Babel Tower/The Survival Lucem: Difference between revisions

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Deploy 1 Member with 4,000 BP (+1).
Deploy 1 Member with 3,000 BP (+1).


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<span style="color:#FF6549;">Spring Up:</span>
<span style="color:#FF6549;">Energy Armor:</span>
Dealing DMG with basic Signal Orbs grants a shield equal to 20% of current HP for 3s. The duration will refresh whenever it is triggered.
Restores 5% of max HP every second when you have an antibody.

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<span style="color:#FF6549;">Ressurection Armor:</span>
Regains 1% of max HP every second. For each 25% HP lost, increases the healing speed by 1%.


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<span style="color:#FF6549;">Hysteria:</span>
<span style="color:#FF6549;">Hysteria:</span>
Gains 10% Extra DMG bonus and reduction every 10s. Stacks up to 3 times. Switching members will reset the effects.
Gains 10% Extra DMG Bonus and reduection every 10s. Stacks up to 3 times. Switching members will reset the effect.


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1) Sublimate: 2 Sanctuary Guards will <span style="color:#FF6549;">accumulate energy</span>.
1) Dead Zone: Transcendants recommended.
* <span style="color:#FF6549;">Energy Accumulation:</span> Gains 2 energy per second and DMG dealt (up to 80 emergy).


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2) Fusion: When energy reaches its maximum, merges into <span style="color:#FF6549;">Twilight State</span> and continuously <span style="color:#FF6549;">consumes energy</span>. When dealing DMG, gains <span style="color:#FF6549;">1 stack of Decree</span>.
2) Parasitize: Surfer is parasitized by the Parasite (Red Effect) at the start of battle. The Parasite will drain its host's life every second and spawn a Corrupted every 25s. After that, the Parasite will detach from its host and attach to you or the nearest Surfer.
* <span style="color:#FF6549;">Twilight State:</span> When attacking, gains a shield and reduces the enemy's speed. Creates Energy Storm to deal DMG to enemies for every 20s energy consumed.
* <span style="color:#FF6549;">Energy Consumption:</span> Consumes 2 energy per second while in Twilight/Bishop State.


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3) Leader: When reaching <span style="color:#FF6549;">8 stacks of Decrees</span>, materializes into Bishop State and regains 60 energy and 30% of max HP.
3) Evolve: If the Parasite has spawned 3 times, the Corrupted spawned after that will be more powerful.
* <span style="color:#FF6549;">Bishop State:</span> Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.


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4) Legacy: When exiting a fusion state, Sanctuary Guard will <span style="color:#FF6549;">recover HP</span> based on the remaining HP in that state.
4) Tarnish: Surfer gains great DMG reduction. It will keep decreasing after the Parasite is removed.
* <span style="color:#FF6549;">Health Recovery:</span> Recovers HP equal to 40% of the remaining HP in the fusion state. For instance, Santuary Guard will recover 20 HP if it has 50 HP when exiting the fusion state.


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5) Dead Zone: Transcendents recommended.
5) Antibody: Destroying the spawned Corrupted will grant you an antibody for 10s and remove your Parasite (if parasitized), during which you are immune to Parasitize, and destroying a host with 2 different types of Signal Orbs will prevent the Parasite from evolving (ineffective against the evolved Parasite).


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Revision as of 06:46, 12 February 2023

Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit.

Stages

Team Requirements for Support Points:



Deploy 1 Member with 3,000 BP (+1).



Deploy 1 Member with 6,000BP (+1).



Deploy 1 Transcendant (+1).




Support Details:



Energy Armor: Dealing DMG with basic Signal Orbs grants a shield equal to 20% of current HP for 3s. The duration will refresh whenever it is triggered.



Ressurection Armor: Regains 1% of max HP every second. For each 25% HP lost, increases the healing speed by 1%.



Hysteria: Gains 10% Extra DMG Bonus and reduection every 10s. Stacks up to 3 times. Switching members will reset the effect.




Environment:


1) Sublimate: 2 Sanctuary Guards will accumulate energy.

  • Energy Accumulation: Gains 2 energy per second and DMG dealt (up to 80 emergy).


2) Fusion: When energy reaches its maximum, merges into Twilight State and continuously consumes energy. When dealing DMG, gains 1 stack of Decree.

  • Twilight State: When attacking, gains a shield and reduces the enemy's speed. Creates Energy Storm to deal DMG to enemies for every 20s energy consumed.
  • Energy Consumption: Consumes 2 energy per second while in Twilight/Bishop State.


3) Leader: When reaching 8 stacks of Decrees, materializes into Bishop State and regains 60 energy and 30% of max HP.

  • Bishop State: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.


4) Legacy: When exiting a fusion state, Sanctuary Guard will recover HP based on the remaining HP in that state.

  • Health Recovery: Recovers HP equal to 40% of the remaining HP in the fusion state. For instance, Santuary Guard will recover 20 HP if it has 50 HP when exiting the fusion state.


5) Dead Zone: Transcendents recommended.

Team Requirements for Support Points:


Deploy 3 Constructs (+1).



Deploy 2 Constructs (+1).



Deploy 1 member with 6,000BP (+1).




Support Details:



Team Cooperation: Reduces character switching cooldown by 3s. Characters switched in gain a 25% DMG bonus for 4s.



Heavy Shield: QTE will grant a shield equal to 20% of the controlling character's max HP and Super Armor for 4s.




Environment:


1) Four Signs: Rosetta will change the weather for every 25% HP lost (Thunderstorm will occur with only 25% HP left) and summon soldiers with the corresponding resistance. The current weather will be growing extreme over time.


2) Buoy: There are 3 bouys on the field. After destroying the soldier corresponding to the current weather, the buoys will restore the weather and activate 1 buoy that absorbs the corresponding Element, reducing Rosetta's all Elemental Resistance before the weather changes again. After the weather changes, inactivated buoys will disappear.


3) Nature Poetry: Activating 3 buoys when Thunderstorm is in effect will trigger the following bonuses: 3 different Elements will reduce Rosetta's all Elemental Resistance; 2 same Elements will grant you DMG reduction; 3 same Elements will continuously restore your HP.

Team Requirements for Support Points:



Deploy 1 Support-Type Construct (+1).



Deploy 3 Constructs (+1).



Deploy 1 member with 6,000BP (+1).




Support Details:



Emergency Infusion: DMG dealt by Yellow Orbs will restore HP based on the number of orbs pinged. 10s cooldown.



Growth Hormones: Increases Physical DMG by 30% for 5s when healed.




Environment:


1) Infect: Siren will leave an infection area on the field for every 25s. Units in contact with it will be infected for 5s (Constructs will lose additional HP).


2) Familiar: Siren has 6 familiars that give it DMG immunity. Siren summons 2 and randomly marks 1 (unmarked familiars cannot be locked) at the start of the battle. Marked familiars will be devoured, respawned, and randomly marked again until 6 have been devoured. Familiars will revive and weakn you after you destory them.


3) Burning Mark: The familiar is burning. When devoured by Siren, its infection will rebuff against Siren and your HP will be restored. Otherwise, Siren will devour it and leave an infection area that continuously infects nearby enemies and drains their HP.


4) Stealth Mark: The familiar is stealthy. When its HP is more than 60% it will head to an infection area. When devoured by Siren, if it is not infected, it will rebuff against Siren and your power will be boosted. Otherwise, Siren will devour it, leave an infection area. and summon Buthus that will give Siren great DMG immunity.


5) Dirge: Siren will become paralyzed and Vulnerable for 5s after devouring 6 familiars. Each rebuff will increase the duration by 1s and cleanse 1 infection area. If all familiars are devoured, cleanse all infection areas. After that, DMG dealt by Siren will increase based on the number of familiars devoured successfully.

Rewards

Task Rewards
Clear Babel Tower BP-1 once (Lv.1 or above)
x50
x2
x2
Clear Babel Tower BP-2 once (Lv.1 or above)
x50
x2
x2
Clear Babel Tower BP-3 once (Lv.1 or above)
x50
x2
x2
Reach Babel Strategic Lv.15
x10
x2
x1
Reach Babel Strategic Lv.30
x10
x1
x2
Reach Babel Strategic Lv.45
x30
x1
x2
Reach Babel Strategic Lv.60
x10
x2
x12
Reach Babel Strategic Lv.75
x10
x1
x2
Reach Babel Strategic Lv.90
x30
x1
x1
Reach Babel Strategic Lv.105
x20
x2
x1
Reach Babel Strategic Lv.120
x20
x1
x2
Reach Babel Strategic Lv.135
x30
x1
x2
Reach Babel Strategic Lv.150
x20
x2
x12
Reach Babel Strategic Lv.165
x20
x1
x2
Reach Babel Strategic Lv.180
x30
x1
x2
Reach Babel Strategic Lv.195
x30
x2
x1
Reach Babel Strategic Lv.210
x30
x1
x2
Reach Babel Strategic Lv.225
x30
x1
x1
Reach Babel Strategic Lv.300
Reach Babel Strategic Lv.450
Reach Babel Strategic Lv.600