Parallel Realms

**Parallel Realms** is a challenging game mode where players traverse through multiple routes to defeat fearsome Bosses in order to gain massive rewards. Parallel Realms reset after three days. In Parallel Realms, your Fighters’ HP is persistent. If you end a Fight with only 50% HP, you will start the next Fight with 50% HP. If a Fighter is KO’d, they will stay KO’d for the remainder of your attempt at the Realm.

Parallel Realms Fights are loaded with powerful modifiers, particularly Boss Nodes, so it may take several attempts using many different teams of Fighters to whittle down an opponent before you can finally claim victory. Furthermore, as you win Fights you will collect powerful Artifacts. These will give huge bonuses to your Fighters while they traverse the Realm. By the end of your attempt, you may have amassed some truly unstoppable Artifact combinations!

You may also encounter Healing nodes on your journey where Ileum will recover some of your Fighters’ missing HP, or possibly even revive a fallen Fighter! The choice is yours if you seek out Fights to earn more rewards and artifacts, or if you aim for Healing Nodes to bolster your teams for more difficult fights to come.

## Rewards

All relic rewards have a chance for one of them to be either a Premiere Relic or a Jackpot Relic.

## Artifacts

Artifacts are bonus items that can be collected as you go through the map that will serve as beneficial modifiers for the player. Defeating each node in a map will grant a random choice of Bronze and Silver Artifacts. Successfully clearing an Area will grant a choice of three Gold Artifacts to be carried to the next Area. Artifacts are reset for each run.

* Bronze Artifacts
* Silver Artifacts
* Gold Artifacts

 SLIVER OF FLAME
 SLIVER OF SKY
 SLIVER OF FROST
 SLIVER OF RADIANCE
 SLIVER OF SHADOW
 SOUP DUMPLINGS
 SUPPRESSIVE SHOTS
 TIME BALM

## Modifiers

In Nightmare and No Mercy difficulty, there will be extra modifiers to make Parallel Realms more challenging but also rewarding. Aside from the usual ATTACK and HEALTH increase modifiers up to 1600%, additional modifiers for the two difficulties are as follow:

### No Mercy

* Area 1
* Area 2
* Area 3

Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH.
**IMMUNOTHERAPY**
15% chance to gain IMMUNITY for 10 seconds when HIT.
**HALFTIME**
Once per match, gain 5 stacks of REGEN for 6 seconds when dropping below 50% HEALTH.
**REACTIVE ARMOR**
10% chance to gain ARMOR for 5 seconds when HIT.
**DEADER THAN DEAD**
Defeated opponents cannot be revived.
  BOSS
Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH.
**IMMUNOTHERAPY**
15% chance to gain IMMUNITY for 10 seconds when HIT.
**STANDING TALL**
Gain REGEN every 3 seconds. REGEN is removed when KNOCKED DOWN.
**RENAISSANCE**
Once per match when defeated, RESURRECT with 25% HEALTH and 100% BLOCKBUSTER METER.
**POSSESSION CHANGE**
If DEFEATED near the body of a defeated teammate, the fallen teammate will RESURRECT with 50% HEALTH.
**DEADER THAN DEAD**
Defeated opponents cannot be revived.
**PLOT ARMOR**
Cannot suffer more than 5% of your MAX HEALTH from a single HIT.

Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH.
**IMMUNOTHERAPY**
15% chance to gain IMMUNITY for 10 seconds when HIT.
**HOUSE ADVANTAGE**
While at an ELEMENTAL ADVANTAGE, gain 5% BLOCKBUSTER METER per second.
**DANGER ZONE**
All attacks are UNBLOCKABLE while below 25% HEALTH.
**DEADER THAN DEAD**
Defeated opponents cannot be revived.
  BOSS
Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH.
**IMMUNOTHERAPY**
15% chance to gain IMMUNITY for 10 seconds when HIT.
**EMISSION SPECTRUM**
[Light Element Fighters]: Gain a BUFF every 10 seconds and at the start of the match. The BUFF gained lasts for 10 seconds and cycles between IMMUNITY, FINAL STAND, UNFLINCHING, and INVINCIBILITY. 25% chance on HIT to TRANSFER 1 DEBUFF from yourself to the opponent.
**FLASH POINT**
[Fire Element Fighters]: Gain permanent ENRAGE for every 15% HEALTH lost. 50% chance to inflict STUN for 4 seconds when landing a HIT that deals at least 10% damage.
**GONE WITH THE WIND**
[Air Element Fighters]: Regain 25% HEALTH when TAGGING OUT. Whenever the opponent uses a BLOCKBUSTER, all their SPECIAL MOVES will be reset and their BLOCKBUSTERS will have their meter reduced by 100%.
**PERMAFROST**
[Water Element Fighters]: Gain 1 stack of ARMOR every 2 seconds, but each HIT suffered will remove a stack. When benefitting from ARMOR, hits DISABLE opponent SPECIAL MOVES and BLOCKBUSTERS for 5 seconds.
**NYCTOPHOBIA**
[Dark Element Fighters]: Gain HASTE for 5 seconds when HIT. When HASTE expires, inflict a 5 second DOOM. If the opponent lands a HIT, DOOM will be removed.
**DEADER THAN DEAD**
Defeated opponents cannot be revived.
**PLOT ARMOR**
Cannot suffer more than 5% of your MAX HEALTH from a single HIT.

Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH.
**IMMUNOTHERAPY**
15% chance to gain IMMUNITY for 10 seconds when HIT.
**FINAL CURSE**
When defeated, inflict the opponent with 3 DEBUFFs (excluding STUN) for 10 seconds.
**DEVIL'S SNARE**
Gain THORNS for 5 seconds for each HIT blocked by the opponent.
**DEADER THAN DEAD**
Defeated opponents cannot be revived.
  BOSS
Remove all DEBUFFS and gain permanent IMMUNITY when dropping below 50% HEALTH.
**IMMUNOTHERAPY**
15% chance to gain IMMUNITY for 10 seconds when HIT.
**BARBED WIRE**
15% chance to inflict BLEED for 5 seconds when HIT.
**TIME DILATION**
When near the opponent, BUFFs gained last twice as long and DEBUFFs suffered last half as long. These effects are reversed for the opponent.
**EXQUISITE CORPSE**
Suffering a HIT while near a dead teammate grants THORNS for 15 seconds.
RESURRECT all teammates with 50% HEALTH when using a TIER 3 BLOCKBUSTER.
**DEADER THAN DEAD**
Defeated opponents cannot be revived.
**PLOT ARMOR**
Cannot suffer more than 5% of your MAX HEALTH from a single HIT.