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|Keywords=Babel, Tower, Fight, Boss, Floor, Stage, Guide, Tips, Trick, Walkthrough, Easy |
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|Keywords=Babel, Tower, Fight, Boss, Floor, Stage, Guide, Tips, Trick, Walkthrough, Easy |
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|tab1 = Overview |
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|tab1 = Overview |
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{{Header Notch|Season 8: The Surviving Lucem}} |
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{{Header Notch|Season 8: The Surviving Lucem}} |
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A.K.A. "Project Babel: Nocturnal Path", occurred under the [[The Surviving Lucem]] Patch. |
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A.K.A. "Project Babel: Nocturnal Path", occurred under the [[The Surviving Lucem]] Patch. |
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<br><br><br>
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<br><br> |
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Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit! |
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Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit! |
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* You can challenge the rerun of [[Babel Tower/Fallen Star]] Babel Tower. |
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*You can challenge the rerun of [[Babel Tower/Fallen Star]] Babel Tower. |
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* The current babel tower has 3 stages. |
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*The current babel tower has 3 stages. |
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* Each stage has unique mechanics. |
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*Each stage has unique mechanics. |
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* You can send <span style="color:#3168b9;">3 different teams</span> to challenge a stage. |
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*You can send <span style="color:#3168b9;">3 different teams</span> to challenge a stage. |
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* If the challenge is a success, your characters become locked. |
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*If the challenge is a success, your characters become locked. |
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* Delete Logs to unlock your characters. |
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*Delete Logs to unlock your characters. |
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* Each stage has 5 difficulty levels. |
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*Each stage has 5 difficulty levels. |
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* The Strategic Level increases as the difficulty level increases. |
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*The Strategic Level increases as the difficulty level increases. |
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* You can select Affixes before playing a stage. |
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*You can select Affixes before playing a stage. |
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* The Affixes will <span style="color:#3168b9;">increase your score.</span> |
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*The Affixes will <span style="color:#3168b9;">increase your score.</span> |
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* You may only select 1 Affix of each type. |
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*You may only select 1 Affix of each type. |
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* Some Affixes are only unlocked at <span style="color:#3168b9;">a higher difficulty level.</span> |
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*Some Affixes are only unlocked at <span style="color:#3168b9;">a higher difficulty level.</span> |
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* <span style="color:#FF6549;">Environment Details</span> will show you important details of the stage Mechanics. |
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*<span style="color:#FF6549;">Environment Details</span> will show you important details of the stage Mechanics. |
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* Challenge Details will show you all the Affix effects of the current stage. |
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*Challenge Details will show you all the Affix effects of the current stage. |
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* You can spend Support Points to select Support Buffs. |
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*You can spend Support Points to select Support Buffs. |
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* After you have configured your team, you will receive Support Points. |
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*After you have configured your team, you will receive Support Points. |
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{{Header Notch|Stages}} |
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{{Header Notch|Stages}} |
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<div class="custom-tab_1"><tabber> |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big> |
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*Deploy 1 Member with 3,000 BP (+1). |
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*Deploy 1 Member with 6,000BP (+1). |
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*Deploy 1 Transcendant (+1). |
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<big>{{p|<u>'''Support Details'''</u>}}</big> |
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Deploy 1 Member with 3,000 BP (+1). |
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<span class="green">Energy Armor:</span> |
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Deploy 1 Member with 6,000BP (+1). |
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Deploy 1 Transcendant (+1). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Energy Armor:</span> |
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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. |
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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. |
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<span class="green">Resurrection Armor:</span> |
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<span style="color:#FF6549;">Ressurection Armor:</span> |
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Regains 1% of max HP every second. For each 25% HP lost, increases the healing speed by 1%. |
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Regains 1% of max HP every second. For each 25% HP lost, increases the healing speed by 1%. |
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<span class="green">Hysteria:</span> |
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<span style="color:#FF6549;">Hysteria:</span> |
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Gains 10% Extra DMG Bonus and reduection every 10s. Stacks up to 3 times. Switching members will reset the effect. |
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Gains 10% Extra DMG Bonus and reduection every 10s. Stacks up to 3 times. Switching members will reset the effect. |
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<big>{{p|<u>'''Environment'''</u>}}</big> |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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1) Sublimate: 2 Sanctuary Guards will {{o|accumulate energy}}. |
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*{{o|Energy Accumulation:}} Gains 2 energy per second and DMG dealt (up to 80 energy). |
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1) Sublimate: 2 Sanctuary Guards will <span style="color:#3168b9;">accumulate energy</span>. |
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* <span style="color:#3168b9;">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:#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>. |
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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}}. |
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* <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. |
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*{{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. |
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* <span style="color:#3168b9;">Energy Consumption</span>: Consumes 2 energy per second while in Twilight/Bishop State. |
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*{{b|Energy Consumption:}} 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 <span style="color:#3168b9;">Bishop State</span> and regains 60 energy and 30% of max HP. |
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3) Leader: When reaching {{o|8 stacks of Decrees}}, materializes into {{o|Bishop State}} and regains 60 Energy and 30% of max HP. |
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* <span style="color:#3168b9;">Bishop State</span>: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP. |
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*{{o|Bishop State:}} 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:#3168b9;">recover HP</span> based on the remaining HP in that state. |
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4) Legacy: When exiting a fusion state, Sanctuary Guard will {{o|recover HP}} based on the remaining HP in that state. |
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* <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. |
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*{{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. |
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5) <span style="color:#3168b9;">Dead Zone</span>: Transcendants recommended. |
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5) {{o|Dead Zone:}} Transcendants recommended. |
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</div> |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big> |
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*Deploy 3 Constructs (+5). |
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*Deploy a Construct with Elemental Stats (+5). |
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*Deploy 1 Amplifier-Type Construct (+5). |
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<big>{{p|<u>'''Support Details'''</u>}}</big> |
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Deploy 3 Constructs (+5). |
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<span class="green">Enhanced Circuits:</span> |
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Deploy a Construct with Elemental Stats (+5). |
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Deploy 1 Amplifier-Type Construct (+5). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Enhanced Circuits:</span> |
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Deals 30% more Elemental DMG for 5s after being healed. |
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Deals 30% more Elemental DMG for 5s after being healed. |
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<span class="green">Healing Nova:</span> |
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<span style="color:#FF6549;">Healing Nova:</span> |
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Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP. |
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Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP. |
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<big>{{p|<u>'''Environment'''</u>}}</big> |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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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. |
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1) Emergency Retreat: Initial Target: Defeat the Corrupted and protect the {{o|Grizzly members}} on the way to the evacuation point. |
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* <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>. |
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*{{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%}}. |
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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. |
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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. |
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* <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>. |
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*{{b|Retreat from battle:}} All the Grizzly members have {{b|retreated}} or {{b|died}}. |
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* <span style="color:#FF6549;">Last Barrage</span>: A boss wave on a high difficulty level. Defeat the enemies to clear this stage. |
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*{{o|Last Barrage:}} A boss wave on a high difficulty level. Defeat the enemies to clear this stage. |
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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. |
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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. |
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* <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. |
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*{{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. |
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</div> |
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|-|BP-3= |
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<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span> |
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<big>{{p|<u>'''Team Requirements for Support Points'''</u>}}</big> |
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*Deploy 1 Lv.40 or higher member (+1). |
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*Deploy 2 Constructs (+1). |
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*Deploy 1 member with 6,000BP (+1). |
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<big>{{p|<u>'''Support Details'''</u>}}</big> |
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Deploy 1 Lv.40 or higher member (+1). |
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<span class"green">Wings α:</span> |
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Deploy 2 Constructs (+1). |
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Deploy 1 member with 6,000BP (+1). |
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<span style="color:#FF6549;"><big>Support Details:</big></span> |
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<span style="color:#FF6549;">Wings α:</span> |
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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. |
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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. |
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<span class"green">Wings β:</span> |
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<span style="color:#FF6549;">Wings β:</span> |
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When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged. |
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When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged. |
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<span class"green">Wings Δ:</span> |
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<span style="color:#FF6549;">Wings Δ:</span> |
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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. |
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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. |
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<span class"green">Graceful Bounty:</span> |
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<span style="color:#FF6549;">Graceful Bounty:</span> |
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Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown. |
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Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown. |
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<big>{{p|<u>'''Environment'''</u>}}</big> |
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<span style="color:#FF6549;"><big>Environment:</big></span> |
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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. |
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*{{o|Iron Thorn:}} |
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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. |
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* <span style="color:#3168b9;">Iron Thorn</span>: |
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2) Agent of Willpower: Machiavelli will create a <span style="color:#3168b9;">Mirror Image</span> to protect Iron Thorns while in the Judgement phase. |
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2) Agent of Willpower: Machiavelli will create a {{o|Mirror Image}} to protect Iron Thorns while in the Judgement phase. |
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* <span style="color:#3168b9;">Mirror Imgae</span>: Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed. |
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*{{o|Mirror Imgae:}} Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed. |
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* <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. |
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*{{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. |
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* <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. |
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*{{o|Mirror Image - Law:}} When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s. |
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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. |
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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. |
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* <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. |
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*{{o|Enhanced Mirror Image:}} Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed. |
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* <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. |
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*{{o|Enhanced Mirror Image - Violence:}} When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s. |
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* <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. |
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*{{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. |
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</div> |
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</tabber></div> |
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</tabber></div> |
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{{Header Notch|Rewards}} |
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{{Header Notch|Rewards}} |
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{| class="wikitable" style="width:100%; text-align:center;" |