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''Core knowledge for winning on the Aran Highlands.''<tabber> |
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''Core knowledge for winning on the Aran Plateau.''<tabber> |
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Required / Essential = |
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Essentials = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prisms and Victory Conditions</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prisms and Victory Conditions</div> |
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[[File:Manual_tip01.png|center|frameless|1000px]] |
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'''Prism Score and Victory''' |
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'''Prism Points and Victory Condition''' |
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Defeat the Prism Boss that appears on the Aran Highlands to obtain a Prism, |
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Defeat the Prism Boss [[File:Icon_Kierro.png|x20px|link=]] that appears on Aran Plateau to acquire a Prism[[File:Icon_Prism.png|x20px|link=]]. |
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then deposit it into the Stabilizer at the center of the map to earn 1 Prism Score. |
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Insert the Prism[[File:Icon_Prism.png|x20px|link=]] into the Ballast at the center of the map to gain 1 Prism Point. |
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The first team to reach 5 points wins. When the game ends after 24 minutes, rankings are decided in order of the highest score. |
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The first team to reach 5 points wins. If the game ends after 24 min, teams are ranked in order of highest score. |
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If Prism Scores are tied, rankings are decided by the total amount of currency (Shards) each team has collected. |
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If Prism Points are tied, teams are ranked by the total amount of Shards they have acquired. |
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'''S-Prisms and Scoring''' |
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'''S-Prisms and Points''' |
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The S-Prism is a core resource essential for victory. |
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S-Prisms[[File:Icon_SuperPrism.png|x20px|link=]] are a key resource required for victory. |
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Points 4 and 5 can only be scored with an S-Prism. |
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The fourth and fifth points can only be scored with S-Prisms[[File:Icon_SuperPrism.png|x20px|link=]]. |
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When your team lands 3 kills/assists on enemies while holding a Prism, or wipes out the enemy team, your held Prism converts into an S-Prism. |
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If your team scores 3 enemy kills/assists while holding a Prism[[File:Icon_Prism.png|x20px|link=]], or wipes out an enemy team, the Prism[[File:Icon_Prism.png|x20px|link=]] you're holding will transform into an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]]. |
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You can also obtain an S-Prism by defeating the Prime Boss Najan that appears late in the game. |
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You can acquire an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]] by defeating Nazan[[File:Icon_Narzan.png|x20px|link=]], the Prime Boss that appears in the later stages of the game. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">S-Prism</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">S-Prism</div> |
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'''S-Prisms and Scoring''' |
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'''S-Prisms and Points''' |
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The S-Prism is a core resource essential for victory.
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S-Prisms[[File:Icon_SuperPrism.png|x20px|link=]] are a key resource required for victory. |
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Points 4 and 5 can only be scored with an S-Prism.
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The fourth and fifth points can only be scored with S-Prisms[[File:Icon_SuperPrism.png|x20px|link=]]. |
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When your team lands 3 kills/assists on enemies while holding a Prism, or wipes out the enemy team, your held Prism converts into an S-Prism.
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If your team scores 3 enemy kills/assists while holding a Prism[[File:Icon_Prism.png|x20px|link=]], or wipes out an enemy team, the Prism[[File:Icon_Prism.png|x20px|link=]] you're holding will transform into an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]]. |
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You can also obtain an S-Prism by defeating the Prime Boss Najan that appears late in the game. |
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You can acquire an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]] by defeating Nazan[[File:Icon_Narzan.png|x20px|link=]], the Prime Boss that appears in the later stages of the game. |
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'''S-Prism Scouting (Detection Effect)''' |
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'''S-Prism Scouting (Detection Effect)''' |
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After scoring 3 points, while your team holds a Prism, a circular area of 60m radius is scanned to reveal enemy positions within range.
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If an ally is holding a Prism[[File:Icon_Prism.png|x20px|link=]] when your team scores the third point, a 60 m radius will be scanned to reveal the locations of any enemies within range. |
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Enemies revealed this way appear as red silhouettes and are also shown on the Minimap. Work with your team to eliminate the enemies, create an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]], and score it at the central Ballast. |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Key Rewards</div> |
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Icons that appear in the field are color-coded to make it easier to identify reward types. Try to identify them instantly by their color! |
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[[File:Icon_Kierro.png|x20px|link=]] Red: Acquire a Prism[[File:Icon_Prism.png|x20px|link=]] and a buff |
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[[File:Icon_EliteMonster.png|x20px|link=]] Yellow: Large amount of Shards and XP |
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[[File:Icon_Narzan.png|x20px|link=]] Purple: Acquire an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]] and a buff |
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[[File:Icon_BuffBoss.png|x20px|link=]] Blue: Acquire a buff |
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Revealed enemies appear as red silhouettes and are exposed on the minimap. Wipe them out with your team, generate an S-Prism, and score at the central Stabilizer. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Learn the Key Rewards</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prism Boss Rewards</div> |
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In addition to a Prism[[File:Icon_Prism.png|x20px|link=]], defeating a Prism Boss[[File:Icon_Kierro.png|x20px|link=]] grants a permanent "Enhancement" effect that can stack without limit. |
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Icons on the field use color to make reward types easy to tell apart. Judge instantly just by the color! |
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"Enhancement" is a permanent growth effect that increases both All Damage Increase and stats. It stacks without limit each time you defeat a Prism Boss, giving teams that consistently hunt Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] an advantage in later battles. |
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Red: Prism and buff |
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Defeating Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] 3 times grants a permanent "Rampage" effect. |
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Yellow: Large amounts of currency (Shards) and experience |
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"Rampage" is a powerful buff that can instantly execute enemies with very low HP. It's incredibly effective for finishing off engagements or ensuring that fleeing enemies are eliminated. |
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Purple: S-Prism and buff |
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"Rampage" is the highest-tier buff obtainable on the Aran Plateau and can serve as a foothold for turning the tide and dominating the battlefield. |
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Blue: Buff |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Monster Reward Priority</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Monster Reward Priority</div> |
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Hunting the monsters that give more rewards in the same amount of time speeds up your growth. Just remember the points below to judge reward priority instantly. |
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Hunting monsters that give more rewards in the same amount of time will speed up your growth. Just remember the information below to instantly judge reward priority. |
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1. Monsters in the '''Inner''' zone near the map's '''Center''' provide more experience and Shards than those in the '''Outer''' zone. |
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1. Monsters in the '''Inner''' Zone, which is close to the '''Center''' of the map, provide more XP and Shards than those in the '''Outer''' Zone. |
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2. Some monster camps have a '''gold border''' on their icon, and these provide more currency and experience than regular camps. |
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2. Some monster camps have a '''gold border''' around their camp icon and provide more currency and XP than normal camps. |
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3. Watcher Camps give greater rewards than regular camps, and defeating them secures vision of a specific zone — making them key strategic points. |
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3. Watcher Camps[[File:Icon_Watcher.png|x20px|link=]] give greater rewards than normal camps and are key strategic points that also secure vision information for specific areas when cleared. |
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'''Tip.''' All monster camps respawn 5 seconds after a phase change. Right after a phase change is the best timing to claim Watcher Camps first. |
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'''Tip.''' All monster camps respawn 5 sec after the phase changes. Right after a phase change is the best time to take control of Watcher Camps[[File:Icon_Watcher.png|x20px|link=]] first. |
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</div> |
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</div> |
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|-|Tips = |
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|-|Tips = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">What Is the Aran Highlands?</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">What Is Aran Plateau?</div> |
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The Aran Highlands is divided into 3 zones from the outside in: Outer / Inner / Center.
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Aran Plateau is divided into 3 zones: Outer, Inner, and Center. |
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'''Outer''' |
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'''Outer''' |
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The outer region of the map where the traces of the past war between the nature spirits and the Kalipolis forces are clearly visible. The boss camp sector, where the Prism Boss and buff bosses appear, and the elite monster camp sector are separated from each other.
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This is the outer area of the map, where traces of the past war between the spirits of nature and the forces of Kallipolis remain clearly visible. The boss camp sector, where Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] and Buff Bosses[[File:Icon_BuffBoss.png|x20px|link=]] appear, is separated from the elite monster[[File:Icon_EliteMonster.png|x20px|link=]] camp sector. |
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'''Inner''' |
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'''Inner''' |
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The inner region of the map with few traces of the past war. It offers higher monster kill rewards than the Outer, and contains the camp where the Prime Boss appears late in the game.
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This is the inner area of the map, where almost no traces of the past war remain. Compared to the Outer Zone, monsters here give greater rewards when defeated, and there's also a camp where the Prime Boss[[File:Icon_Narzan.png|x20px|link=]] appears in the later stages of the game. |
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The Outer and Inner zones are divided by the octagonal road of the map. |
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The Outer and Inner Zones are divided by the octagonal road on the map. |
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'''Center''' |
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'''Center''' |
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The heart of the battlefield, where 2 Stabilizers are located for depositing obtained Prisms to raise your Prism Score.
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This is the center of the battlefield, where 2 Ballasts are located. You can insert the Prisms[[File:Icon_Prism.png|x20px|link=]] you have obtained into them to increase your Prism Points. |
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'''Scenery by Direction''' |
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'''Scenery by Direction''' |
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Beyond the east of the map looms the hand of a giant rock spirit, and the eastern area is filled with dark amber-toned monsters and terrain. |
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Beyond the eastern side of the map, the hand of a giant rock spirit towers over the landscape, and the eastern area features dark yellow monsters and terrain. |
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Beyond the west of the map stands a massive tree trunk, and the western area is made up of dark green scenery. |
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Beyond the western side of the map, there's a giant tree trunk, and the western area is made up of dark green scenery. |
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Beyond the south of the map you can see the Kalipolis airship the heroes arrived on, and the southern area is filled with dark crimson scenery. |
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Beyond the southern side of the map, you can see the Kallipolis airship that the Heroes arrived on, and the southern area features dark purple scenery. |
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Beyond the north of the map stands a massive radar facility, and the northern area is made up of gray-toned scenery. |
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Beyond the northern side of the map, there's a giant radar facility, and the northern area is made up of gray scenery. |
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The color and mood differ by direction, so when you lose your way, look at the surrounding colors to gauge your position.
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Since each direction has a different color tone and atmosphere, try looking at the colors around you to figure out where you are when you get lost. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Last Stand</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Fighting Spirit</div> |
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'''Last Stand''' is a powerful comeback system that can turn the tide in an instant when your team is in crisis. |
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'''Fighting Spirit''' is a powerful comeback system that can instantly turn the tide when your team is in danger. |
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'''Last Stand''' |
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'''Fighting Spirit''' |
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The ultimate reward triggered when your team completely wipes out an entire enemy team. You gain the following effects: |
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The ultimate reward that is activated when your team completely wipes out the entire enemy team. |
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1. All fallen allies are instantly revived with 100% health restored + skill cooldowns reset + an attack power boost for a set duration. |
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1. Instantly revives all dead allies, restores 100% of their HP, resets ability cooldowns, and grants an Attack Damage increase for a set duration. |
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2. Revived allies appear near the ally hero who triggered the Last Stand. |
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2. Revived allies appear near the ally hero who activated Fighting Spirit. |
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3. At the moment the effect is gained, all Prisms held by your team are instantly converted into S-Prisms. |
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3. All Prisms[[File:Icon_Prism.png|x20px|link=]] held by your team when the effect is acquired are immediately converted into S-Prisms[[File:Icon_SuperPrism.png|x20px|link=]]. |
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'''Partial Last Stand''' |
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'''Partial Fighting Spirit''' |
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If you defeat only some of the heroes on an enemy team on the verge of being wiped out, surviving allies recover some health for each enemy killed.
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When you defeat some heroes on an enemy team that is on the verge of being wiped out, living allies recover some health for each enemy defeated. |
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When only 1 enemy remains on a team, a Last Stand mark appears above that enemy's nameplate. Defeating this enemy grants the Last Stand effect. |
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When only one enemy remains on an opposing team, a Fighting Spirit mark appears above that enemy's nameplate. Defeat that enemy to acquire the Fighting Spirit effect. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Beginner Options</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Beginner Settings</div> |
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If ZETA is new to you, try the '''Beginner Options'''. They let you toggle, all at once, the UI/UX support features that help you not miss important information on the battlefield. |
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If you're new to ZETA, try using '''Beginner Settings'''. These UI/UX assist features help you avoid missing important information on the battlefield, and can be turned on or off all at once. |
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You can choose whether to use them under '''Options - Gameplay - COMMON - Etc'''. |
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You can enable or disable this setting under '''Settings - Gameplay - COMMON - Others'''. |
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'''Beginner Options''' are enabled by default, and the following features work together: |
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'''Beginner Settings''' are enabled by default and include the following features. |
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1. As a phase transition approaches, the timer is highlighted so you can prepare in advance for the moment when all positions are revealed. |
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1. When a phase transition is approaching, the timer is highlighted so you can prepare in advance for the moment when your location is revealed to all teams. |
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2. A highlight effect is added to the icon of an object the first time it enters your view, so you can instantly recognize newly appeared resources or threats. |
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2. Highlight effects are added to object icons when they first enter your field of view, allowing you to immediately notice newly appeared resources or threats. |
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3. You're notified by text when it's a good time to buy or upgrade Codices at the shop. Don't miss the timing to spend Shards efficiently. |
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3. A text notification appears when it's time to purchase or enhance CODEXES at the shop. Don't miss the right time to spend your Shards efficiently.. |
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4. The route to your current objective is displayed, so you can continue your next move without hesitating over where to go. |
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4. The route to your current objective is displayed, allowing you to move straight into your next action without hesitating over where to go. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Phase Changes</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Phase Change</div> |
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The following effects occur when the phase changes. |
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At the moment a phase changes, the following effects occur: |
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1. All teams' positions are revealed to everyone for 5 seconds. |
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1. All teams' locations are revealed to each other for 5 sec. |
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2. All monster camps respawn 5 seconds after the phase change. |
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2. All monster camps respawn 5 sec after the phase changes. |
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3. After some time from the phase change, various objects such as bosses and elites spawn. |
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3. A set time after the phase changes, various objects such as bosses and elites will appear. |
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A phase transition is a good time to redesign your hunting route, but the information is shared with everyone, so be careful in engagements. |
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A phase transition is a good time to redesign your hunting route, but this information is shared with everyone, so be careful of enemy encounters. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Battle Codex</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Battle CODEXES</div> |
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The '''Codex''', purchased with Shards earned on the Aran Highlands, is the core equipment that determines a hero's strength.
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'''CODEXES''' purchased with Shards obtained in the Aran Plateau are core equipment that determine a hero's overall power. |
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Master the efficient upgrade method to gain the upper hand in battle.
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Learn efficient enhancement strategies to gain the upper hand in battle. |
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Rather than holding several Tier 1 Codices for the same amount of Shards, completing one Codex up to Tier 4 before buying the next is far stronger and safer. |
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Rather than spending the same amount of Shards to own multiple Tier 1 CODEXES, it's far stronger and safer to fully upgrade a single CODEX to Tier 4 before purchasing the next one. |
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A Codex grows stronger at every stage, but its performance rises dramatically when it reaches Tier 2 and Tier 4 in particular. Breaking through these stages quickly is the key to growth.
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CODEXES grow stronger at every tier, but their performance increases dramatically when reaching Tier 2 and Tier 4. Breaking through these tiers quickly is the key to progression. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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|-|Controls / Combat = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Operation Strategy</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Skill Aiming</div> |
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In Aran Plateau, strategic operation is just as important as smart combat. There are two main operation styles in Aran Plateau: [[File:Icon_Kierro.png|x20px|link=]]Red (Scoring) Operation, which focuses on Prism Bosses[[File:Icon_Kierro.png|x20px|link=]], and [[File:Icon_EliteMonster.png|x20px|link=]]Yellow (Growth) Operation, which focuses on elite monsters[[File:Icon_EliteMonster.png|x20px|link=]]. |
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Every battle in ZETA begins with aiming the skill indicator yourself. |
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[[File:Icon_Kierro.png|x20px|link=]]Red (Scoring) Operation focuses on defeating Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] from the early game to acquire Prisms[[File:Icon_Prism.png|x20px|link=]] and take the lead in scoring, securing strategic breathing room even if your growth is relatively delayed. |
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When you use a skill, an indicator showing the skill's range and direction appears on screen. |
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By defeating Prism Bosses 3 times, you can also aim to acquire the powerful "Rampage" effect in the late game and use it to turn the tide or solidify your lead. |
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Operate your keyboard/mouse or gamepad to move the indicator to the desired position, then fire. |
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[[File:Icon_EliteMonster.png|x20px|link=]]Yellow (Growth) Operation focuses on increasing your growth from the early game by prioritizing elite monsters[[File:Icon_EliteMonster.png|x20px|link=]] and gold-highlighted camps, even if scoring, and therefore winning the game, comes relatively later. |
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ZETA skills do not automatically track enemies. |
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The goal is to use your increased strength to ambush or wipe out enemies who enter the Center with Prisms, then seize the advantage. |
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Predicting the enemy's current position, movement path, and next action, and using skills as you intend, is the core of every battle. |
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When neither operation goes as planned, you can avoid enemies and focus on [[File:Icon_EliteMonster.png|x20px|link=]]Yellow (Growth) Operation to build up your strength, and then use vision barriers and bushes inside the map to wipe out enemies and steal their Prisms. |
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ZETA's combat tempo is relatively fast, and the "Fighting Spirit" effect restores 100% of your health and all ability cooldowns when you wipe out an enemy team. Once you've caught up in growth, you can play boldly and aggressively to look for a comeback. |
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</div> |
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|-|Controls/Combat = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Ability Aim</div> |
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All combat in ZETA begins with manually aiming your ability indicator. |
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When you use an ability, an indicator showing the ability's range and direction appears on the screen. |
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Use your keyboard/mouse or gamepad to move the indicator to the desired position, and then fire. |
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Abilities in ZETA don't automatically track enemies. |
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Predicting the enemy's current position, movement path, and next action, and then using your abilities as intended, is the key to all combat. |
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It may feel awkward at first, but it's designed so you can quickly get used to it. |
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It may feel awkward at first, but it's designed so you can quickly get used to it. |
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Handle various skills yourself at the Training Ground and build your own sense of aim.
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Try using different abilities in the training grounds and develop your own sense of aim. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Ping / Voice</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Pings/Voice</div> |
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Fast communication with teammates is the key to victory. Make active use of pings and voice chat.
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Quick communication with your teammates is key to victory. Make active use of pings and voice chat. |
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'''How to Use Pings''' |
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'''How to Use Pings''' |
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Using the assigned key places a ping at that location.
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Use the assigned key/the assigned key to place a ping at the corresponding location. |
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You can use it in various situations, such as marking enemy positions, requesting a regroup, or sharing a hunting route. |
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You can use pings in various situations, such as notifying your team of enemy locations, requesting backup, or sharing your hunting route. |
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'''How to Use Voice''' |
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'''How to Use Voice''' |
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Voice chat can be used under '''Options''' - '''Team Voice''', choosing one of the following 2 modes: |
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Voice chat can be used by selecting one of the following 2 methods under '''Settings''' - '''Team Voice'''. |
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Open Mic: The mic is always active, so you can transmit your voice instantly without any extra input. It allows natural communication, but surrounding noise may also be transmitted. |
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Open Mic: Your microphone is always active, allowing you to speak immediately without any extra input. This allows for natural communication, but background noise may also be transmitted. |
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Push-to-Talk: The mic is active only while you hold the assigned key. You can transmit your voice only when you want, allowing clean communication. |
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Push-to-Talk: Your microphone is active only while holding down the assigned key. This allows for cleaner communication by transmitting your voice only when you want to speak. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Smart Aim Assist</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Changing Ability Input/Control Modes</div> |
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You can set how abilities are activated and what they are cast based on to match your playstyle. |
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If you want to land skills faster in tense combat situations, try the '''Smart Aim Assist''' feature. |
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When you enable '''Smart Aim Assist''' for each skill under '''Options - Controls - HERO''', that skill's aim is corrected to the direction and position of enemies within range when you input it.
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You can configure these settings individually for each hero's abilities under '''Settings - Controls - HERO'''. |
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'''Ability Input Mode''' |
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However, in situations where you need to predict the enemy's movement path, we recommend adjusting and using skills manually. |
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You can select one of the following 3 options for each ability. |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Skill Input / Control Mode Settings</div> |
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* Normal Cast: Aim while holding the ability key, and then cast when you release the key. This gives you enough time to aim, making it useful for precise shots. |
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You can set how skills are triggered and what they are cast relative to, to match your own play style. |
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* Instant Cast: Casts immediately when you press the ability key. Effective in situations that require a quick response. |
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* Toggle Cast: Press the ability key to aim, then press it again to cast. You don't need to keep holding the key. |
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'''Control Mode (Controller Only)''' |
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You can configure this individually for each hero's skill under '''Options - Controls - HERO'''. |
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This option can only be configured when using a gamepad such as a PS5 or Xbox controller. |
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'''Skill Input Mode''' |
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For each skill, you can choose one of the following 3:
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You can select one of the following 2 options under Settings - Controls. |
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* Camera-Relative: Actions are cast based on the center direction the camera is facing. This allows you to aim naturally based on your view. |
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* Normal Cast: Aims while you hold the skill key, and casts when you release it. You can take enough aiming time, which is good for precise shots. |
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* Character-Relative: Actions are cast based on the direction the character is facing. This lets you directly control the character's direction separately from the camera. |
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* Instant Cast: Casts the moment you press the skill key. Effective in situations that need quick reactions. |
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* Toggle Cast: Aims when you press the skill key, and casts when you press it again. No need to keep holding the key. |
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Find the combination that works best for you and practice it thoroughly in the training grounds. |
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'''Control Mode (Gamepad only)''' |
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</div> |
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An option that can only be set when using a gamepad such as a PS5 controller or Xbox controller. |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Smart Aim Assist</div> |
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If you want to land abilities more quickly in tense combat situations, try using the '''Smart Aim Assist''' feature. |
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Under Options - Controls, you can choose one of the following 2: |
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Enable '''Smart Aim Assist''' for each ability under '''Settings - Controls - HERO''' to calibrate your aim based on the direction and position of enemies within range when using the ability. |
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* Camera-based: Actions are cast based on the central direction the camera faces. This aims naturally along your view. |
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* Character-based: Actions are cast based on the direction the character faces. This directly controls the character's direction separately from the camera. |
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In situations where you need to predict enemy movement, we recommend manually adjusting your aim before using the ability instead. |
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Find the combination that suits you best and practice it thoroughly at the Training Ground. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Revival</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Revive</div> |
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Even if you die on the Aran Highlands, you can return to the battlefield in 4 ways. Choose the most efficient revival method for the situation. |
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Even if you die in Aran Plateau, you can return to the battlefield in 4 ways. Choose the most efficient revival method for the situation. |
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1. If an ally interacts with the fallen player, they revive instantly on the spot. When safety is secured, this is the fastest way to return to the front line. |
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1. If an ally interacts with a dead player, they are instantly revived on the spot. If the area is safe, this is the fastest way to return to the front line. |
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2. After some time following death, you can choose your revival location. You can choose between '''next to an ally''' or the '''Outer'''. Next to an ally is good for immediate regrouping; the Outer is good for safe re-entry after regrouping. |
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2. A set time after dying, you can choose your revival location. You can choose to revive '''next to an ally''' or in the '''Outer''' Zone. Reviving next to an ally is useful for regrouping immediately, while reviving in the Outer Zone is better for regrouping safely before re-entering battle. |
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3. When an ally wipes out an entire enemy team and triggers '''Last Stand''', all fallen allies revive instantly. They gain 100% health restored + skill cooldowns reset + an attack power boost for a set duration, and appear near the ally hero who triggered the Last Stand. |
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3. If your team defeats all members of an enemy team and activates '''Fighting Spirit''', all dead allies are instantly revived. They also recover 100% health, have their ability cooldowns reset, and gain an Attack Damage increase for a set duration, and then appear near the ally hero who activated Fighting Spirit. |
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4. Using a Revival Device placed on the battlefield, you can directly revive a fallen ally. When one ally's return decides the outcome mid-engagement, don't hesitate — use it actively. |
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4. You can use Revival Devices[[File:Icon_ER.png|x20px|link=]] placed on the battlefield to directly revive dead allies. When one ally's return can decide the outcome of a battle, don't hesitate to use them actively. |
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'''Tip.''' Right after reviving, you may be briefly defenseless. Carefully choose your return point and timing to fit the situation. |
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'''Tip.''' You may be vulnerable for a short time immediately after reviving. Choose your revival location and timing carefully based on the situation. |
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</div> |
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</div> |
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|-|Bosses / Monsters = |
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|-|Bosses/Monsters = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prism Boss</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prism Boss</div> |
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Prism Bosses[[File:Icon_Prism.png|x20px|link=]] are key bosses that allow you to acquire Prisms[[File:Icon_Kierro.png|x20px|link=]] directly when defeated. |
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The Prism Boss is a core boss that lets you directly obtain a Prism on defeat. |
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Since the Prism Score needed for victory is ultimately earned by depositing Prisms into the Stabilizer, hunting the Prism Boss is itself an opportunity to score. |
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Since the Prism Points needed for victory is ultimately earned by inserting Prisms[[File:Icon_Prism.png|x20px|link=]] into Ballasts, hunting Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] is a direct opportunity to score points. |
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Each time you defeat it, you gain a permanent growth effect and a shield that lasts for a set duration. |
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Each time you defeat a Prism Boss, you gain a permanent growth effect and a shield that lasts for a set duration. |
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In particular, defeating the Prism Boss 3 times grants a powerful 'Frenzy' effect that can turn the tide in an instant. |
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In particular, defeating Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] 3 times grants the powerful "Rampage" effect, allowing you to turn the tide in an instant. |
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Neglecting Prism Boss hunts leaves you behind in both score and growth, so always check its spawn timing and aim for it aggressively.
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If you neglect Prism Bosses[[File:Icon_Kierro.png|x20px|link=]], you will fall behind in both score and growth. Always check when they appear and actively go after them. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Elite Monsters</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Elite Monsters</div> |
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Elite monsters are far stronger than regular monsters, but they are key growth resources that reward rich experience and Shards on defeat. |
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Elite monsters[[File:Icon_EliteMonster.png|x20px|link=]] are far stronger than common monsters, but they are key growth resources that reward you with a large amount of XP and Shards when defeated. |
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On the Aran Highlands, different elite monsters appear in each zone, each with its own spawn zone and behavior pattern.
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Different elite monsters appear in each area of Aran Plateau, each with different spawn zones and behavior patterns. |
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'''Moonhowl''' |
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'''Moon Howl''' |
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A wolf-shaped elite monster that appears in the '''Outer''' zone and guards its spot. |
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A wolf-like elite monster that appears in the '''Outer''' Zone and guards its location. |
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It has powerful attacks, so you can take heavy damage in a head-on fight — caution is needed. |
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It has powerful attacks, so be careful, as fighting it head-on can cause you to take heavy damage. |
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If you scout its spawn location in advance, you can stably design your hunting route.
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As long as you know where it appears in advance, you can safely plan your hunting route around it. |
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'''Popo / Quiqui''' |
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'''Popo/Qwickie''' |
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Roamer monsters that appear in the '''Outer''' and '''Center''' zones, then patrol along a set route. |
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Roamer monsters that appear in the '''Outer''' and '''Center''' Zones, and then patrol along a set route. |
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A warning is shown before they appear. They don't attack, but when hit they briefly stagger and then flee quickly, so the key is to defeat them in one go the moment you find them. |
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A warning is displayed before they appear. They don't attack, but when hit, they are briefly immobilized before quickly escaping, so the key is to defeat them immediately as soon as you find them. |
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You can defeat them safely by ambushing them along their route as soon as the warning appears. |
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Ambushing on their movement route the instant the warning appears lets you defeat them reliably. |
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'''MTT-type T''' |
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Elite monsters are far more threatening than regular monster camps, so reckless solo hunting is dangerous. |
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A machine-like elite monster that appears in the '''Inner''' Zone and guards its location. |
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We recommend targeting them when you have enough health, or defeating them together with teammates. |
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It has powerful attacks, so be careful, as fighting it head-on can cause you to take heavy damage. |
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As long as you know where it appears in advance, you can safely plan your hunting route around it. |
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Elite monsters are far more dangerous than common monster camps, so hunting them alone recklessly is risky. |
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We recommend going after them when you have enough health or defeating them with your teammates. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prime Boss</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Prime Boss</div> |
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The Prime Boss is the strongest boss that appears late in the game and decides the outcome. |
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The Prime Boss[[File:Icon_Narzan.png|x20px|link=]] appears in the late game and is the strongest boss that can decide the outcome of the match. |
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It is the last chance to directly obtain the S-Prism essential for victory, and a decisive object that can turn around both score and combat power with a single defeat. |
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It's your final chance to directly acquire the S-Prism[[File:Icon_SuperPrism.png|x20px|link=]] required for victory, and a decisive objective that can turn both the points and combat power around with a single kill. |
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On defeat you can obtain an S-Prism and a regular Prism together, and the team that defeats it gains a powerful buff that can turn the tide for a set duration.
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When defeated, it grants both an S-Prism[[File:Icon_SuperPrism.png|x20px|link=]] and a normal Prism[[File:Icon_Prism.png|x20px|link=]], and the team that defeats it gains a powerful buff that can turn the tide for a set duration. |
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The Prime Boss is a key object that all teams aim for simultaneously. |
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The Prime Boss[[File:Icon_Narzan.png|x20px|link=]] is a key objective that all teams will contest at the same time. |
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For the team that claims it first, it can be a weapon of comeback; for the team that yields it, a signal of defeat. |
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For the team that secures it first, it can become a weapon for a comeback. For the team that gives it up, it can be a sign of defeat. |
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Don't miss its spawn location and time — aim for it aggressively. |
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Don't miss its spawn location or time, and actively go after it. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Chieftain</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Alpha Monsters</div> |
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The Chieftain is a boss that, on defeat, grants enhancement effects specialized in chasing down and subduing enemies.
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Alpha monsters[[File:Icon_BuffBoss.png|x20px|link=]] are bosses that, when defeated, grant enhancement effects that are useful for chasing down and suppressing enemies. |
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Normally a Prism Boss appears each phase, but occasionally there is a special phase where the Prism Boss and the Chieftain appear together. |
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Normally, Prism Bosses[[File:Icon_Kierro.png|x20px|link=]] appear each phase, but in some special phases, a Prism Boss and an alpha monster[[File:Icon_BuffBoss.png|x20px|link=]] appear together. |
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Defeating an alpha monster[[File:Icon_BuffBoss.png|x20px|link=]] temporarily grants powerful effects that help chase fleeing enemies or fight in combat. |
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Defeating the Chieftain lets you chase fleeing enemies for a set duration or gain powerful combat-specialized effects. |
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Don't miss its spawn timing — aim for it aggressively. |
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Don't miss when they appear, and actively go after them. |
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</div> |
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</div> |
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|-|Rewards = |
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|-|Rewards = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Monster Camps</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Monster Camps</div> |
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The monster camps of the Aran Highlands are core growth resources. Even without the minimap, you can quickly judge a camp's type and rewards just by the shape and color of its icon.
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Monster camps in Aran Plateau are key resources for growth. Even without the minimap, you can quickly identify camp types and rewards by the shape and color of their icons. |
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'''Telling Camps Apart by Icon''' |
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'''Identifying Camps by Icon''' |
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You can instantly distinguish camp types by the shape and color of the icons shown on the field and minimap. |
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You can instantly identify camp types by the shape and color of the icons displayed in the field and on the minimap. |
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[[File:Icon_normal.png|x20px|link=]]: Common Monster Camp |
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* Regular monster camp |
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* Watcher Camp (secures vision of that zone on defeat) |
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* Elite monster camp |
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[[File:Icon_Watcher.png|x20px|link=]]: Watcher Camp (secures vision of the zone when cleared) |
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Also, camps with a '''gold border''' on their icon provide more rewards than camps of the same type. These camps are mainly placed in the Inner zone, so defeat them with priority the moment you find them. |
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[[File:Icon_EliteMonster.png|x20px|link=]]: Elite Monster Camp |
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'''Automata of the Inner Zone''' |
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Camps with a '''gold border''' around their icon provide more rewards than other camps of the same type. These camps are mainly placed in the Inner Zone of the map, so prioritize clearing them as soon as you find them. |
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The Inner zone deep in the map is inhabited by the Automata, a race made of machines. |
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'''Automata in the Inner Zone''' |
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Automata camps provide more experience and Shards than the monsters of the outer zones, so once you enter the Inner, aim for them aggressively. |
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The Inner Zone of the map is inhabited by Automata, a mechanical race. |
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Automata Camps provide more XP and Shards than monsters in the Outer Zone, so actively go after them once you enter the Inner Zone. |
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'''Monster Grades''' |
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'''Monster Grades''' |
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A single camp is made up of monsters of several grades. |
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A single camp consists of monsters of several grades. |
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* Normal Monster: The basic monster that makes up a camp. |
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* Common Monster: The basic monsters that make up a camp. |
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* Leader Monster: An enhanced monster that leads the camp, with a thicker health bar than regular monsters. |
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* Leader Monster: An enhanced monster that leads the camp and has a thicker health bar than common monsters. |
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* Elite Monster: A powerful single monster that appears separately from camps and provides rich rewards. |
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* Elite Monster: A powerful solo monster that appears separately from camps and provides abundant rewards. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Bounty</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Bounties</div> |
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Bounty is a tracking reward system automatically granted to a player who defeats enemies consecutively without dying.
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Bounties are a tracking reward system automatically applied to players who defeat enemies consecutively without dying. |
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The more kills you accumulate, the larger the bounty grows, and the team that defeats that player is awarded extra Shards.
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As kills accumulate, the bounty gradually increases, and the team that defeats that player receives bonus Shard rewards. |
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An enemy with a high kill streak becomes a target worth aiming for by anyone.
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Enemies with high kill streaks become valuable targets for everyone. |
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Press the assigned key to check on the match board, at a glance, which enemy has how large a bounty. |
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Press the assigned key/the assigned key to check the match board and see at a glance which enemies have bounties and how high they are. |
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However, the moment you die, your bounty is immediately reset and disappears.
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Please note that the moment you die, your bounty will be immediately reset and disappear. |
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Don't forget that while you maintain a kill streak, enemy attention is always focused on you.
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And don't forget that while you maintain a kill streak, enemy attention will be focused on you. |
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A bounty on the opposing team's ace can be a powerful reward that turns the game around.
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The bounty on the enemy team's ace can become a powerful reward that turns the game around. |
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Actively go after them, but don't chase recklessly. |
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Aim for it aggressively. But reckless pursuit is forbidden. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Boss / Monster Kill Rewards</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Boss/Monster Defeat Rewards</div> |
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For efficient growth, compare the key kill rewards of bosses and monsters at a glance, and design a hunting route to fit the situation. |
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For efficient growth, compare the main rewards for defeating bosses and monsters at a glance, and plan your hunting route based on the situation. |
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Prime Boss[[File:Icon_Narzan.png|x20px|link=]] Lord Nazan |
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Prime Boss — Najan the Lord |
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* Can obtain 1 S-Prism and 1 regular Prism |
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* Grants 1 S-Prism[[File:Icon_SuperPrism.png|x20px|link=]] and 1 normal Prism[[File:Icon_Prism.png|x20px|link=]] |
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* Partially restores the defeating team's health and ability cooldowns |
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* Restores some health and skill cooldown for the team that defeats it |
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* Grants a powerful buff that turns the tide for a set duration |
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* Grants a powerful buff that can turn the tide for a set duration |
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Prism Boss[[File:Icon_Kierro.png|x20px|link=]] Kierro |
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Prism Boss — Kiero |
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* Grants 1 normal Prism[[File:Icon_Prism.png|x20px|link=]] |
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* Can obtain 1 regular Prism |
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* Unlimited permanent stat-boost buff |
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* Unlimited permanent stat increase buff |
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* A shield proportional to max health for a set duration |
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* Temporary shield proportional to max health |
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* Grants a powerful 'Frenzy' buff on the 3rd defeat |
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* Grants a powerful "Rampage" buff when defeated 3 times |
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Alpha[[File:Icon_BuffBoss.png|x20px|link=]] Mugante |
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Chieftain — Mugante |
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* A buff that temporarily increases non-combat Movement Speed |
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* Non-combat movement speed boost for a set duration |
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* Applies damage-over-time and a slow to enemies on attack hit |
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* Applies continuous damage and Slow to enemies on attack hit |
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Elite Monsters — Popo / Quiqui |
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Elite Monsters[[File:Icon_EliteMonster.png|x20px|link=]] Popo/Qwickie |
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* Large amounts of experience / Shards |
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* Large amount of XP/Shards |
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* Patrol a set route, so they may flee if not defeated the moment you find them |
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* Patrol along a set route and may escape if not defeated as soon as they are found |
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Elite Monsters[[File:Icon_EliteMonster.png|x20px|link=]] Moon Howl/MTT-type T |
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Elite Monster — Moonhowl |
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* Large amounts of experience / Shards |
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* Large amount of XP/Shards |
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* Fixed spawn location allows stable hunting |
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* Appear in fixed locations, which allows for stable hunting |
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* Uses powerful attacks |
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* Use powerful attacks |
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Watcher Camp |
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Watcher Camp[[File:Icon_Watcher.png|x20px|link=]] |
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* Experience / Shards |
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* XP/Shards |
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* Provides vision of that zone on defeat |
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* Provides vision information for the zone when cleared |
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* The Inner Watcher secures a larger vision area than the Outer Watcher |
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* Inner Watchers secure a larger vision area than Outer Watchers |
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Regular Monster Camp
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Common Monster Camp |
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* Provides basic experience / Shards |
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* Provides Basic XP/Shards |
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* Inner camps provide more rewards than Outer camps |
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* Inner camps provide more rewards than Outer camps |
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</div> |
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</div> |
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|-|Vision = |
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|-|Vision = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Full Vision Sharing</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Shared Full-Map Vision</div> |
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In the situations below, all teams' positions are revealed in real time across the entire map. Remember that while you check the enemy's position, your team's position is also exposed. |
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In the following situations, the positions of all teams are revealed across the entire map in real time. Remember that while you can see the enemy's position, your team's position is also exposed. |
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1. On phase transition: When each new phase begins, all teams' positions are revealed. |
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1. On Phase Transition: When a new phase begins, all teams' locations are revealed. |
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2. Prism holder: A player holding a Prism has their position revealed on the minimap. |
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2. Prism[[File:Icon_Prism.png|x20px|link=]] Carrier: Players holding a Prism[[File:Icon_Prism.png|x20px|link=]] have their location revealed on the minimap. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Ally Vision</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Ally Vision</div> |
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Information provided only to your team, depending on your team's actions.
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This information is provided only to your team based on your team's actions. |
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1. On successful scoring: The team that scores by depositing a Prism into the Stabilizer is shown the positions of all enemies. |
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1. Scoring a Point: When a team scores by inserting a Prism[[File:Icon_Prism.png|x20px|link=]] into a Ballast, all enemy locations are shared with that team. |
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2. On securing a Watcher: Taking a Watcher Camp lets you see, in real time, the positions of all players who enter the designated zone. |
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2. Securing a Watcher: When you take control of a Watcher camp[[File:Icon_Watcher.png|x20px|link=]], you can check the locations of all players who enter the designated area in real time. |
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3. On revival after a wipe: At the moment a wiped team revives, that team alone is shown the positions of all enemies. Use it to design your route right after reviving. |
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3. Reviving After a Wipeout: When a wiped-out team revives, all enemy locations are shared only with that team. Use this to plan your route immediately after reviving. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Player Activity Info</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Player Action Info</div> |
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Information that occurs during combat is instantly shown as icons on the minimap and world map.
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Combat-related information is instantly displayed as icons on the Minimap and the World Map. |
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Death occurred: Indicates a player died at that location. |
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Death Occurred: Indicates the location where a player has died. |
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Ally death: The location where an ally fell. |
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[[File:Icon_Heart.png|x20px|link=]] Ally Down: Indicates the location where an ally has fallen. |
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Danger detected: Shown when an enemy is detected doing activities such as clearing a monster camp, using a Rift, or using a Photon Teleporter in your sector or an adjacent sector. |
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Danger Detected: Displayed when enemy activity, such as clearing a monster camp or using a lift or Photon Stream, is detected in your sector or an adjacent sector. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Vision Veil</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Vision Barrier</div> |
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The Vision Veil is a translucent veil surrounding the entrances to the Inner zone. |
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The vision-blocking barrier is a translucent barrier that surrounds the outer edge of the Inner Zone. |
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The veil does not block movement and can be passed freely, but the position and information of enemies beyond it are only revealed to a limited extent.
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This barrier does not block movement and can be passed through freely, but enemy locations and information beyond the barrier are only revealed in a limited way. |
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You must get close to identify the position and identity of enemies, and from far away it's hard to detect enemies beyond the veil. |
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You must move closer to identify an enemy's location and identity, and it's difficult to detect enemies beyond the barrier from far away. |
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An ambush using the veil is a powerful tactical card.
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Ambushing from behind the barrier is a powerful tactical option. |
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If enemies enter without knowing you're beyond the veil, you can land a surprise attack in an instant. |
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If an enemy enters without knowing you're beyond the barrier, you can successfully launch a surprise attack in an instant. |
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However, the effects of skills used from beyond the veil are still exposed, so be careful using skills while ambushing.
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Ability effects used beyond the barrier are still visible, so be careful when using abilities while ambushing. |
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Also, allies' positions are always shown regardless of distance, so consider your route together with your allies when using it. |
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Also, ally locations are always displayed regardless of distance, so use the barrier while considering your movement route together with your allies. |
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</div> |
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</div> |
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|-|Mobility = |
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|-|Traversal Gimmick = |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Dash</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Dash</div> |
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A core mobility skill that enables sudden breakthroughs and fast battlefield movement. |
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A core mobility ability that enables quick breakthroughs and rapid battlefield traversal. |
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Using Dash moves you a short distance instantly and quickly. It's a movement skill all players can use. |
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You can use it efficiently to urgently escape an enemy encirclement or dodge a threatening enemy skill. |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Rift</div> |
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The Rift is a one-way movement device activated right after a boss defeat. |
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It is placed at camps where the Prism Boss or Chieftain appears. |
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It activates for a set duration right after that camp's boss is defeated, and is disabled and unusable normally. |
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When you use Dash, you instantly move a short distance at high speed. This is a movement ability available to all players. |
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Stand on an activated Rift platform and stay for a set time to trigger it automatically and move to a specific point. |
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Extremely effective for escaping enemy encirclement or dodging dangerous enemy abilities. |
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You can use the Rift right after a boss defeat to escape dangerous situations, so aim for bosses aggressively. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Photon Teleporter</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Photon Stream</div> |
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The Photon Teleporter is a short-range movement means that lets you quickly move to an adjacent zone without breaking the flow of battle.
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Photon Stream[[File:Icon_Photon.png|x20px|link=]] is a short-range movement tool that allows you to quickly move to adjacent zones without interrupting the flow of battle. |
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When the distance is too far to travel on foot but you need to quickly regroup to an adjacent sector or shorten your route, make active use of the Photon Teleporter. |
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When a location is too far to reach on foot, but you need to quickly regroup in an adjacent sector or shorten your route, make active use of Photon Stream[[File:Icon_Photon.png|x20px|link=]]. |
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In particular, when a danger signal is detected in an adjacent sector, using the Photon Teleporter lets you move quickly and design an ambush route. |
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In particular, when a danger signal is detected in an adjacent sector, you can use Photon Stream[[File:Icon_Photon.png|x20px|link=]] to move quickly and plan an ambush route. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Launch Gate</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Launch Gate</div> |
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The Launch Gate is a one-way movement device, permanently placed near the Center zone, that lets you move from the Center zone to the outside.
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Launch gates are one-way movement devices placed near the Center Zone at all times, allowing you to move from the Center Zone to the outside. |
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It triggers when you hold the interaction key for a set time in front of the departure platform, and even if teammates input the key at the same time, each moves separately.
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Hold the interact key for a set time in front of the starting platform to activate it. Even if teammates press the key at the same time, each player will move individually. |
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The arrival point is shown on the minimap, so you can check the travel distance in advance. |
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The destination is displayed on the minimap, allowing you to check the travel distance in advance. |
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Use it actively to swiftly escape to the outskirts right after depositing a Prism into the Stabilizer, or when chasing an enemy team. |
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Use them actively to quickly leave the Center Zone immediately after inserting a Prism[[File:Icon_Prism.png|x20px|link=]] into a Ballast, or when chasing an enemy team. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Gate</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">Gate</div> |
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The Gate is a strategic device that blocks the entrances of the Center zone and the Prime Boss camp.
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Gates are strategic devices that block the entrances to the Center Zone and Prime Boss Camp. |
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It blocks the movement of both players and monsters, and projectiles also cannot pass through it.
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They block the movement of both players and monsters, and projectiles cannot pass through them either. |
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Gates are divided into 2 types by location.
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There are 2 types of gates based on their location. |
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'''Center Gate''' |
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'''Center Gate''' |
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Placed at the entrances of the Center zone, it controls the path for depositing Prisms. |
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Placed at the entrances to the Center Zone and control the path used to insert Prisms[[File:Icon_Prism.png|x20px|link=]]. |
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It is normally closed, and interacting with it opens it after a set time. An opened gate closes automatically after a set time, and the moment it closes, nearby players take damage and are forcibly knocked back.
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Center gates are normally closed, and open after a set time when you interact with them. Open gates automatically close after a set time, and when they close, nearby players take damage and are forcibly pushed back. |
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A gate that has been operated once cannot be operated again for a set time.
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Once a gate has been activated, it cannot be activated again for a set duration. |
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Also, when you deposit a Prism into a Stabilizer, the gates on both sides of that Stabilizer open automatically while the Stabilizer's lock state is maintained. |
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Also, when a Prism[[File:Icon_Prism.png|x20px|link=]] is inserted into a Ballast, the gates on both sides of that Ballast automatically open while the Ballast remains locked. |
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'''Najan Gate''' |
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'''Nazan Gate''' |
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Automatic open/close gates placed on both sides of the Prime Boss camp. Depending on the game's flow, when the gate on one side opens, the gate on the opposite side closes. |
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Automatic gates placed on both sides of the Prime Boss camp. Based on the flow of the game, when the gate on one side opens, the gate on the opposite side closes. |
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It guarantees the escape route of the team that claims the camp while blocking the entry of pursuing teams.
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They secure an escape route for the team that takes control of the camp first, while blocking the pursuing team's entry. |
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</div> |
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</div> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-1,#fbfcfd);"> |
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<div style="border:1px solid var(--border-color-base,#d5d5d5); border-left:4px solid var(--color-progressive,#3a7bd5); border-radius:6px; padding:2px 16px 10px; margin:14px 0; background:var(--color-surface-3,rgba(128,128,128,0.12));"> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Jump Pad</div> |
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<div style="font-size:1.2em; font-weight:bold; padding:8px 0 6px; margin-bottom:6px; border-bottom:1px solid var(--border-color-subtle,#e5e5e5);">[Advanced] Jump Pad</div> |
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The Jump Pad is a one-way movement device that lets you leap over terrain to a set point.
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Jump pads are one-way movement devices that allow you to leap over terrain to a designated location. |
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Stand on the platform and stay for a set time to fill the gauge, and the moment the gauge is full it triggers automatically; even if multiple heroes are on the platform, they move together.
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Step onto the pad and stay there for a set time to fill the gauge. When the gauge is full, it's activated automatically, and all heroes on the pad move together. |
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Leaving the platform makes the gauge decrease again.
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If you leave the pad, the gauge decreases again. |
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It's very effective for ambushes, allowing a sudden regroup from the flank or rear out of the enemy's sight.
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They are highly effective for ambushes, as they allow you to suddenly regroup from the side or rear, outside the enemy's vision. |
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</div> |
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</div> |