| 0001Sonic Rumble Party소닉 럼블 파티projection from In Scope | — | ACTIVE Global live service | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- Content
- ROLE FUNCTION
- Current public game title after Ver. 1.5.0
- PRIMARY MODE POSITION
- Root title
- CORE RULE MECHANIC
- Aliases the former title Sonic Rumble
- TARGET PARTY FORMATION
- Global live service
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- System-assigned title
|
|---|
| 0002Rumbler럼블러projection from In Scope | — | ACTIVE All players | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Official player designation and customizable avatar identity
- PRIMARY MODE POSITION
- Service participant
- CORE RULE MECHANIC
- Uses playable Sonic-series character appearance and customization
- TARGET PARTY FORMATION
- All players
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Assigned to the player account/avatar
|
|---|
| 0003Sonic소닉projection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity; can use Skills and customization
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0004Tails테일즈projection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity; can use Skills and customization
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0005Knuckles너클즈projection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity; can use Skills and customization
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0006Amy에이미projection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity; can use Skills and customization
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0007Shadow섀도우projection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity; can use Skills and customization
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0008Dr. EggmanN/Aprojection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity in the current store-facing roster
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0009SurgeN/Aprojection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Playable identity in the current store-facing roster
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0010GemerlN/Aprojection from In Scope | — | ACTIVE Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Season 8 character addition
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0011Marine the RaccoonN/Aprojection from In Scope | — | CONDITIONAL Player-selected character | 10 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Introduced as a playable character before baseline; baseline store availability is not independently re-listed
- PRIMARY MODE POSITION
- Sonic-series roster
- CORE RULE MECHANIC
- Competes under shared match rules
- TARGET PARTY FORMATION
- Player-selected character
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player selection
|
|---|
| 0012Movement Skills무브먼트 스킬projection from In Scope | — | ACTIVE Characters and non-character-specific Skill slots | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Movement acceleration and traversal action
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Interacts with stage movement and Hyper Boost speed conditions
- TARGET PARTY FORMATION
- Characters and non-character-specific Skill slots
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Equipped by player
|
|---|
| 0013SkillsN/Aprojection from In Scope | — | ACTIVE Playable characters | 9 FIELDS- DOMAIN
- Combat
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- System
- ROLE FUNCTION
- Enables faster movement, attacks on players, Ring absorption and other actions
- PRIMARY MODE POSITION
- Combat system / parent
- TARGET PARTY FORMATION
- Playable characters
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skills
|
|---|
| 0014RingsN/Aprojection from In Scope | — | ACTIVE Players in active stages | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Currency
- ROLE FUNCTION
- Collected during matches; used for final ranking and possible tiebreaks
- PRIMARY MODE POSITION
- Match rule resource
- CORE RULE MECHANIC
- Does not inherit post-match Score Bonus effects
- TARGET PARTY FORMATION
- Players in active stages
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- Rings
- VISUAL UI FEEDBACK
- Collected through play
|
|---|
| 0015Run런 / 런 배틀projection from In Scope | — | ACTIVE Applicable stages | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Reach the goal ahead of rivals
- PRIMARY MODE POSITION
- Mode objective / child
- CORE RULE MECHANIC
- Competes with Survival and Ring Battle as stage-rule variants
- TARGET PARTY FORMATION
- Applicable stages
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Stage-assigned
|
|---|
| 0016Survival서바이벌 / 서바이벌 배틀projection from In Scope | — | ACTIVE Applicable stages | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Remain in play longer than rivals
- PRIMARY MODE POSITION
- Mode objective / child
- CORE RULE MECHANIC
- Competes with Run and Ring Battle as stage-rule variants
- TARGET PARTY FORMATION
- Applicable stages
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Stage-assigned
|
|---|
| 0017Hunt헌트projection from In Scope | — | UNKNOWN Planet Wisp Hunt and related stage naming | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Officially named Hunt-stage token
- PRIMARY MODE POSITION
- Mode objective / child
- CORE RULE MECHANIC
- Baseline rotation not independently confirmed
- TARGET PARTY FORMATION
- Planet Wisp Hunt and related stage naming
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- Hunt
- VISUAL UI FEEDBACK
- Stage-assigned
|
|---|
| 0018Ring Battle링 배틀projection from In Scope | — | ACTIVE Applicable stages | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Compete for Rings under stage-specific rules
- PRIMARY MODE POSITION
- Mode objective / child
- CORE RULE MECHANIC
- Ring count can determine rank or tiebreak
- TARGET PARTY FORMATION
- Applicable stages
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- Ring Battle
- VISUAL UI FEEDBACK
- Stage-assigned
|
|---|
| 0019Ring Survival링 서바이벌 모드projection from In Scope | — | ACTIVE Up to 32 players | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Three-stage elimination structure that advances 32 to 16 to 8
- PRIMARY MODE POSITION
- Service mode / parent
- CORE RULE MECHANIC
- Uses Run, Survival, Team or Ring Battle stage rules
- TARGET PARTY FORMATION
- Up to 32 players
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Selected through Mode Select
|
|---|
| 0020Party RumbleN/Aprojection from In Scope | — | ACTIVE Store-facing 8-player casual surface | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Quick one-round mini-game mode
- PRIMARY MODE POSITION
- Service mode / parent
- CORE RULE MECHANIC
- Distinct from multi-round Ring Survival
- TARGET PARTY FORMATION
- Store-facing 8-player casual surface
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Selected through mode selection or Custom Room
|
|---|
| 0021Co-op Battles코옵 / 코옵 배틀projection from Linked | — | ACTIVE Cooperative players and a boss target | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Cooperative score-bearing boss battle; supports Super Attack Item
- CORE RULE MECHANIC
- Performance and boss type feed score multiplier factors
- TARGET PARTY FORMATION
- Cooperative players and a boss target
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Mode selection
|
|---|
| 0022Squad Battles / Squad Mode스쿼드 / 스쿼드 배틀 · Squad Mode · store-facing alias: Squad Battlesprojection from Linked | — | ACTIVE Squad of up to four players | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Team play, mutual support and shared match survival
- CORE RULE MECHANIC
- Squad score can receive mode-specific multiplier and booster effects
- TARGET PARTY FORMATION
- Squad of up to four players
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Party/squad formation
|
|---|
| 0023Custom Room커스텀 매치 · Custom Room · historical alias: Custom Matchesprojection from In Scope | — | ACTIVE Friends and invited players | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Player-created room; Party Rumble is selectable
- PRIMARY MODE POSITION
- Service mode / parent
- CORE RULE MECHANIC
- Interacts with Party Rumble and invited-party flow
- TARGET PARTY FORMATION
- Friends and invited players
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player creates or joins room
|
|---|
| 0024Hyper Boost Battle하이퍼 부스트 배틀projection from In Scope | — | ACTIVE Global live service | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Turn Order/Tempo
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Movement-speed-increase variant
- PRIMARY MODE POSITION
- Special Rumble execution / child
- CORE RULE MECHANIC
- Lifecycle conflicts with retirement of the former Special Rumbles umbrella
- TARGET PARTY FORMATION
- Global live service
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- Hyper Boost Battle
- VISUAL UI FEEDBACK
- Recurring weekday availability
|
|---|
| 0025Spectator Mode관전 모드projection from In Scope | — | ACTIVE Players eliminated in round one or two | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- State
- ROLE FUNCTION
- Continue watching until the final; change viewpoint or exit
- PRIMARY MODE POSITION
- Match state / child
- CORE RULE MECHANIC
- Ends when final concludes or Stop Watching is selected
- TARGET PARTY FORMATION
- Players eliminated in round one or two
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- System availability after elimination; player control while spectating
|
|---|
| 0026Super Attack ItemN/Aprojection from In Scope | — | CONDITIONAL Co-op Battles players | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Can be brought into Co-op Battles to deal heavy damage to a boss
- PRIMARY MODE POSITION
- Co-op Battles / child
- CORE RULE MECHANIC
- Interacts with cooperative boss target
- TARGET PARTY FORMATION
- Co-op Battles players
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player brings item
|
|---|
| 0027Crew크루projection from Linked | — | ACTIVE Friends and Crew members | 8 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Communication, play with friends, daily bonuses and Crew missions
- TARGET PARTY FORMATION
- Friends and Crew members
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player joins a Crew
|
|---|
| 0028Dr. Eggman's Toy WorldN/Aprojection from In Scope | — | ACTIVE All stages and characters | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Toy-world presentation with toy-like Sonic figures
- PRIMARY MODE POSITION
- Visual root
- CORE RULE MECHANIC
- Unifies characters, stages and customization under one visual identity
- TARGET PARTY FORMATION
- All stages and characters
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- System presentation
|
|---|
| 0029SkinsN/Aprojection from In Scope | — | ACTIVE Playable characters | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Other Confirmed
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Changes battle appearance
- PRIMARY MODE POSITION
- Customize / child
- CORE RULE MECHANIC
- Can carry Score Bonuses, but match-outcome effects are excluded by official clarification
- TARGET PARTY FORMATION
- Playable characters
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0030Legendary SkinsN/Aprojection from Linked | — | ACTIVE Cosmetic catalog | 9 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Officially named high-rarity cosmetic tier
- PRIMARY MODE POSITION
- Skins / child
- CORE RULE MECHANIC
- Does not establish a full playable-character rarity hierarchy
- TARGET PARTY FORMATION
- Cosmetic catalog
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
|
|---|
| 0031EmotesN/Aprojection from In Scope | — | ACTIVE Playable characters | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Lively expressive animation
- PRIMARY MODE POSITION
- Customize / child
- CORE RULE MECHANIC
- Supports social expression
- TARGET PARTY FORMATION
- Playable characters
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0032BuddiesN/Aprojection from In Scope | — | ACTIVE Playable characters | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Other Confirmed
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Companion that accompanies the player
- PRIMARY MODE POSITION
- Customize / child
- CORE RULE MECHANIC
- Visual companion layer
- TARGET PARTY FORMATION
- Playable characters
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0033StickersN/Aprojection from In Scope | — | ACTIVE Players in battles and Crews | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Graphic/Art
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Communicates with other players through visual messages
- PRIMARY MODE POSITION
- Customize / child
- CORE RULE MECHANIC
- Interacts with Crew communication and battle expression
- TARGET PARTY FORMATION
- Players in battles and Crews
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected communication item
|
|---|
| 0034AnimationsN/Aprojection from In Scope | — | ACTIVE Playable characters | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Parent category for Effects, poses and tricks
- PRIMARY MODE POSITION
- Customize / parent
- CORE RULE MECHANIC
- Organizes multiple motion/presentation children
- TARGET PARTY FORMATION
- Playable characters
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0035EffectsN/Aprojection from In Scope | — | ACTIVE Playable characters | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Adds visual flair to character presentation
- PRIMARY MODE POSITION
- Animations / child
- CORE RULE MECHANIC
- Interacts with character appearance
- TARGET PARTY FORMATION
- Playable characters
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0036Pre-Match PosesN/Aprojection from In Scope | — | ACTIVE Pre-match presentation | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Displays a selected pose before play
- PRIMARY MODE POSITION
- Animations / child
- CORE RULE MECHANIC
- Precedes match start
- TARGET PARTY FORMATION
- Pre-match presentation
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0037Win PosesN/Aprojection from In Scope | — | ACTIVE Victory presentation | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Displays a selected victory pose
- PRIMARY MODE POSITION
- Animations / child
- CORE RULE MECHANIC
- Follows a winning result
- TARGET PARTY FORMATION
- Victory presentation
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0038Air TricksN/Aprojection from In Scope | — | ACTIVE Airborne movement | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Adds a selected aerial trick presentation
- PRIMARY MODE POSITION
- Animations / child
- CORE RULE MECHANIC
- Interacts with stage movement
- TARGET PARTY FORMATION
- Airborne movement
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0039Grind TricksN/Aprojection from In Scope | — | ACTIVE Grinding movement | 10 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Adds a selected grind-trick presentation
- PRIMARY MODE POSITION
- Animations / child
- CORE RULE MECHANIC
- Interacts with grind movement
- TARGET PARTY FORMATION
- Grinding movement
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-selected cosmetic
|
|---|
| 0040Camera SettingsN/Aprojection from In Scope | — | ACTIVE Player camera control | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Allows camera behavior to be adjusted
- PRIMARY MODE POSITION
- Battle Settings / child
- CORE RULE MECHANIC
- Default control is Auto; changed through Settings path
- TARGET PARTY FORMATION
- Player camera control
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-configured
|
|---|
| 0041Battle SettingsN/Aprojection from In Scope | — | ACTIVE Battle control configuration | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Parent settings area containing Customize and Camera Settings
- PRIMARY MODE POSITION
- Settings / parent
- CORE RULE MECHANIC
- Controls presentation and camera behavior
- TARGET PARTY FORMATION
- Battle control configuration
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player-configured
|
|---|
| 0042Cross SlashN/Aprojection from In Scope | — | ACTIVE Equipped Skill users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Season 8 balance-adjusted Skill
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact adjustment preserved in RP Annex only
- TARGET PARTY FORMATION
- Equipped Skill users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skill
|
|---|
| 0043Energy BallN/Aprojection from In Scope | — | ACTIVE Equipped Skill users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Season 8 balance-adjusted Skill
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact adjustment preserved in RP Annex only
- TARGET PARTY FORMATION
- Equipped Skill users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skill
|
|---|
| 0044Triple BlastN/Aprojection from In Scope | — | ACTIVE Equipped Skill users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Season 8 balance-adjusted Skill
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact adjustment preserved in RP Annex only
- TARGET PARTY FORMATION
- Equipped Skill users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skill
|
|---|
| 0045Psychic KnifeN/Aprojection from In Scope | — | ACTIVE Equipped Skill users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Season 8 balance-adjusted Skill
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact adjustment preserved in RP Annex only
- TARGET PARTY FORMATION
- Equipped Skill users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skill
|
|---|
| 0046Vector BreathN/Aprojection from In Scope | — | ACTIVE Equipped Skill users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Season 8 balance-adjusted Skill
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact adjustment preserved in RP Annex only
- TARGET PARTY FORMATION
- Equipped Skill users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skill
|
|---|
| 0047Moon Mech AttackN/Aprojection from In Scope | — | ACTIVE Equipped Skill users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Season 8 balance-adjusted Skill
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact adjustment preserved in RP Annex only
- TARGET PARTY FORMATION
- Equipped Skill users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Player equips Skill
|
|---|
| 0048Super Baseball SlideN/Aprojection from In Scope | — | ACTIVE Season Stamp Card users | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Reward
- ROLE FUNCTION
- Season 8 Skill addition
- PRIMARY MODE POSITION
- Skills / child
- CORE RULE MECHANIC
- Exact level/cost/coefficients not public
- TARGET PARTY FORMATION
- Season Stamp Card users
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- Obtained through linked seasonal progression
|
|---|
| 0049The Smurfs Crossover Event is now live!N/Aprojection from Final Integrated Node Index / directive-generated node | — | ACTIVE | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Other Confirmed
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0050The NiGHTS Crossover Event is now live!N/Aprojection from Final Integrated Node Index / directive-generated node | — | ACTIVE | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Other Confirmed
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Other Confirmed
- PRIMARY MODE POSITION
- Unknown in
- CORE RULE MECHANIC
- Unknown in
- TARGET PARTY FORMATION
- Unknown in
- COMBAT TEMPO TURN ORDER
- Real-Time
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|