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|Currency 4= Totem |
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|Currency 4= Totem |
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|Cost 4= 23 |
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|Cost 4= 23 |
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|Font 4 = 12px |
|
|Font 4 = 13px |
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|+ |
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|+ |
|
|Item 5= Overclock Material Box (β) |
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|Item 5= Overclock Material Box (β) |
Line 1,296: |
Line 1,296: |
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|Currency 5= Totem |
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|Currency 5= Totem |
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|Cost 5= 92 |
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|Cost 5= 92 |
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|Font 5 = 12px |
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|Font 5 = 13px |
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}} |
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}} |
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{{Shop Scroller |
|
{{Shop Scroller |
Line 1,326: |
Line 1,326: |
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|Currency 5= Totem |
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|Currency 5= Totem |
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|Cost 5= 175 |
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|Cost 5= 175 |
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|Font 5 = 12px |
|
|Font 5 = 13px |
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}} |
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}} |
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{{Shop Scroller |
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{{Shop Scroller |
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Duration: May 9th 2024 to June 10th 2024. |
|
Duration: May 9th 2024 to June 10th 2024. |
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|
{{Gallery|Image=SpaceOdyssey-Info|Number=12}} |
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{{Header Notch|General}} |
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|
==== Place Buildings and Tiles while making laps/cycling around planets to empower your Exploration Team, defeat all enemies and clear all stages to get all rewards! ==== |
|
|
* Select up to 3 Constructs for your Exploration Team. |
|
|
** The Exploration Team runs along a path around the planet in each stage and will be affected by any Buildings they pass and fight any enemies in their path. |
|
|
* Enemies grow in power as the Exploration Team completes Cycles. Players must increase Team Power and manage Team HP with the appropriate Buildings over time. |
|
|
* Passing the starting point heals the exploration team for 50% of their max HP. |
|
|
* Some stages have different Weather Effects each Cycle/Lap, which can affect the number of enemies and Building placement. |
|
|
* First Clearing stages rewards {{Item Display|Star Dust}} and {{Item Display|Star Token}}, {{Item Display|Star Token}} can be gained even after repeating stages. |
|
|
** {{Item Display|Star Dust}} is used to redeem items in the Event Shop. |
|
|
** {{Item Display|Star Token}} is used to place Buildings and Tiles in the [Province], which will permanently increase Team Power and Initial {{Item Display|Star Ore}} across all stages. |
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* First Clearing a Normal stage rewards Players with a new Character that will provide permanent buffs and can be used in the Exploration Team. |
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{{Header Notch|Buildings}} |
|
|
==== Players can select up to 5 types of Building to use for each stage ==== |
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* {{Item Display|Star Ore}} is primarily acquired by building [Norman Star Mines], but may also be gained by defeating enemies, Building Buff Effects, planet Environment effects, Weather Effects, or by using Items. |
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|
* Players start with [Norman Star Mine] and [Star Training Field] and unlock more Building types as they progress through stages and planets. |
|
|
* For Buildings to be considered adjacent to each other, the Building/Tile's surrounding tiles must overlap with another Building/Tile's surrounding tiles. These surrounding tiles are highlighted {{b|blue}} when a Building is selected. Simply put, two adjacent Building/Tiles need to be placed next to each other so they are "touching". |
|
|
* Some buildings have Build limits for some stages. If a Build limit is not stated, an indefinite amount of that Building can be created given enough space and resources. |
|
|
* Buildings can be rotated and reoriented before placing, but these cannot be changed after being placed. |
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* Building/Tiles can be removed with [Recycle] but will not refund the {{Item Display|Star Ore}} used to place it. |
|
|
* There are 6 types of Buildings in total: |
|
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** [Norman Star Mine] produces 55 {{Item Display|Star Ore}} when the Exploration Team passes it each Lap/Cycle. |
|
|
*** Generates 1 more enemy every Lap/Cycle. |
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*** Generates 2 more enemies every Lap/Cycle when placed adjacent [Star Training Field]. This also rewards more {{Item Display|Star Ore}}. |
|
|
*** Must be placed adjacent to the stage's path. |
|
|
** [Star Training Field] increases Team Power when the Exploration Team passes it each Lap/Cycle. |
|
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*** Must be placed adjacent to the stage's path. |
|
|
** ["Dawnlight" Bar] restores 8% HP of the Exploration Team while passing it each Lap/Cycle. |
|
|
*** Restores twice as much HP when adjacent to [Star Training Field]. |
|
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*** Must be placed adjacent to the stage's path. |
|
|
** [Brilliance Observatory] gives 1 random item when the Exploration Team passes it each Lap/Cycle. |
|
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*** Gives 2 random items instead when adjacent to [Norman Star Mine]. |
|
|
*** Must be placed adjacent to the stage's path. |
|
|
** [Virtual Range] increases Team Power by adding 20% Crit Rate and 25% Crit DMG when placed. Can be placed anywhere with enough space. |
|
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** [Leap Star Tower] increase Team Power by adding 28% Team Speed Bonus when placed. Can be placed anywhere with enough space. |
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* Players can select up to 5 Building types to use when entering a stage. |
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* In addition to Buildings, Players can place Tiles with unique effects and conditions unique to each planet. |
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{{Header Notch|Planets}} |
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==== There are 5 planets in Space Odyssey: ==== |
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* Quirky Purple Planet has 2 Tutorial Stages, 1 Normal Stage and 1 Challenge Stage. |
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** Team Power increases for every enemy defeated. |
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* Blue Icy Planet has 3 Normal Stages and 2 Challenge Stages. |
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* Sand Galore Planet has 3 Normal Stages and 2 Challenge Stages. |
|
|
** Team Power increases for every item gained. |
|
|
* Hot Lava Planet has 3 Normal Stages and 2 Challenge Stages. |
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** Team Power can be increased by taking advantage of the "Heat Wave" Weather Effect, that creates enemies each Lap/Cycle based on the number of [Virtual Range] to generate more {{Item Display|Star Ore}} to place more Buildings/Tiles. |
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* Yummy Sweet Planet has 3 Normal Stages and 2 Challenge Stages. |
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** Team Power can be increased by taking advantage of the "Phantom" Weather Effect, which refunds 10 {{Item Display|Star Ore}} (up to 50) for each [Norman Star Mine] present when building Landscape (placing Tiles). |
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** Landscape Tiles can be placed without requiring {{Item Display|Star Ore}} after 5 [Norman Star Mine] is on the field. |
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{{Header Notch|Advice}} |
|
|
==== Place more [Norman Star Mine] early in the stage to increase {{Item Display|Star Ore}} income and to quickly place more Buildings later! ==== |
|
|
* Be careful not to build too many [Norman Star Mine] or place too many adjacent [Star Training Field] so that the Exploration Team can keep up with the spawned enemies each Lap/Cycle without dying. |
|
|
* Players should prioritize raising Team Power as quickly as possible at the start of each stage with [Star Training Field] or other stage specific effects as Laps/Cycles progress. |
|
|
* Remember to read Planet Environment and Weather effects before starting each stage and adjust your strategy accordingly. |
|
|
* Try to capitalize on as many bonus effects from adjacent Buildings/Tiles as possible. |
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|
* It is recommended to space out Building placement to be able to capitalize on as many bonus effects from adjacent Buildings and so that it's possible to add ["Dawnlight" Bar] between enemy spawn points if necessary. |
|
|
* [Virtual Range] and [Leap Star Tower] will instantly boost Team Power once built but should not be placed near the stage path to save space for other path-adjacent required Buildings. |
|
|
* Add Buildings and Tiles to your Province when there is enough {{Item Display|Star Token}} between clearing stages to give your Exploration Team a permanent boost to their starting Team Power and Initial {{Item Display|Star Ore}}. |
|
|
* It is usually not recommended to expedite (speed up) the arrival of the stage's Sovereign (boss): |
|
|
** Some Normal Stages have <b>two</b> Sovereigns while some Challenge Stages have <b>three</b> Sovereigns, all with increasing required Team Power to defeat them. It's best to build up Team Power instead of rushing to summon a Sovereign and realizing that there is not enough Laps/Cycles to raise Team Power to defeat the next Sovereign. |
|
|
** Players are more like to gain more {{Item Display|Star Token}} when completing more Laps/Cycles. |
|
|
* Remember to use Items and not let them build up over time. |
|
|
* It is recommended to always enable the [Skip Battle] option and the [Speed x2] option for faster stage clearing. |
|
|
* Remember to toggle [Speed x1] and the [Start/Pause] options when placing Buildings/Tiles or thinking over strategies. |
|
|
* It is recommended to only toggle the [Quick Build] when mass placing tiles in stages and [Province] to avoid careless placements. |
|
|
* Try to clear all Normal Stages before attempting Challenge Stages to gain more off-team Character buffs. |
|
|
* There is a 100 Building/Tile limit for each stage, this limit treats Buildings and Tiles equally in the tally and no more Building/Tiles can be placed after reaching this limit. Building/Tiles can be removed with [Recycle] to reorient or replace them after hitting this limit. |
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|
|
{{Header Full|Journal Missions}} |
|
|
<div class="striped_row"> |
|
|
{| class="wikitable" style="text-align:center; width: 100%;" |
|
|
!Event Mission!!Description!!Rewards |
|
|
|- |
|
|
|Odyssey Journal I||No. 21 recognizes 6 new allies||{{Item|Star Dust|5|500}} |
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|- |
|
|
|Odyssey Journal II||No. 21 recognizes 9 new allies||{{Item|Star Dust|5|500}} |
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|- |
|
|
|Odyssey Journal III||No. 21 recognizes 12 new allies||{{Item|Star Dust|5|500}} |
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|
|- |
|
|
|Odyssey Journal IV||Travel 50 cycles around a star||{{Item|Star Dust|5|500}} |
|
|
|- |
|
|
|Odyssey Journal V||Travel 100 cycles around a star||{{Item|Star Dust|5|500}} |
|
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|- |
|
|
|Odyssey Journal VI||Construct 80 buildings in the Province||{{Item|Star Dust|5|500}} |
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|- |
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|} |
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|
{{Header Full|Star Trader Exchange Shop}} |
|
<center> |
|
<center> |
|
<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
|
<p style="border:3px; border-color:#921131; border-style:solid; border-radius: 5px; padding: 1em;"> |
|
|
It takes 12100 {{Item Display|Star Dust}} to redeem everything in the Shop, this is the <b>maximum</b> obtainable amount in this event and will require almost ALL stages and ALL Journal Missions to be completed to redeem everything! |
|
Under construction! Please check back later. |
|
|
</span> </p>
|
|
</p> |
|
</center> |
|
</center> |
|
|
{{Shop Scroller |
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|ShopName=Special |
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|Number of Items=2 |
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|Last= |
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|- |
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|
|Item 1= Ginkgo Ridge |
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|
|Quantity 1= 1 |
|
|
|Stock 1= 1 |
|
|
|Currency 1= Star Dust |
|
|
|Cost 1= 2100 |
|
|
|+ |
|
|
|Item 2= Stamp - Toasted Marshmallow |
|
|
|Quantity 2= 1 |
|
|
|Stock 2= 1 |
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|
|Currency 2= Star Dust |
|
|
|Cost 2= 900 |
|
|
|Font 2 = 12px |
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|
}} |
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|
{{Shop Scroller |
|
|
|ShopName= |
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|
|Number of Items=4 |
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|Last= |
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|- |
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|
|Item 1= Event Construct R&D Ticket |
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|
|Quantity 1= 250 |
|
|
|Stock 1= 1 |
|
|
|Currency 1= Star Dust |
|
|
|Cost 1= 600 |
|
|
|Font 1 = 13px |
|
|
|+ |
|
|
|Item 2= Event Construct R&D Ticket |
|
|
|Quantity 2= 250 |
|
|
|Stock 2= 1 |
|
|
|Currency 2= Star Dust |
|
|
|Cost 2= 600 |
|
|
|Font 2 = 13px |
|
|
|+ |
|
|
|Item 3= Event Construct R&D Ticket |
|
|
|Quantity 3= 250 |
|
|
|Stock 3= 1 |
|
|
|Currency 3= Star Dust |
|
|
|Cost 3= 600 |
|
|
|Font 3 = 13px |
|
|
|+ |
|
|
|Item 4= Event Construct R&D Ticket |
|
|
|Quantity 4= 250 |
|
|
|Stock 4= 1 |
|
|
|Currency 4= Star Dust |
|
|
|Cost 4= 600 |
|
|
|Font 4 = 13px |
|
|
}} |
|
|
{{Shop_Scroller |
|
|
|ShopName= |
|
|
|Number of Items=3 |
|
|
|Last=Yes |
|
|
|- |
|
|
|Item 1= Trade Voucher |
|
|
|Quantity 1= 100 |
|
|
|Stock 1= 20 |
|
|
|Currency 1= Star Dust |
|
|
|Cost 1= 100 |
|
|
|+ |
|
|
|Item 2= Leap Wafer Chip |
|
|
|Quantity 2= 75 |
|
|
|Stock 2= 9 |
|
|
|Currency 2= Star Dust |
|
|
|Cost 2= 100 |
|
|
|+ |
|
|
|Item 3= Aura Basic Unit |
|
|
|Quantity 3= 10 |
|
|
|Stock 3= 21 |
|
|
|Currency 3= Star Dust |
|
|
|Cost 3= 50 |
|
|
}} |
|
|
{{Shop Scroller |
|
|
|ShopName=Normal |
|
|
|Number of Items=3 |
|
|
|Last= |
|
|
|- |
|
|
|Item 1= Hypertune Crystal β |
|
|
|Quantity 1= 1 |
|
|
|Stock 1= 80 |
|
|
|Currency 1= Star Dust |
|
|
|Cost 1= 6 |
|
|
|+ |
|
|
|Item 2= Hypertune Crystal α |
|
|
|Quantity 2= 10 |
|
|
|Stock 2= 48 |
|
|
|Currency 2= Star Dust |
|
|
|Cost 2= 10 |
|
|
|+ |
|
|
|Item 3= EXP Pod (L) |
|
|
|Quantity 3= 1 |
|
|
|Stock 3= 40 |
|
|
|Currency 3= Star Dust |
|
|
|Cost 3= 8 |
|
|
}} |
|
|
{{Shop_Scroller |
|
|
|ShopName= |
|
|
|Number of Items=4 |
|
|
|Last=Yes |
|
|
|- |
|
|
|Item 1= Weapon Enhancer IV |
|
|
|Quantity 1= 1 |
|
|
|Stock 1= 30 |
|
|
|Currency 1= Star Dust |
|
|
|Cost 1= 10 |
|
|
|+ |
|
|
|Item 2= Memory Enhancer IV |
|
|
|Quantity 2= 1 |
|
|
|Stock 2= 100 |
|
|
|Currency 2= Star Dust |
|
|
|Cost 2= 3 |
|
|
|+ |
|
|
|Item 3= Support Skill Component |
|
|
|Quantity 3= 1 |
|
|
|Stock 3= 80 |
|
|
|Currency 3= Star Dust |
|
|
|Cost 3= 9 |
|
|
|+ |
|
|
|Item 4= Cogs |
|
|
|Quantity 4= 3000 |
|
|
|Stock 4= 150 |
|
|
|Currency 4= Star Dust |
|
|
|Cost 4= 1 |
|
|
}} |
|
|
|
|
|
<!-- |
|
|
{{Header Notch|General}} |
|
|
==== ==== |
|
|
--> |
|
|
|
|
|
|
</div> |
|
</div> |
Line 1,385: |
Line 1,598: |
|
Duration: May 16th 2024 to June 14th 2024. |
|
Duration: May 16th 2024 to June 14th 2024. |
|
|
|
|
|
|
{{Gallery|Image=NemesisBrawl-Info|Number=6}} |
|
<center> |
|
|
<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
|
|
Under construction! Please check back later. |
|
|
</span> </p> |
|
|
</center> |
|
|
|
|
|
|
<!-- |
|
|
{{Header Notch|General}} |
|
{{Header Notch|General}} |
|
|
==== Clear Stages to unlock [Support Units] to fight alongside with and get enough [Combat Points] to claim all rewards! ==== |
|
==== ==== |
|
|
|
* In Nemesis Brawl, Players will select a single Construct and clear stages to unlock [Support Units]. |
|
--> |
|
|
|
* There are four chapters in Nemesis Brawl that consist of a series of stages. Each chapter is unlocked over time as the event progresses: |
|
|
** Storm Hunting Ground. |
|
|
*** Only [Support Units] such as M4-Medic Bot, Sentry Gun and Shark-speare can be used. |
|
|
** Code Invasion. |
|
|
*** Only [Support Units] such as Machiavelli, Excavator and Explorer can be used. |
|
|
** Light Closure. |
|
|
*** Only [Support Units] such as Luna and Unknown Construct α can be used. |
|
|
** Overwriting Limit. |
|
|
*** All [Support Units] can be used. |
|
|
* Each [Support Unit] has an Active Skill which can be activated during stages, a Passive Support Skill and an additional [Bond Skill] when paired with certain Constructs. |
|
|
** [Support Units] can be activated in combat to trigger their Active Effect with a short cooldown. |
|
|
*** Active effect skills will deal damage, give signal orbs or pull enemies together. |
|
|
** Bond skills have the ability to enhance the skills of both construct and [Support Unit]. |
|
|
* Each [Support Unit] consumes 1 or 2 [Load] depending on the unit. |
|
|
** A maximum of 2 single [Load] [Support Unit] or 1 double [Load] [Support Unit] can be equipped at once. |
|
|
|
|
|
|
{{Header Notch|Advice}} |
|
|
==== Remember to use Constructs that have bond skills with [Support Units] in stages! ==== |
|
|
* Trial constructs can be used by Players if needed. |
|
|
* Remember to read over the skills of [Support Units] and equip the most applicable few while clearing stages. |
|
|
|
|
|
{{Header Full|Event Missions}} |
|
|
<div class="striped_row"> |
|
|
{| class="wikitable" style="text-align:center; width: 100%;" |
|
|
!Event Mission!!Description!!Rewards |
|
|
|- |
|
|
|Nemesis I||Unlock 2 Support Units||{{Item|Event Construct R&D Ticket|5|50}}{{Item|EXP Pod (L)|4|1}}{{Item|Cogs|3|42000}} |
|
|
|- |
|
|
|Nemesis II||Unlock 3 Support Units||{{Item|Trade Voucher|5|100}}{{Item|Memory Enhancer IV|4|3}}{{Item|Cogs|3|42000}} |
|
|
|- |
|
|
|Nemesis III||Unlock 5 Support Units||{{Item|Trade Voucher|5|100}}{{Item|Memory Enhancer IV|4|3}}{{Item|Cogs|3|42000}} |
|
|
|- |
|
|
|Nemesis IV||Unlock 6 Support Units||{{Item|Event Construct R&D Ticket|5|50}}{{Item|EXP Pod (L)|4|1}}{{Item|Cogs|3|42000}} |
|
|
|- |
|
|
|Nemesis V||Unlock 8 Support Units||{{Item|Event Construct R&D Ticket|5|50}}{{Item|Memory Enhancer IV|4|3}}{{Item|Cogs|3|42000}} |
|
|
|- |
|
|
|Storm Hunting Ground||Clear Storm Hunting Ground chapters||{{Item|Stamp - Bite Him!|0|1}}{{Item|Overclock Material Box (Alpha)|3|5}}{{Item|Cogs|3|70000}} |
|
|
|- |
|
|
|Code Invasion||Clear Code Invasion chapters||{{Item|Event Construct R&D Ticket|5|50}}{{Item|Overclock Material Box (Alpha)|3|5}}{{Item|Cogs|3|70000}} |
|
|
|- |
|
|
|Light Closure||Clear Light Closure chapters||{{Item|Event Construct R&D Ticket|5|50}}{{Item|Overclock Material Box (Alpha)|3|5}}{{Item|Cogs|3|70000}} |
|
|
|- |
|
|
|Overwriting Limit I||Clear Overwriting Limit - 01||{{Item|Trade Voucher|5|50}}{{Item|Overclock Material Box (Beta)|4|2}}{{Item|Cogs|3|52500}} |
|
|
|- |
|
|
|Overwriting Limit II||Clear Overwriting Limit - 02||{{Item|Trade Voucher|5|50}}{{Item|Overclock Material Box (Beta)|4|2}}{{Item|Cogs|3|52500}} |
|
|
|- |
|
|
|Overwriting Limit III||Clear Overwriting Limit - 03||{{Item|Trade Voucher|5|100}}{{Item|Overclock Material Box (Beta)|4|2}}{{Item|Cogs|3|52500}} |
|
|
|- |
|
|
|Overwriting Limit IV||Clear Overwriting Limit - 04||{{Item|Trade Voucher|5|100}}{{Item|Overclock Material Box (Beta)|4|2}}{{Item|Cogs|3|52500}} |
|
|
|- |
|
|
|Brawl I||Storm Hunting Ground - 06 Combat Points reach 9000||{{Item|6 Star Memory Shard|6|50}}{{Item|Memory Enhancer IV|4|3}}{{Item|Cogs|3|30000}} |
|
|
|- |
|
|
|Brawl II||Storm Hunting Ground - 06 Combat Points reach 15000||{{Item|6 Star Memory Shard|6|50}}{{Item|Memory Enhancer IV|4|5}}{{Item|Cogs|3|40000}} |
|
|
|- |
|
|
|Brawl III||Code Invasion - 06 Combat Points reach 9000||{{Item|6 Star Memory Shard|6|50}}{{Item|Memory Enhancer IV|4|3}}{{Item|Cogs|3|30000}} |
|
|
|- |
|
|
|Brawl IV||Code Invasion - 06 Combat Points reach 15000||{{Item|6 Star Memory Shard|6|50}}{{Item|Memory Enhancer IV|4|5}}{{Item|Cogs|3|40000}} |
|
|
|- |
|
|
|Brawl V||Light Closure - 06 Combat Points reach 15000||{{Item|6 Star Memory Shard|6|50}}{{Item|Memory Enhancer IV|4|3}}{{Item|Cogs|3|30000}} |
|
|
|- |
|
|
|Brawl VI||Light Closure - 06 Combat Points reach 20000||{{Item|6 Star Memory Shard|6|50}}{{Item|Memory Enhancer IV|4|5}}{{Item|Cogs|3|40000}} |
|
|
|- |
|
|
|} |
|
</div> |
|
</div> |
|
|
|
|
|
|
{{Header Full|Codex}} |
|
|
{{Header Notch|M4-Medic Bot}} |
|
|
==== Load: 1 ==== |
|
|
|
|
|
<b>Skill</b><br> |
|
|
<i>Active Effect {{g|[CD: 15s]}}</i><br> |
|
|
Generates a Duskglow Realm around the character, dealing DMG over time to enemies in it. When in the realm, the character gains one set of 3-Ping Orbs every {{b|3}}s for {{b|6}}s. |
|
|
|
|
|
<i>Passive Effect</i><br> |
|
|
When in the Duskglow Realm, the character deals {{b|5%}} more DMG for each set of 3-Ping Orbs consumed. The effect lasts for {{b|5}}s and can be stacked up to {{b|2}} times. |
|
|
|
|
|
<b>Bond Skill</b><br> |
|
|
<i>Bond Character: {{Character Icon|Feral}}</i><br> |
|
|
<i>Bond Effect</i><br> |
|
|
{{b|Feral}}: Rearrange the Signal Orbs each time Dead-on Pounce is triggered. Duskglow Realm now moves with the character. |
|
|
|
|
|
{{Header Notch|Sentry Gun}} |
|
|
==== Load: 1 ==== |
|
|
|
|
|
<b>Skill</b><br> |
|
|
<i>Active Effect {{g|[CD: 15s]}}</i><br> |
|
|
Teleports to the target enemy, spins to fire cannon shells at the enemies, and throws out massive Signal Orbs for {{b|5}}s. |
|
|
|
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<i>Passive Effect</i><br> |
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Upon entering the battlefield, Sentry Gun creates a black hole that keeps pulling the enemies where the target stands. |
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<b>Bond Skill</b><br> |
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<i>Bond Character: {{Character Icon|Feral}}</i><br> |
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<i>Bond Effect</i><br> |
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{{b|Feral}}: When Wolfspirit Form is activated, Sentry Gun will attack together, adding extra DMG to each hit of Glowing Wolfspirit. |
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{{Header Notch|Shark-speare}} |
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==== Load: 2 ==== |
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<b>Skill</b><br> |
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<i>Active Effect {{g|[CD: 15s]}}</i><br> |
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Detonates the Kuroros transformed from the defeated enemies, dealing massive DMG to other enemies nearby.<br> |
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Commands the Hetero Fire Units transformed from the defeated enemies to launch a round of volley to deal massive DMG. (Feral Bond) |
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<i>Passive Effect</i><br> |
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Shark-speare will look for enemies and fire naval mines to deal DMG. Enemies killed will turn into Kuroros and move along with the target enemy. There can be up to {{b|5}} Kuroros at the same time. Enemies killed will turn into Hetero Fire Units to assist in attacking enemies. There can be up to {{b|3}} Hetero Fire Units at the same time. (Feral Bond) |
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<b>Bond Skill</b><br> |
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<i>Bond Character: {{Character Icon|Feral}}</i><br> |
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<i>Bond Effect</i><br> |
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{{b|Feral}}: Shark-speare turns [Dark] and no longer acts on its own but will attack when Feral launches any pursuit or Scratch Reap, damaging the enemy while creating a black hole to pull in nearby enemies continuously.<br> |
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Each time Shark-speare launches a co-attack, the entire team’s DMG increases by {{b|5%}}, stacking up to {{b|3 times}}.<br> |
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When casting Active Skills, the bonus is doubled and lasts {{b|5s}}, and will be reset at the end of this duration.<br> |
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Character gains a random set of 3-Ping Orbs after casting Signature. |
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{{Header Notch|Excavator}} |
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==== Load: 1 ==== |
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<b>Skill</b><br> |
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<i>Active Effect {{g|[CD: 15s]}}</i><br> |
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Leaps up and smashes the target enemy to deal massive DMG, leaving a lightning area with a radius of 5m to deal DMG over time to enemies in it for {{b|8}}s. |
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<i>Passive Effect</i><br> |
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All members deal {{b|5%}} more DMG when Explorer is on the team. |
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<b>Bond Skill</b><br> |
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<i>Bond Character: {{Character Icon|Veritas}}{{Character Icon|Garnet}}</i><br> |
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<i>Bond Effect</i><br> |
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{{b|Veritas}}: The lightning area left by Excavator will pull enemies in.<br> |
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{{b|Garnet}}: After Excavator launches a leap strike, it will leave a banner and Garnet will immediately gain 3 Electric Charges. |
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{{Header Notch|Explorer}} |
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==== Load: 1 ==== |
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<b>Skill</b><br> |
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<i>Active Effect {{g|[CD: 15s]}}</i><br> |
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Fires 1 projectile arrow at every enemy unit, dealing massive AOE DMG to units hit. |
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<i>Passive Effect</i><br> |
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The character has higher Dodge Gauge recovery rate and shorter Matrix cooldown when the character and the Excavator both have it. |
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<b>Bond Skill</b><br> |
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<i>Bond Character: {{Character Icon|Veritas}}{{Character Icon|Garnet}}</i><br> |
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<i>Bond Effect</i><br> |
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{{b|Veritas}}: After Explorer casts an Active Skill, Veritas’ lightning arrows in Sniping Form become scattered for 15s. For every 1 enemy present, gain 1 random orb and rearrange the Signal Orbs.<br> |
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{{b|Garnet}}: Explorer’s arrows now target Garnet and damage a larger area when hit. |
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{{Header Notch|Machiavelli}} |
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==== Load: 2 ==== |
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<b>Skill</b><br> |
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<i>Active Effect {{g|[CD: 15s]}}</i><br> |
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Casts 4 convergent thunderbolts to the enemy ahead, pulling and dealing massive DMG to them. |
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<i>Passive Effect</i><br> |
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All pings within {{b|3}}s by the character after character enters the Matrix will be regarded as 3-Pings. |
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<b>Bond Skills</b><br> |
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<i>Bond Character:{{Character Icon|Veritas}}{{Character Icon|Garnet}}</i><br> |
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<i>Bond Effect</i><br> |
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{{b|Veritas}}: Upon entering Sniping Form, Machiavelli will launch lightning toward the target enemy, damaging it. Chain Lightning will be triggered each time Veritas’ sniping attacks hit the same target.<br> |
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Chain Lightning: Lightning will arc toward all enemy units once, dealing DMG.<br> |
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{{b|Garnet}}: When there are 3 Electric Charges, casting Lightning Fall will also summon Machiavelli to cast Legion Combo, dealing high DMG while Paralyzing the enemy hit and reducing their Resistance for {{b|6s}}. |
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{{Header Notch|Unknown Construct α}} |
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==== Load: 2 ==== |
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<b>Skill</b><br> |
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<i>Active Effect {{g|[CD: 12s]}}</i><br> |
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Slashes the enemy and deals DMG to them. The enemy hit will enter the still status, during which the character can deal DMG to them. At the end of the still status, Crimson Abyss will sheath the weapon, deal multiple slashes, and deal {{b|25%}} of the DMG dealt during the still status to the enemy target. |
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<i>Passive Effect</i><br> |
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Crimson Abyss will trigger the Matrix once every upon entering the battlefield. |
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<b>Bond Skill</b><br> |
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<i>Bond Character: {{Character Icon|Laurel}}{{Character Icon|Lotus}}{{Character Icon|Dawn}}{{Character Icon|Crimson Abyss}}{{Character Icon|Plume}}{{Character Icon|Crimson Weave}}</i> |
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<i>Bond Effect</i><br> |
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{{b|Laurel}}: When Laurel is attacked while Crimson Abyss is not in battle, the latter will enter the battle to block the attack and activate Matrix. {{b|4s}} cooldown.<br> |
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{{b|Lucia}}: After Crimson Abyss casts an Active Skill, gain a set of 3-ping Orbs of the same color. |
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{{Header Notch|Luna}} |
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==== Load: 2 ==== |
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<b>Skill</b><br> |
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<i>Active Effect {{g|[CD: 6s]}}</i><br> |
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Fires multiple spikes at fixed positions to deal DMG to the enemy for {{b|4}}s. |
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<i>Passive Effect</i><br> |
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Luna restores 1 orb to the character and makes all members deal {{b|1%}} more DMG every time when she shoots a set of spikes. Stacks up to {{b|8}} times. |
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<b>Bond Skill</b><br> |
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<i>Bond Character: {{Character Icon|Lotus}}{{Character Icon|Dawn}}{{Character Icon|Crimson Abyss}}{{Character Icon|Plume}}{{Character Icon|Crimson Weave}}</i><br> |
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<i>Bond Effect</i><br> |
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{{b|Lucia}}: When Luna’s Active Skill is still ongoing, casting any 3-Ping will extend the duration of spikes by {{b|2s}}. |
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<!------------------------------------------------------------------------------> |
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<!------------------------------------------------------------------------------> |
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|-|Babel Tower: Infernal Forest= |
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|-|Babel Tower: Infernal Forest= |
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Duration: May 27th 2024 to June 14th 2024. |
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Duration: May 27th 2024 to June 14th 2024. |
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<h5>For this season of Babel Tower, refer to the guide below.</h5> |
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<center> |
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* [[Babel Tower/Chaos Unsnarled]] |
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<p style="border:3px; border-color:#921131; border-style:solid; background-color: #4e091a; border-radius: 5px; padding: 1em;"> <span style="color:#ff789a;"> |
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Under construction! Please check back later. |
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</span> </p> |
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</center> |
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{{Header Notch|General}} |