Eternal Nightmare

**How to Play**Missions and RelicsNightmare Realm SteleRealm ExplorationStory

 July 18 14:00 ~ August 15 2023 13:59 (Server Time)

*Abnormal contamination outflow at 33 degrees of the BR-000 border confirmed! A large number of Mania-infected creatures are spilling into the surrounding area!*
Overview
In the Eternal Nightmare, Chief needs to form a unique Sinner team, explore the everchanging Nightmare Realm, and tackle unknown challenges. Chief must find the final exit and escape from this perilous nightmare before running out of SAN. The journey in the Eternal Nightmare is irreversible. Once SAN is exhausted, everything will go back to square one. In this fickle realm, the changeless Realm Stele will record Chief's every challenge. Regardless of success or failure, Chief can collect Realm Cubes to light up the nodes on the Nightmare Realm Stele to gain permanent enhancements to aid the next journey.

Gameplay
1. Difficulty Selection

Upon entering the game, players need to choose a difficulty level. Each difficulty level comes with corresponding profit rates and additional difficulty conditions.

[Profit Rate]
Gain or loss will be applied during point settlement according to the profit rates.

[Additional Conditions]
Except for Easy and Normal, whenever the difficulty is raised by one level, an additional condition will be added.

[Unlock Difficulty]
Complete the previous difficulty level to unlock the next one.

1. Team Selection

Chief can pick from the default initial teams or form a team with available Sinners up to 3 members. Each team has its own exclusive initially equipped items. Make good use of them!

1. Map Exploration

Explorable nodes are available on the map. The icons on the nodes indicate various types of incidents, you can tap to move to a node connected to the current location. Actions such as movement and battles consume SAN. Exhaustion of SAN means instant failure.

As in regular battles, enemy escapes will lead to corresponding SAN depletion. Note that in the Eternal Nightmare, SAN will also be consumed when sending Sinners on battles. SAN consumption corresponds to their Anxiety Levels.

[Camp and Moon Phase]

i. Camp: After each level of Nightmare Realm, you can return to the camp to take a short rest. The camp is relatively safe and SAN consumption for movement here is 0.
ii. Moon Phase: After leaving the camp, the Exploration Moon Phase will be refreshed. All related profits will be settled when you leave the camp.

[Relics]

Various types of Relics can be obtained throughout the journey. Some aid exploration, while others enhance combat abilities. Make good use of your resources. With the appropriate Relic set, you may greatly reduce exploration difficulty.

[Exploration Goals]

When SAN is 0 or all Sinners left the team, the challenge fails; when you find the exit and escape from the nightmare, the challenge succeeds. By the end of the exploration, points will be settled according to Chief's exploration performance. Accumulate points to claim rewards.

While accumulating nightmare points, you will also receive Realm Cubes in a certain proportion. Collect Realm Cubes and light up the nodes on the Nightmare Realm Stele to gain permanent enhancements.

Sinners

[Sinner Attribute]
In the Eternal Nightmare, all characters are fixed at Phase 3 and Lv.90 with all skills fixed at Lv.10 and Phase 3 Exclusive Crimebrand activated. The respective compliance and shackles of Chief's Sinners can be inherited, but not their equipped Crimebrands. The higher the Sinner's own level, the higher his or her Moon Stage and the stronger the corresponding attribute buff.

[Nightmare Talent]
Every Sinner has their unique Nightmare Talent in the Eternal Nightmare. A Sinner's Nightmare Talent will take effect when they join the team. If a Sinner leaves the team after gaining 5 stacks of Scar, their respective talent will no longer be effective as well.

[Sinner Status]
Engrave: At the Land of Engraving node, you can grant an engraving to a Sinner.

Scar: When a Sinner's HP is down to 0 in a battle, they gain 1 stack of Scar. Scar effects are stacked. Upon reaching 5 Scars, they will leave the team and can never be claimed in this exploration. It is also possible to get Scars during special incidents, and the scar effect can be removed during Boundary Marker incidents and Healing incidents.

Anxiety: The higher the Anxiety Level, the higher SAN it costs to deploy a Sinner. Sinners who are not deployed in battles will have their Anxiety Levels lowered.