#Zone Gimmick Catalog (區域仕掛圖鑑)
Contents
The complete list of battlefield gimmicks that can be assigned to any zone. The GM only needs to choose from this list and attach them.
Related Entries: Zone Layout · Zone Alteration · Encounter Design
#How to Use
- Before combat starts, the GM draws the zone map.
- Assign 0~2 of the gimmicks below to each zone.
- Gimmicks are revealed in advance to players (if the terrain is visible) or revealed on entry (trap/hidden gimmicks).
- The Core and Outside have separate dedicated gimmick lists (later sections).
#Part 1: General Zone Gimmicks
Can be assigned to any zone.
#Terrain Gimmicks
#Narrow Path (狹路)
Bridges, mountain paths, castle-gate passages. When one person blocks the way, dozens behind them stop.
| Item | Value |
|---|---|
| Effect | Sets the zone's maximum Domination cap (usually 3~5). The moment any faction reaches the cap, that faction blockades(封鎖) the zone. |
| Blockade Effect | The opposing faction cannot enter or move into that zone. The only forced method is "Blockade Breakthrough" below. |
| Variants | Cap 2 = "a log bridge that only one person can cross." Cap 6 = "a wide castle gate." |
#Blockade (封鎖) — What Reaching the Cap Means
When one faction reaches a narrow path's cap:
- Immediately declare Blockade. That faction controls the zone.
- Block normal movement by the opposing faction: no movement maneuver, whether walking, running, or hidden movement, can newly enter that zone. Opposing units already in that zone remain there (engagement proceeds normally).
- Zone property — applies to all blockers: the narrow path's physical limits affect every unit on the blockading side.
- Long-weapon(yari, nodachi, naginata) checks +1 (reach advantage)
- Short-weapon(dagger, unarmed combat) checks -1 (lack of space)
- Designate blocker(封鎖者) — 1 person: at the blockade trigger, the blockading side declares 1 of its units as the blocker. Any unit with Domination contribution above 0 can be chosen.
- Blocker Defense +1 (no left/right bypass on the bridge or passage; only the front can be attacked).
- Cannot be changed after declaration. If the blocker falls or exits, the blockading side immediately redeclares the next blocker (as long as the blockade remains).
- If a new blockade triggers after the blockade is lifted, declare again.
- The blocker's name is worth recording in the fiction — who held the bridge?
#Blockade Breakthrough (封鎖突破) — The Only Way to Force Entry
To enter a blockaded zone, the opposing faction makes a Blockade Breakthrough check, not a normal Breakthrough (Target Number 11/13).
| Item | Value |
|---|---|
| Energy | 3 (same as basic Breakthrough) |
| Check | 2d10 + Courage >= 15 |
| Success | 1 unit from that faction enters the blockaded zone. However, if your side's Domination is below the cap, the zone automatically re-blockades next range — in the long term, the better sequence is to fight inside and reduce the blockading side's Domination. |
| Failure | Defenseless for 1 range + cannot enter that zone until your next count (thrown back). Energy has already been spent as the Breakthrough cost 3. |
#Conditions for Lifting a Blockade
A blockade is lifted by any of the following:
- Blockading-side Domination falls below the cap: the blocker or Domination-contributing unit is incapacitated, exits, releases stance, etc.
- Opposing faction succeeds on Blockade Breakthrough + defeats the blockading side through internal engagement: the most common realistic route.
- Use ranged attacks to cut down blockading-side units and force Domination down: archers, arquebus squads, or sorcery take down the blocker/contributing units. This is the standard way to "break a blockade" in a narrow path.
- Blockading side exits on its own: tactical retreat declaration or movement to another zone.
Scenario Example 1 — Duel on the Bridge: samurai(+1.5) + Immovable Formation(+4) = 5.5 → hits cap 3. The samurai's side blockades. Even if 5 ko-oni try to cross the bridge, they cannot move in. The only way through is
2d10+Courage >= 15Blockade Breakthrough — for ko-oni at Courage+1, failure chance is 90%+. Unless the samurai falls, the bridge cannot be crossed.
Scenario Example 2 — Rear Ranged Support: instead of breaking through a blockaded bridge, you can "wear it down." An allied arquebus squad focuses fire from the Rear Zone on the blocker or another Domination-contributing unit. If the blocker and key contributor falls and the blockading side's Domination drops to 2, the blockade lifts → normal entry becomes possible.
#Narrow Paths and Squads
A narrow path's Domination cap does not prevent units already in the zone from existing there. Whether a squad of 5 or 1 Veteran, the unit that first entered remains. However, additional entry is caught by the blockade:
| Situation | Effect |
|---|---|
| Place samurai(+1.5) on a bridge with cap 3 | Domination 1.5 (blockade not triggered) |
| + declare Immovable Formation(+4) | Domination 5.5 → 3 (cap reached → blockade triggers) |
| + allied spear squad(+2) tries to enter | The blockading side is its own faction, so entry is free. However, zone Domination remains 3 (cap). The spear squad contribution is surplus. |
| Enemy ko-oni squad tries to enter | Blocked by blockade. Cannot move. Needs Blockade Breakthrough Target Number 15. |
Core Point: A blockade is "stopping the opposing faction," not "limiting your own faction." Your own faction may already be inside or enter additionally, but Domination is bound by the cap.
Design Intent: Narrow paths work by literary intuition — when one person blocks the way, everything behind them stops. Benkei's Gojo Bridge, the 300 at Thermopylae, and Genzaburo on the log bridge are all expressed with this one rule. There are only two ways through a bridge: bring down the defender, or force through ready to bleed.
#High Ground (高所)
Towers, roofs, cliff tops, castle walls. Hard to climb, but advantageous once taken.
| Item | Value |
|---|---|
| Entry Condition | Movement +1 Energy (climbing). No additional cost with Lightness Skill Licensed or higher. |
| Benefit | Ranged attacks +2 from this zone. Enemy melee attacks -1. |
| Variant | "Collapsing tower" — each lull, roll d100; on 01~20, it collapses (delete zone, everyone inside takes 2 Wounds). |
#Tight Interior (室內)
Inside castles, caves, buildings. Low ceilings and close walls.
| Item | Value |
|---|---|
| Effect | Long-weapon(yari/nodachi) Energy +1 (same modifier as the Core Zone). Mounted entry impossible. |
| Benefit | Dagger/unarmed combat Energy -1 (minimum 1). Infiltration +2. |
| Variant | "Maze" — on movement, Finesse>=11 check. On failure, cannot move (lost). |
#Water/Waterside (水場)
Rivers, streams, marshes, coasts. Water catches your feet.
| Item | Value |
|---|---|
| Effect | Movement +1 Energy. Mounted movement impossible. Fire attack impossible. |
| Variant — Shallow Stream | Movement +1 Energy only. No combat effect. |
| Variant — Deep Marsh | Movement +2 Energy. Every range, Physique>=11 or take 1 Wound (drowning). |
| Variant — Rapid Current | On entry, Finesse>=13. On failure, forced movement(to a downstream zone). |
#Forest/Brush (林)
Trees and brush. Blocks sight and provides hiding places.
| Item | Value |
|---|---|
| Effect | Infiltration +2. Ranged attacks -2. |
| Benefit | Ambush placement in this zone automatically succeeds. |
| Variant — Dense Forest | Infiltration +3. Ranged attacks impossible. Sight fully blocked. |
| Variant — Bamboo Forest | Long weapons +1 Energy (tight). Burns completely under fire attack (delete zone). |
#Hazard Gimmicks
#Fire Zone (火場)
Burning building, powder-store explosion, after a fire attack.
| Item | Value |
|---|---|
| Effect | Everyone in the zone takes 1 Wound every lull (regardless of side). |
| Additional | Barricades/buildings automatically destroyed. Units in light armor or less take an additional 1 Wound. |
| Duration | Naturally disappears after 2~3 ranges. Rain/feng shui master can extinguish it in 1 range. |
| Placement | Fire attack(artisan/gaijin 3 Energy), powder-barrel consumable, specific yoma ability. |
#Poison Mist (毒霧)
Domain of a poison yoma, volcanic vent, rotting battlefield.
| Item | Value |
|---|---|
| Effect | At the start of each range in the zone, Physique>=11 or take 1 Wound. |
| Additional | Sight -2 (ranged attacks -2). |
| Immunity | Carrying antidote, talisman, inside a Barrier, autonomous automaton. |
| Removal | Wind(tengu/feng shui master), Barrier(zone purification), remove cause(defeat poison yoma). |
#Rockfall/Collapse (落石)
Unstable cave, crumbling castle wall, cliff terrain.
| Item | Value |
|---|---|
| Trigger | Combat noise(when using area attacks/roars), GM discretion, specific range. |
| Effect | Everyone in the zone dodges with Finesse>=13. On failure, 2 Wounds + bound(buried). |
| Escape Bound | Physique>=15 or ally rescue(2 Energy). |
| Variant | "Chain collapse" — adjacent zones also affected. "Passage blocked" — afterward, that route cannot be used for movement. |
#Spiritual Taint (靈汚染)
Battlefield where resentment has condensed, near an altar of the dead, a crack in the Spirit Realm.
| Item | Value |
|---|---|
| Effect | Every lull in the zone, make a Mental Save (Courage >= 11). On failure, gain fear. |
| Additional | -2 to Exorcism checks (spiritual interference). Yoma instead gain +2 attack. |
| Removal | Install Barrier, Exorcism>=15 purification (takes 3 ranges), remove cause(destroy vengeful spirit/altar). |
| Enhanced Variant | "Spirit Realm crack" — each lull, 1~3 Konryu fragments (GM decides) appear. Must be sealed to stop. |
#Trap (罠)
Set by shinobi, natural traps made by yoma, ancient dungeon gimmicks.
| Type | Detection | Effect | Disable |
|---|---|---|---|
| Pit | Perception>=11 | On entry, 1 Wound + movement stops | automatic (1-use) |
| Poison Needle | Perception>=13 | On entry, inflict poison | Disable>=11 |
| Rockfall Trap | Perception>=13 | On entry, 2 Wounds | Disable>=13 or trigger from range |
| Spiderweb Trap | Perception>=11 | On entry, bound for 2 ranges | Disable>=11 or fire attack |
| Cursed Gate | Perception>=15 | On passage, curse (checks -2) | Exorcism>=15 |
| Explosive Seal | Perception>=13 | On entry, everyone in zone takes 2 Wounds | Disable>=15 (on failure, immediately explodes) |
#Advantage Gimmicks
#Wall/Barricade (障壁)
Wooden fence, stone wall, overturned cart, position built by an artisan.
| Item | Value |
|---|---|
| Effect | Movement between two zones costs +2 Energy. Durability 3 (destroyed by 3 attacks). |
| Benefit | When making ranged attacks from behind the barricade, Defense +1 (cover). |
| Placement | Artisan 3 Energy, prep action "build barricade." |
| Variant | "Double wall" +3 Energy, durability 5. "Powder wall" explodes when destroyed (everyone adjacent takes 1 Wound). |
#Barrier (結界)
Spiritual wall raised by an onmyoji/esoteric monk/Pure Land monk.
| Item | Value |
|---|---|
| Effect | When a yoma enters, it takes 2 Wounds or must make an entry check(Wisdom >= 11). |
| Additional | Allies inside the Barrier are immune to fear. Spiritual Taint is nullified. |
| Placement | Character with Barrier skill, 2 Energy. |
| Destruction | Yoma attacks 3 times, or great yoma attacks 1 time. Naturally disappears after 3 ranges (upkeep 1 Energy/lull). |
#Spiritual Vein (靈脈)
A point where the land's spiritual energy flows. Rare.
| Item | Value |
|---|---|
| Effect | During a lull in the zone, recover 1 additional Wound (everyone). |
| Risk | If yoma occupy this zone, yoma recover 1 Wound every range. |
| Fiction | Core of quests involving seal reinforcement, giant-yoma hunts, or Spirit Realm gates. |
#Supply Depot (補給所)
A cart, warehouse, or camp supply pile.
| Item | Value |
|---|---|
| Effect | Allies in this zone, during a lull, reload all arquebuses + replenish 1 consumable. |
| Destruction | Destroyed if enemy attacks 2 times. On destruction, supply effect disappears. |
| Variant | "Powder depot" — explodes when destroyed (everyone in zone takes 2 Wounds). |
#Part 2: Core (心府) Use Guide
Core basic rules are separate. This section covers how to use the Core Zone in varied ways.
#Types of Core
The Core is not "always a melee at the center of the battlefield." Its character changes completely by scenario.
#Type 1: Standard Melee (亂戰)
An asura-field where both Front Zones collide and tangle.
- Position: Between allied Front Zone and enemy Front Zone.
- Control Condition: enemy Domination reaches 0.
- Special Gimmick: none (only standard Core rules apply).
- When to Use: frontal combat. The default.
#Type 2: Objective Point (目標)
A point that must be controlled: cart, altar, well, treasure, and so on.
- Position: Battlefield center or scenario-specified.
- Control Condition: allies maintain Domination for 3 consecutive ranges → objective achieved.
- If enemy controls it: enemy victory condition achieved, or Lord-grade enemy strengthened.
- Additional Gimmicks: can add Spiritual Vein, Supply Depot, or Barrier around the objective.
Scenario: "Protect the stalled cart for 3 ranges to escape." / "If the enemy controls the altar for 3 ranges, yoma summoning completes."
#Type 3: Boss Lair (巢)
A giant yoma's heart, an oni's throne, an altar of the dead.
- Position: Behind the enemy Rear Zone, or an independent zone.
- Special: As long as the boss is here, it automatically recovers 1~2 Wounds every range (absorbing a spiritual vein, throne power, etc.).
- Tactics: the boss must be dragged out of the Core Zone. Shove(wildlander), forced movement(feng shui master), provocation(samurai duel).
- Additional Gimmicks: stack with Spiritual Taint, Poison Mist, Tight Interior, and so on.
Scenario: "The oni king will not leave the throne. To cut off the throne's power, you must first destroy the seal stones on both pillars(adjacent zones)..."
#Type 4: Moving Core (移動心府)
The Core's position changes during combat.
- Trigger: every 2 ranges, or when a specific condition is met.
- Movement Method: moves to an adjacent zone. Units inside the Core Zone move with it.
- Tactics: the key is stopping the approaching Core or changing its movement direction.
Scenario: "The giant yoma advances. The yoma's body(Core Zone) moves 1 zone toward allies every 2 ranges. If the Core Zone reaches allied Rear Zone, you lose."
#Type 5: Multiple Cores (複數心府)
There are 2 or more Cores on the battlefield.
- Use: large-scale battle, giant yoma(head and tail are each a Core Zone), scattered objectives.
- Rules: each Core applies Core rules independently. A scenario may require holding 2 locations at the same time.
Scenario: "Yamata no Orochi's 8 heads — 2 of them are Cores. Only simultaneous entry reveals the vital point."
#Type 6: Conditional Core (條件心府)
Usually an ordinary zone, but becomes a Core Zone under a specific condition.
- Trigger: if both sides' Domination is 3 or higher at the same time (stalemate → melee), death of a specific unit, environmental change.
- End: if one side completely controls it, it returns to an ordinary zone.
Scenario: "The castle gate has been breached! If the enemy Front Zone and allied Front Zone both put 3 or more total units in at the same time, the castle gate zone becomes a Core Zone."
#Examples of Stacked Core Gimmicks
| Scenario | Core Type | Additional Gimmicks | Difficulty |
|---|---|---|---|
| Cart escort | Objective point | none | normal |
| Oni fortress entry | Lord-grade lair | Spiritual Taint + Tight Interior | hard |
| Giant yoma heart | Lord-grade lair + moving | Poison Mist + Spiritual Vein | lethal |
| Bridge showdown | Standard melee | Narrow Path(cap 3) + Water(fall) | hard |
| Deepest abandoned mine | Objective + conditional | darkness + Rockfall + Tight Interior | hard |
| Spirit Realm gate sealing | Lord-grade lair + multiple(2 locations) | Spiritual Taint + Spiritual Vein + conditional | lethal |
#Part 3: Outside (外部) Use Guide
The Outside Zone zone is an unseen space outside the battlefield — Spirit Realm, underground passage, rooftops, deep woods, underwater. It cannot be entered by normal movement and requires a special ability.
#Basic Outside Rules
| Item | Rule |
|---|---|
| Entry | Normal movement impossible. Only the conditions below allow entry. |
| Shinobi | "Shadow Crossing" — Outside Zone↔anywhere for 0 Energy (1 time per range) |
| Tengu lineages | "Flight" — Outside Zone↔anywhere for 1 Energy |
| Yoma (some) | Enter through unique ability |
| Infiltration Master (4 points) | Can enter Outside (2 Energy) |
| Lightness Skill Saint (5 points) | Can move similarly to flight |
| Domination | Outside has no Domination concept |
| Combat | Cannot attack another zone directly from Outside Zone (move, then attack) |
#Types of Outside
#Type 1: Standard Outside (影の道)
Woods, roofs, underground around the battlefield. A shinobi movement route.
- Entering and leaving is all it does. An "invisible corridor."
- Use: Outside Zone→enemy Rear Zone ambush. Outside Zone→direct Core Zone entry. Escape.
- Risk: yoma also use the Outside Zone. You may run into yoma in the Outside Zone (GM discretion).
#Type 2: Spirit Realm Interface (靈界接面)
A place where the boundary between the Spirit Realm and human world is thin. The Outside Zone becomes part of the Spirit Realm.
| Item | Effect |
|---|---|
| Entry | In addition to shinobi/yoma, Exorcism>=13 or Barrier>=13 can enter (spiritual resonance). |
| Environment | Spiritual Taint always applies. Every range, Courage >= 11 Mental Save. |
| Yoma | 1~3 yoma (GM decides) reside in the Outside Zone. Immediate encounter on entry. |
| Treasure | Remains of the Spirit Realm — rare items(spirit medicine, seal talisman, ancient weapon) may exist. |
Scenario: "To open the Spirit Realm gate, you must first enter Outside(the Spirit Realm Interface) and defeat the gatekeeper."
#Type 3: Enemy Headquarters (敵本陣)
Outside functions as the enemy's hidden command post. An enemy commander gives orders from here.
| Item | Effect |
|---|---|
| Enemy Commander | Hides in the Outside Zone and gives only squad orders. Does not fight directly. |
| Infiltration | If a shinobi infiltrates Outside, they can attack the enemy commander directly. |
| Destruction | If the enemy commander is incapacitated, all enemy squads take Cohesion -2 + cannot receive orders. |
Scenario: "An enemy onmyoji is controlling shikigami from somewhere. You cannot see them. A shinobi must find them in the Outside Zone."
#Type 4: Refuge (避難所)
Outside functions as an allied safe zone. Hide the wounded, or use it as an ambush base.
| Item | Effect |
|---|---|
| Allied Use | If Infiltration is Trained or higher, can enter for 2 Energy (shinobi Licensed level). |
| Benefit | While in the Outside Zone, not detected by enemies. During a lull, recover 1 Wound. |
| Risk | If an enemy shinobi/yoma infiltrates, you can be ambushed. |
Scenario: "Hide the wounded ronin in the Outside Zone(underground passage) and treat them. But the spider knows that passage..."
#Type 5: Yoma Passage (妖道)
Outside is a yoma-only movement route. Humans cannot use it, but yoma move freely.
| Item | Effect |
|---|---|
| Yoma Only | Only yoma move Outside Zone↔anywhere for 1 Energy. |
| Humans Blocked | Cannot enter by ordinary means. Can only be blocked with Barrier. |
| Tactics | Each lull, yoma appear from Outside Zone in unpredictable zones. The response is sealing the exits with Barrier. |
Scenario: "Lesser yoma keep coming without end. From where? A yoma passage in the Outside Zone. You must blockade the passage exit with Barrier to stop the intrusions."
#Type 6: Inside a Giant Yoma (巨妖內部)
When the giant yoma's body itself is the map, Outside = outside the yoma's body.
| Item | Effect |
|---|---|
| Structure | Battlefield = inside the yoma. Outside = outside the yoma. |
| Escape | To escape during combat, you must go to the Outside Zone (through the mouth or a wound). |
| Outside Zone→Re-entry | If you re-enter the yoma from Outside Zone, you arrive in a different zone (because the yoma moves). |
Scenario: "A giant snake yoma(Orochi) swallowed you. The battlefield is the snake's guts. Core = heart. Outside = outside the snake. Stab the heart to escape."
#Stacked Outside Gimmicks
| Scenario | Outside Type | Effect | Access Method |
|---|---|---|---|
| Shinobi assassination | Standard | enemy Rear Zone ambush | shinobi only |
| Spirit Realm gate sealing | Spirit Realm Interface | Spiritual Taint + gatekeeper | Exorcism/Barrier can also enter |
| Track enemy onmyoji | Enemy headquarters | commander assassination | shinobi/Infiltration Master |
| Evacuate wounded | Refuge | safe recovery | Infiltration Trained or higher |
| Endless yoma intrusion | Yoma passage | must blockade with Barrier | onmyoji/esoteric monk |
| Giant snake hunt | Inside giant yoma | exit = Outside | Lightness Skill/wildlander/shinobi |
#Part 4: GM Quick Mix Table
Recipes for quickly combining zone gimmicks when designing combat.
#Combat Recipes by Terrain
#Mountain Combat
[Rear (forest)] ── [mountain path (Narrow Path, cap 4)] ⇌ [enemy position (High Ground)]
↕
[valley (Core: standard)]
↕
[Outside: standard]
Recommended gimmicks: Narrow Path + High Ground + Forest. Rockfall traps in 1~2 places.
#Fortress Assault
[Outside castle (plain)] ── [castle gate (Narrow Path, cap 3)] ⇌ [inner courtyard (barricade)]
↕
[on castle wall (High Ground)]
↕
[main keep (Core: Lord-grade lair)]
↕
[Outside: enemy headquarters (underground)]
Recommended gimmicks: Narrow Path + High Ground + Barricade + Fire(during siege). Lord-grade enemy in the Core Zone.
#Marsh Yoma Hunt
[road entrance] ── [poison-mist wetland (Poison Mist + Water)] ⇌ [spiderweb forest (Forest + spiderweb)]
↕
[marsh Core (Core: Lord-grade lair + Poison Mist)]
↕
[Outside: yoma passage]
Recommended gimmicks: Poison Mist + Water + Spiderweb + Yoma Passage. Physique(體)-focused scenario.
#Spirit Realm Invasion Defense
[village] ── [Front Zone (Barrier)] ⇌ [enemy Front Zone (Spiritual Taint)]
↕ ↕
[Core (Spiritual Vein: conditional, Spiritual Taint)]
↕
[Outside: Spirit Realm Interface (resident yoma)]
Recommended gimmicks: Spiritual Taint + Spiritual Vein + Barrier + Spirit Realm Interface. Exorcism character required.
#d10 Random Gimmicks (Improvised Generation)
When you have no time to design a battle, roll d10 for each zone and assign a gimmick.
| d10 | Gimmick | Effect Summary |
|---|---|---|
| 1 | none | ordinary zone |
| 2 | Forest | Infiltration +2, ranged -2 |
| 3 | Narrow Path | Domination cap 4 |
| 4 | High Ground | entry +1 Energy, ranged +2 |
| 5 | Water | movement +1 Energy, mounted impossible |
| 6 | Trap (pit) | 1 Wound on entry (Perception>=11) |
| 7 | Barricade | movement +2 Energy, durability 3 |
| 8 | Fire Zone | 1 Wound each lull |
| 9 | Spiritual Taint | Mental Save each lull |
| 10 | Spiritual Vein | Wounds +1 recovery during lull |
#New Combat Recipes — By Yoma Type
#Urban Yoma Battle
[market street (allied Rear Zone)] ── [alley (Tight Interior, Narrow Path cap 3)] ⇌ [vacant house (enemy Front Zone)]
↕
[Core: underground storage (Tight Interior + darkness)]
↕
[Outside: rooftops (High Ground)]
Recommended gimmicks: Tight Interior + Narrow Path + darkness. Unarmed combat/daggers are favored. Bakeneko illusion + nurikabe obstruction. Negotiation Route: before combat, negotiation can reduce enemy numbers (bribe tanuki, resolve tsukumogami lingering attachment).
#Underground Graveyard Exploration
[graveyard entrance (allied Rear Zone)] ── [underground passage (Tight Interior, Trap)] ⇌ [tomb chamber (enemy Front Zone, Spiritual Taint)]
↕
[Core: coffin room (Spiritual Taint + darkness)]
↕
[Outside: underground waterway (Water)]
Recommended gimmicks: Spiritual Taint + Tight Interior + Trap. Exorcism required. Gashadokuro regeneration is blocked by Exorcism. Special Rule: dorotabo revives 3 times. Resolve onryo resentment = avoid combat. Jikininki grows stronger if corpses are present — immediately evacuate incapacitated allies.
#Spirit Realm Crack Defense
[village square (allied Rear Zone, Supply Depot)] ── [village edge (Barrier)] ⇌ [crack zone (enemy Front Zone, Spiritual Taint, Spiritual Vein)]
↕
[Core: crack itself (conditional, Spiritual Taint + Spiritual Vein)]
↕
[Outside: Spirit Realm Interface (resident yoma + Seed of Izanami)]
Recommended gimmicks: Spiritual Taint + Spiritual Vein + Spirit Realm Interface + Barrier. Konryu fragments appear each lull. Maintaining Barrier is key.
- Victory Condition: seal crack(Core) = Exorcism>=15 (maintain for 3 consecutive ranges). Seed of Izanami interferes.
- Defeat Condition: if sealing fails within 6 ranges, crack expands → Lord-grade yoma appears.
The battlefield is alive. A single gimmick changes everything about the fight.
