| 0001Basic Configuration 1Nagisa "Wonder" · Nagisa Kamisiro / WONDER · Wonder / Protagonist | — | ACTIVE Player protagonist; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Identity / Playable Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Fixed party member; can switch Personas
- PRIMARY MODE POSITION
- Player protagonist
- CORE RULE MECHANIC
- Persona choice changes role/affinity and Harmony
- TARGET PARTY FORMATION
- Player protagonist
|
|---|
| 0002Basic Configuration 2Motoha Arai · Motoha Arai / Closer | — | ACTIVE Owned roster / story unlock; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster / story unlock
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster / story unlock
|
|---|
| 0003Basic Configuration 3Shun Kano / Soy · Shun Kanou | — | ACTIVE Owned roster / story unlock; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster / story unlock
- CORE RULE MECHANIC
- Guardian-oriented team protection
- TARGET PARTY FORMATION
- Owned roster / story unlock
|
|---|
| 0004Basic Configuration 4Riko Tanemura · Riko Tanemura / Wind | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Character / Navigator
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Off-field support in base form; alternate form exists
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Special Outfit compatibility differs by form/rarity
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0005Basic Configuration 5Ren Amamiya · Ren Amamiya / Joker | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0006Basic Configuration 6Ryuji · Ryuji Sakamoto / Skull | — | ACTIVE | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0007Basic Configuration 7Morgana · Morgana / Mona | — | ACTIVE | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0008Basic Configuration 8Ann · Ann Takamaki / Panther | — | ACTIVE | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0009Basic Configuration 9Yusuke · Yusuke Kitagawa / Fox | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0010Basic Configuration 10Makoto · Makoto Niijima / Queen | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0011Basic Configuration 11Futaba · Futaba Sakura / Oracle | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character / Navigator
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Off-field support
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Elucidator/Navigator support
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0012Basic Configuration 12Haru · Haru Okumura / Noir | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity-based team interaction
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0013Basic Configuration 13Akechi · Goro Akechi / Crow | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Playable Crossover Character
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable combatant
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Almighty-oriented offense
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0014Basic Configuration 14SEES · Specialized Extracurricular Execution Squad / S.E.E.S. | — | CONDITIONAL Applicable crossover roster; In Scope In Scope | 8 FIELDS- DOMAIN
- Character
- TYPE
- Faction / Crossover Group
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Group classification
- PRIMARY MODE POSITION
- Applicable crossover roster
- CORE RULE MECHANIC
- P3R-exclusive Theurgy/Assist variants can alter P5X defaults
- TARGET PARTY FORMATION
- Applicable crossover roster
- COMBAT RESOURCE
- Combat resource
|
|---|
| 0015Basic Configuration 15Phantom Thieves · Phantom Thieves (P5X) | — | ACTIVE P5X protagonist group; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Faction / Group
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Roster identity
- PRIMARY MODE POSITION
- P5X protagonist group
- CORE RULE MECHANIC
- Contains combat and Navigator members
- TARGET PARTY FORMATION
- P5X protagonist group
|
|---|
| 0016Basic Configuration 16 | — | ACTIVE Owned roster; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Faction / Group
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable roster category
- PRIMARY MODE POSITION
- Owned roster
- CORE RULE MECHANIC
- Role·affinity taxonomy applies
- TARGET PARTY FORMATION
- Owned roster
|
|---|
| 0017Basic Configuration 17 | — | ACTIVE Owned crossover roster; In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Faction / Crossover Group
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable roster category
- PRIMARY MODE POSITION
- Owned crossover roster
- CORE RULE MECHANIC
- Role·affinity taxonomy applies
- TARGET PARTY FORMATION
- Owned crossover roster
|
|---|
| 0018Basic Configuration 18Persona · 페르소나(각성체) | — | ACTIVE | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Combat Object / Power Layer
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Changes skills, affinity and combat options
- PRIMARY MODE POSITION
- Wonder
- CORE RULE MECHANIC
- Interacts with Harmony and weakness system
- TARGET PARTY FORMATION
- Wonder
|
|---|
| 0019Basic Configuration 19 | — | ACTIVE Wonder; In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Initial Persona
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Initial Persona and skill source
- PRIMARY MODE POSITION
- Wonder
- CORE RULE MECHANIC
- Gun/Assassin-oriented starting configuration
- TARGET PARTY FORMATION
- Wonder
|
|---|
| 0020Basic Configuration 20 | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- single-target attacks
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters and Personas
|
|---|
| 0021Basic Configuration 21 | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- multi-target attacks
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters and Personas
|
|---|
| 0022Basic Configuration 22 | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- healing and resilience
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters and Personas
|
|---|
| 0023Basic Configuration 23 | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- protection and survivability
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters and Personas
|
|---|
| 0024Basic Configuration 24 | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- ally buffs and combat power
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters and Personas
|
|---|
| 0025Basic Configuration 25 | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- enemy debuffs
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters and Personas
|
|---|
| 0026Basic Configuration 26Elucidator · Elucidator / Navigator | — | ACTIVE Playable characters and/or Personas; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- off-field support without direct combat participation
- PRIMARY MODE POSITION
- Navigator only
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Navigator only
|
|---|
| 0027Basic Configuration 27 | — | CONDITIONAL Characters; Justine & Caroline-specific at baseline; In Scope In Scope | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- multiple tactical roles; Justine & Caroline-specific
- PRIMARY MODE POSITION
- Characters; Justine & Caroline-specific at baseline
- CORE RULE MECHANIC
- Role limits and role-specific content effects
- TARGET PARTY FORMATION
- Characters; Justine & Caroline-specific at baseline
|
|---|
| 0028Basic Configuration 28 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- critical hits can reduce Down Points
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0029Basic Configuration 29 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- critical hits can reduce Down Points
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0030Basic Configuration 30 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Burn-oriented interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0031Basic Configuration 31 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Freeze-oriented interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0032Basic Configuration 32 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Shock-oriented interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0033Basic Configuration 33 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Windswept/defense interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0034Basic Configuration 34 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- mental-ailment interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0035Basic Configuration 35 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- elemental-ailment interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0036Basic Configuration 36 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- stackable recovery interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0037Basic Configuration 37 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- stackable damage interaction
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0038Basic Configuration 38 | — | ACTIVE Playable characters, Personas and enemies; In Scope In Scope | 7 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Attribute / Affinity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- defense-ignoring damage affinity
- PRIMARY MODE POSITION
- Playable characters, Personas and enemies
- CORE RULE MECHANIC
- Weakness/resistance/ailment/Harmony interactions
- TARGET PARTY FORMATION
- Playable characters, Personas and enemies
|
|---|
| 0039Basic Configuration 39 | — | ACTIVE Enemies and player party where applicable; In Scope In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- State / Resource
- OBJECT TYPE
- Currency
- ROLE FUNCTION
- Absorbs qualifying weakness or Physical/Gun critical hits before Knockdown
- PRIMARY MODE POSITION
- Enemies and player party where applicable
- CORE RULE MECHANIC
- Depletion can unlock 1 MORE
- TARGET PARTY FORMATION
- Enemies and player party where applicable
- COMBAT RESOURCE
- Combat resource
|
|---|
| 0040Basic Configuration 40 | — | ACTIVE Acting combatant; In Scope In Scope | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Action Access
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Bonus attack access after successful Knockdown
- PRIMARY MODE POSITION
- Acting combatant
- CORE RULE MECHANIC
- Can lead to further Knockdown and All-Out Attack
- TARGET PARTY FORMATION
- Acting combatant
|
|---|
| 0041Basic Configuration 41 | — | ACTIVE Active combat party; In Scope In Scope | 8 FIELDS- DOMAIN
- Combat / Visual
- TYPE
- Team Action / Finisher
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Team attack against all enemies
- PRIMARY MODE POSITION
- Active combat party
- CORE RULE MECHANIC
- Requires all enemies Knocked Down
- TARGET PARTY FORMATION
- Active combat party
- VISUAL UI FEEDBACK
- Visual / UI feedback
|
|---|
| 0042Basic Configuration 42Baton Pass · Baton Touch (P5X) · Baton Pass (series term) | — | ACTIVE Eligible ally after weakness interaction; In Scope In Scope | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Action Handoff
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Transfers follow-up action opportunity
- PRIMARY MODE POSITION
- Eligible ally after weakness interaction
- CORE RULE MECHANIC
- Target weakness visibility affects choice
- TARGET PARTY FORMATION
- Eligible ally after weakness interaction
|
|---|
| 0043Basic Configuration 43Gun Attack · Gun attack / Gun command | — | ACTIVE Combatant with Gun command; In Scope In Scope | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Action
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Ranged attack; qualifying critical can reduce Down Points
- PRIMARY MODE POSITION
- Combatant with Gun command
- CORE RULE MECHANIC
- Can contribute to Knockdown and All-Out Attack
- TARGET PARTY FORMATION
- Combatant with Gun command
|
|---|
| 0044Basic Configuration 44HIGHLIGHT / Highlight · Highlight | — | ACTIVE Party and selected character; In Scope In Scope | 9 FIELDS- DOMAIN
- Combat / Visual
- TYPE
- Shared Gauge / Combat Skill
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Full gauge enables character Highlight action
- PRIMARY MODE POSITION
- Party and selected character
- CORE RULE MECHANIC
- Timing interacts with turn order and cooldown
- TARGET PARTY FORMATION
- Party and selected character
- COMBAT RESOURCE
- Combat resource
- VISUAL UI FEEDBACK
- Visual / UI feedback
|
|---|
| 0045Basic Configuration 45 | — | ACTIVE Characters and Personas; In Scope In Scope | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Skill Resource
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Resource recovered by items/skills and consumed by skills
- PRIMARY MODE POSITION
- Characters and Personas
- CORE RULE MECHANIC
- Constrains repeated skill use
- TARGET PARTY FORMATION
- Characters and Personas
- COMBAT RESOURCE
- Combat resource
|
|---|
| 0046Basic Configuration 46 | — | ACTIVE All combatants; In Scope In Scope | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Stat / Tempo
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Higher values determine earlier order within disclosed scope
- PRIMARY MODE POSITION
- All combatants
- CORE RULE MECHANIC
- Does not itself grant extra actions
- TARGET PARTY FORMATION
- All combatants
- COMBAT TEMPO TURN ORDER
- Speed / Turn Order linked
- COMBAT RESOURCE
- Combat resource
|
|---|
| 0047Basic Configuration 47Turn Order · Turn Order UI | — | ACTIVE Player combat UI; In Scope In Scope | 9 FIELDS- DOMAIN
- Combat / Visual
- TYPE
- UI Feedback
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Shows current and upcoming action sequence
- PRIMARY MODE POSITION
- Player combat UI
- CORE RULE MECHANIC
- Supports timing of skills and Highlight
- TARGET PARTY FORMATION
- Player combat UI
- COMBAT TEMPO TURN ORDER
- Speed / Turn Order linked
- VISUAL UI FEEDBACK
- Visual / UI feedback
|
|---|
| 0048Basic Configuration 48 | — | ACTIVE Player exploration; In Scope In Scope | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Exploration UI / Feedback
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Highlights destructible objects, hidden paths, enemies and chests
- PRIMARY MODE POSITION
- Player exploration
- CORE RULE MECHANIC
- Information overlay; source-specific duration limits in RP Annex
- TARGET PARTY FORMATION
- Player exploration
- VISUAL UI FEEDBACK
- Visual / UI feedback
|
|---|
| 0049Basic Configuration 49 | — | ACTIVE Party including Wonder; In Scope | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Attribute Synergy
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Boosts skill damage of the activated attribute
- PRIMARY MODE POSITION
- Party including Wonder
- CORE RULE MECHANIC
- Wonder Persona switching can change triggered Harmony
- TARGET PARTY FORMATION
- Party including Wonder
|
|---|
| 0050Basic Configuration 50 | — | ACTIVE Player combat; In Scope | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Type / Control Mode
- OBJECT TYPE
- State
- ROLE FUNCTION
- Automates combat actions
- PRIMARY MODE POSITION
- Player combat
- CORE RULE MECHANIC
- Some settings can only be changed when Auto-Battle is off
- TARGET PARTY FORMATION
- Player combat
|
|---|