Babel Tower/The Surviving Lucem: Difference between revisions

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{{SEO
{{SEO
|Keywords=Babel, Tower, Fight, Boss, Floor, Stage, Guide, Tips, Trick, Walkthrough, Easy
|Keywords=Babel, Tower, Fight, Boss, Floor, Stage, Guide, Tips, Trick, Walkthrough, Easy
}}{{#css:
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|tab1 = Overview
|tab1 = Overview
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|tab9 = The Surviving Lucem
|tab9 = The Surviving Lucem
|tab10 = Her Last Bow
|tab10 = Her Last Bow
|tab11 = Across the Ruined Sea
|tab12 = Renaissance du Fantastique
}}__NOTOC__
}}__NOTOC__
{{Header Notch|Season 8: The Surviving Lucem}}
{{Header Notch|Season 8: The Surviving Lucem}}
A.K.A. "Project Babel: Nocturnal Path", occurred under the [[The Surviving Lucem]] Patch.
A.K.A. "Project Babel: Nocturnal Path", occurred under the [[The Surviving Lucem]] Patch.
<br><br><br>
<br><br>
Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit!
Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit!
* You can challenge the rerun of [[Babel Tower/Fallen Star]] Babel Tower.
*You can challenge the rerun of [[Babel Tower/Fallen Star]] Babel Tower.
* The current babel tower has 3 stages.
*The current babel tower has 3 stages.
* Each stage has unique mechanics.
*Each stage has unique mechanics.
* You can send <span style="color:#3168b9;">3 different teams</span> to challenge a stage.
*You can send <span style="color:#3168b9;">3 different teams</span> to challenge a stage.
* If the challenge is a success, your characters become locked.
*If the challenge is a success, your characters become locked.
* Delete Logs to unlock your characters.
*Delete Logs to unlock your characters.
* Each stage has 5 difficulty levels.
*Each stage has 5 difficulty levels.
* The Strategic Level increases as the difficulty level increases.
*The Strategic Level increases as the difficulty level increases.
* You can select Affixes before playing a stage.
*You can select Affixes before playing a stage.
* The Affixes will <span style="color:#3168b9;">increase your score.</span>
*The Affixes will <span style="color:#3168b9;">increase your score.</span>
* You may only select 1 Affix of each type.
*You may only select 1 Affix of each type.
* Some Affixes are only unlocked at <span style="color:#3168b9;">a higher difficulty level.</span>
*Some Affixes are only unlocked at <span style="color:#3168b9;">a higher difficulty level.</span>
* <span style="color:#FF6549;">Environment Details</span> will show you important details of the stage Mechanics.
*<span style="color:#FF6549;">Environment Details</span> will show you important details of the stage Mechanics.
* Challenge Details will show you all the Affix effects of the current stage.
*Challenge Details will show you all the Affix effects of the current stage.
* You can spend Support Points to select Support Buffs.
*You can spend Support Points to select Support Buffs.
* After you have configured your team, you will receive Support Points.
*After you have configured your team, you will receive Support Points.

<br>
{{Header Notch|Stages}}
{{Header Notch|Stages}}
<div class="custom-tab_1"><tabber>
<div class="custom-tab_1"><tabber>
|-|BP-1=
|-|BP-1=
<div>
<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span>
<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big>
*Deploy 1 Member with 3,000 BP (+1).
*Deploy 1 Member with 6,000BP (+1).
*Deploy 1 Transcendant (+1).


<br>
<br>
<big>{{p|<u>'''Support Details'''</u>}}</big>
<br>
Deploy 1 Member with 3,000 BP (+1).


<span class="green">Energy Armor:</span>
<br>
<br>
Deploy 1 Member with 6,000BP (+1).

<br>
<br>
Deploy 1 Transcendant (+1).

<br>
<br>
<br>
<span style="color:#FF6549;"><big>Support Details:</big></span>

<br>
<br>
<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.
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.


<span class="green">Resurrection Armor:</span>
<br>
<br>
<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%.
Regains 1% of max HP every second. For each 25% HP lost, increases the healing speed by 1%.


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


<br>
<br>
<big>{{p|<u>'''Environment'''</u>}}</big>
<br>
<br>
<span style="color:#FF6549;"><big>Environment:</big></span>


1) Sublimate: 2 Sanctuary Guards will {{o|accumulate energy}}.
<br>
*{{o|Energy Accumulation:}} Gains 2 energy per second and DMG dealt (up to 80 energy).
1) Sublimate: 2 Sanctuary Guards will <span style="color:#3168b9;">accumulate energy</span>.
* <span style="color:#3168b9;">Energy Accumulation</span>: Gains 2 energy per second and DMG dealt (up to 80 emergy).


<br>
<br>
2) Fusion: When energy reaches its maximum, merges into <span style="color:#3168b9;">Twilight State</span> and continuously <span style="color:#3168b9;">consumes energy</span>. When dealing DMG, gains <span style="color:#FF6549;">1 stack of Decree</span>.
2) Fusion: When energy reaches its maximum, merges into {{o|Twilight State}} and continuously {{o|consumes energy}}. When dealing DMG, gains {{o|1 stack of Decree}}.
* <span style="color:#3168b9;">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.
*{{o|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.
* <span style="color:#3168b9;">Energy Consumption</span>: Consumes 2 energy per second while in Twilight/Bishop State.
*{{b|Energy Consumption:}} Consumes 2 energy per second while in Twilight/Bishop State.


<br>
<br>
3) Leader: When reaching <span style="color:#FF6549;">8 stacks of Decrees</span>, materializes into <span style="color:#3168b9;">Bishop State</span> and regains 60 energy and 30% of max HP.
3) Leader: When reaching {{o|8 stacks of Decrees}}, materializes into {{o|Bishop State}} and regains 60 Energy and 30% of max HP.
* <span style="color:#3168b9;">Bishop State</span>: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.
*{{o|Bishop State:}} Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.


<br>
<br>
4) Legacy: When exiting a fusion state, Sanctuary Guard will <span style="color:#3168b9;">recover HP</span> based on the remaining HP in that state.
4) Legacy: When exiting a fusion state, Sanctuary Guard will {{o|recover HP}} based on the remaining HP in that state.
* <span style="color:#3168b9;">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.
*{{o|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.


<br>
<br>
5) <span style="color:#3168b9;">Dead Zone</span>: Transcendants recommended.
5) {{o|Dead Zone:}} Transcendants recommended.
</div>

|-|BP-2=
|-|BP-2=
<div>
<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span>
<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big>
*Deploy 3 Constructs (+5).
*Deploy a Construct with Elemental Stats (+5).
*Deploy 1 Amplifier-Type Construct (+5).


<br>
<br>
<big>{{p|<u>'''Support Details'''</u>}}</big>
Deploy 3 Constructs (+5).


<span class="green">Enhanced Circuits:</span>
<br>
<br>
Deploy a Construct with Elemental Stats (+5).

<br>
<br>
Deploy 1 Amplifier-Type Construct (+5).

<br>
<br>
<br>
<span style="color:#FF6549;"><big>Support Details:</big></span>

<br>
<br>
<span style="color:#FF6549;">Enhanced Circuits:</span>
Deals 30% more Elemental DMG for 5s after being healed.
Deals 30% more Elemental DMG for 5s after being healed.


<span class="green">Healing Nova:</span>
<br>
<br>

<span style="color:#FF6549;">Healing Nova:</span>
Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP.
Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP.


<br>
<br>
<big>{{p|<u>'''Environment'''</u>}}</big>
<br>
<br>
<span style="color:#FF6549;"><big>Environment:</big></span>


<br>
<br>
1) Emergency Retreat: Initial Target: Defeat the Corrupted and protect the <span style="color:#3168b9;">Grizzly members</span> on the way to the evacuation point.
1) Emergency Retreat: Initial Target: Defeat the Corrupted and protect the {{o|Grizzly members}} on the way to the evacuation point.
* <span style="color:#3168b9;">The Grizzly members</span>: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. <span style="color:#3168b9;">Their Movement Speed will greatly increase</span> when allied Constructs are near them. <span style="color:#FF6549;">They will be unable to move when their HP drops below 50%</span>.
*{{o|The Grizzly members:}} All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. {{o|Their Movement Speed will greatly increase}} when allied Constructs are near them. {{b|They will be unable to move when their HP drops below 50%}}.


<br>
<br>
2) Last Barrage: Final Target: <span style="color:#FF6549;">Last Barrage</span> will be triggered when all the Grizzly members <span style="color:#3168b9;">retreat from battle</span>. Defeat the enemies to win your battle.
2) Last Barrage: Final Target: {{o|Last Barrage}} will be triggered when all the Grizzly members {{b|retreat from battle}}. Defeat the enemies to win your battle.
* <span style="color:#3168b9;">Retreat from battle</span>: All the Grizzly members have <span style="color:#3168b9;">retreated</span> or <span style="color:#FF6549;">died</span>.
*{{b|Retreat from battle:}} All the Grizzly members have {{b|retreated}} or {{b|died}}.
* <span style="color:#FF6549;">Last Barrage</span>: A boss wave on a high difficulty level. Defeat the enemies to clear this stage.
*{{o|Last Barrage:}} A boss wave on a high difficulty level. Defeat the enemies to clear this stage.


<br>
<br>
3) Reinforcing Grizzlies: When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand <span style="color:#3168b9;">Support Field</span>. Constructs inside the field will gain bonuses.
3) Reinforcing Grizzlies: When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand {{o|Support Field}}. Constructs inside the field will gain bonuses.
* <span style="color:#3168b9;">Charging Support Field</span>: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.
*{{b|Charging Support Field:}} Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.
</div>

|-|BP-3=
|-|BP-3=
<div>
<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span>
<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big>
*Deploy 1 Lv.40 or higher member (+1).
*Deploy 2 Constructs (+1).
*Deploy 1 member with 6,000BP (+1).


<br>
<br>
<big>{{p|<u>'''Support Details'''</u>}}</big>
<br>
Deploy 1 Lv.40 or higher member (+1).


<span class"green">Wings α:</span>
<br>
<br>
Deploy 2 Constructs (+1).

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

<br>
<br>
<br>
<span style="color:#FF6549;"><big>Support Details:</big></span>

<br>
<br>
<span style="color:#FF6549;">Wings α:</span>
When hitting enemies with Red Orbs, increases the DMG dealt by 6 / 4 / 2% (up to 30%) based on the number of orbs pinged. 5s cooldown. Switching the member will reset this effect.
When hitting enemies with Red Orbs, increases the DMG dealt by 6 / 4 / 2% (up to 30%) based on the number of orbs pinged. 5s cooldown. Switching the member will reset this effect.


<span class"green">Wings β:</span>
<br>
<br>

<span style="color:#FF6549;">Wings β:</span>
When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged.
When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged.


<span class"green">Wings Δ:</span>
<br>
<br>
<span style="color:#FF6549;">Wings Δ:</span>
When hitting enemies with Yellow Orbs, gains Super Armor and receives 20% less DMG for 5s. 7 / 8/ 10s cooldown for a 3 / 2 /1-Ping.
When hitting enemies with Yellow Orbs, gains Super Armor and receives 20% less DMG for 5s. 7 / 8/ 10s cooldown for a 3 / 2 /1-Ping.


<span class"green">Graceful Bounty:</span>
<br>
<br>
<span style="color:#FF6549;">Graceful Bounty:</span>
Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown.
Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown.


<br>
<br>
<big>{{p|<u>'''Environment'''</u>}}</big>
<br>
<br>
<span style="color:#FF6549;"><big>Environment:</big></span>


1) Phase I - Judgement: Machivelli will summon 2 {{o|Iron Thorns}} for every 25% HP lost. The Iron Thorns will destory the platform in 35s.
<br>
*{{o|Iron Thorn:}}
1) Phase I - Judgement: Machivelli will summon 2 <span style="color:#3168b9;">Iron Thorns</span> for every 25% HP lost. The Iron Thorns will destory the platform in 35s.
* <span style="color:#3168b9;">Iron Thorn</span>:


<br>
<br>
2) Agent of Willpower: Machiavelli will create a <span style="color:#3168b9;">Mirror Image</span> to protect Iron Thorns while in the Judgement phase.
2) Agent of Willpower: Machiavelli will create a {{o|Mirror Image}} to protect Iron Thorns while in the Judgement phase.
* <span style="color:#3168b9;">Mirror Imgae</span>: Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed.
*{{o|Mirror Imgae:}} Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed.
* <span style="color:#3168b9;">Mirror Image - Violence</span>: When dealing DMG, reduces the duration of the Judgement phase by 1s and has a chance to Burn the enemy for 4s.
*{{o|Mirror Image - Violence:}} When dealing DMG, reduces the duration of the Judgement phase by 1s and has a chance to Burn the enemy for 4s.
* <span style="color:#3168b9;">Mirror Image - Law</span>: When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s.
*{{o|Mirror Image - Law:}} When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s.


<br>
<br>
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<br>
<br>
4) Cognitive Overload: When ther are 3 shards, 1 of them will turn into an <span style="color:#3168b9;">Enhanced Mirror Image</span>. The more shards/Mirror Images exist, the weaker Machiavelli will be.
4) Cognitive Overload: When ther are 3 shards, 1 of them will turn into an {{o|Enhanced Mirror Image}}. The more shards/Mirror Images exist, the weaker Machiavelli will be.
* <span style="color:#3168b9;">Enhanced Mirror Image</span>: Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed.
*{{o|Enhanced Mirror Image:}} Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed.
* <span style="color:#3168b9;">Enhanced Mirror Image - Violence</span>: When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s.
*{{o|Enhanced Mirror Image - Violence:}} When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s.
* <span style="color:#3168b9;">Enhanced Mirror Image - Law</span>: When dealing DMG, affects the target's movement for 4s and has a chance to imprison them for 2.5s.
*{{o|Enhanced Mirror Image - Law:}} When dealing DMG, affects the target's movement for 4s and has a chance to imprison them for 2.5s.
</div>
</tabber></div>
</tabber></div>
<br>

{{Header Notch|Rewards}}
{{Header Notch|Rewards}}
{| class="wikitable" style="width:100%; text-align:center;"
{| class="wikitable" style="width:100%; text-align:center;"

Latest revision as of 17:21, 13 March 2024

Season 8: The Surviving Lucem

A.K.A. "Project Babel: Nocturnal Path", occurred under the The Surviving Lucem Patch.

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

  • You can challenge the rerun of Babel Tower/Fallen Star Babel Tower.
  • The current babel tower has 3 stages.
  • Each stage has unique mechanics.
  • You can send 3 different teams to challenge a stage.
  • If the challenge is a success, your characters become locked.
  • Delete Logs to unlock your characters.
  • Each stage has 5 difficulty levels.
  • The Strategic Level increases as the difficulty level increases.
  • You can select Affixes before playing a stage.
  • The Affixes will increase your score.
  • You may only select 1 Affix of each type.
  • Some Affixes are only unlocked at a higher difficulty level.
  • Environment Details will show you important details of the stage Mechanics.
  • Challenge Details will show you all the Affix effects of the current stage.
  • You can spend Support Points to select Support Buffs.
  • After you have configured your team, you will receive Support Points.


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.

Resurrection 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 energy).


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: Transcendants recommended.

Team Requirements for Support Points

  • Deploy 3 Constructs (+5).
  • Deploy a Construct with Elemental Stats (+5).
  • Deploy 1 Amplifier-Type Construct (+5).


Support Details

Enhanced Circuits: Deals 30% more Elemental DMG for 5s after being healed.

Healing Nova: Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP.


Environment


1) Emergency Retreat: Initial Target: Defeat the Corrupted and protect the Grizzly members on the way to the evacuation point.

  • The Grizzly members: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. Their Movement Speed will greatly increase when allied Constructs are near them. They will be unable to move when their HP drops below 50%.


2) Last Barrage: Final Target: Last Barrage will be triggered when all the Grizzly members retreat from battle. Defeat the enemies to win your battle.

  • Retreat from battle: All the Grizzly members have retreated or died.
  • Last Barrage: A boss wave on a high difficulty level. Defeat the enemies to clear this stage.


3) Reinforcing Grizzlies: When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand Support Field. Constructs inside the field will gain bonuses.

  • Charging Support Field: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.

Team Requirements for Support Points

  • Deploy 1 Lv.40 or higher member (+1).
  • Deploy 2 Constructs (+1).
  • Deploy 1 member with 6,000BP (+1).


Support Details

Wings α: When hitting enemies with Red Orbs, increases the DMG dealt by 6 / 4 / 2% (up to 30%) based on the number of orbs pinged. 5s cooldown. Switching the member will reset this effect.

Wings β: When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged.

Wings Δ: When hitting enemies with Yellow Orbs, gains Super Armor and receives 20% less DMG for 5s. 7 / 8/ 10s cooldown for a 3 / 2 /1-Ping.

Graceful Bounty: Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown.


Environment

1) Phase I - Judgement: Machivelli will summon 2 Iron Thorns for every 25% HP lost. The Iron Thorns will destory the platform in 35s.

  • Iron Thorn:


2) Agent of Willpower: Machiavelli will create a Mirror Image to protect Iron Thorns while in the Judgement phase.

  • Mirror Imgae: Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed.
  • Mirror Image - Violence: When dealing DMG, reduces the duration of the Judgement phase by 1s and has a chance to Burn the enemy for 4s.
  • Mirror Image - Law: When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s.


3) Phase II - Purge: After being defeated, Machiavelli will revive and create a Mirror Shard for every 15s. The Mirror Image will imitate Machiavelli's attack pattern.


4) Cognitive Overload: When ther are 3 shards, 1 of them will turn into an Enhanced Mirror Image. The more shards/Mirror Images exist, the weaker Machiavelli will be.

  • Enhanced Mirror Image: Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed.
  • Enhanced Mirror Image - Violence: When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s.
  • Enhanced Mirror Image - Law: When dealing DMG, affects the target's movement for 4s and has a chance to imprison them for 2.5s.


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.8
x10
x2
x1
Reach Babel Strategic Lv.16
x10
x1
x2
Reach Babel Strategic Lv.24
x30
x1
x2
Reach Babel Strategic Lv.32
x10
x2
x12
Reach Babel Strategic Lv.40
x10
x1
x2
Reach Babel Strategic Lv.48
x30
x1
x2
Reach Babel Strategic Lv.56
x20
x2
x1
Reach Babel Strategic Lv.64
x20
x1
x2
Reach Babel Strategic Lv.72
x30
x2
x2
Reach Babel Strategic Lv.80
x20
x2
x12
Reach Babel Strategic Lv.88
x20
x1
x2
Reach Babel Strategic Lv.96
x30
x1
x2
Reach Babel Strategic Lv.104
x30
x2
x1
Reach Babel Strategic Lv.112
x30
x1
x2
Reach Babel Strategic Lv.120
x30
x1
x2
Reach Babel Strategic Lv.105
Reach Babel Strategic Lv.450
Reach Babel Strategic Lv.600