Expeditioner's Joklumarkar
Theme | Nodes | Collectibles | Endings | Medals | OST | Gallery | Trivia |
Integrated Strategies #4: Expeditioner's Joklumarkar (stylized as Expeditioner's Jǫklumarkar[note 1]), often simply known as Integrated Strategies 4 (IS4) or Expeditioner's Joklumarkar, is the fourth theme of the namesake roguelike game mode in Arknights.
You and the explorers depart the southernmost city of Sami for the north.
Make your way through Sami and past the icefield, and the veil that shrouds the unknown will be lifted.
Intro
- Main article: Expeditioner's Joklumarkar/Intro
Synopsis
- Main article: Expeditioner's Joklumarkar/Synopsis
Difficulty levels
- Braving Nature is initially available, while Braving Nature +1 and above are unlocked by completing a run in the preceding level (e.g. Braving Nature +11 will be unlocked once the player completed a Braving Nature +10 run).
- The specific handicaps of Braving Nature +3 and above are carried over to every succeeding levels, with those increasing enemy attributes stacked on top of each other.
- Buff increases the HP and ATK of enemies by the specified percentage on each floor (starting on 1F and increases on subsequent floors), using the following formula:
a = (1 + b)c
(a is the total buff; b is the buff percentage; c is the floor number).- The secret floor applies the buff at the floor when the player enters it, and do not increase the buff.
- Flair is the chance that a Foldartal comes with a Flair when obtained.
- Score is a modifier to the run's final score.
Level | Description | Buff | Flair | Score |
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Braving Nature | The icefield encroaches on frozen soil, as the shadows stretch on to no end.
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0% | 0% | 60% |
Braving Nature +1 | The Collapse Level from Level 3 increases at a higher rate. | 0% | 0% | 80% |
Braving Nature +2 | Starts with -4 Life Point cap. | 0% | 0% | 100% |
Braving Nature +3 | Clearing an operation after losing Life Points increase Collapse by 1. | 0% | 5% | 110% |
Braving Nature +4 | Elite enemies have their ATK increased by 10%. | 0% | 7.5% | 120% |
Braving Nature +5 | Enemies have their HP and ATK increased by 5%. | 1% | 10% | 125% |
Braving Nature +6 | 4★ and above Operators cost +1 ![]() |
2% | 12.5% | 130% |
Braving Nature +7 | Enemies have their DEF increased by 10%. | 3% | 15% | 135% |
Braving Nature +8 | Enemies take 5% less Physical and Arts damage. | 4% | 17.5% | 140% |
Braving Nature +9 | Unit Limit reduced by 1. | 5% | 20% | 145% |
Braving Nature +10 | Enemies have their ATK increased by 10%. | 6% | 20% | 150% |
Braving Nature +11 | Bosses take 5% less Physical and Arts damage. | 8% | 20% | 150% |
Braving Nature +12 |
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10% | 20% | 150% |
Braving Nature +13 | Elite enemies and bosses take 5% less Physical and Arts damage. | 12% | 20% | 150% |
Braving Nature +14 | Enemies have their HP and DEF increased by 5%. | 14% | 20% | 150% |
Braving Nature +15 |
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16% | 20% | 150% |
Squads
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Eternal Hunting Squad Starts with +2 Life Point cap. Clearing an operation without losing LP reduces Collapse by 2, but clearing an operation after losing LP increases Collapse by 1 instead. Unlock condition: Unlock the "Liminal Consciousness" Cross-cultural Comparison node.
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Life Prioritizing Squad Starts with 3 random Foldartals. Clairvoyances always reveal a Foldartal even at Collapse Level 3 or above. Unlock condition: Unlock the "Paradigm Contact" Cross-cultural Comparison node.
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Scientific Thinking Squad Starts with 0 Anti-Interference Index, but entering a new floor increases Anti-Interference Index by 2. Unlock condition: Unlock the "Rational Instrument" Cross-cultural Comparison node.
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Special Training Squad Starts with 3 Objective Shields. Promoting Operators is free. Unlock condition: Earn 1000 Command EXP across all runs.
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Leader Squad
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Gathering Squad Increases the squad size and Unit Limit by 2. Unlock condition: Clear 3F.
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Support Squad |
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Spearhead Squad Starts with only 1 ![]() |
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Tactical Assault Squad 4★ or higher Guards and Vanguards cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Guards or Vanguards recruited.
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Tactical Fortification Squad 4★ or higher Defenders and Supporters cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Defenders or Supporters recruited.
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Tactical Ranged Squad 4★ or higher Medics and Snipers cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Medics or Snipers recruited.
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Tactical Destruction Squad 4★ or higher Casters and Specialists cost -2 ![]() ![]() Unlock condition: Complete a run with at least 5 Casters or Specialists recruited.
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First-Class Squad Receives a random Advanced Rec. Voucher when recruiting Operators at the start. 5★ Operators are more likely to be automatically promoted when recruited. Unlock condition: Complete a run with at least 20 Operators recruited.
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Operation Rewards
You overcame at least two floors in your last exploration. You'll be able to receive more assistance this time. | |
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More supplies | Starts with +3 Objective Shields. |
Give a speech before departing | Starts with +2 ![]() |
Reserve fund support | Starts with +5 ![]() |
Purchase a Collectible | Starts with a random Collectible but with 0 ![]() |
Reclaim loot | Starts with a random Collectible but with -1 ![]() |
Just grab something random | Starts with ![]() |
Nodes
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Operation Everyone has their weapons drawn. They're definitely not here to negotiate. Self-explanatory.
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Emergency Operation Some violence may well exceed your expectations, a very common occurrence. An ISW-NO operation with various handicaps, similar to that of Challenge Modes, and always awards a Collectible when cleared.
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Dreadful Foe Criminals, ruffians, and the damned... You're in trouble. An operation featuring I.S.-exclusive bosses, which can be distinguished with the ISW-DF code.
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Encounter New friends, old rivals... Strange encounters never age. Only scars stand the test of time. A random event.
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Wish Fulfilled There are many ways of making a wish, but the wish itself is almost always the same thing. Gives a Collectible of the player's choice.
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Safe House Nobody will bother you here, and there's plenty of food and water. No need to be so tense all the time. Gives a free reward of the player's choosing from three of the options listed below:
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Downtime Recreation A little indulgence in life's simpler pleasures goes a long way in fighting the monotonous and the harrowing on your long road ahead. A mini-game where the player spend resources for additional resources or even Collectibles depending on the player's fortune.
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Rogue Trader Neither an ally nor an enemy. Some people like to sit on the fence. See Rogue Trader for more information.
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Prophecy Are your feet on the road, the mud, or in the snow? This node will always be in a regular state and cannot be targeted by Foldartals The player makes a decision which influences the ending that would be reached. As stated by the in-game text, Prophecies will never be obscured even at 0 Anti-Interference Index and no Foldartals can be used on them.
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Lost and Found The void of helplessness will be filled by the joy and satisfaction of gain. Can exchange a Collectible or Foldartal with a different one. At higher Collapse Levels, the Collectible/Foldartal can be exchanged with resources or the player can enter a random Emergency Operation instead.
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Scout Someone will always have to take the first step, to show the way for those who come after. Can send off an Operator until after receiving the Clairvoyance at the start of the next floor, at which the Operator will be automatically promoted (if not already) and the player receives 1 Anti-Interference Index. Otherwise, the player will receive 2
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Bosky Passage Branches on one side and leaves on the other, the unexplored land lies right next to you. Can enter the secret floor. Otherwise, the player will receive either 2
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Floors
- Unofficial English translations of the special floor's name and texts provided by PHOTON563.
![]() ![]() 1F – Brisk Marshlands
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From here you step into nature. Pure white snow falls onto the water, a chill breeze pushes your boat, and roaming around always makes one lose track of time. Trapped in White Walls The giant tree roots form a harsh suggestion that you have drifted too far off, and nature has not yet become your friend. |
![]() ![]() 2F – Placid Forests
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The Hornbeasts in the thick forest lie down, inviting the visitors to rest together. The pitch-black shadows of the trees silently stain the snow, but the prey is completely unaware. Trapped in White Walls The lost expeditioner tumbles into the abyssal depths of the woods, their compass no longer able to point the way forward |
![]() ![]() 3F – Dawning Frostbounds
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The bitter cold pierces through your marrow, with the forest gradually thinning as the black tundra separates the sparse specks of light. The roadmap is already blank, and whose guidance can we trust? Trapped in White Walls The expeditioner was once walking in a blur, and now tumbles into the permafrost. Sami speaks of only one, yet also final, prophecy concerning you. |
![]() ![]() 4F – Gelid Rockshelves
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The expeditioners' line of sight has been cut off by the darkness of the north. Resilient Sami lifts Its mountain range as the cold, stone-hearted warriors construct towering walls. Do you still wish to continue onward? Trapped in White Walls The courage to cross the boundary may be dismissed as foolhardy by ordinary people, but nature never says a word, no matter what it takes in. |
![]() ![]() 5F – Immaculate Garden
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Across the mountains, life is silent. Since antiquity, the solid ice has sealed up countless lives, propagating flower-like crystals. Trapped in White Walls There is no need to hammer again with your staff of ice. You have already fallen deep inside, covered by the shadows along with the past, and the icefield will never end. |
![]() ![]() 6F – Clairvoyant Carcass
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An inescapable fate has stood at the end of the icefield for a long time, and now, everyone can see it. Trapped in White Walls That vision to you, is still the future. |
![]() ![]() Special – Dusts of Eternity
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Time without beginning nor end has been measured by limited lives, and the footsteps of expeditioners kick up the dusts of eternity. Trapped in White Walls Even a grain of dust is still too heavy, you have never expected it, and you have never regretted it. |
![]() ![]() Secret – Secluded Passage
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A remote corner of the deep forest ushers in yet another batch of visitors. Nature never welcomes them, but never refuses them either. Trapped in White Walls And thus, as you fall into the soil, as you turn into nourishment, nature still chooses to stand by and watch. |
Addendum | |
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Secret floor |
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To enter the secret floor, enter Bosky Passage: Forward Forest (which only appears once the "Spiritual Experience" Cross-cultural Comparison node is unlocked) and choose "Can't we just walk on the trees?" at the cost of 1 Anti-Interference Index.
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Operation drops
ISW-NO and ISW-DF operations | ||||
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Floor | (Emergency) Operation | Dreadful Foe | ||
EXP | Ingot | EXP | Ingot | |
1F | 10 (12) | 2 (3) | N/A | |
2F | 12 (18) | 2 (3) | ||
3F | 14 (24) | 2 (4) | 32 | 5 |
4F | 16 (30) | 3 (4) | N/A | |
5F | 25 (38) | 3 (5) | 52 | 7 |
6F | 25 (45) | 3 (5) | 72 | 8 |
Special | Same as 6F | – | ||
Secret | Varies | |||
ISW-SP and ISW-DU operations | ||||
Operation | EXP | Ingot | ||
Half-baked Trip | 10 | 1 | ||
Long-term Trial | 12 | 5 | ||
Moneymaking from Nothing | 15 | 2 | ||
Rock and a Hard Place | 16 | 3 | ||
Long-sought Compensation and Sandy Mirage | 16 | 4 | ||
Penalty | 18 | 3 | ||
Luxurious Fleet | 20 | 3 | ||
Nature's Clause | 20 | 5 | ||
Ancient Foe, Halfway on Khaganquest, and Nameless Hero | 24 | 1 | ||
"Envoy of Justice" | 30 | 5 | ||
Addendum | ||||
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Command Levels
Level | Req. EXP | Total EXP | Bonuses |
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1 | – | 0 | – |
2 | 10 | 10 | Gains 4 ![]() |
3 | 24 | 34 |
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4 | 36 | 70 | Gains 5 ![]() |
5 | 40 | 110 | Gains 6 ![]() |
6 | 55 | 165 | |
7 | 65 | 230 | Same as Command Level 5 |
8 | 70 | 300 | Gains 7 ![]() |
9 | 75 | 375 | |
10 | 80 | 455 | Same as Command Level 9 |
Result
When an Expeditioner's Joklumarkar run ends, the ending will be played if the run is completed; if the run fails, the "Trapped in White Walls" message is shown instead.
Afterwards, the run's rollback (which can be skipped and viewed again from the result screen) will appear, showing the player's nickname and the Operators they have recruited throughout the run as the "explorers", and logs the player's actions throughout the run.
- You departed from Sami and decided to {difficulty}
- You selected the {initial Rec. Vouchers option} recruitment set
- Obtained support {Operational Reward}
- Recruited Operator {name}
- Recruited Promoted Operator {name}
- Recruited Support Operator {name}
- Recruited Temporary Operator {name}
- Recruited Monthly Squad Operator {name}
- Promoted Operator {name}
- Received Collectible {name}
- Received a {name} Foldartal
- You entered the {floor name} zone
- Anti-Interference Index is {value}, Current status: {status}
- Anti-Interference Index increased by {value}
- Anti-Interference Index reduced by {value}
- Survey level increased
- Survey level decreased
- Collapse increased by {value}
- Collapse reduced by {value}
- Collapsal Paradigm intensified, gained Collapsal Paradigm: {name}
- Collapsal Paradigm diminished, lost Collapsal Paradigm: {name}
- Assemble Foldartals {Layout name} and {Source name}, and make a declaration
- You encountered {operation}
- You perfectly cleared {operation}
- You met {event}
- You met the odd merchant Cannot
- You entered Lost and Found. Make your decision.
- You submitted Foldartal {name}
- You submitted collectible {name}
- You chose to fight and won
- You chose to fight and lost
- You opened {Collectible from Wish Fulfilled}
- Entered Bosky Passage
- Carried out {option} in the Safe House
- Spent {amount} Originium Ingots to purchase {item}
- Invested {amount} times
- Received {item}
- Cleared the {title} ending
- This is where it comes to an end
Once the rollback ends with the message "Expedition Complete", the player will be taken into the result screen showing the summary of the run as follows:
“ | You, Dr. {nickname} used the {Squad} for a duration of xx hrs xx min xx sec on yyyy/mm/dd hrs:min:sec Witnessed the {ending}1/Ended your journey at {floor name}2 | ” |
- 1 If the run is completed
- 2 If the run fails
The result screen also shows the following:
- A flavor text that varies depending on the run's outcome, after the summary above.
- A list of Operators the player have recruited and promoted during the run.
- A list of Collectibles and Foldartals the player have obtained during the run.
Scoring
Floors cleared |
The secret floor is counted as one floor and if the player cleared the secret floor multiple times, only a maximum of 7 floors that will be counted for this scoring.
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Steps taken | 1 × no. of entered nodes |
Normal battles fought | 10 × no. of cleared Operations (including ISW-DU and ISW-SP ones) |
Operators recruited | 2 × no. of recruited Operators |
Items obtained | 5 × no. of obtained items (Collectibles; those traded away in Lost and Found still counts) |
Boss battles fought | 30 × no. of cleared Dreadful Foes |
Elite battles fought | 20 × no. of cleared Emergency Operations |
Features
- Collapse
- Survey Equipment
- Clairvoyance
- Foldartals
- Expeditioner Record
- Cross-cultural Comparison
- Expedition Record
- Winter Nights Exhibition Hall
- Monthly Contracts
- Deep Investigation (Expansion I)
Notes
Changelog (Global)
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