| 0001TristanPrince Tristan of the Kingdom of Liones · 트리스탄 | — | ACTIVE In Scope; Player-controlled protagonist | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; open-world exploration and combat
- PRIMARY MODE POSITION
- Selected into Team Formation
- CORE RULE MECHANIC
- Participates in hero/weapon combinations
- TARGET PARTY FORMATION
- The Seven Deadly Sins: Origin roster
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0002MeliodasMeliodas · 멜리오다스 [ occurrence] | — | ACTIVE In Scope; Playable hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Selected into Team Formation
- CORE RULE MECHANIC
- Combination skills depend on compatible hero/weapon pairings
- TARGET PARTY FORMATION
- The Seven Deadly Sins roster
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0003다이앤(Diane)Diane / 디안느 · 다이앤 · 디안느 · Diane | — | ACTIVE In Scope; Playable hero; Global roster; Korean localization | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Selectable through confirmed SSR hero channel
- CORE RULE MECHANIC
- 다이앤(Diane)
- TARGET PARTY FORMATION
- Regular SSR hero pool
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0004ElaineElaine · 엘레인 | — | ACTIVE In Scope; Playable hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Selectable through confirmed SSR hero channel
- CORE RULE MECHANIC
- Hero/weapon and party interactions
- TARGET PARTY FORMATION
- Regular SSR hero pool
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0005JerichoJericho · 제리코 | — | ACTIVE In Scope; Playable hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Selectable through confirmed SSR hero channel
- CORE RULE MECHANIC
- Hero/weapon and party interactions
- TARGET PARTY FORMATION
- Regular SSR hero pool
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0006KingKing · 킹 | — | ACTIVE In Scope; Playable hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Selectable through confirmed SSR hero channel
- CORE RULE MECHANIC
- Compatible hero combinations can enable Combined Attack
- TARGET PARTY FORMATION
- Regular SSR hero pool
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0007GuilaGuila · 길라 (각성 마법사 길라) | — | ACTIVE In Scope; Playable hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Selectable through confirmed SSR channel; launch reward channel was time-limited
- CORE RULE MECHANIC
- Hero/weapon and party interactions
- TARGET PARTY FORMATION
- Regular SSR hero pool / launch reward
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0008DaisyDaisy · 데이지 | — | ACTIVE In Scope; Playable SSR hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Added in version history
- CORE RULE MECHANIC
- Hero/weapon and party interactions
- TARGET PARTY FORMATION
- Version 1.1 addition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0009EscanorEscanor · 에스카노르 | — | ACTIVE | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Added in version history
- CORE RULE MECHANIC
- Hero/weapon and party interactions
- TARGET PARTY FORMATION
- Version 1.2 addition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0010GowtherGowther | — | ACTIVE Playable SSR hero | 10 FIELDS- DOMAIN
- Character
- TYPE
- Playable Hero
- OBJECT TYPE
- Playable Hero
- ROLE FUNCTION
- Team member; combat
- PRIMARY MODE POSITION
- Added before baseline
- CORE RULE MECHANIC
- Hero/weapon and party interactions
- TARGET PARTY FORMATION
- Version 1.7 addition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0011Tag SkillTag Skill · 태그 스킬 | — | ACTIVE In Scope; Switch active hero and trigger incoming action; Combat; 공식 텍스트로 확인된 공통 발동과 특정 효과만 적용 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Skill / Switch Mechanic
- OBJECT TYPE
- Skill / Switch Mechanic
- ROLE FUNCTION
- Used when switching with Tag Points
- PRIMARY MODE POSITION
- Incoming hero becomes active
- CORE RULE MECHANIC
- Timed use can interrupt or Stun according to direct guide text
- TARGET PARTY FORMATION
- tag-based combat
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0012tag-based combattag-based combat / tag battle · 태그 전투 시스템 | — | ACTIVE Combat flow based on timed hero swaps; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat System
- OBJECT TYPE
- Combat System
- ROLE FUNCTION
- Applied during combat
- PRIMARY MODE POSITION
- Connects Team Formation, Tag Skill and combination actions
- CORE RULE MECHANIC
- Weapon/hero combinations alter action options
- TARGET PARTY FORMATION
- Real-time action combat
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0013합기(Combined Attack)Combined Attack / combination skill · 합기(연계 필살기) · Combined Attack | — | ACTIVE In Scope; Release both heroes’ Ultimate Moves together; Korean/English official naming; `연계 필살기`와 `combination skill`은 설명형 별칭으로만 보존; 공식 구조 설명; Earth element live implementation example | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combination Mechanic
- OBJECT TYPE
- Combination Mechanic
- ROLE FUNCTION
- Requires a compatible combination and Ultimate Move use
- PRIMARY MODE POSITION
- Compatible heroes selected in Team Formation
- CORE RULE MECHANIC
- 합기(Combined Attack)
- TARGET PARTY FORMATION
- Compatible hero combination
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0014Burst GaugeBurst Gauge · 버스트 게이지 · 속성 게이지 | — | ACTIVE Accumulates through elemental actions; In Scope; Global | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Combat Resource
- ROLE FUNCTION
- Built during combat
- PRIMARY MODE POSITION
- Full gauge triggers Elemental Burst
- CORE RULE MECHANIC
- Different-element use changes stored element and reduces gauge in direct guide text
- TARGET PARTY FORMATION
- Elemental Burst system
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Burst Gauge / Magic Gauge
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0015Elemental BurstElemental Burst / elemental mechanics · 원소 시너지 | — | ACTIVE Creates element-dependent combat state/effect; In Scope; Global | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Element Mechanic
- OBJECT TYPE
- Element Mechanic
- ROLE FUNCTION
- Triggered from elemental combat
- PRIMARY MODE POSITION
- Element choice is tied to hero/weapon pairing
- CORE RULE MECHANIC
- Elemental weaknesses and different-element switching alter outcome
- TARGET PARTY FORMATION
- Burst Gauge
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Burst Gauge / Magic Gauge
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0016Team FormationTeam Formation / team of four heroes · 파티 구성 | — | ACTIVE Defines selectable combat team; In Scope; Global product description; PS5 corroboration | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Team Configuration
- OBJECT TYPE
- Team Configuration
- ROLE FUNCTION
- Maximum four heroes in the PS5 official description
- PRIMARY MODE POSITION
- Player chooses heroes and compatible combinations
- CORE RULE MECHANIC
- Connected to Tag Skill, Combined Attack and weapon paths
- TARGET PARTY FORMATION
- Playable hero roster
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0017Weapon Selection Pathsthree weapon selection paths · 제작 무기 | — | ACTIVE | 10 FIELDS- DOMAIN
- Character / Combat
- TYPE
- Weapon-dependent Configuration
- OBJECT TYPE
- Weapon-dependent Configuration
- ROLE FUNCTION
- One of three paths is selected
- PRIMARY MODE POSITION
- Hero skills and element/style vary by weapon path
- CORE RULE MECHANIC
- `Weapon Type`은 Dual Swords, Longsword, Greatsword, Sword and Shield, Axe, Lance, Rapier, Nunchaku, Grimoire, Staff, Wand, Gauntlets의 12종 공통 catalog다. 영웅은 이 중 최대 3종을 `Weapon Slot`에 장착하며, 장착 무기에 따라 스킬·Element·Ultimate가 변한다. `three weapon selection paths`는 객체명이 아니라 영웅당 슬롯 수의 서술이다.
- TARGET PARTY FORMATION
- Hero and weapon pairing
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0018BritanniaBritannia · 브리타니아 | — | ACTIVE In Scope; Primary exploration and story space | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Open-world Setting
- OBJECT TYPE
- Open-world Setting
- ROLE FUNCTION
- Always applicable
- PRIMARY MODE POSITION
- Rendered as an open world
- CORE RULE MECHANIC
- Contains Liones, plains and ruins
- TARGET PARTY FORMATION
- Game world
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- UI/UX / Visual feedback
|
|---|
| 0019LionesKingdom of Liones / royal capital of Liones · 리오네스 | — | ACTIVE In Scope; Named location and visual anchor | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Region / Capital
- OBJECT TYPE
- Region / Capital
- ROLE FUNCTION
- Open-world location
- PRIMARY MODE POSITION
- Part of the continuous UE5 world
- CORE RULE MECHANIC
- Connected to Tristan’s identity and main setting
- TARGET PARTY FORMATION
- Britannia
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- UI/UX / Visual feedback
|
|---|
| 0020Unreal Engine 5Unreal Engine 5 | — | ACTIVE Lighting, weather, environmental depth and combat effects | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Rendering Technology
- OBJECT TYPE
- Rendering Technology
- ROLE FUNCTION
- Platform implementation
- PRIMARY MODE POSITION
- Supports the continuous open world
- CORE RULE MECHANIC
- Performance depends on platform specifications
- TARGET PARTY FORMATION
- Open-world presentation
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- UI/UX / Visual feedback
|
|---|
| 0021DualSense Haptic FeedbackDualSense haptic feedback | — | ACTIVE Conveys switching, impact, skills and damage states | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Input / Feedback System
- OBJECT TYPE
- Input / Feedback System
- ROLE FUNCTION
- PS5 DualSense controller
- PRIMARY MODE POSITION
- Distinct vibration patterns by combat action
- CORE RULE MECHANIC
- Weapon concepts and skill visuals alter vibration patterns
- TARGET PARTY FORMATION
- PS5 implementation
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- UI/UX / Visual feedback
|
|---|
| 0022DualSense Adaptive TriggersDualSense adaptive triggers | — | ACTIVE Provides situational resistance for exploration and combat | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Input / Feedback System
- OBJECT TYPE
- Input / Feedback System
- ROLE FUNCTION
- PS5 DualSense controller
- PRIMARY MODE POSITION
- Applied to fishing, charged skills and mounted weapons
- CORE RULE MECHANIC
- Resistance changes communicate state and action result
- TARGET PARTY FORMATION
- PS5 implementation
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- UI/UX / Visual feedback
|
|---|
| 0023Mobile-dedicated Interface and UI Sizingdedicated interface and UI sizing optimized for mobile devices | — | ACTIVE Adapts interface and sizing to mobile | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Platform Variant
- OBJECT TYPE
- UI/UX Platform Variant
- ROLE FUNCTION
- Mobile platform
- PRIMARY MODE POSITION
- Uses a dedicated mobile presentation
- CORE RULE MECHANIC
- Must coexist with single-account cross-platform play
- TARGET PARTY FORMATION
- Mobile implementation
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- UI/UX / Visual feedback
|
|---|
| 0024Star Memory (Paid)Star Memory | — | UNKNOWN | 10 FIELDS- DOMAIN
- Preserved Actual Name
- TYPE
- Name-Preservation Entity
- OBJECT TYPE
- Name-Preservation Entity
- ROLE FUNCTION
- Preserved Actual Name
- PRIMARY MODE POSITION
- Unknown
- CORE RULE MECHANIC
- Unknown
- TARGET PARTY FORMATION
- Unknown
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0025Engraved EquipmentEngraved Equipment · 각인 장비 · 각인 장비 / engraving gear | — | ACTIVE | 10 FIELDS- DOMAIN
- Linked High-tier Resource sink; Preserved Actual Name; Strategic / Expansion / Crafted/equipped equipment has Quality, bonuses, and Passive Level states
- TYPE
- Equipment-growth object; Hero-specific equipment; Name-Preservation Entity
- OBJECT TYPE
- Equipment-growth object; Hero-specific equipment; Name-Preservation Entity
- ROLE FUNCTION
- Linked High-tier Resource sink; Preserved Actual Name; Strategic / Expansion / Crafted/equipped equipment has Quality, bonuses, and Passive Level states
- PRIMARY MODE POSITION
- Unknown
- CORE RULE MECHANIC
- Unknown
- TARGET PARTY FORMATION
- Unknown
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0026Black Flame Wings Lance랜스 (흑염의 날개 랜스) | — | UNKNOWN | 10 FIELDS- DOMAIN
- Preserved Actual Name
- TYPE
- Name-Preservation Entity
- OBJECT TYPE
- Name-Preservation Entity
- ROLE FUNCTION
- Preserved Actual Name
- PRIMARY MODE POSITION
- Unknown
- CORE RULE MECHANIC
- Unknown
- TARGET PARTY FORMATION
- Unknown
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0027Playable Hero RosterN/A | — | UNKNOWN | 10 FIELDS- DOMAIN
- Cross-System Endpoint
- TYPE
- Confirmed Relation Endpoint
- OBJECT TYPE
- Confirmed Relation Endpoint
- ROLE FUNCTION
- Cross-System Endpoint
- PRIMARY MODE POSITION
- Unknown
- CORE RULE MECHANIC
- Unknown
- TARGET PARTY FORMATION
- Unknown
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0028Regular SSR Hero Selection TicketN/A | — | UNKNOWN | 10 FIELDS- DOMAIN
- Cross-System Endpoint
- TYPE
- Confirmed Relation Endpoint
- OBJECT TYPE
- Confirmed Relation Endpoint
- ROLE FUNCTION
- Cross-System Endpoint
- PRIMARY MODE POSITION
- Unknown
- CORE RULE MECHANIC
- Unknown
- TARGET PARTY FORMATION
- Unknown
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0029Magic GaugeMagic Gauge | — | ACTIVE Version 1.1 onward; combat | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- Magic Gauge는 기준일 이전 공식 업데이트와 공식 AMA에서 확인되는 전투 자원명이다. 같은 공식 업데이트가 `Tag Skill Magic Gauge Recovery`와 `Burst Gauge increase`를 별도 항목으로 병기하므로 두 명칭을 분리해 기록한다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Burst Gauge / Magic Gauge
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0030Burst SystemBurst System | — | ACTIVE Launch combat system | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- Burst System은 elemental gauge를 축적하고 Burst Gauge 상태를 관리해 Burst를 활성화하는 상위 전투 시스템이다. Burst Gauge와 Elemental Burst는 이 시스템의 게이지·효과 명칭으로 구분한다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Burst Gauge / Magic Gauge
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0031ElementElement | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- `Element`는 Fire, Wind, Cold, Earth, Lightning, Holy, Darkness, Physical의 8종 닫힌 분류다. Status를 `Found`로 확정한다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0032Team HPTeam HP | — | ACTIVE Global; 2026-08-04 갱신 직접 가이드 근거 | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- 화면 하단에 표시되는 HP는 편성된 팀원 전체 HP의 합산값이며, 개별 영웅별 HP 바가 아니다. 방어(Defense)는 캐릭터별로 개별 적용된다. HP는 전투 종료 후 자동 회복되지 않는다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0033Quick FormationQuick Formation | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- `Team Formation`은 메뉴의 `Team` 아이콘에서 진입하며 최대 4인을 편성한다. `Quick Formation`은 편성을 일괄 자동 구성하는 하위 기능이다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0034Adventure SkillAdventure Skill | — | ACTIVE Global | 9 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0035Hero InfoHero Info | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- `Hero Info` 화면은 무기 탭과 Mastery 탭을 포함하며, Weapon Type 교체와 Weapon Slot 해금의 진입 경로다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0036Burst stateBurst state | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- Elemental Burst 적용 후 적은 `Burst state`에 진입한다. Cold 계열은 `Chill`을 중첩시키고 10중첩에서 `Frozen`으로 전이하며, Frozen 상태 타격은 해제와 함께 추가 피해를 발생시킨다. 약점 Element 타격 시 피해 수치 옆에 상향 화살표가 표기된다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Burst Gauge / Magic Gauge
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0037ChillChill | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- Elemental Burst 적용 후 적은 `Burst state`에 진입한다. Cold 계열은 `Chill`을 중첩시키고 10중첩에서 `Frozen`으로 전이하며, Frozen 상태 타격은 해제와 함께 추가 피해를 발생시킨다. 약점 Element 타격 시 피해 수치 옆에 상향 화살표가 표기된다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0038FrozenFrozen | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- Elemental Burst 적용 후 적은 `Burst state`에 진입한다. Cold 계열은 `Chill`을 중첩시키고 10중첩에서 `Frozen`으로 전이하며, Frozen 상태 타격은 해제와 함께 추가 피해를 발생시킨다. 약점 Element 타격 시 피해 수치 옆에 상향 화살표가 표기된다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|
| 0039WeaknessWeakness | — | ACTIVE Global | 10 FIELDS- DOMAIN
- See Final Fact / Condition
- TYPE
- See Final Fact / Condition
- OBJECT TYPE
- Basic Configuration Entity
- ROLE FUNCTION
- See Final Fact / Condition
- PRIMARY MODE POSITION
- See Final Fact / Condition
- CORE RULE MECHANIC
- Elemental Burst 적용 후 적은 `Burst state`에 진입한다. Cold 계열은 `Chill`을 중첩시키고 10중첩에서 `Frozen`으로 전이하며, Frozen 상태 타격은 해제와 함께 추가 피해를 발생시킨다. 약점 Element 타격 시 피해 수치 옆에 상향 화살표가 표기된다.
- TARGET PARTY FORMATION
- See Final Fact / Condition
- COMBAT TEMPO TURN ORDER
- Unknown
- COMBAT RESOURCE
- Unknown
- VISUAL UI FEEDBACK
- Unknown
|
|---|