Guide for the Forever Racer Event
Duration: October 3rd 2024 to October 21st 2024.
Choose the most appropriate Traits to clear Node Stages and claim all rewards!
- There are two Chapters in Forever Racer, each containing five Missions.
- Missions 1 and 2 have three Node Stages
- Missions 3, 4 and 5 have four Node Stages.
- Each Mission has a unique Environment.
- Each Node Stage has two Traits. One must be selected to challenge the Stage.
- Once the Stage has been cleared, the selected Trait will be added to the Player's Ending Traits.
- After clearing all Node Stages in a Mission, the Ending Stage can be challenged. All previously selected Traits will be active during the Ending Stage. These traits can be reviewed by clicking on their icons at the bottom of the screen.
- You will earn a Rating for the Mission depending on how many of these Traits are active during the Ending Stage. A SSS Rating will be awarded when all Traits are active.
- Traits can be blocked before challenging the Ending Stage. One can be blocked for free but more than one will decrease your Rating.
- Traits can be reset at any time.
- Stages in Forever Racer do not have a time limit and rewards are granted based on the number of stages cleared. Read and select Traits that complement your Constructs and their strengths.
- All Traits in Transdimensional Fissure will provide buffs. Select Traits that will be most beneficial to your team and playstyle.
- All Traits in Imprisoned Self are debuffs. Carefully read and understand how each will affect your team.
- If you are forced to select a difficult Trait, remember that it can be blocked from the Ending Stage without reducing your Rating.
Mission Event |
Description |
Rewards
|
Powder and Sleet I |
Clear any Powder and Sleet stage once |
|
Powder and Sleet II |
Clear the ending stage of Mountain Cleaver |
|
Mountain Cleaver I |
Clear any Mountain Cleaver stage once |
|
Mountain Cleaver II |
Clear the ending stage of Mountain Cleaver |
|
Featherless Fugitive I |
Clear any Featherless Fugitive stage once |
|
Featherless Fugitive II |
Clear the ending stage of Featherless Fugitive |
|
Free as a Reaper I |
Clear any Free as a Reaper stage once |
|
Free as a Reaper II |
Clear the ending stage of Free as a Reaper |
|
Surmountable I |
Clear any Surmountable stage once |
|
Surmountable II |
Clear the ending stage of Surmountable |
|
Powder and Sleet III |
Clear Powder and Sleet with SSS rating |
|
Mountain Cleaver III |
Clear Mountain Cleaver with SSS rating |
|
Featherless Fugitive III |
Clear Featherless Fugitive with SSS rating |
|
Free as a Reaper III |
Clear Free as a Reaper With SSS rating |
|
Surmountable III |
Clear Surmountable With SSS rating |
|
Mission Event |
Description |
Rewards
|
Twisted Thunder I |
Clear any Twisted Thunder stage once |
|
Twisted Thunder II |
Clear the ending stage of Twisted Thunder |
|
Falling Gems I |
Clear any Falling Gems stage once |
|
Falling Gems II |
Clear the ending stage of Falling Gems |
|
Flooded Flame I |
Clear any Flooded Flame stage once |
|
Flooded Flame II |
Clear the ending stage of Flooded Flame |
|
Frenzied Hunt I |
Clear any Frenzied Hunt stage once |
|
Frenzied Hunt II |
Clear the ending stage of Frenzied Hunt |
|
Milk and Honey I |
Clear any Milk and Honey stage once |
|
Milk and Honey II |
Clear the ending stage of Milk and Honey |
|
Twisted Thunder III |
Clear Twisted Thunder with SSS rating |
|
Falling Gems III |
Clear Falling Gems with SSS rating |
|
Flooded Flame III |
Clear Flooded Flame with SSS rating |
|
Frenzied Hunt III |
Clear Frenzied Hunt With SSS rating |
|
Milk and Honey III |
Clear Surmountable With SSS rating |
|
Greatly reduces the character's Movement Speed upon taking a hit. The effect clears upon swapping characters.
Node |
Trait 1 |
Trait 2
|
1st |
Charged Switch Switching characters will completely restore Signature Energy. |
Ambushing Switch Switching characters will recover 3 sets of Signal Orbs in 3s.
|
2nd |
Superior Amplification Casting a Signature Move will refresh the cooldown of switching characters. Increases the ATK of the next character who enters the field by 25% after casting a Signature Move. This effect can stack. |
Siege Relay Pinging 6 Orbs in total will refresh the cooldown of switching characters. Increases the Extra DMG of the next character who enters the field by 25% after pinging 6 Orbs in total. This effect can stack.
|
3rd |
Heavenly Justice Switching into battle will release a Shockwave and deal 80000 True DMG to enemies within range. Reduces the cooldown of switching characters by 3s. |
Superego Realm Switching into battle will enter the Matrix automatically. Reduces the cooldown of switching characters by 3s.
|
Enemies gain the Barrier effect, receiving Shield periodically. Destroying their Shield will remove the Barrier effect and reduce the enemies' Resistance by 30%.
Node |
Trait 1 |
Trait 2
|
1st |
Core Break 3-Ping attacks deal an extra 100% DMG to Shield. Shields explode when destroyed, dealing 50000 AOE DMG. |
Hot Iron Signature attacks deal an extra 25% DMG to Shield. Destroying a Shield will increase the main character's ATK by 30% for 8s.
|
2nd |
Gradual Progress Each attack will make the enemy drop 1 Signal Orb after destroying a Shield. This effect lasts 10s. |
Soldier On Destroying a Shield will make the enemy drop 3 sets of Signal Orbs immediately.
|
3rd |
Supreme Accuracy Any Ping is considered a 3-Ping for 10s after destroying a Shield. |
Perpetuating War Attacking a Shield will restore extra Signature Energy.
|
Enemies gain Berserk, becoming more aggressive and approaching the character with Flash periodically. The Berserk status is removed for 10s when the character enters Matrix.
Node |
Trait 1 |
Trait 2
|
1st |
Flashpoint Enters Matrix upon a 3-Ping regardless of whether its cooldown is complete. Reduces the remaining cooldown of Matrix by 10% after a 3-Ping. |
One-Hit Kill Enters Matrix after casting a Signature Move regardless of whether its cooldown is complete. Reduces the remaining cooldown of Matrix by 35% after casting a Signature Move.
|
2nd |
Lightning Flash Any Ping is considered a 3-Ping. Dodge Gauge recovery speed increases. |
Hasty Pursuit Signature Energy restores faster. Dodge Gauge recovery speed increases.
|
3rd |
Quickened Recharge Each Signal Orb pinged in the Matrix increases the character's ATK by 5%. This effect can stack. |
Expedited Armor Casting Signature Move in the Matrix increases the character's ATK by 15%. This effect can stack. Gains Super Armor for 5s after the Matrix ends.
|
4th |
Trickling Boon Enters the Matrix and recovers 3 sets of Signal Orbs after defeating an enemy. 5s cooldown. |
Mountainous Accomplishment Enters the Matrix and restores Signature Energy after defeating an enemy. 5s cooldown.
|
A mother-type enemy on the field will summon 1 minion-type enemy every 6s, up to 3 minions. Each minion on the field grans the mother-type enemy 1 stack of Recovery.
Node |
Trait 1 |
Trait 2
|
1st |
Stonebreaking Dews Defeating a minion-type enemy will deal the mother-type enemy True DMG equal to 20% of the mother-type enemy's max HP. |
Utter Clarity Enters Enchanced Form for 10s after defeating an enemy. In Enhanced Form, enters Matrix after casting a Signature Move and increases Extra DMG by 20%.
|
2nd |
Frightening Blast Minion-type enemies explode when they die, dealing 50000 True AOE DMG. |
Daring Boost Enters Enhanced Form for 10s after defeating an enemy. In Enhanced Form, continues to recover Signature Energy and increases Extra DMG by 20%.
|
3rd |
Momentum Strike DMG dealt to a mother-type enemy will splash onto minion-type enemies, dealing minion-type enemies 30% True DMG. |
Total Annihilation Enters Enhanced Form for 10s after defeating an enemy. In Enhanced Form, treats any Ping as a 3-Ping and increases Extra DMG by 20%.
|
4th |
Negated Resistance Reduces the Recovery effect each minion-type enemy applies to the mother-type enemy by 50%. DMG taken by minion-type enemies increases by 50%. |
Changing Tide Enters Enhanced Form for 10s after defeating an enemy. In Enhanced Form, triggers a Shockwave when switching characters and greatly reduces the cooldown of switching characters.
|
This stage contains the Energy Core. Defeating an enemy will charge the Energy Core, each stack of charge increasing the character's ATK by 6%. The Energy Core will overclock with 4 stacks of charges, granting all characters Enchanced Form.
Node |
Trait 1 |
Trait 2
|
1st |
Explosive Darkness Overclocking Energy Core now only requires 2 stacks of charges, each stack increasing the character's ATK by 10% instead. Entering the Matrix in Enhanced Mode will trigger a Dark Explosion centered around the player, dealing 200000 True DMG to targets within range. |
Implemented Promise In Enhanced Form, treats any Ping as a 3-Ping and increases 3-Ping DMG by 100%.
|
2nd |
Assisted Recovery The main character fully restores Signature Energy every time the Energy Core is charged. In Enhanced Form, restores Signature Energy continuously and increases Signature DMG by 50%. |
Unerring Blade In Enhanced Form, increases Signature DMG by 50% and restores 50% Signature Energy after casting a Signature Skill.
|
3rd |
Infinity Gravity In Enhanced Form, creates a Black Hole centers around the character for 5s, pulling in enemies and lowing their Resistance by 15%. 8s cooldown. |
Twofold Lightning In Enhanced Form, all characters gain 30% Extra DMG Bonus, and dodging does not consume the Dodge Gauge.
|
4th |
Unbeatable Dissolution In Enhanced Form, enters Matrix after a 3-Ping. Reduces cooldown of Matrix by 5s. |
Unbreakable Hit In Enhanced Form, enters Matrix after casting a Signature Move. Reduces cooldown of Matrix by 5s.
|
Summons lightning at the player character every 10s, dealing DMG to the player character.
Node |
Trait 1 |
Trait 2
|
1st |
1 Million Volts Summons lightning every 6s instead. |
Lightning Cage Randomly produces 4 extra lightning bolts around the player character each time lightning is summoned.
|
2nd |
Difficult Terrain The player character's Movement Speed is reduced by 50% for 5s when hit by a lightning bolt. |
Agility Training Dodge Gauge is reduced by 200 when a player character is hit by a lightning bolt. This effect can only trigger once every second.
|
3rd |
Uncured Pain The player character gains Deterioration for 5s when hit by a lightning bolt. |
Power Infusion Increases an enemy's DMG by 30% for 15s when the enemy is hit by a lightning bolt.
|
Summons meteors at the player character every 7s, dealing DMG to the player character.
Node |
Trait 1 |
Trait 2
|
1st |
Blazing Earth Fire Randomly summons 3 Earth Fire every 7s, dealing DMG to the player character. |
Burning Attachment The enemies are enchanted with flame, their attacks dealing Extra Fire DMG equal to 30% of their ATK.
|
2nd |
Molten Ground Produces lava on the ground where meteors land, dealing DMG over time to player characters standing in the lava. The lava lasts for 10s. |
Sturdy Fortress Enemies gain Barrier, receiving a permanent Shield equal to 15% of their current HP. They become immune to attacks while Shield is active. Shield will reactivate is 15s after it is removed.
|
3rd |
Flame Burn Player characters gain Burn when they take damage from the environment, taking Extra Fire DMG every second. |
Fiery Prayer Enemies gain Fire Blessings, healing HP equal to 0.3% of their max HP every second.
|
If there are more Constructs than Corrupted on the field when the battle begins, all enemies gain the Commander effect. If there are more Corrupted than Constructs on the field when the battle begins, all enemies gain the Berserk effect.
Node |
Trait 1 |
Trait 2
|
1st |
Ephemeral Life 1 Construct is converted into a Corrupted. A Corrupted dying will trigger a Dark Explosion and heal enemy HP equal to 10% times the number of Corrupted. |
Unbreakable Shield 1 Corrupted is converted into a Construct. All Constructs gain Holy Shield, increasing Shield by 10% times the number of Constructs.
|
2nd |
Haunted Trail 1 Construct is converted into a Corrupted. All Corrupted gain Flash, appearing next to the player when they are a certain distance away. |
Blood Transfusion 1 Corrupted is converted into a Construct. All Constructs gain Deterioration. Player characters cannot be healed for 10s after being hit.
|
3rd |
Endless Life 1 Construct is converted into a Corrupted. All Corrupted gain Recovery, increasing max HP by 200% and Vulnerability by 300%. |
Body of Gold 1 Corrupted is converted into a Construct. All Constructs gain Perseverance, being immune to dying the first time they are near death and recovering HP equal to 10% times the number of Constructs.
|
4th |
Rotting Corruption All Corrupted gain Corrosion, increasing DMG and Movement Speed of all Corrupted by 30% for 10s after dealing DMG. |
Light's Vigor All Constructs gain Holy Light, recovering HP equal to 5% if their max HP after dealing DMG. 5s cooldown.
|
One enemy on the field will be parasitized, producing a Corrupted after 15s. Another random enemy on the field will be parasitized afterward.
Node |
Trait 1 |
Trait 2
|
1st |
Speedy Parasite Parasitized enemies produce a Corrupted in 10s instead. |
Efficient Lineage Parasitized host loses up to 30% of their max HP after producing a Corrupted. The Corrupted gains HP Bonus of the same amount and 30% Extra DMG bonus.
|
2nd |
Way of Life Parasitized enemies gain Teleport and Lightning Shield. |
Nuturing Transference When there are Corrupted on the field, parasitized enemies heal HP equal to 1% of the max HP every second.
|
3rd |
Expansive Madness Parasitized enemies gain Berserk and Assault. |
Impulsive Instincts Corrupted gain Flash and Berserk.
|
4th |
Veil Piercer Parasitized enemies gain Deterioration and Penetration. |
Spread of Corruption Parasitized Corrupted gain Radiation.
|
Summons a Torch. Different Torches will provide different Buffs.
Node |
Trait 1 |
Trait 2
|
1st |
Raging Slaughter The Torch will grant the enemies Berserk and Assault. |
Unyielding Ward The Torch will grant the enemies a stack of Barrier.
|
2nd |
Severed Path The Torch will summon 2 lancer ghosts. A saw will appear every 15s and attack the player. Healing received by players who are hit is reduced by 75% for 15s. |
Fragile Vessel The Torch will summon 2 ghost saws. A saw will appear every 15s and ram the player. Players who are hit gain 35% Vulnerability for 15s.
|
3rd |
Towering Fire Summons a fire column from underneath the player character every 10s when the Torch exists. The fire column bursts after a short delay and deals DMG. |
Ceaseless Blaze Enemies gain the Burn effect when the Torch exists, dealing damage over time for 5s upon hitting a player character.
|
4th |
Snaring Cage Summons thorns to attack the player character every 15s when the Torch exists. The thorns will be destroyed after taking a certain amount of damage. |
Peaceful Soul Applies the Soul Brand to the player character every 30s when the Torch exists. A player with the Brand recovers their Dodge Gauge faster, but the next hit they take will deal DMG equal to 50% of their max HP. This effect lasts 15s.
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