Eternal Remnance

"If you don't know how to use it, you're going straight into the Emergency Room (ER)"
==/// SUMMARY==
The (abbrev. ER) is a level-locked mage superweapon that focuses around resource management with a variety of movesets. If the user is Level 75 or above, it is available on Wave 26 for 70,000 Cash. features Remnance, Flow, and the ability to play Solar Sea by Vanguard Sound during boss fights.
==/// MECHANICS==
 will provide the user 75% Damage Resistance upon being equipped alongside with +100 Max Health and +150 Max Mana. All of its attacks restore health to the user based off of the damage dealt, and airborne enemies will take more damage. Taking advantage of this, the wide moveset pool, and integrated mechanics as described below are key to maximizing its performance.
=== // REMNANCE ===
Remnance is a resource that is used in conjunction with the user's Mana in order to cast movesets for . Holding down the Left Mouse Button [LMB] will cause the user to gain Remnance; having full Mana will in turn yield much faster Remnance regen. Charging Remnance will also simultaneously regenerate the user's Health and Mana, and Remnance regen speed scales to the user's Mana Regen from effects. 
=== // FLOW ===
Flow is a mechanic that increases the performance of based on the user's ability to consistently use their movesets and hit enemies in the process. The user gains Flow once while hitting enemies for each moveset. This occurs independently of the amount of enemies being hit: hitting multiple enemies with a single moveset will not provide additional Flow to the user.
The maximum Flow the user can have is up to x2. The higher the Flow, the faster resources will regenerate, and the faster movesets will attack and recover after being used. The time it takes for Flow to start draining will also become shorter in conjunction with the user's Flow getting higher, which is further amplified when entering Berserk. Using stale movesets will not provide the user any Flow and will instead incur a penalty to the user by cutting their current Flow by a margin. 
=== // STALENESS ===
A stale moveset is defined as a moveset that has been marked as [USED]. Using stale movesets will punish the user by reducing damage output, providing 30% lowered damage for each stale moveset used, up to a maximum of -90% damage. Thus, the user can make up to three (3) stale movesets before the punishments are maxed out. Penalties from stale movesets are passively removed each minute, but unequipping or using another stale moveset resets this timer. Stale movesets will not contribute to the user's Flow, count towards Berserk's damage requirement, nor restore the user's health. When used in Berserk, stale movesets will increase the depletion of the user's Remnance and Mana based on damage dealt.
===// DAMAGE MULTIPLIERS===
====/ UNIT CLASS====
*Spirit: [x2]
*: [x0.5]
====/ BOSSES====
*Insert Tool Noob: [x0.20]
*Crazy Robloxian: [x0.25]
*Extremis: [x0.30]
*Giant Armored Noob: [x0.40]
*Aerial Nightmare: [x0.50]
*N.D.B.D Captain: [x0.75]
===// EFFECT STATS===
====Voidant Curse====
Reduced Damage, Crit Damage, Defense, and Resistance against all elements. 
*-50% Fire, Water, Wind, Ice, Earth, Electric, Light, Dark Resistance
*-25% Damage, Critical Damage
*-25% Defense
==/// MOVESETS==
PASSIVE 	PASSIVE
ABILITY & VISUAL 	STATS & STRATEGY
JUMP COOLDOWN BYPASS	
The user can continuously jump without a cooldown while holding the weapon. The weapon must be equipped in order for this to work.
LOCK ON 	
The user can lock on to enemies: pressing the [`] key will automatically target the closest enemy. The enemy has to be in sight for Lock On to work.
ABILITIES 	ABILITIES
ABILITY & VISUAL	STATS & STRATEGY
BERSERK 	BERSERK is a toggleable form that the user can activate by holding [LMB] for some time while having max Mana and max Remnance. The user must have dealt enough damage prior in order to enter Berserk. During this form, the user will gain drastically reduced resource costs, charge times, cooldowns and an overall empowered moveset along with the ability to survive lethal damage.
This move does not have a cooldown, but once Berserk ends via the user running out of Mana or Remnance, the user will receive a temporary penalty which reduces Remnance regen and Berserk's duration by 10% along with increasing Berserk's charge time by 20%. Consecutive uses of Berserk will stack the penalty. One stack of the penalty will be removed per minute, but charging Berserk or unequipping will reset the timer. The user will also need to meet the damage threshold again between Berserk usages.
During this form, the user's Mana and Remnance will constantly be drained, and holding [LMB] will not regenerate either of them.
MOBILITY 	MOBILITY
NAME & VISUAL	STATS & STRATEGY
SPEEDBREAK 	Pressing [SHIFT] will cause the player to dash forwards in the direction that they're facing. It is recommended to use Speedbreak while airborne to take advantage of the increased mobility without friction. Speedbreak may additionally be used to cancel Eternal Blast when active.
 
*BERSERK EFFECT: Applied momentum increased greatly.
DOUBLE JUMP 	Pressing [SPACE] twice in quick succession launches the user vertically at high speeds. Double Jump can only be used once in the air, becoming available again upon landing or after recovering from Breakthrough or Eternal Blast.
ATTACKS 	ATTACKS
NAME & VISUAL	STATS & STRATEGY
VOIDANT CURSE	Pressing [E] sends out a cursed orb based on the user's cursor location that, upon direct contact, explodes and deals Area of Effect (AoE) damage in addition to inflicting the Voidant Curse debuff to enemies caught within its blast radius. If the user has an enemy locked on, the projectile will home towards the enemy target. Voidant Curse's projectile is able to deal damage and drag enemies that it grazes with respect to the projectile's trajectory while traveling.
*BERSERK EFFECT: Projectile size, travel speed, and blast radius increased significantly.
BREAKTHROUGH 	Pressing [X] propels the user forwards, dealing continuous damage and dragging along enemies that are caught in Breakthrough's radius. If the user has an enemy locked on, the user will home in and target said enemy. Making contact with the enemy will cause the user to move and send the enemy upwards. The user can use other movesets during Breakthrough's attack to create a desync, which allows more movesets to be used beyond 's regular pacing. Breakthrough cannot drag bosses like NX-1024, NF-2401, nor units such as Aerials and Structures. 
*After usage and if Double Jump has been used previously, Double Jump is restored.
*BERSERK EFFECT: Attack duration and propel speed tremendously increased.
ASTRAL RIFT 	Pressing [Q] sends out a vortex based on the cursor's location. If the user has an enemy locked on, the projectile will home towards the enemy targeted. Upon direct contact, the vortex will create a black hole that drags and traps enemies within itself, continuously damaging them. Similarly to Voidant Curse, Astral Rift's projectile is able to deal damage and drag enemies along with respect to the projectile's trajectory while traveling. Astral Rift cannot pull enemies with the following classes: Boss, MiniBoss, Heavy, Aerial, Structure.
*BERSERK EFFECT: Projectile size, travel speed, and blast radius increased significantly.
REMNANT BOMB 	Pressing [C] sends out a bomb based on the user's cursor location that deals splash damage to enemies at the point of contact. If the user has an enemy locked on, the bomb will home towards the enemy targeted. Much like Voidant Curse, Remnant Bomb is able to deal damage and drag enemies with respect to the projectile's trajectory while traveling. This attack additionally bypasses through enemy resistances.
*BERSERK EFFECT: Projectile size, travel speed, and blast radius increased significantly.
TEMPEST STORM	Pressing [Z] creates several tornadoes that quickly spread around the battlefield to target and home on a random enemy each. If the user has an enemy locked on, one of the tornadoes will be guaranteed to home and target the enemy marked. Enemies that are caught in the tornado will be dragged along, taking continuous damage throughout the tornado's lifespan. Tempest Storm cannot pull enemies with the following classes: Boss, MiniBoss, Heavy, Aerial, Structure.
*BERSERK EFFECT: Tornado size and travel speed increased significantly.
ETERNAL BLAST	Holding and releasing [R] unleashes a Singularity-type beam towards the user's cursor location. If the user has an enemy locked on, the beam will be directed to the enemy targeted. The beam's damage and size is scaled with respect to how long the user held [R]; the longer Eternal Blast is charged, the longer the beam will last, the larger the beam will be, and the more Mana it will consume. Enemies caught in the beam will be take continuous damage and knockback, potentially being suspended midair by it. Eternal Blast will not drain Mana until it is used, and can be cancelled by using another moveset or with a mobility move like Speedbreak.
* After usage and if Double Jump has been used previously, Double Jump is restored.
*This attack gains greatly increased turning speed if used midair.
*BERSERK EFFECT: Beam size increased significantly and charge time reduced.
==/// STRATEGY==
#Flinging the enemy upwards will cause enemy to take more damage from attacks. Users can exploit this to their advantage and use movesets that would launch enemies airborne like Tempest Storm and Breakthrough. Additionally, some of movesets will knock enemies back and stun them for some time.
#Since charging Remnance with also provides significantly higher Mana Regen, the user can simultaneously utilize other mage weapons or summons without having to worry about Mana due to its insane regenerative abilities. This effect is best used for supportive mage Spellbooks (such as Restoration, Guardian and other items).
#Remember that Arcane Coil is available for use alongside with , while the other coils aren't.
#While dealing with Feral Assassins or other enemies with immense resistance, Remnant Bomb can provide substantial use for its ability to bypass resistances, one-shotting Feral Assassins instantly. Additionally, Astral Rift can stun them in place for an easier kill, as they cannot escape the rift even with cloaking.
#Breakthrough and Tempest Storm can fling enemies in the air, which combined with property of dealing more damage to enemies in the air can be used to execute deadly attacks. For example, using the Astral Rift moveset right after knocking an enemy into the air with Breakthrough will put them in a constant aerial-state. Voidant Curse can then be applied to reduce defense, and since the enemy would still be pinned midair by Astral Rift, following up with an aerial Eternal Blast will then hit the enemy with guaranteed on-point accuracy and maximized damage unlike in other scenarios where the beam may miss due to the enemy being too fast. However, this combo costs a lot of resources to perform, and enemies would rarely survive to see the latter half of it.
#Since you can't die while Berserk is active, use it when you are about to take lethal damage for e.x. NX-1024's death explosion.
#Avoid using moves which disable charging Remnance such as Eternal Blast if you are under fire. Though damage resistance is high charging Remnance for health is greatly recommended.
#If you feel as if your flow is about to start draining it might be worthwhile to instantly cast Eternal Blast as it will reset the flow drain duration. (If the attack lands)
#Tempest Storm can give you some time to charge your Mana and Remnance as it lingers and is constantly hitting enemies. Thus always resetting the flow duration.
==/// TRIVIA==
# is a weapon that is inherited by the free-tool and game Ultimate Power, however with the arrival of Filtering Enabled, the game became unplayable due to broken scripts. For a playable version of Ultimate Power, click here.
#Most Testers & Contributors have access to a custom color palette for . These color palettes do not provide any buffs to the weapon and are purely cosmetic.
#Formerly using perks would increase the Remnance cost of each moveset by 15%, the Mana cost by 20% and increase the time it takes for Berserk to be charged up by 25% for each perk equipped. Perks have now been removed.
==/// HISTORY==
Date Format: mm/dd/yy
v0.8.0	
Category:Inventory
Category:Mage