#Covenant Rework Suggestion
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Deus Ex Machima
3Set: Realm Mastery +12
**6Set: **At the start of turn, the wearer increases their original Realm Mastery by 15%.
Every even Turn, gain 1 Arithmetica.
Twisted Twins: White
**3Set: **Death Resistance +16.8%
**6Set: **Even-numbered turn stars: add the wielder´s defense whit fleeting and exhaust to your hand, Increases the amount of shield and counter generated by the wielder´s by 30%.
Twisted Twins: Black
**3Set: **Crit. Rate +4.8%
**6Set: **Even-numbered turn stars: add the wielder´s strike whit fleeting and exhaust to your hand. When killing enemies, the wielder get 5% critical damage bonus for the exploration, up to 6 stacks.
Unstained Chronicle
3Set: Keyflare Regen Level +7.2
**6Set: **Team Unique: When your maximum team health falls below 50%, gain a temporary shield equal to 35% of your maximum team health. If this shield is broken, it heals 20% of your maximum team health. The effect can be reactivated after a 3-turn cooldown.
Returnal Line
3Set: Realm Mastery +12
**6Set: **When using Posse, gain 12% of the team's total Realm Mastery once per turn.
If the realm is Aequor, this effect changes:
When a Tentacle instance transforms into Raging Waves, there is a (50 + 0.25 × Team Realm Mastery)% chance to gain 1 permanent Tentacle.
If the chance exceeds 100%, gain 1 additional permanent Tentacle for every extra 100%.
Scarlet Embrace
3Set: Crit. Rate +4.8%
**6Set: **Unique Team: The wielder´s gains 5% temporary critical damage when dealing damage, or 15% temporary critical damage when hits are critical. This effect can only occur 3 times per turn.
Organic Form
**3set: **Black Yield +3.6%
**6Set: **Unique Team: At the start of exploration, increases the team's maximum health by 10%. For every 10 Black Yield Spent , increases the power and Aliemus generated by the wielder´s during exploration by 0.5%.
At the moment, I think these covenants are the ones that really need some love and improvement so that they fit in better with more teams and bring more variety to the game. 
I do like the idea to update old covenants, but idk about some of the effect, they may be a bit to strong.
Like for this, does that mean that you gain 1 more aritmetica all the time? that is a bit too much + the extra effect
Or do you mean than the limit of the aritmetica you can store goes up by 1? as per the limit of 12 in the astral reign
plus, the exact description for the rm effect is a bit confusing
I agree, but it's just an idea. I feel that only at the beginning of the first shift would it be better.
Why does it confuse you? Tell me where, and I'll explain it to you.

I have only one q. Where the fuck poison?
30% counter. What the reason use steppenwolf?
No more poison bye

I think poison really has many ways to stand out.
Most characters that cause this are based on damage boosts, amplified damage, solid damage such as Daffodil, Liz, and Nym with critical armament, and I definitely doubt they need more help after Xu's arrival.
30% daff 24 damage buff 
as V said, reworking cov why not, but these seem a lil broken
Maybe could be similar to the old one but more effective, like:
Gain 1 Arithmetica at the start of the battle and 1 more every 3th turn.
If you consume all the aritmetica during a turn, the Team RM is increased by 15% until the end of next turn.
if realm mastery is above 500, Vortice comes in and hug keeper c:
I really think it's silly to compare the current power of venom with that of counter, when the only viable counter variation is daffodil and 24, especially when most counter characters are defensive. I think the Covenant idea is great.

That sounds more reasonable.

this may not be too bad, is only on even turns, when you get 12% from rabbit,
I would reduce it to 26% and specify that it affect only Fixed Counter or Fixed Poison, so it's not a boost to damage based generations
Retal issue is mostly the lack of recent awakeners. Sure Thais, Horla and GDoll use it a lil on the side but the last Counter-centrerd awakenr is Wanda... thats ages ago 
On the other side, I love how the Covenant of Mastery from Aequor has been improved.
You maybe wanted to write Attack and not Defense?
the wording make so you basically have a 60% increase to the final card damage if staked, that is a bit much.
But it could maybe be something like:
When killing enemies, the wielder get 5% critical damage bonus for the exploration, up to 6 stacks

strike yeah , I lost that lol
Don't you think that's a bit too specific? It would be better if it had a vertical impact on the characters. In that case, perhaps “Increases the carrier's counter and poison by 25%,” simply omitting the defensive part, although I think it's appropriate.
That is basically steppenwolf, but better
the suggestion is to be used on unit that are both defensive and produce the stacks
I think that chapter rewards are only unlocked upon completion, and they are better than those in the store, so they should be.
you unocl the twins at chapter 2\3
is not really a big accomplisment
plus, the shop one actually cost you limited resources too
Ch5/7/8 best covenants in game 
like an alternative option for lily or wanda
-# when you bury my ground until I sight
or someone that has big shield on demand that can keep for specific turns
I forget about dr set
But yes, another best covenant
wait tf is ch5 then
or ch4...
Wow, this is a great way to make a functional Covenant.
Any way Organic Form and Deus Ex need rework
I don't remember last time when someone use this covenant
in the end, we remain at a middle ground 
organic I see Gdoll & Thais usage, for kickstart battles
This is interesting, but a bit separated from his Keyflare function, and a bit strong and tied to the max hp of the team.
Maybe it could be:
When using posse, gain a temporary shield, and heal, equal to 20% of the wielder Keylfare regen
that is on acr 1, is pretty bad in acr 2
Yes
Arc1 covenant but now we in arc2

I still think it will remain mediocre because it has such simple values as hp% of the carrier. Similarly, lol organic consumes death resistance and has nothing to do with sigil yield.
A problem with this is that it literally self sustain or even print tentacles when you use red stance with a lot of rm.
It should probably get a 3 turn couldown, so it's also functional with divine.
With possible changes to the scaling if needed
is not %hp, is keyflare regen, so it can be used on keyflare bots with lowe CON, a normal build should be around 100+, so is 20 hp and 20 shield per posse use, it could be possibly be increased to 25%
I agree, but you don't mention that the effect changes just like the original passive when it's aequor?
that is speciffically a change for the aqua part
I am a bit uncertain about the posse activation of the first par
The perm tentacle change once again, gets too powerful because of how much RM vortice spams rn. Really placed returnal in a weird spot.

but in that context is only with a 3 turn couldown
Oh, the first paragraph is simple; it only activates when the kingdom is not Aequor, so that it continues to have versatility. but no broke
Then it doesn't impact her gameplay much, except removing any negatives to her kit.
At the start you won't get more then 2 tentacles. And after the cooldown you'll just have +6 then the next 3 turn cycle.
is a bit of a wasted activation for ultra
cool idea, balance who
what it remove is the need to build more tentacles, but you loose the tentacle slaps in the meantime
If you calculate correctly, you should have more than 400 mastery to obtain the second tentacle, and even then, the team should regenerate more than enough to withstand those three tentacles.
Too much balance needs to be broken @trim mesa
More tentacles

Idk, some people do use this covs, idk if it needs total rewamp, maybe some qol, like securing that the first hit of the turn will be a critical hit, but with 1\3 critical damage
That's why I think it's a good limit to only activate once per turn. There's no abuse of posse or double activation of posse.
Who actually uses this thing? I think that critical damage would be good for characters like Liz, Mouchette, maybe Tawil?
No, what i mean is that ultra use the RM only at the start of the turn for the chance of more Insight in hand, if you activate the boost with a posse, is compleatly wasted for them
mostly ryker, aurita, some times aigis and maybe a more supportive tawil
embrace has its niche of being a second skey cov, something that is not team specific so if a team can abuse it that’s pretty big for tide
I think the mastery effect of the Ultra realm is really bad. 😭
Mmm something similar. Even though having arithmetic and card on one set would be strong, that percentage of Realm Mastery is very low compared to the other realms
I suppose it's understandable and simple
they should just make it a counter and not a random chance
@trim mesa Your ideas are good. Would it be okay if I take a screenshot of this thread to share on Reddit?
ok
This would be very strong in teams focused solely on mastery. I like the idea of there only being one Aequor who abuses the passive every 3 games with real relevance.
I love this, that's all I'll say.
Go counter go
This idea needs a change; gain one permanent arithmetic is abusive, especially with teams that spend a lot of resources.The second passive is fine, allowing a character with 200 or 300 mastery to gain 40-60 per turn. Maybe reducing the range to 15% or 10% would be better.
have you seen the other potential propositions?
They seem decent, but they lose his original idea. I'll try to unify it so it remains strong but limited.
6-Piece Set: Every 4 turns, gain 1 Arithmetic Point. One time when an Arithmetic Point is consumed, the wearer gains 30% of their Mastery. This effect has a 2-turn cooldown.
Limited, but good
did you remove the initial one at the start?
The conditional could be anything really. From card count played. To Arith used.
Like every 7 Arith used you gain 1 back
I feel like that's funny
Inevitably it's still somewhat hard to see someone picking 1 bonus arithmetica over other support bonuses. At least in my mind.
interesting, but it looses the tie to rm, that was still not present in the original, but you know
The main stat matters the least in my opinion; we know it's +12 Mastery.
no, i mean the initial arithmetica at the start of the battle
I think it fits much better with the idea of the rework. In the end, the covenant clearly seems more focused on the Mastery passive than on that Arithmetic point.
but would it be good enogh to see use?
could be nice for very long battles, but is not particularly performing for normal battles
Honestly, I think it would be better than the current one. If you look at it, you could easily make it team-unique, which would allow the secondary effect to be improved since more than one character wouldn’t be able to use it. I also feel like the Mastery niche is just starting to become somewhat relevant, so something that pushes that further would be good.
Yup
I don’t really agree with this. Poison characters already have strong potential without much investment, so giving them more power would feel like favoritism while the counter archetype gets nothing. If anything, Gdoll “needs” her Overexalt, but that mostly benefits poison or premium teams.
Is there an idea that would benefit non premium poison teams.

Get the old guys back into more modern action outside of the "if you invest they're good"
maybe 6-Piece Set: Every 2 turns, gain 1 Arithmetic Point. One time per turn when an Arithmetic Point is consumed, the wearer gains 15% of their Mastery realm.

but is this only when the wearer play one of his cards?
That actually sounds reasonable. It’s still useful and not as boring to wait for.
if it is from any unit, the part that specify to use 1 arithmetica is practically irrelevant
I think it’s just a connector. When any team member uses that Arithmetic point, you gain the Mastery. Although it might be better if it triggered when the character uses a card, but even then it would still be kind of irrelevant. You could just make it trigger when using a stance to gain that Mastery, and it would work in a similar way.
It’s just an easy way to gain Mastery. As the person above mentioned, it’s the first covenant in the game, so it doesn’t really need to be complex.
using a stance?
in that case, it could just be passive at the start of the turn, possibly before the rest, so even ultra can make use of it
i kinda like some of the idea for Chronicled considering its quite under-use in this meta and reworking it would def broaden the choice
Yup
Maybe you should phrase it the way you’re imagining it and see what she think.
I'm open to your ideas; they sound good.
If that is the last suggestion:
At the start of turn, the wearer increases their original Realm Mastery by 15%.
Every even Turn, gain 1 Arithmetica.
Wow You got it.
is the 15% temp, or will we be getting infinite exponential rm scaling
i think the spirit is to stack it, but is not exponential
because is the orignal RM
That’s the idea. Even if it might look broken, it really isn’t, at least based on my calculations. With 200 Mastery, 15% would be 30 Mastery per turn. This only adds to the Realm and doesn’t cause hyper-scaling — it will always stay at those 30 Mastery (15% of 200). So it’s simply +30 per turn, something useful and worthwhile.
not the extra one you get after
@livid roost Are there any plans to add more Covenants in the future or rework the old ones?
Мне нравятся эти идеи, они лучше нынешних соглашений.
Тот, у которого есть щупальца, действительно хорош, он приносит пользу командам realm mastery и aequor.
Мне также нравится тот, который дает щиты выживания
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I like these ideas, they are better than current agreements.
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The one with tentacles is really good, it benefits the realm mastery and aequor teams.
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I also like the one that gives survival shields

