NOVASMC

The Seven Deadly Sins: Origin

open-world action RPG · PC / PS5 / mobile

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

CATALOG CONTENTS
175
CLASSIFICATION GROUPS
35
TRANSITIONS
31
RULES & PROCESS CONTENTS
7
PLAYER EXPERIENCE ELEMENTS
54

Basic Configuration

RECORDS
39
VISIBLE
39
PAGE
1 / 1

139OF 39 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0001TristanPrince Tristan of the Kingdom of Liones · 트리스탄ACTIVE

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 · DianeACTIVE

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 · 엘레인ACTIVE

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 · 제리코ACTIVE

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 · 킹ACTIVE

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 · 데이지ACTIVE

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 · 에스카노르ACTIVE
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
0010GowtherGowtherACTIVE

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 스킬ACTIVE

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 시스템ACTIVE

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 AttackACTIVE

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 게이지ACTIVE

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 시너지ACTIVE

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 구성ACTIVE

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 무기ACTIVE
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 · 브리타니아ACTIVE

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 · 리오네스ACTIVE

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 5ACTIVE

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 feedbackACTIVE

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 triggersACTIVE

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 devicesACTIVE

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 MemoryUNKNOWN
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 gearACTIVE
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/AUNKNOWN
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/AUNKNOWN
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 GaugeACTIVE

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 SystemACTIVE

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
0031ElementElementACTIVE

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 HPACTIVE

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 FormationACTIVE

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 SkillACTIVE

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 InfoACTIVE

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 stateACTIVE

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
0037ChillChillACTIVE

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
0038FrozenFrozenACTIVE

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
0039WeaknessWeaknessACTIVE

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