| 0001PowerUpsN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE | 9 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- System
- ROLE FUNCTION
- Character; Bridge Candidate; Meta; Fundamental; Primary Currency Sink
- PRIMARY MODE POSITION
- Meta Progression Interface; Meta-progression bridge; 세이브 전역 능력치; Persistent meta-progression system
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0002ArcanaN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE | 9 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Combat; Bridge Candidate; Meta; Strategic
- PRIMARY MODE POSITION
- Run Rule Modifier; Run-rule and build modifier; 세이브 해금 + 런 규칙/빌드
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0003Level upN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- State
- ROLE FUNCTION
- Combat; Internal; Fundamental
- PRIMARY MODE POSITION
- Decision State; 현재 런의 캐릭터 레벨
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0004Weapon inventoryN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL 표준 Level up 공급 풀; In Scope | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Build Slot
- CORE RULE MECHANIC
- 표준 Level up 공급 풀; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0005Passive item inventoryN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL 표준 Level up 공급 풀; In Scope | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Build Slot
- CORE RULE MECHANIC
- 표준 Level up 공급 풀; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0006Treasure ChestN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Reward
- PRIMARY MODE POSITION
- Reward / Upgrade Object; Run reward container
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0007Experience GemN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 표준 런; Global / cross-platform; Linked | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Combat; Basic Growth Resource
- PRIMARY MODE POSITION
- Combat Resource; Run pickup
- CORE RULE MECHANIC
- 표준 런; Global / cross-platform; Linked
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0008Local Co-OpN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE | 9 FIELDS- DOMAIN
- Character
- TYPE
- Party/Formation
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Character; Real-Time Combat Cooperation; Bridge Candidate
- PRIMARY MODE POSITION
- Party Mode; Real-time combat cooperation overlay
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0009Online Co-OpN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE | 9 FIELDS- DOMAIN
- Character
- TYPE
- Party/Formation
- OBJECT TYPE
- Product
- ROLE FUNCTION
- Character; Real-Time Combat Cooperation; Bridge Candidate; Engagement-Oriented
- PRIMARY MODE POSITION
- Party Mode; Real-time combat cooperation overlay; Persistent social feature linked to release package
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0010Party ModeN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE Masquerade 해금 계정; In Scope; Masquerade relic in Westwoods.; Linked; Stage Selection; Cross-domain duplicate / Node Registry | 10 FIELDS- DOMAIN
- Character
- TYPE
- Party/Formation
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Character; Core / Always-On; Periphery Candidate
- PRIMARY MODE POSITION
- AI Party Configuration; AI Party Modifier; AI-controlled multi-character mode
- CORE RULE MECHANIC
- Masquerade 해금 계정; In Scope; Masquerade relic in Westwoods.; Linked; Stage Selection; Cross-domain duplicate / Node Registry
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0011Batch level upN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL 온라인 세션; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Online Decision Rule
- CORE RULE MECHANIC
- 온라인 세션; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0012Free RoamN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 온라인 세션 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Online Movement Rule
- CORE RULE MECHANIC
- 온라인 세션
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0013Spectator modeN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 온라인 사망 상태 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Online Death / Respawn Rule
- CORE RULE MECHANIC
- 온라인 사망 상태
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0014Speed upN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 지원 모드 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Tempo Option
- CORE RULE MECHANIC
- 지원 모드
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0015Pause menuN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 온라인 세션 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- UI / Online Rule Surface
- CORE RULE MECHANIC
- 온라인 세션
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0016Random LevelUpN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL 해금 계정; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Combat; Internal; Supportive
- PRIMARY MODE POSITION
- Automated Decision Option; 런의 Level up 선택 처리
- CORE RULE MECHANIC
- 해금 계정; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0017The ReaperN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL 표준 시간제 런; In Scope; Global / cross-platform; Endless exception; Linked | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Reward
- PRIMARY MODE POSITION
- Terminal Pressure Object; Run terminal reward source
- CORE RULE MECHANIC
- 표준 시간제 런; In Scope; Global / cross-platform; Endless exception; Linked
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0018Game Killer (0)N/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 해금 후 선택 런; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Rule
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Arcana / Core Rule Override
- CORE RULE MECHANIC
- 해금 후 선택 런; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0019Silent Old Sanctuary (XX)N/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 해금 후 선택 런; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Arcana / Slot Modifier
- CORE RULE MECHANIC
- 해금 후 선택 런; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0020Para KooleoN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 9 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Character
- PRIMARY MODE POSITION
- Playable Character
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0021Big TroublerN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15; In Scope | 10 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Character
- PRIMARY MODE POSITION
- Playable Character
- CORE RULE MECHANIC
- Steam v1.15; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0022Darkana VIII - Edge of the EarthN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- State
- ROLE FUNCTION
- Combat; Challenge & Competitive
- PRIMARY MODE POSITION
- Darkana / Movement-State Override; Rule-altering update object
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0023Darkana 0 - Stake to your HeartN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Combat; Limited / Event Currency Rule; Reward & Economy / Challenge & Competitive
- PRIMARY MODE POSITION
- Darkana / Resource-Failure Override; Run economy modifier; Rule-altering update object
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0024Darkana XIX - Heir of FateN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Reward
- ROLE FUNCTION
- Combat; Challenge & Competitive
- PRIMARY MODE POSITION
- Darkana / Damage-Reward Modifier; Rule-altering update object
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0025Penshin FatchaN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Combat; External; Strategic / Expansion
- PRIMARY MODE POSITION
- Starting Weapon / Evolution Chain; 현재 런의 무기 형태
- CORE RULE MECHANIC
- Steam v1.15; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0026Lavatrix MachinaN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Pickup Transformation / Unlock Trigger
- CORE RULE MECHANIC
- Steam v1.15
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0027Unearthly BoltN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Combat; External; Strategic
- PRIMARY MODE POSITION
- Starting Weapon / Evolution Input; 현재 런의 무기
- CORE RULE MECHANIC
- Steam v1.15; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0028Bat DragonN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Special Enemy / Unlock Trigger
- CORE RULE MECHANIC
- Steam v1.15
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0029VacuumN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15 및 기존 런 | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Item
- ROLE FUNCTION
- Combat
- PRIMARY MODE POSITION
- Pickup / Trigger Object
- CORE RULE MECHANIC
- Steam v1.15 및 기존 런
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0030Character Setup panelN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15; In Scope | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- UI Configuration Surface
- CORE RULE MECHANIC
- Steam v1.15; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0031Content filtersN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15; In Scope | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Content
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- UI Filter Function
- CORE RULE MECHANIC
- Steam v1.15; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0032Multiple Save SlotsN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL Steam v1.15 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- UI / Save Management
- CORE RULE MECHANIC
- Steam v1.15
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0033Character SelectionN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 지원 버전 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- UI Entry Point
- CORE RULE MECHANIC
- 지원 버전
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0034UnlocksN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 지원 버전 | 10 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Visual
- PRIMARY MODE POSITION
- UI Progress Surface
- CORE RULE MECHANIC
- 지원 버전
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0035Gold CoinN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 표준 런 및 Stake 활성 런; Global / cross-platform; Steam 1.15 exception; In Scope | 10 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Currency
- ROLE FUNCTION
- Combat; Primary Currency Faucet
- PRIMARY MODE POSITION
- Resource / Reward Object; Run pickup
- CORE RULE MECHANIC
- 표준 런 및 Stake 활성 런; Global / cross-platform; Steam 1.15 exception; In Scope
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0036The LycaeumN/Asemantic projection; descriptive unknowns remain N/A | — | CONDITIONAL | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Content
- ROLE FUNCTION
- Core / Always-On; Periphery Candidate; Challenge & Competitive / Engagement-Oriented
- PRIMARY MODE POSITION
- Advanced Challenge; Bonus/Challenge Stage node; Update-linked stage objective
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0037Character MorphN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE v1.14+; 구체적 변형 대상·해금 조건은 직접 근거가 있는 경우에만 확장 | 9 FIELDS- DOMAIN
- Character
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Character
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- v1.14+; 구체적 변형 대상·해금 조건은 직접 근거가 있는 경우에만 확장
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0038DarkassoN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 전 플랫폼 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 전 플랫폼
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0039Roast Chicken with a Clock in the MiddleN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 전 플랫폼 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 전 플랫폼
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0040TrisectionN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 전 플랫폼 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 전 플랫폼
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0041Ars GoudaN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 전 플랫폼 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 전 플랫폼
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0042Forbidden Scrolls of MorbaneN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 전 플랫폼 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 전 플랫폼
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0043Familiar / Familiar ForgeN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE Ode to Castlevania DLC 보유 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- Ode to Castlevania DLC 보유
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0044Nintendo Switch 2N/Asemantic projection; descriptive unknowns remain N/A | — | 기준일 미배포 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 기준일 미배포
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|
| 0045Update 1.15 platform scopeN/Asemantic projection; descriptive unknowns remain N/A | — | ACTIVE 기준일 플랫폼 분기 | 9 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Other Confirmed
- PRIMARY MODE POSITION
- -confirmed named object
- CORE RULE MECHANIC
- 기준일 플랫폼 분기
- TARGET PARTY FORMATION
- N/A
- COMBAT TEMPO TURN ORDER
- N/A
- COMBAT RESOURCE
- N/A
- VISUAL UI FEEDBACK
- N/A
|
|---|