| 0001CombatantDirect | — | ACTIVE 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
|
|---|
| 0002PartnerDirect | — | ACTIVE 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: StrikerDirect | — | ACTIVE 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: PsionicDirect | — | ACTIVE 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: VanguardDirect | — | ACTIVE 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: RangerDirect | — | ACTIVE 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: HunterDirect | — | ACTIVE 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: ControllerDirect | — | ACTIVE 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
|
|---|
| 0009PassionDirect | — | ACTIVE 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
|
|---|
| 0010VoidDirect | — | ACTIVE 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
|
|---|
| 0011InstinctDirect | — | ACTIVE 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
|
|---|
| 0012OrderDirect | — | ACTIVE 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
|
|---|
| 0013JusticeDirect | — | ACTIVE 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-StarDirect | — | ACTIVE 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-StarDirect | — | ACTIVE 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 파티Direct | — | ACTIVE 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 PartnersDirect | — | ACTIVE 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 덱Inferred | — | ACTIVE 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)Direct | — | ACTIVE 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 한도Direct | — | ACTIVE 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 PileDirect | — | ACTIVE 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 PileDirect | — | ACTIVE 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
|
|---|
| 0023RetainDirect | — | ACTIVE 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 CardDirect | — | ACTIVE 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 CardDirect | — | ACTIVE 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 CardDirect | — | ACTIVE 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 CardDirect | — | ACTIVE 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 CardDirect | — | ACTIVE 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)Direct | — | ACTIVE 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 PointsDirect | — | ACTIVE 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)Direct | — | ACTIVE 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 BarTenacityDirect | — | ACTIVE 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
|
|---|
| 0033RavageBreakDirect | — | ACTIVE 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 스트레스Direct | — | ACTIVE 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)Direct | — | ACTIVE 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 CardDirect | — | ACTIVE 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) 시스템Direct | — | ACTIVE 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
|
|---|
| 0038PrayerDirect | — | ACTIVE 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 정벌Direct | — | ACTIVE 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 DataDirect | — | ACTIVE 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 스타일Direct | — | ACTIVE 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 cameraDirect | — | ACTIVE 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
|
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| 0043Dynamic Lightingdynamic lightingDirect | — | ACTIVE 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
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| 0044SD Combat PresentationSD combat animationDirect | — | ACTIVE 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
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| 0045Full-Body Story Animationfull-body story animationDirect | — | ACTIVE 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
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| 0046HildeDirect | — | ACTIVE 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
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| 0047EunieDirect | — | ACTIVE 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
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| 0048FeiDirect | — | ACTIVE 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
|
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| 0049RuixiangDirect | — | ACTIVE 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
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| 0050HeidemarieDirect | — | ACTIVE 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
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