GLOSSARY / Types and Resistances
Sin Resources
At a Glance
Resources stored by Sin affinity, used for E.G.O and passive requirements.
GUIDEHow It Works
Actually using a skill with a Sin affinity generates 1 resource of that affinity, even after a Clash Loss. It generates nothing if canceled before use by Stagger, death, or similar causes.
E.G.O consumes its displayed resource cost. Owned passives normally check resources at Turn Start; resources gained later in that turn do not activate them retroactively.
Resonance checks this turn's selected skill affinities; Owned checks stored resources. Similar-looking requirements use different information.
NOTESCommon Misunderstandings
- An Owned requirement does not itself mean those resources are consumed each time.
EXAMPLEWorked Example
Generating, spending, and Owning resources
- Use a skill with a Sin affinity to gain resources
- Spend the required resources when using E.G.O
- Owned passives check the resources held at Turn Start
Read Identity-specific resource generation, consumption, and passive requirements separately.
RELATEDRelated Terms
Sin Affinity
Types and ResistancesThe 7 affinities: Wrath, Lust, Sloth, Gluttony, Gloom, Pride, and Envy. They also govern resources and Resonance.
E.G.O
E.G.OA special skill equipped to a Sinner and used in battle when its requirements are met. It is separate from an Identity's ordinary skills.
Resonance
Types and ResistancesSelecting multiple skills of the same Sin affinity in one turn. It is separate from the number of stored resources.
Combat Passive
Battle BasicsAn effect an Identity activates while participating in battle, subject to its conditions.