Sarkaz's Furnaceside Fables: Eras
(Redirected from Era)
Jump to navigation
Jump to search
Sarkaz's Furnaceside Fables features | |||
---|---|---|---|
Thoughts | Eras | Impressional Reconstruction | Narrator List |
Historical Reconstruction | Commission Rewards | Witchcraft Ritual Archive | – |
This article pertains to a subject that is not yet released in the Global server of Arknights. |
Similar to Hallucinations and Calls of We Many in past I.S. themes, as the player proceeds through a Sarkaz's Furnace Side Fables run, they might run into different Eras of the Sarkaz's long history of rise and fall. All but one Eras impose completely detrimental effects that serves to make things more difficult.
Unlike Hallucinations and Calls of We Many that may be triggered upon entering a new floor, a new Era may begin when the player passed through nodes; once an Era triggers, it will end after the player had passed a certain amount of nodes (even across floors). Fortunately, only one Era can be active at a given time.
The Eras' effects depend on the Face the Revenants difficulty level:
- At Face the Revenants +0 to +5, the Eras will be at the base Formative stage.
- At Face the Revenants +6 to +11, the Eras will be at the enhanced Expansion stage.
- At Face the Revenants +12 to +15, the Eras will be at the further enhanced Peak stage.
List
Era | Formative | Expansion | Peak |
---|---|---|---|
![]() |
Era of Catastrophes In this Era, meteorites striked the land, crystalline flowers flourished
| ||
There will be an additional Spines of Age during operations. Spines of Age and Spines of Weeping have their HP doubled. | There will be an additional Spines of Age during operations. Spines of Age and Spines of Weeping have their HP increased to 2.5×. | There will be an additional Spines of Age during operations. Spines of Age and Spines of Weeping have their HP tripled. | |
![]() |
Era of the Sarkaz King In this Era, the Black Crown never faded
| ||
Sarkaz enemies have their HP increased by 20%. Operators branded by a Mark of the Ages cannot be manually retreated. | Sarkaz enemies have their HP increased by 35%. Operators branded by a Mark of the Ages cannot be manually retreated. | Sarkaz enemies have their HP increased by 50%. Operators branded by a Mark of the Ages cannot be manually retreated. | |
![]() |
Era of Misery In this Era, Oripathy was the least harmful disease
| ||
Friendly units on the map lose 25% of their current HP whenever another is deployed.[note 1] | Friendly units on the map lose 50% of their current HP whenever another is deployed.[note 1] | Friendly units on the map lose 75% of their current HP whenever another is deployed.[note 1] | |
![]() |
Era of Finance In this Era, figures = wealth
| ||
Rogue Traders' wares are more expensive. Friendly units have their DP cost increased by 2. | Rogue Traders' wares are more expensive. Friendly units have their DP cost increased by 3. | Rogue Traders' wares are more expensive. Friendly units have their DP cost increased by 5. | |
![]() |
Era of Wonder In this Era, countless architectures emerged and were passed down through the ages
| ||
Conceptions have their Burden increased by 1. Enemies have their HP increased by 20%. | Conceptions have their Burden increased by 1. Enemies have their HP increased by 30%. | Conceptions have their Burden increased by 2. Enemies have their HP increased by 50%. | |
![]() |
Era of Overcrowding In this Era, people were crowded together, and space was at a premium
| ||
The Unit Limit is reduced by 1. | The Unit Limit is reduced by 2. | The Unit Limit is reduced by 3. | |
![]() |
Era of Philosophy In this Era, a hundred schools of thought contended, each with its own views
| ||
Less likely to be distracted in an Idea Filter and for the deciphering process to fail. | More likely to be distracted in an Idea Filter and for the deciphering process to fail. | Even more likely to be distracted in an Idea Filter and for the deciphering process to fail. | |
![]() |
Era of Prosperity In this Era, all requirements of life were fulfilled
| ||
Friendly units have their maximum HP increased by 20% and Treasure Chests are more likely to spawn in (Emergency) Operations. | Friendly units have their maximum HP increased by 30% and Treasure Chests are more likely to spawn in (Emergency) Operations. | Friendly units have their maximum HP increased by 50% and Treasure Chests are more likely to spawn in (Emergency) Operations. | |
![]() |
Paradox This section of the story is not meticulous, it is supposed to be unreasonable
| ||
Friendly units' sprites are obscured in a similar way to the Image Corruption/Blackout Collapsal Paradigm in Expeditioner's Joklumarkar. |