아니다.
PRIMARY MODE POSITION
Triggered by Stress threshold
CORE RULE MECHANIC
Recovered through Breakdown Cards; linked to Trauma/Counseling outside battle
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Recovered through Breakdown Cards; linked to Trauma/Counseling outside battle
0036Breakdown CardBreak CardDirectACTIVE

Global build

8 FIELDS
DOMAIN
Combat
TYPE
Recovery card
OBJECT TYPE
Recovery card
ROLE FUNCTION
Replaces normal cards during breakdown and is used for recovery; 초기 회복 요구치는 Breakdown Card 5회 사용이며, 표준 모드에서는 동일 Combatant가 Mental Breakdown을 겪을 때마다 요구치가 1씩 증가한다. 5 > 6 > 8 > 10 > 12의 가중 수열은 Chaos Deep Trauma 모드 전용 증가 규칙이다.
PRIMARY MODE POSITION
System-created during state
CORE RULE MECHANIC
Recovery-count variants conflict across secondary descriptions
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Recovery-count variants conflict across secondary descriptions
0037Epiphany에피파니(EGOs) 시스템DirectACTIVE

Global build

9 FIELDS
DOMAIN
Combat
TYPE
Card evolution event
OBJECT TYPE
Card evolution event
ROLE FUNCTION
Adds a unique card or upgrades a card during combat
PRIMARY MODE POSITION
Triggered in combat; exact probability not disclosed
CORE RULE MECHANIC
Added card may have a temporary zero-AP state
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Added card may have a temporary zero-AP state
COMBAT RESOURCE
Adds a unique card or upgrades a card during combat
0038PrayerDirectACTIVE

Global guide snapshot

8 FIELDS
DOMAIN
Combat
TYPE
Player correction tool
OBJECT TYPE
Player correction tool
ROLE FUNCTION
Uses Clockwork of Time to rewind a card, redraw Ego Skills, or rewind the current turn
PRIMARY MODE POSITION
Player-activated during battle
CORE RULE MECHANIC
Direct state rewind; detailed costs in RP Annex
TARGET PARTY FORMATION
Global guide snapshot
COMBAT TEMPO TURN ORDER
Direct state rewind; detailed costs in RP Annex
0039Chaos / Chaos MissionsChaos 정벌DirectACTIVE

Global build

6 FIELDS
DOMAIN
Combat
TYPE
Roguelike run mode
OBJECT TYPE
Roguelike run mode
CORE RULE MECHANIC
Produces Save Data and exposes Stress/Break systems
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Produces Save Data and exposes Stress/Break systems
0040Save DataDirectACTIVE

Global build

6 FIELDS
DOMAIN
Combat
TYPE
Persistent run output
OBJECT TYPE
Persistent run output
ROLE FUNCTION
Stores cards, Epiphany upgrades, and equipment from a run for use elsewhere
PRIMARY MODE POSITION
Granted after clearing a Chaos run according to guide
TARGET PARTY FORMATION
Global build
00412D Illustrations그래픽 스타일DirectACTIVE

Global build

9 FIELDS
DOMAIN
Visual
TYPE
Art Design & Style
OBJECT TYPE
Art Design & Style
ROLE FUNCTION
High-quality 2D character and scene presentation
PRIMARY MODE POSITION
System-level presentation
CORE RULE MECHANIC
Character, camera, lighting, UI feedback
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Character, camera, lighting, UI feedback
VISUAL UI FEEDBACK
High-quality 2D character and scene presentation
00422.5D Active Camera2.5D active cameraDirectACTIVE

Global build

10 FIELDS
DOMAIN
Visual
TYPE
Graphic Quality
OBJECT TYPE
Graphic Quality
ROLE FUNCTION
Camera presentation used to add depth to 2D visuals
PRIMARY MODE POSITION
System-level presentation
CORE RULE MECHANIC
Character, camera, lighting, UI feedback
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Character, camera, lighting, UI feedback
COMBAT RESOURCE
Camera presentation used to add depth to 2D visuals
VISUAL UI FEEDBACK
Camera presentation used to add depth to 2D visuals
0043Dynamic Lightingdynamic lightingDirectACTIVE

Global build

10 FIELDS
DOMAIN
Visual
TYPE
Graphic Quality
OBJECT TYPE
Graphic Quality
ROLE FUNCTION
Lighting blends characters and backgrounds and adds visual depth
PRIMARY MODE POSITION
System-level presentation
CORE RULE MECHANIC
Character, camera, lighting, UI feedback
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Character, camera, lighting, UI feedback
COMBAT RESOURCE
Lighting blends characters and backgrounds and adds visual depth
VISUAL UI FEEDBACK
Lighting blends characters and backgrounds and adds visual depth
0044SD Combat PresentationSD combat animationDirectACTIVE

Global build

9 FIELDS
DOMAIN
Visual
TYPE
Motion
OBJECT TYPE
Motion
ROLE FUNCTION
Simplified combat effects maintain battle tempo
PRIMARY MODE POSITION
System-level presentation
CORE RULE MECHANIC
Character, camera, lighting, UI feedback
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Character, camera, lighting, UI feedback
VISUAL UI FEEDBACK
Simplified combat effects maintain battle tempo
0045Full-Body Story Animationfull-body story animationDirectACTIVE

Global build

9 FIELDS
DOMAIN
Visual
TYPE
Motion
OBJECT TYPE
Motion
ROLE FUNCTION
Used at key story moments for emotional impact
PRIMARY MODE POSITION
System-level presentation
CORE RULE MECHANIC
Character, camera, lighting, UI feedback
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Character, camera, lighting, UI feedback
VISUAL UI FEEDBACK
Used at key story moments for emotional impact
0046HildeDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Combatant
OBJECT TYPE
Combatant
ROLE FUNCTION
Instinct Ranger; creates Homing Arrow cards and supports party draw
PRIMARY MODE POSITION
Fixed entity identity
CORE RULE MECHANIC
Class/attribute/Partner relations where published
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Class/attribute/Partner relations where published
0047EunieDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Partner
OBJECT TYPE
Partner
ROLE FUNCTION
Ranger Partner; increases assigned Combatant attack and extra-attack damage for specified generated cards; Eunie는 5★ Ranger 클래스 Partner다.
PRIMARY MODE POSITION
Fixed entity identity
CORE RULE MECHANIC
Class/attribute/Partner relations where published
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Class/attribute/Partner relations where published
0048FeiDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Combatant
OBJECT TYPE
Combatant
ROLE FUNCTION
Void Ranger; gains Advent when allies draw and chains additional attacks; Fei는 5★ 등급 Void 속성 Ranger Combatant다.
PRIMARY MODE POSITION
Fixed entity identity
CORE RULE MECHANIC
Class/attribute/Partner relations where published
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Class/attribute/Partner relations where published
0049RuixiangDirectACTIVE

Global build

8 FIELDS
DOMAIN
Character
TYPE
Partner
OBJECT TYPE
Partner
ROLE FUNCTION
Partner released with Fei
PRIMARY MODE POSITION
Fixed entity identity
CORE RULE MECHANIC
Class/attribute/Partner relations where published
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Class/attribute/Partner relations where published
0050HeidemarieDirectACTIVE

Global build

7 FIELDS
DOMAIN
Character
TYPE
Combatant
OBJECT TYPE
Combatant
PRIMARY MODE POSITION
Fixed entity identity
CORE RULE MECHANIC
Class/attribute/Partner relations where published
TARGET PARTY FORMATION
Global build
COMBAT TEMPO TURN ORDER
Class/attribute/Partner relations where published