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'''[[Nature's Force System|Nature's Force]]'''
'''[[Nature's Force System|Nature's Force]]'''
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'''Nature's Force''' is a system exclusive to only elves. The system interface is indicated below the MP bar. The orbs are indicated in game as '''NF.''' [[Rena]] is able to charge up the nature orbs bar by doing basic kicks and arrow shots. After using '''6''' kick or arrow commands, '''1''' orb will float around Rena. Using skills will also increase Rena's command count. If the skill uses nature orbs, it will increase the command count before using them. When Rena has 3 or more nature orbs (1 in [[Awakening Mode]]), she gains a passive buff that increases her '''movement Speed, passive MP recovery, and damage reduction.'''
'''Nature's Force''' is a system exclusive to only elves. The system interface is indicated below the MP bar. The orbs are indicated in game as '''NF.''' [[Rena]] is able to charge up the nature orbs bar by doing basic kicks and arrow shots. After using '''3''' kick or arrow commands, '''1''' orb will float around Rena. Using skills will also increase Rena's command count. If the skill uses nature orbs, it will increase the command count before using them. When Rena has at least 1 bar in her nature orb gauge, she gains a passive buff that increases '''all speed, passive MP recovery, arrow MP gain''' and decreases her '''arrow MP usage'''.


When Rena has at least 1 nature orb, she is able to use that orb alongside her attacks. The orb deals splash damage, ignores defense, and the does not knock down. For skills, you are required to have the required amount of nature orbs. With the required amount, the first hit of the skill will be aided with a detonation of the number of orbs used.
When Rena has at least 1 nature orb, she is able to use that orb alongside her attacks. The orb deals splash damage, ignores defense, and the does not knock down. For skills, you are required to have the required amount of nature orbs. With the required amount, the first hit of the skill will be aided with a detonation of the number of orbs used.
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When [[Awakening Mode]] is activated as [[Raven]], a Nasod core will appear behind him. It assists Raven in battle offensively and defensively. The core has five levels (it is level 2 upon awakening); the bigger it is, the stronger it becomes. It grows as Raven deals damage, takes damage (slower rate than doing damage), or uses special actives.
When [[Awakening Mode]] is activated as [[Raven]], a Nasod core will appear behind him. It assists Raven in battle offensively and defensively. The core has five levels (it is level 2 upon awakening); the bigger it is, the stronger it becomes. It grows as Raven deals damage, takes damage (slower rate than doing damage), or uses special actives.


Offensively, when Raven hits a foe with an active like [[Burning Rush]] or a special active like [[Power Assault]] and the foe survives, the core will rush at foe (it turns into dagger-like shape at level 2 and higher) at a linear angle after the skill hits. If no foes are hit, it will return behind you at the same level it was before launching. If it does hit, it pierces through all targets hit as it travels a set distance and does not knock down.
Offensively, when Raven hits a foe with an active like [[Breaking Fist]] or a special active like [[Power Assault]] and the foe survives, the core will rush at foe (it turns into dagger-like shape at level 2 and higher) at a linear angle after the skill hits. If no foes are hit, it will return behind you at the same level it was before launching. If it does hit, it pierces through all targets hit as it travels a set distance and does not knock down.


Defensively, when Raven is hit by an attack in front of him while standing, the core transforms into shield that reduces damage. The shield lasts a short time and the core loses a level each time it forms the shield. If the core is level 1 when it defends Raven, it will disappear afterward and requires the usual conditions to reappear. Raven cannot move during the guarding animation, but he can [[Shadow Step]] out of it. In the TW version, Raven can cancel the guarding animation by moving or using other skills.
Defensively, when Raven is hit by an attack in front of him while standing, the core transforms into shield that reduces damage. The shield lasts a short time and the core loses a level each time it forms the shield. If the core is level 1 when it defends Raven, it will disappear afterward and requires the usual conditions to reappear. Raven cannot move during the guarding animation, but he can [[Shadow Step]] out of it. In the TW version, Raven can cancel the guarding animation by moving or using other skills.
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'''[[Combination]]'''
'''[[Combination]]'''
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Being a duo character with a tag-team playstyle, Lu and Ciel do not share mana and also have a special system known as '''Combination'''. When either Lu or Ciel is tagged out, the inactive character will rapidly recover 6 MP per second (3 MP in PvP). To compensate for this, Lu and Ciel's skills are low in damage and have high mana costs. This is to encourage players to keep switching between the two in order to maximize damage.
Being a duo character with a tag-team playstyle, Lu and Ciel do not share mana and also have a special system known as '''Combination'''. When either Lu or Ciel is tagged out, the inactive character will rapidly recover 6 MP per second (1.5 MP in PvP). To compensate for this, Lu and Ciel's skills are low in damage and have high mana costs. This is to encourage players to keep switching between the two in order to maximize damage.


Lu and Ciel have a fourth resource known as the '''Combination Gauge'''. The combination gauge can be filled with '''Combination Points'''. This resource is used exclusively for Combination Skills. Combination skills cost no mana, but can only be used when the combination gauge is ready. A point is gained every time the player switches through a normal combo attack or a skill.
Lu and Ciel have a fourth resource known as the '''Combination Gauge'''. The combination gauge can be filled with '''Combination Points'''. This resource is used exclusively for Combination Skills. Combination skills cost no mana, but can only be used when the combination gauge is ready. A point is gained every time the player switches through a normal combo attack or a skill.
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