Reference
The Codex
Everything the game knows about itself. These pages are generated from
GameDatabase — the same registry a live match runs on — so they cannot
drift from the build they describe.
Jobs 20
Four circles of classes. Stat blocks, evasion, unlock chains, and the full kit each one can roll.
Abilities 271
Every action in the game, with the damage formula it runs, who it may hit, and what it rolls to land.
Equipment 266
266 items across 19 weapon classes — each class with its own attack formula, reach and accuracy.
Passives 90
Every Reaction, Support and Movement — 24 + 45 + 21. Never rolled, always chosen, and never lent by a sub-job.
Statuses 62
Buffs, debuffs and action states: how long they last, what they modify, and how they come off.
Battlefields 30
Hand-authored boards drawn from their real elevation data, with spawn zones and terrain.
How a battle is dealt
| Tier | Ability, primary job | Ability, sub-job | Equipment slot |
|---|---|---|---|
| common | 75% | 60% | 40% |
| uncommon | 50% | 30% | 30% |
| rare | 25% | 9% | 20% |
| ultimate | 10% | 1% | 10% |
A unit's primary job rolls every ability in its catalogue independently, so a deep class is not simply better than a shallow one — it is a wider spread of outcomes. A sub-job lends exactly three draws from its own bucket. Roughly one unit in 150 skips the roll entirely and fields everything it knows.