Eternal Battlefield

Eternal battlefield is a level 77 [Ultimate 7+] events dungeon which is timed as well and requiring players to save their side of boss from losing all HP. This dungeon gives materials for wings soul.

Wings soul can be upgraded either to light / pure side with Pure Origin OR to dark / filth side with Filth Origin respectively which are dropped from defeating monsters and boss alike.

There are 7 orbs with each dedicated to 1 specific base stats: Attack, Defense, HP, Crit, Block, Resilience, Pierce.

There is also a center upgrade which takes Sacred Spirits for upgrade which drops from defeating boss.

The center upgrade is dedicated to combination of base stats (Attack, Defense, HP).

Both the materials Pure / Filth origins can be used without constraints.

HOWEVER the players will miss out of few things if they do not focus on one side of wings soul upgrade.

For turning the 7 orbs all the way to Light or Dark so that the arch will become highlighted will get players :

>>A permanent title "Paradise Guard" for light, "Inferno Commander" for dark

>>As long the 7 orbs and their arch are fully light up to one side, player will also have a additional passive "40% damage increase when fighting " which is only for eternal battlefield. Very useful for players who are not strong enough for hard or nightmare.

View image for reference

PLEASE NOTE:

turning orb from filth / origin remains consistent with how many materials are needed for upgrade. Each arch takes 10 -one-click-upgrades [uses 20 materials per one-click] at most to turn it completely to other one, which equates to 200 per orb. This is Irrespective of orb level.

 Walkthrough 

>>When players are ready and set to begin, party leader is asked to choose between : Light OR Dark as soon the leader hits start.

'' Please Note!! ''

The side you choose is the side your team is DEFENDING!! Means, The team will fight the other side than the one selected by leader.

>>Fighting light side will give  pure origin  as drops [**Selecting Dark  at the time of start]

>>Fighting dark side will give  filth origin  as drops [**Selecting Light at the time of start]

>>The whole dungeon is under a 20 minutes timer

>>There are 3 waves of monsters coming from both sides, one your team will fight while other is there to assist.

2 monsters of the side you are defending will remove 1 monster of the wave you are fighting.

If someone attacks and defeats a monsters which already touched a monster from defending side, you only lost assistance of 1 monster from your side, BUT gained the respective drops for defeating that monster.

>>The remaining monsters in the current wave will be displayed on right side of screen, right above the buff % listed.

>>Each time a monster reaches your side boss, the boss will lose 5 HP points.

Boss will have only 100 HP points.

With HP points lost, the buff your team has will also reduce.

Boss HP 100   -  100% buff

Boss HP 80~95 -  80% buff

Boss HP 60~75 -  60% buff

Boss HP 40~55 -  40% buff

Boss HP 20~35 -  20% buff

Boss HP 5~15  -  0% buff


 * 1) If boss HP drops to 0, the whole team will be kicked out of the run with no further rewards.


 * 1) If timer runs out, then also the whole team will be kicked out of the run with no further rewards.

The wave's monsters are fast paced so timer running out only happens if team is unable to kill the boss in time.

>>If a player is defeated in any fights, they have a revive CD of 10 seconds after which they can rejoin the fights, be it with monsters or boss.

>>Light side: Only boss has specific skills which need to be watched for


 * his reflect damage shield
 * his summoned monsters in fight

>>Dark side: Only monsters has specific 3rd round skill which silence the team members.

Also, the waves based on difficulty

1. Normal : each wave has 10 monsters in it.

2. Hard : each wave has 15 monsters in it.

3. Nightmare : each wave has 15 monsters in it.

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 BONUS TIP: 

For upgrading the wing soul without losing the passive:

using same amount of pure origin and filth origin on same orb in a way to highlight the arch back up will allow players to upgrade their orbs without losing the benefit of passive.

Meaning: if a player has dark passive; using pure origin first and them using same amount of filth origin will turn the arch back to full and re-activate the passive

Similarly: if a player has light passive; using filth origin first and then using same amount of pure origin will turn the arch back to full and re-activate the passive.

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Another way to upgrade them can be to save 1400 of filth / origin material and use them to change it all the way to origin / filth which will reverse the passive.

Because turning orb from filth / origin remains consistent with how many materials are needed for upgrade. Each arch takes 10 -one-click-upgrades [uses 20 materials per one-click] at most to turn it completely to other one, which equates to 200 per orb. This is Irrespective of orb level.