Suggestions

The main purpose of this article is to gather suggestions or ideas from all players. Anyone can share their own idea and put them in here.

* Quality of Life
* Rune
* Chamber of Trial

## Quality of Life

Mana Potion :
Remove animation, so chaining attacks will be easier. Replace animation with 0.5 second cooldown.
 (Requested since v1.3a)

Status Icons:
Status can be identified by giving it 2 lines, upper one for buffs and lower one for debuffs.

## Rune

**-Idea from Altair-**

Rune : Entropy

*x*% chance to gives additional damage from from basic attack(base from overall basic attack dmg, crit. attack is included)

Lv0: 3% and 2% bonus attack dmg

Lv1: 3.9% and 4% bonus attack dmg

Lv2: 5.1% and 7% bonus attack dmg

Lv3: 6.5% and 11% bonus attack dmg

Lv4: 8.1% and 15% bonus attack dmg

Lv5: 10% and 20% bonus attack dmg

*note: Full set will have 70% chance to trigger additional attack and 140% bonus dmg from basic attack dmg, for example a full set will have 70% chance and additional attack of 140%, if you have 500 basic attack then the additional dmg will gives 700, so you have overall 1200 dmg from that rune. Not much great when comparing to skills...you need at least a bit tanky to head-on enemies with just basic attacks*

Rune: Skill Burst

When using a skill, chance to add additional skill dmg by 50% (additional damage doesn't stack)

lv0:0.5% ; lv1: 0.9% ; lv2: 1.6% ; lv3: 2.6% ; lv4: 3.7% ; lv5: 5%

*note: Full set of this rune is like 35% chance to have additional 50% dmg when using a certain skill*

**-Idea from the"BigFoot"02-**

Rune : Aggression

After performing a skill, Attack, Crit. Rate and Crit. Dmg. are increased by *x*% for *x*s(Cooldown: *x*s)

Rune : Defensive Stunt

After performing a skill, Defense, Phys. Res. and Elem. Res. are increased by *x*% for *x*s(Duration: *x*s).

**-Idea from Crown-**

Rune: Echo

Critical hits has a chance to trigger Echo every 5 seconds. Echo deals 50% of the damage the initial hit does and hits every enemy around the enemy initially hit. Works on multiple targets hit in one skill/attack.

**-Idea from Dimpufrn-**

Rune : Brute

Increases attack by 0.15%/0.25%/0.4%/0.6%/0.9%/1.25% of current HP.

**-Ideas from Leevan Ying-**

Rune : Borrowed Time ( Epic )

When the character die , a slow mo effect will occur for 3-8 second, during this time the character have + 5~15 cdr/mpr and the character recover mp by 100-250 Once the time slow effect ended the character will die as usual

Rune : Counteract (Epic)

After a perfect dodge, grant 5%-20% movespeed and atk speed increase and animation time reduction. Effect of 6 sec, cd of 10 sec (activate once the effect time have run out)

Rune : Perfection (Epic)

When Hp is at 100% or above 85%, Crit rate is boosted by 5-15%, Mpr and Cdr is increased by 5-20%. Dmg taken while this effect is active is increased by 50%

Rune : Bluntness ( Rare )

Each attack that have the same trigger conditon as ‘ Black gale ‘ or ‘ Smart move ‘ have a 5-15% chance to boost the breaking effect on the attack affected by 15 – 50 %

Rune : Opportunist ( Rare )

Any effect involving Secondary effect given by skill / mechanic ( Tackle , IC , perfect dodge -【 Double mp gain and SA 】) is extended by 15%-50% of its original duration

Rune : Swift hand ( Uncommon )

Basic attack animation is reduced by 5 – 15/20 %

Rune : Invigorate ( Uncommon )

Recover 1-5 mp passively every 8/10 second

Rune : Vital Charge ( Epic )

Each time a skill or combo finisher is used, X% of the Max HP is consumed , the amount of Max HP % consumed depend on the skill, the skill or combo finisher will activate this rune effect and receive an atk boost of 5-20% for that skill or combo finisher. This effect will not trigger below 30% Max HP

Example chart
Combo finisher – 2% Max hp

▪Tackle / IC / Round / Static / Quickshot - 5% Max hp

▪Cresent / Elemental shot / Bullet Rain - 8 % Max hp

▪Cross / Intimidate / X-saber / Mortar /

▪Rapid burst / Sticky - 15% Max HP

▪Blade Flurry / Nova - 20 % Max HP

Rune : Light ( Rare? )

When skill is activated!, 4 light rune will be summoned and last for 8 second.
The light rune deal contact dmg ( 25 % of atk )
And will explode once their duration end.
If they are status on the player, it will cleanse the player and remove the light rune. Cd : 20 second

Rune : Conversion (Epic)

Upon a critical hit, convert 0.03 ~ 1 % of dmg to mp. Mp gained this method cant exceed 100
Cd:20 sec

Rune : Strong basic (Epic)

Upon finishing a combo finisher, for 5 second, atkspd is increase by 20% and normal attack dmg base% is increase by 50-150%
No cd, it keep going (but unstackable) as long as you can keep a normal chain.

Rune : Combo master (Epic)

When using an skill, it count toward the normal combo, allow you to execute combo finisher out of skill.

Example:

Claris : Tackle, Round Slash, Cross Slash, Cresent Slash then combo finisher

Chase : Elemental Bullet, Rapid Burst then combo finisher
( mortar , static and nova dont count toward normal attack chain )

Rune : Fire ( Rare )

When under status effect , increase atk by 3 – 10%

Rune : Thunder ( Rare )

Upon using a skill, increase the break potency of the next skill by 50%

Rune : Continuous

Changes Claris switch attack into Blade Flurry Final Strike on top of the switching location with 40-70% of the skill Original value.
For Chase, change his switch attack into shooting a mini sticky with 20 - 40 % dmg conversion that expire after 2 explosion, the dmg on impact is 40 - 70 % of the original value.

Rune : Immovable

Lower Evasion by 25% and atkspd by 10% , but you have a extra 30-80 % to get super armor on dmg received.

Rune : Pavise ( Epic )
Negate one instance of dmg every 25-18 sec , upon negating a instance of dmg heal 0.5% Max hp – 3 % Max HP.

Rune : Reverb (Epic)

When you hit an enemy with a normal attack, there is a 5-20% chance for the normal attack to echo and hit the enemy for 50% of the dmg, and then a 3-10% chance for the attack to echo again (Aftershock), resulting in two extra 50% normal attack dmg.

▪For Claris : Each echo give 2 Mp and 1 soul reso point.
( Cresent blade buff can also be affected by this? , but just dont give any soul reso and give 1 mp )

▪For Chase : If the Aftershock trigger for the final attack, refill the ammo by 1 ( Can never be two )

Note: a way for people to play normal attack, and more mp regen, soul reso and ammo refill without relying too much on ammo refill skill. The first echo can be stacked to be 100% but Aftershock is maxed out at 70% with all 7 rune slot.

Rune : Legacy (Epic)

When the character equipping this rune die, The switch in character will be healed for 10-25% Max HP ( Max 60% ), Gain a 3-10 % atk/def boost ( Max 30% ), Increase in all stat by 1-5% for expensive stat and 3-10% for cheap stat ( Max 10 % / Max 25 % )

**-Ideas from Lucariu-**

Rune : Growth

Increases the exp gained from enemy by *x*%

Rune : Wealth

Increases the gold gained from enemy by *x*%

Rune : Mug

When an enemy is killed by a skill, gold and exp gained are increased by *x*%

Rune : Luxury

Increases the chance for enemies to drop items by *x*%

Rune : Fortune

Increases the chance to drop ruby from Ore Vein by *x*%

Rune : Endurance

Max HP increased by *x*% and defense increased by *x*%

Rune : Power

Max MP increased by *x* and attack increased by *x*%

Rune : Restrain

Elemental Resistance is increased by *x*% for 2s whenever a character is attacked

Rune : Cover

When a character is about to receive status ailment, the other character in the party will take over that status ailment instead, and grants him/her *x*% Phy./Elem. Resistance.

Rune : Sprint

After a perfect dodge, speed is increased by *x*% for *x*%s

Rune : Swift

Grants *x*% evasion for 3s after a perfect dodge while in the middle of basic attack

Rune : Rejuvenation

Increases the effectiveness of consumable items by *x*%

Rune : Zeal

Restores MP by *x* when killing an enemy

Rune : Alleviation

After using skill, MP cost & cooldown for the next skill is reduced by *x*%

Rune : Revenge

When a character fainted, the other character in the party gain *x*% speed and *x*% crit. rate for 10s, also refresh all skill cooldown [Cooldown : 25s]

Rune : Crush

All attacks have increase shield-break potency by *x*%

Rune : Force

*x*% chance to refresh used switch skill's cooldown

Rune : Physicalist

When inflicted with physical ailments, all attacks have a *x*% chance to inflict the same ailment to enemies

Rune : Elementalist

When inflicted with elemental ailments, all attacks have a *x*% chance to inflict the same ailment to enemies

Rune : Vapor

Damage increased by *x*% toward enemies inflicted by status ailment

Rune : Momentum

When using a character for 15s, recovery is increased by *x*% and speciality is increased by *x*% for 5s. [Cooldown : 30s]

Rune : Focus

When HP is at 100%, crit. rate is increased by *x*%

Rune : Adrenaline

When all skills are in cooldown, crit. rate is increased by *x*% and evasion is increased by *x*%

Rune : Skill(Common/Uncommon)

All skill damage increased by *x*%

Rune : Frenzy(RareEpic)

Increases MP Cost by *x*% when using skill, boost skill damage by *x*%

Rune : Trance(Rare/Epic)

Boost skill damage by *x*% at the cost of *x*% HP. [Cannot be activated when HP falls below 30%]

Rune : Energy(Rare/Epic)

Consume 2 Rune Fragment when using skill to increase its damage by *x*%

Rune : Rise(Epic/Legend)
After performing 5-hits from basic attack twice, for 20s damage from basic attack is increased by *x*%

## Chamber of Trial

### Clear Condition:

▪ Clear without using any consumable.

▪ Clear with at least 50% HP remaining.

▪ Clear without getting hit more than 20 times.

▪ Clear with only one character in the party.

▪ Clear with only Claris in the party.

▪ Clear with only Chase in the party.

▪ Clear without activating Speciality.

### Chamber Defense System

▪ Enemies inside the buff zone are immune by Crit. Attack. Activates every 35s.

▪ 2 Devices are installed inside the Chamber.

+Physical Device: Can only be hit by Elemental attack.

+Elemental Device: Can only be hit by Physical attack.

If one of the device remains active for 20s, all enemies restores 20% of their Max HP, and refresh their shield gauge.
Both devices deactivate for 20s upon destroyed.

▪ Enemies can only be damaged when a character is inflicted by Status Ailments. If enemies are attacked while a character is not inflicted by any Status Ailments, they will regain HP instead.

▪ Double Rage duration. Raged unit is immune to all incoming damage.

▪ Shielded unit can only be damaged when the shield is break and grants 20% damage reduction when the shield is break.