Sarkaz's Furnaceside Fables

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This Integrated Strategies theme is not yet released in the Global server of Arknights; the information are based on tentative translations which may not represent the official English localization and will be updated when the theme's Global release is announced.

Integrated Strategies #5: Sarkaz's Furnaceside Fables, often simply known as Integrated Strategies 5 (IS5) or Furnaceside Fables, is the fifth theme of the namesake roguelike game mode in Arknights.

Introduction
The voices of Revenants lead you away from reality.
A rite, a conversation.
The fantasies transcending the land is about to begin.

Synopsis

Difficulty levels

  • Face the Revenants is initially available, while Face the Revenants +1 and above are unlocked by completing a run in the preceding level (e.g. Face the Revenants +11 will be unlocked once the player completed a Face the Revenants +10 run).
  • 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.
  • Era determines the namesake's effectiveness.
  • Burden determines the severity of Thoughts' Mental Burden exceeding the Threshold.
  • Score is a modifier to the run's final score.
Level Description Buff Era Burden Score
Face the Revenants
  • Starts with +2 Life Point cap.
  • A new Era is less likely to begin.
0% Formative Light 100%
Face the Revenants +1 Starts with -2 Life Point cap. 0% Formative Light 105%
Face the Revenants +2 A new Era is more likely to begin. 0% Formative Light 110%
Face the Revenants +3 Spines of Age and Weeping have +20% HP. 0% Formative Light 115%
Face the Revenants +4 Elite and boss enemies have +20% HP. 0% Formative Light 120%
Face the Revenants +5
No additional handicaps
1% Formative Normal 125%
Face the Revenants +6
No additional handicaps
2% Expansion Normal 130%
Face the Revenants +7 Elite and boss enemies have +10% ATK. 3% Expansion Normal 135%
Face the Revenants +8 Starts with -2 Life Point cap. 5% Expansion Normal 140%
Face the Revenants +9 Friendly units take +30% Necrosis Damage. 6% Expansion Normal 145%
Face the Revenants +10
  • The Unit Limit is reduced by 1.
  • Elite and boss enemies take -10% Physical and Arts damage.
7% Expansion Normal 150%
Face the Revenants +11
No additional handicaps
8% Expansion Heavy 150%
Face the Revenants +12
No additional handicaps
10% Peak Heavy 150%
Face the Revenants +13 13% Peak Heavy 150%
Face the Revenants +14 16% Peak Heavy 150%
Face the Revenants +15 20% Peak Heavy 150%

Squads

Certain Squads can be upgraded in Historical Reconstruction, with the upgraded effect denoted in brown.

Adaptable Squad.png
Adaptable Squad
Obtains a random Collectible upon entering a new floor.
Revenant Escort Squad.png
Revenant Escort Squad
Increases Mental Burden Threshold by 1 and receives 2 Inspirations upon entering a new floor.

Unlock condition: Unlock the 灵感潮增 Historical Reconstruction node.
Knowledgeable Squad.png
Knowledgeable Squad
Starts with +2 Hope.png and +5/+10 Mental Burden Threshold.

Unlock condition: Unlock the 归纳学识 Historical Reconstruction node.
Blueprint Surveying Squad.png
Blueprint Surveying Squad
Increases the node refresh chance by 1 and the first refresh of a node will not expend Ideas. Starts with +1 Idea.

Unlock condition: Unlock the 勘探史迹 Historical Reconstruction node.
Leader Squad 5.png
Leader Squad
Starts with +2/+5 Life Point cap. Receives 1 Life Points.png after clearing operations.
Gathering Squad 5.png
Gathering Squad
Increases the squad size and Unit Limit by 2. Starts with each of the five Reserve Operators.
Support Squad 5.png
Support Squad
Starts with +20/+30 Originium Ingot icon.png and +2 Hope.png.
Spearhead Squad 5.png
Spearhead Squad
Starts with only 1 Life Points.png (the Life Point cap stays the same), but friendly units have their maximum HP and ATK increased by 15%/20%.
Tactical Assault Squad 5.png
Tactical Assault Squad
6★ and 5★ Guards and Vanguards cost -2 Hope.png to recruit and -1 Hope.png to promote. The first Guard and Vanguard recruited (except Temporary Recruitment ones) will be automatically promoted (if able) and Guard/Vanguard Rec. Vouchers are more likely to be obtained.

Unlock condition: Complete a run with at least 5 Guards or Vanguards recruited.
Tactical Fortification Squad 5.png
Tactical Fortification Squad
6★ and 5★ Defenders and Supporters cost -2 Hope.png to recruit and -1 Hope.png to promote. The first Defender and Supporter recruited (except Temporary Recruitment ones) will be automatically promoted (if able) and Defender/Supporter Rec. Vouchers are more likely to be obtained.

Unlock condition: Complete a run with at least 5 Defenders or Supporters recruited.
Tactical Ranged Squad 5.png
Tactical Ranged Squad
6★ and 5★ Medics and Snipers cost -2 Hope.png to recruit and -1 Hope.png to promote. The first Medic and Sniper recruited (except Temporary Recruitment ones) will be automatically promoted (if able) and Medic/Sniper Rec. Vouchers are more likely to be obtained.

Unlock condition: Complete a run with at least 5 Medics or Snipers recruited.
Tactical Destruction Squad 5.png
Tactical Destruction Squad
6★ and 5★ Casters and Specialists cost -2 Hope.png to recruit and -1 Hope.png to promote. The first Caster and Specialist (except Temporary Recruitment ones) recruited will be automatically promoted (if able) and Caster/Specialist Rec. Vouchers are more likely to be obtained.

Unlock condition: Complete a run with at least 5 Casters or Specialists recruited.
First-Class Squad 5.png
First-Class Squad
5★ Operators are automatically promoted when recruited.

Operation Rewards

You overcame at least two floors in your last exploration. You'll be able to receive more assistance this time.
More supplies Starts with +3 Objective Shields.
Give a speech before departing Starts with +2 Hope.png.
Reserve fund support Starts with +5 Originium Ingot icon.png.
Purchase a Collectible Starts with a random Collectible but with 0 Originium Ingot icon.png.
Reclaim loot Starts with a random Collectible but with -1 Hope.png.
Just grab something Starts with Hot Water Kettle.
Get mentally prepared Starts with 2 Thought-Idea.png Idea.

Nodes

IS Node-Operation 5.png
Operation
Everyone has their weapons drawn. They're definitely not here to negotiate.

Self-explanatory.
  • Operations can be distinguished by the ISW-NO code.
  • Certain Encounters can force the player into a unique operation distinguished by the ISW-SP code.
IS Node-Emergency Operation 5.png
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.
IS Node-Dreadful Foe 5A.png
IS Node-Dreadful Foe 5B.png
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.
  • The 3F Dreadful Foe awards a Super Rare Collectible (chosen from two options) when cleared, regardless of whether the boss is defeated or not.
  • The 5F and 6F Dreadful Foes will end the run when cleared, but the former will not and instead acts like the 3F Dreadful Foe if the player has met the requirements to enter 6F.
  • Despite being given the ISW-NO code, the 3F Dreadful Foe operations will never appear as (Emergency) Operations.
  • Despite being referred to as Dreadful Foes on in-game texts, the node itself is classified as The Root.
  • Dreadful Foes cannot be refreshed.
IS Node-Encounter 5.png
Encounter
New friends, old rivals... Strange encounters never age. Only scars stand the test of time.

A random event.
IS Node-Wish Fulfilled 5.png
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.
IS Node-Safe House 5.png
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:
IS Node-Downtime Recreation 5.png
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.
IS Node-Rogue Trader 5.png
Rogue Trader
Neither an ally nor an enemy. Some people like to sit on the fence.

See Rogue Trader for more information.
IS Node-Prophecy 5.png
Prophecy
抉择就在眼前,结局早已注定。

The player makes a decision which influences the ending that would be reached.
  • Prophecy cannot be refreshed.
IS Node-Idea Filter.png
Idea Filter
形式的转变惟妙惟肖,令你以为自己分清了真假。

Applies a bonus by interpreting Thoughts, expending them in the process. See Sarkaz's Furnaceside Fables/Thoughts#Idea Filter for more information.
  • Idea Filter always appear at specific points and cannot be refreshed.
IS Node-Face Off.png
Face Off
同样的事情曾无数次发生在萨卡兹身上。

Can enter a "time trial" operation; see Addendum for more information.
IS Node-Lost and Found 5.png
Lost and Found
The void of helplessness will be filled by the joy and satisfaction of gain.

Can exchange a Collectible with a different one.
  • Not all Collectibles can be exchanged this way; see the infobox of the respective Collectible to determine whether it can be exchanged or not.
  • The rarity of the new Collectible will match the old one.
Note: Lost and Found will only appear after a certain Historical Reconstruction node is unlocked.
IS Node-Scout 5.png
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 the start of the next floor, at which the Operator will be automatically promoted (if not already) and the player receives rewards including Thoughts. Otherwise, the player will receive +2 Hope.png.
  • Keep in mind that the Operator cannot be included to the squad while they are away!
Note: Scout will only appear after a certain Historical Reconstruction node is unlocked.
IS Node-Possibility.png
Possibility
将梦想倾注于框架,细碎想法即可变作崭新规划。

Can enter the secret floor. Otherwise, the player will receive 1 Idea.
  • Similar to Bosky Passages in Expeditioner's Joklumarkar, Possibilities have an uncommon chance of appearing compared to other events and may appear multiple times in one run.
  • Possibility cannot be refreshed.
Note: Possibilities will only appear after a certain Historical Reconstruction node is unlocked.
Addendum
  • Face Off information
    • When a Face Off operation starts, the player needs to choose one of three groups of enemies that they will face by deploying a friendly unit in front of the corresponding enemy; during the group selection period, friendlies can be deployed for free.
      • Each enemy group is denoted by a white, blue, and orange icon representing their difficulty, with white being easier and orange being harder.
      • The player can refresh the enemy groups once per operation during the selection phase.
      • Once the group is selected, the player can start the battle by clicking a button on the lower-right corner of the screen.
      • It is impossible to select multiple groups of enemies with summons tied to some Operators.
    • Enemies in Face Off operations do not deduct Life Points when entering a Protection Objective but the operation itself has a time limit; the operation ends when all enemies left the map (whether being defeated or entering Objectives) or the time runs out, with the rewards based on how many enemies the player had defeated.

Floors

IS5 1F.png
1F – Genesis of Soulforge
The first sentence. Familiar temperature fades into the darkness, the reality is weakened at every turn.

A Sudden Lack of Words
It seems that you and your Sarkaz ancestors are equally attached to the warmth of the furnace. You have moved away from the illusions, and entered the dreamland.
IS5 2F.png
2F – Wrought Iron Roots
The second line. The winding past connects to a future that has never been seen, and seeds of imagination burgeon in every pipe.

A Sudden Lack of Words
Each pipe seemed to branch into three, and then connect head to end, and you lost your words to describe them.
IS5 3F.png
3F – Ashen Labyrinth
The third paragraph. Do you recognize this city//wreckage//palace//village?

A Sudden Lack of Words
That city//wreckage//palace//village has rejected you, it changes no more with your persuasion.
IS5 4F.png
4F – Crossroad of Possibilities
The fourth section. Imaginations have reached perfection, Kazdel is complete yet empty. It greedily wants more, oblivious to the approaching boundaries.

A Sudden Lack of Words
You crossed the boundaries one after another, chose the Kazdels one after another, and they all accepted you.
IS5 5F.png
5F – Boundary of Virtuality
The fifth chapter. To end is to split, to unify is to split, to stabilize is to split. Subverting the consensus is the only way to a new chapter.

A Sudden Lack of Words
"Come back."
IS5 6F.png
6F – Shimmering Zenith
The sixth volume. The transcendental imagination beyond rebirth is right in front of you, unexpected yet reasonable. Accept the curse//blessing.

A Sudden Lack of Words
You fell before the truth. The resistance of the truth is so great, and you can only escape back to the truth.
IS5 Secret Floor.png
Secret – Bizarre Fragments
Footnotes. Recorded history always longs for supplementary stories, just as the surface of water longs to be filled with reflections.

A Sudden Lack of Words
The surface of the water spread out as the molten thoughts rippled, and the boundaries were expanded once again.
Addendum
  • Excluding the first and last, nodes in 1F and 3F may have up to 3 branches, while those in 3F to 5F may have up to 4 branches.
  • 1F consists of 4 nodes with a branch of 2 Operations as #1 and a Rogue Trader as #4.
  • 2F consists of 5 nodes with Prophecy: Coronation as #1, a branch of 3 Operations or Encounters as #2, and an Idea Filter as #5.
  • 3F consists of 6 nodes with a branch of 3 Operations or Encounters as #1, an Idea Filter as #5, and a Dreadful Foe as #6.
  • 4F consists of 6 nodes with a branch of 3 Operations or Encounters as #1, Wish Fulfilled (may be branched) as #5, and an Idea Filter as #6.
  • 5F consists of 8 nodes with a branch of 3 Operations or Encounters as the first, Idea Filter (may be branched) as #6, Prophecy: The Last Page (may be branched) as #7, and a Dreadful Foe as #8.
  • 6F can only be entered by clearing the 5F Dreadful Foe while having Time and Light.png Time and Light and consists of 5 nodes, always in the following order: Rogue Trader > Branch of 2 non-combat nodes > Branch of 2 combat nodes > Branch of 2 Idea Filters > Dreadful Foe: Civitas Sancta
Secret floor
To enter the secret floor, choose the option that requires the player to expend 2 Thought-Idea.png Idea in a Possibility node and certain other events, or obtain either the “拱门” or “呼救” Collectible.
  • The secret floor has one of the following layouts:
    1. Safe House > Rogue Trader > Branch of 2 combat nodes > Encounter: 温暖余韵
    2. Branch of 2 Emergency Operations > Branch of 2 Prophecies > Dreadful Foe: Triumphant Return of Time
    3. Operation > Wish Fulfilled > Emergency Operation
    4. Face Off > Wish Fulfilled > Emergency Operation
    • The (Emergency) Operations will be those that appears in the floor where the secret floor is entered and the next floor (e.g. if entered from 2F, the secret floor will have operations that would appear in 2F and 3F). The only exception to this is 6F, where the operations will be those on 5F and 6F instead.
  • The player will receive one of the following Collectibles when entering the secret floor, which applies a handicap that is only effective on the secret floor. Each Collectible will only be given once per run if the secret floor is entered multiple times.
    1. 血税之谜: Friendly units and enemies have -35% (maximum) HP
    2. 结晶之谜: Friendly ground units have +600 DEF but will be Frozen for 15 seconds after deployment
    3. 猜疑之谜: Originium Ingot gains and Life Point losses are doubled
    4. 惧傲之谜: DP generation rate during operations halved but have +50 initial DP
    5. 预示之谜: Command Level EXP gain +20% but there will be more enemies that spawns a Terrorkaz when defeated
    6. 烙印之谜: Automatic SP recovery rate halved but friendly units have +30 initial SP
    7. 宁静之谜: Friendly units and enemies have -25% ATK
    8. 丝契之谜: Friendly units have +50 ASPD if there are no others in the surrounding 8 tiles, otherwise they lose 150 HP every second (which is non-lethal)
  • Once the secret floor is cleared, the player will be taken back to the floor where they entered it and proceed into the node succeeding where the secret floor is entered from.

Operation drops

Command Levels

Level Req. EXP Total EXP Bonuses
1 0
2 10 10
  • Gains 4 Hope.png and Hope cap +4
  • Mental Burden Threshold +2
3 24 34
4 36 70 Gains 5 Hope.png and Hope cap +5
5 40 110
  • Gains 6 Hope.png and Hope cap +6
  • Mental Burden Threshold +2
6 55 165
  • Gains 6 Hope.png and Hope cap +6
  • Life Point cap +1
  • Squad size +1
7 65 230 Gains 6 Hope.png and Hope cap +6
8 75 305
  • Gains 7 Hope.png and Hope cap +7
  • Mental Burden Threshold +2
9 90 395
  • Gains 8 Hope.png and Hope cap +8
  • Squad size +1
10 95 490
  • Gains 8 Hope.png and Hope cap +8
  • Mental Burden Threshold +2

Result

Scoring

Floors cleared
  • None: 0
  • 1: 30
  • 2: 80
  • 3: 150
  • 4: 270
  • 5: 400
  • 6: 550
  • 7: 650
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.
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