Infinity missions
Infinity Missions are particular missions with a lot of variety and unique drops that can come only by playing them. From enemies that can spawn, theyr level range, different bosses and peculiar bonuses that are applicable to Infinity Missions to increase your odd of obtaining those unique drops. It is to keep in mind they are thought to be an endgame activity to get very rare and powerful weapons, at times with really low drop rates.
Infinity Missions Overview[edit | edit source]
Infinity Missions are procedurally generated missions with player customizable Area, Blocks, Boss, Enemies and Enemies Levels. Players are also able to add a variety of Special Effects to the Infinity Mission, to further customize the mission for their own needs. A combination of all these allows the players to create a massive amount of unique missions (not an infinite amount of missions, but pretty close).
Similar to an open mission, an Infinity Mission's objective is to defeat all the enemies present, and then defeat the Boss. No special gimmicks or any FPS mode is involved. Unlike an open mission, however, it's impossible to clear an Infinity Mission without defeating all the enemies.
Each Infinity Mission has several attributes:
- Code Level: The level of the infinity mission, which can be seen on the mission name. The Code Level is determined by the bonus enemy levels of the mission, and strength of the enemies in the mission, and the amount of special effects attached. The Code Level itself does not provide any gameplay benefits or any functions, and is only used to determine the amount of Synthesis points needed to synthesis the mission with other missions.
- Boss: The Boss Creature that will appear in the mission. The mission name changes based on the Boss Creature involved. There are a total of 40 possible bosses that can appear in Infinity Missions.
- Enemy Table 1, 2: The enemies that will spawn in the mission. There are a total of 7 different tables, and 2 different tables of enemies are present in each mission.
- Enemy Level: The bonus levels the enemies receive, ranging from +1 to +49.
- Blocks: An Infinity Mission can have 2 or 3 total blocks. The layout of the blocks are chosen randomly from a set of possible layouts, but the amount of enemies in one stays the same.
- Area: The environment the mission takes place in (technically they are all in a VR simulator, but who cares). There are a total of 10 possible areas.
- Special Effects: The special effects on the mission. There are a total of 10 different effects, each with 3 different levels, and a total of 5 different effects can be added to an Infinity Mission.
- Synthesis Points: The points that needs to be consumed to Synthesis an Infinity Mission. The amount accumlated and the amount needed for a Synthesis are both shown.
Infinity Missions are primarily used to spawn large groups of relatively uncommon enemies, such as Nanodragons, which allows the player to pick up their drops in a much easier fashion (compared to running Flaming Horns a dozen more times for the same number of spawns). It also allows the players to make incredibly difficult missions that spawns large groups of difficult enemies, such as Nanodragons, and attach ATK/TEC multipliers onto them for even more pain.
Note that there's an upper limit of 100 Infinity Missions. Once that limit is reached, the player cannot Synthesis Missions or add missions via Mission Discs unless they delete some missions to make space. Deleting missions can be performed from the Code Counter. Deleted missions and their associated sythesis points cannot be recovered, but it's possible to obtain more copies of missions, if they originated from Downloadable content or Planetary Treasury.
Drop Rate Bonus & Elemental Bonus[edit | edit source]
All Infinity Missions has an inherent drop rate bonus and a elemental bonus, which can be seen on the right side of the screen during the mission.
Drop Bonus[edit | edit source]
The Drop Rate Bonus is determined in the following way:
Drop Rate Formula |
---|
[100 + (IM Bonus Enemy Level/50) * 100 + Special Effect Drop Rate + (IM Bonus Enemy Level multiplier)]% |
- IM Bonus Enemy Level Multiplier is 1% for +25~+48, and 2% for +49.
Example:
An Infinity Mission with Bonus Enemy Level at +5, and no Drop Rate Special Effects:
[100 + (5/50) * 100 + 0 + 1]% = 111%
An Infinity Mission with Bonus Enemy Level at +49, and Drop Rate + 30% Special Effect:
[100 + (49/50) * 100 + 30 + 2]% = 230%
- Note that the drop rates stay the same for all difficulties of the same Infinity Mission
On top of the initial rate, the Drop Bonus also increases as the player defeats enemies during the mission. Therefore, the longer the Infinity Mission is, the higher Drop Rates it can achieve.
Elemental Bonus[edit | edit source]
The Elemental Bonus increases the Elemental Percentage of dropped Weapons or Shield-weaves. The Bonus is directly added to the percentage.
The Elemental Bonus always starts at 0%, and increases as the player defeats enemies during the mission. Therefore, the longer the Infinity Mission is, the higher Elemental Bonus it can achieve.
How to obtain missions[edit | edit source]
Initial[edit | edit source]
The player initially starts with 3 Infinity Missions:
Name | Boss | Area | Enemies I | Enemies II | Enemy Lv | Blocks | Special Effect |
---|---|---|---|---|---|---|---|
Giel Beach Lv1 | Giel Zohg | VR Beach | Parum | Machinery | +5 | 2 | - |
Zoal Grove Lv1 | Zoal Goug | VR Grove | Neudaiz | Machinery | +5 | 2 | - |
Duga Tundra Lv1 | Duga Dunga | VR Tundra | Moatoob | Machinery | +5 | 2 | - |
Mission Discs containing these 3 missions can be obtained from the Planetary Treasury.
Mission Discs[edit | edit source]
Read More: Mission Discs
Mission Discs are special items which drops from Infinity Mission Clear Boxes. These Discs can be spent to obtain new missions at the Code Counter.
All attributes of the mission from the Mission Disc is determined when the Disc is dropped. (Even though the Mission Disc Description only shows the Boss, the area, and the first enemy table).
The attributes are decided in the following ways:
Boss, Area, Enemy Table 1: Determined by the Area and Boss of the mission the disc dropped in.
Enemy Table 2: Randomly selected from the remaining 6 enemy tables.
Enemy Level: Randomly selected between +1 and +49.
Blocks: 70% chance of being 2 blocks, and 30% of being 3 blocks.
Special: 20% chance of not having any. 80% chance of having any one special effect at Lv1, excluding Enemy HP x, Enemy ATK/TEC x, and Enemy ACC x.
Code Level: Automatically determined by the Enemy Level and the Special attached.
Mission Sharing[edit | edit source]
Infinity Missions can be shared between players during Multi-mode. Mission sharing can be done from the Missions Data tab in the menu, and using the Infinity Missions option. Players receive infinity missions from other player using the same menu.
Mission Synthesis[edit | edit source]
Read More: Mission Synthesis, How to Infinity Mission, Basically
Mission Synthesis[edit | edit source]
Mission Synthesis is the primary way of customizing and obtaining Infinity Missions.
To Synthesis infinity missions, the player needs to pick two missions: the first mission chosen is the Base Mission, and the second mission chosen is the Plus Mission. Both Missions must have the adequate amount of Synthesis points.
The attributes of the new mission is determined as follows:
Boss: Same as the Plus Mission's Boss.
Enemy Table 1: Randomly selected from the Enemy Table 1 of either mission.
Enemy Table 2: Randomly selected from the remaining Enemy Table 1 and the Enemy Table 2 of either mission. It's more likely to pick the remaining Table 1. Will not pick the same table as the picked Table 1.
Enemy Level: The average enemy levels of both missions, and then either increased by a random number between -10 and +10. The final result has a minimum of +1, and a maximum of +49.
Blocks: Randomly selected from the Block count of either mission.
Area: Same as the Base Mission's Area.
Code Level: Automatically determined by the Enemy Level and the Special attached.
Special:
The special effects on the new mission is determined via the following steps:
- The special effects from both missions are combined into one pool, dubbed the Potential Effects.
- If there are more than 7 effects on the Potential Effects pool (including duplicates), 1 random Lv1 special effect is added into the pool. If there are 9 or more, 2 random Lv1 special effects is added into the pool.
- Conflicting Special Effects are removed: Weapon: Attribute Rate and Shield-weave: Attribute Rate that has affects different attributes conflict with one another, and one is randomly removed, while the other one is kept.
- If there are two special effects with the same type (i.e. 2 Drop Rate +s): If they are different levels, only the lower one is kept. If they are the same level, the two has a chance of being combined, and getting their levels increased.
- After all eliminations from Potential Effects pool is done, a number of special effects is chosen from the pool and applied to the new mission. The number of effects chosen is equal to the size of the left over Potential Effects pool, divided by 2, and then increased by 1. This number also maxes out at 5.
- The effects chosen prioritizes the lowest level special effects; If there are still room for special effects left after choosing all present lowest level special effects, effects are randomly removed from the pool (the highest level special effects are removed first) until the room fits the effects left.
Unfortunately, if neither of the missions have any effects, no effects will be present on the result mission.
After a Synthesis, the new mission is added to the list of Infinity Missions. The two component missions are not consumed as the result of a Synthesis.
It's possible to Synthesis using the same two missions as many times as the player would like; however, the result mission will always be the same, including special effects, enemy tables, area counts, and etc.
Synthesis Points[edit | edit source]
Synthesis points are required to synthesis Infinity Missions. Synthesis points are accumlated per Infinity Mission, and is gained by clearing it. The amount of points accumlated are dependent on the difficulty of the mission:
Difficulty | Synthesis Points |
---|---|
C | 10 |
B | 20 |
A | 40 |
S | 60 |
∞ | 80 |
The amount of points required for a synthesis is equal to Code Level times 10. An Infinity Mission with Code Level 12 will cost 120 Synthesis points per Synthesis. Both material missions must have sufficient synthesis points in order to conduct the synthesis.
Examples[edit | edit source]
Example 1:
Base Mission | Plus Mission | Result Mission | Explanation | |
---|---|---|---|---|
Boss | Alterzagohg | Shizuru | Shizuru | Same as the Plus Mission's Boss |
Enemy Table 1 | Stateria | Stateria | Stateria | Randomly selected from Table 1 of either mission. |
Enemy Table 2 | Humanoid | Parum | Parum | Since the Table 1 is the same for both missions, randomly selected from Table 2 of either mission. |
Enemy Level | +46 | +38 | +42 | The average of 46 and 38 (42) |
Blocks | 2 | 3 | 2 | Randomly selected from the block count of both missions |
Area | VR Beach | VR Cliffs | VR Beach | Same as the Base Mission's Area |
Special | None | None | None |
- Note that the Base Mission has a Code Level of 12, and the Plus Mission has a Code Level of 13, which requires 120 and 130 Synthesis points respectively to perform this synthesis.
Example 2:
Base Mission | Plus Mission | Result Mission | Explanation | |
---|---|---|---|---|
Boss | Giel Zohg | Mother Brain | Mother Brain | Same as the Plus Mission's Boss |
Enemy Table 1 | Parum | Machinery | Parum | Randomly selected from Table 1 of either mission. |
Enemy Table 2 | Stateria | Moatoob | Machinery | Randomly selected from the remaining Table 1 (Machinery) and the Table 2 of either mission (Stateria or Moatoob) |
Enemy Level | +23 | +46 | +25 | The average of 46 and 23 (29, rounded down), then changed by -4 (randomly chosen between -10 and +10). |
Blocks | 2 | 2 | 2 | Randomly selected from the block count of both missions |
Area | VR Beach | VR Beach | VR Beach | Same as the Base Mission's Area |
Special | Wpn: Dark +25% | Wpn: Earth + 25% | Wpn: Dark + 25% | Since the two effects are conflicted, one of the effects, Weapon Earth +, is randomly removed, and the other, Weapon Dark + is kept. Because the effects are removed prior to the combine step, the effects are not upgraded despite being the same rank. There are 1 effect left afterwards, Weapon Dark +. 1 of them (1/2+1 = 1) is randomly chosen and applied to the result mission. |
Note that the Base Mission has a Code Level of 6, and the Plus Mission has a Code Level of 13, which requires 60 and 130 Synthesis points respectively to perform this synthesis.
Example 3:
Base Mission | Plus Mission | Result Mission | Explanation | |
---|---|---|---|---|
Boss | Renvolt Magashi | De Ragnus | De Ragnus | Same as the Plus Mission's Boss |
Enemy Table 1 | Humanoid | Parum | Humanoid | Randomly selected from Table 1 of either mission. |
Enemy Table 2 | Machinery | Machinery | Machinery | Randomly selected from the remaining Table 1 (Parum) and the Table 2 of either mission (Machinery or Machinery) |
Enemy Level | +5 | +8 | +1 | The average of 5 and 8 (6, rounded down), then changed by between -5 and -10 (randomly chosen between -10 and +10), and then moved back to +1, which is the minimum enemy level for all Infinity Missions. |
Blocks | 3 | 3 | 3 | Randomly selected from the block count of both missions |
Area | VR Ruins | VR Ruins | VR Ruins | Same as the Base Mission's Area |
Special | Wpn: Light +80%
Type Pts +50% Attribute +3% XP + 30% |
Arm: Fire +80%
XP + 50% Drops + 30% Attribute +5% |
XP+20%
Enemy HP x1.25 Drops +30% Attribute +3% |
Since there are 8 special effects between these missions (including duplicates), a random lv1 effect is added to the pool (In this case, Enemy HP x1.25). Then we eliminate the duplicates: Attribute +3% and Attribute +5% is the same effect but different levels, and the lower one, Attribute +3%, is kept. Same applies for XP+20% and XP+50%, and XP+20% is kept. There are 7 effects left afterwards: Weapon Attribute +, Armor Attribute +, XP+, Drop +, Type Points +, Enemy HPx and Attribute +. 4 of them (7/2+1 = 4) is selected and applied to the result mission. When choosing the effects, the lowest leveled effects are chosen first (EXP+, Attribute+, and Enemy HPx). Since there's still room for one effect left, and four effects left int the pool, the highest leveled effects is randomly removed first (In this case, Weapon Attribute +, Armor Attribute +, and Type Points+ are randomly removed), and Drops+ is left attached. |
- Note that the Base Mission has a Code Level of 10, and the Plus Mission has a Code Level of 10, which requires 100 and 100 Synthesis points respectively to perform this synthesis.
Level, Meseta and Type Points[edit | edit source]
The amount of Meseta and Type Points gained from an Infinity Mission is dependent on the Enemy Level, the difficulty of the mission, and the number of enemies defeated.
Enemy Levels | Type Points | Meseta | Difficulty | Type Points | Meseta | #of Enemies | Type Points | Meseta | ||
---|---|---|---|---|---|---|---|---|---|---|
+1~10 | 12 | 490 | C | x0.8 | x2.0 | 12~20 | x0.5 | x0.5 | ||
+11~20 | 14 | 550 | B | x1.4 | x4.0 | 21~30 | x0.7 | x0.7 | ||
+21~30 | 16 | 600 | A | x2.0 | x7.0 | 31~40 | x0.9 | x0.9 | ||
+31~40 | 18 | 640 | S | x3.4 | x9.0 | 41~50 | x1.1 | x1.1 | ||
+41~49 | 20 | 670 | ∞ | x4.5 | x12.0 | 51~60 | x1.3 | x1.3 | ||
Just use the left side to multiply by the multipliers on the right. | 61~70 | x1.5 | x1.6 | |||||||
71~80 | x1.7 | x1.9 | ||||||||
81+ | x1.9 | x2.2 |
For example, if the player clears an Infinity Mission with +20 Enemy Level, at S-difficulty, and defeated 50 enemies, they will gain 14x3.4x1.1=52 points, and 550x9.0x1.1=5445 Meseta.
Areas[edit | edit source]
There are a total of 10 possible areas. The area of a mission is indicated by the mission's name.
Mission Name | Mission Name (japanese) | Area | Area Name |
---|---|---|---|
Plains | 新緑 | VR Plains | Raffon Meadow [Parum] |
Tundra | 白銀 | VR Tundra | El-Bals [Moatoob] |
Cliffs | 密林 | VR Cliffs | Crodog Rainforest [Moatoob] |
Grove | 繚乱 | VR Grove | Mizuraki C.D. [Neudaiz] |
Den | 漆黒 | VR Den | SEED Hive [Rykros] |
Wilds | 幻想 | VR Wilds | Phantasy Star Online VR Simulation Areas [Ragol] |
Castle | 秘境 | VR Castle | Castle Ohtori [Neudaiz] |
Ruins | 覚醒 | VR Ruins | Raffon Relics Site [Parum] |
Beach | 常夏 | VR Beach | Clad 6 Beach Resort Area [Clad 6] |
Ark | 創生 | VR Ark | Holy Ark Crowley |
Unlike Open Missions, the area of the mission has no relation with the type of enemies spawned, or the boss at the end of the mission.
The designs of each block in a mission is dependent on the area of the mission. However, all blocks will only have one path, with no deviations, regardless of design.
Note that Mission Contraptions will not appear in infinity missions, other than keys, locks, and teleporters. This includes contrapations otherwise very common to their areas, such as water switches in ohtori castle, and poison devices in crodog rainforest.
Bosses[edit | edit source]
There are a total of 40 possible bosses for an infinity mission. The boss of a mission is indicated by the mission's name.
Mission Name | Mission Name (japanese) | Boss |
---|---|---|
Ragan | 巨獣 | De Ragan |
Zoal | 翼獣 | Zoal Goug |
Golus | 震角獣 | Bil De Golus |
Ragnus | 守護獣 | De Ragnus |
Alteraz | 聖獣 | Alterazgohg |
Dragon's | 炎帝龍 | Dragon |
Onma | 凶飛獣 | Onmagoug |
Dimma | 凶砂獣 | Dimmagolus |
Gemini | 双生獣 | Faz'nar Seg'ntar |
N'gom | 六眼獣 | Azn'gom Gijn'gom |
Serpent's | 蛇獣 | De Rol Le |
Adahna | 機械兵器 | Adahna Degahna |
Magas | 破壊兵器 | Magas Maggahna |
Reol | 多脚兵器 | Reol Badia |
Duga | 重装兵器 | Duga Dunga |
Wicked | 真闇 | Dulk Fakis |
Fakis | 邪神 | Dulk Fakis Final |
Unholy | 暗黒蛇 | Dark Falz |
Falz | 暗黒神 | Dark Falz Final |
Electro | 電脳中枢 | Mother Brain |
Spritos | 侵略者 | Orga Spritos |
Angel's | 太陽神 | Orga Angelus |
Anastas | 堕天 | Orga Anastasis |
Gaia | 地母神 | Dol Vaveer |
Dyran | 邪龍 | Orga Dyran |
Bravas | 刃獣 | Dyla Bravas |
Giel | 殻獣 | Giel Zohg |
Volna | 甲殻兵器 | Volna Gravka |
Olga | 覚醒者 | Olga Flow |
Flowing | 英雄 | Olga Flow Final |
Dios | 破壊神 | Dark Falz Dios |
Sacred | 神獣 | Yaoroz |
Vol's | 三兄弟 | Vol Brothers |
Neumann's | 破壊者 | SEED Helga |
Wayfarer's | 機動兵器 | Vivienne |
Yunkers' | 野生児 | Kasch Tribesman |
Sol's | 太陽王 | Shizuru |
Crimson | 戦闘狂 | Renvolt Magashi |
Trinity | 神兵 | Heaven's Mother |
Adel's | 転生者 | Nagisa |
Enemy Tables[edit | edit source]
There are a total of 7 enemy tables, each with 5 categories of enemies. Some categories also include Rare Enemies.
Table/Categories | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
SEED | Galdeen, Jedein, Pannon/Bel Pannon, Sendillan | Delp Slami, Delsaban/Deljaban, Gaozoran, Chaos Sorcerer, Orcdillan | Darvaguine, Dilnazen, Jusnagun, Seed-Ardite, Seed-Vance/Seed-Vitace, Darbelan (rare), Delnadian (rare) | Carriguine, Delbiter, Seed-Argine, Zasharogan, Zoldillan | Chaos Bringer, Dark Belra, Indi Belra, Vorgadillan |
Stateria | Tavalus, Vulgatus | Galvapas/Zamvapas, Svaltus, Orgdus (rare) | Rygutass, Valiaran, Lutus Jigga (rare) | Brigantia, Nargevahl, Svaltia | Blade Mother, Force Mother, Ivaras, Shot Mother |
Neudaiz | Ageeta, Ollaka, Rappy Polec, Sageeta, Rappy (rare), Rappy-Go-Lucky (rare) | Goshin, Kakwane, Mil Lily, Mulnuha, Zelumon | Booma, Go Booma, Gohmon/Olgohmon, Gol Lily, Gonan, Kudetob, Jigo Booma (rare) | Dakamazli, Komazli, Rappy Gugg, Tengohg, Ubakurada, Rappy Igg (rare) | Danoamaz, Goran-Garan, Kamatoze |
Parum | Badira, Go Badira, Polty, Stingee, Jaggo (rare) | Distova, Golmoro*, Koltova, Mizura, Volfu, Walmus, Jaggo Rizona (rare) | Evil Shark, Flan Blume, Ob Lily*, Pal Shark, Shagreece, Vahra/Go Vahra, Guil Shark (rare) | Bal Soza, Gol Dolva, Jarba, Jeris, Polavohra | Astark, Bola Vreema, Gainozeros, Grass Assassin |
Humanoids | AMF Heavy Infantry, Guardians Rosk, Guardians Rosta, Special Ops - Kanohne, Mini Rappy (rare) | Armed Servant - Basta, Armed Servant - Obme, Armed Servant - Ozuna, Armed Servant - Taguba, Seed-Cast Sa, Seed-Cast Tw, Seed-Lab Staff (rare) | Seed-Cast Kn, Seed-Cast Sh, Special Ops - Assault, Special Ops - Solda, Special Ops - Sparda, Special Ops - Vobis | Little Wing Rosk, Little Wing Rosta, Rogue - Jasse, Rogue - Mazz, Rogue - Ogg | Ill Gill, Rogue - Wikko |
Machinery | Bunari Kou-3, Flavit B1, Gravit S7, YG-01K BUGGE, YG-01Z BUG, YG-01U BUGGES (rare) | Bysha type-Koh21, Bysha type-Otsu32, Gohma Dilla, Gohma Methna, GSM-05 Seeker, GSM-05B Bomalta, Rappy Machina (rare) | Finjer B, Finjer G, Finjer R, GSM-05M Tirentos, Sinow Beat, Sinow Gold (rare) | Dilla Griena, Grinna Bete C, Grinna Bete S (rare) | Bead Groode, Garanz, Sinow Hidoki, Baranz (rare) |
Moatoob | Lapucha, Nava Ludda, Naval, Vegga | Bul Buna, Jishagara, Poison Lily, Sand Rappy, Nar Lily (rare) | Barbarous Wolf, Savage Wolf, Vanda/Vanda Merha, Vanda Orga, Zoona, Rappy Rizona (rare) | Bil De Vear, Dago Gujeri, Drua Gohra, Kog Nadd, Lu Duggo | Bafal Bragga, Bag Degga, Koko Melodda, Mog Boggo, Nano Dragon, Bil De Melan (rare) |
* Despite using a Parum droptable, these enemies appear with group 1 Stateria
Monster Ranks[edit | edit source]
Each block of an infinity mission have a hidden stat, referred to as Monster Rank, which ranges from 1 to 5. The enemies spawned during an infinity mission is dependent on the mission's table 1 and 2, as well as the block's monster rank.
Each monster rank is associated with 4 patterns, which relates to the enemy tables and the category numbers of the tables:
Monster Rank | Pattern | Category | |
---|---|---|---|
Table 1 | Table 2 | ||
1 | A | 1, 1 | 1 |
B | 2, 1 | 1 | |
C | 2, 1 | 2 | |
D | 2, 2 | 2 | |
2 | A | 3, 1 | 1 |
B | 3, 1 | 2 | |
C | 3, 2 | 2 | |
D | 4, 1 | 1 | |
3 | A | 3, 1 | 3 |
B | 3, 2 | 3 | |
C | 4, 1 | 2 | |
D | 4, 2 | 2 | |
4 | A | 4, 2 | 3 |
B | 4, 3 | 3 | |
C | 4, 2 | 4 | |
D | 4, 3 | 4 | |
5 | A | 5, 2 | 4 |
B | 5, 4 | 4 | |
C | 5, 3 | 5 | |
D | 5, 5 | 5 |
At the start of each block, one of the 4 associated patterns is randomly chosen, which dedicates the categories which enemies can spawn from. Then, three types of enemies are randomly chosen from categories of the chosen number or below, and spawned into the block.
Note that, after categories are decided, it's possible for enemies to not be spawned at all from the decided categories: it's possible for no table 2 enemies to spawn at all in a block, despite being chosen during the previous process.
Examples:
Block Monster Rank | Table 1 | Table 2 | Spawned Enemies | Process |
---|---|---|---|---|
1 | SEED | Humanoids | Galdeen, Jedein, Armed Servant - Obme | A pattern is randomly chosen (in this case, pattern C), which chooses the category 2 of table 1 (SEED), category 2 of table 2 (Humanoids), and category 1 of table 1 (SEED).
In other words, the three types of possible enemies are from: category 2 and category 1 of table 1 (SEED) category 2 of table 2 (Humanoids) In this case, it selects Galdeen and Jedein (SEED category 1), Armed Servant - Obme (Humanoid category 2) |
When two missions are synthesized, the monster rank of the each of the new blocks becomes the average monster rank of the two material missions of that block (rounded down automatically). This number can also randomly gain +1 or -1 during a synthesis. If the mission only has 2 blocks, the monster rank for block 3 is recorded in the mission, but will not used.
Rare Enemies[edit | edit source]
Each Infinity Mission has a set chance of spawning rare enemies (1% to 8%). This chance is checked at the start of a mission; If rare enemies will spawn, one rare enemy is chosen from all rare enemies in Table 1, and replaces one of the enemy types in the final block.
When two missions are synthesized, the new rare enemy spawn rate is averaged between the two material missions. The rate can gain a +1% or -1% during a synthesis.
Special Effects[edit | edit source]
Name | Lv1 | Lv2 | Lv3 | Effect |
---|---|---|---|---|
Weapon: Attribute Rate | 25% | 50% | 80% | When a weapon is dropped, there's a (denoted %) chance for it to be (denoted Attribute). |
Armor: Attribute Rate | 25% | 50% | 80% | When a shield-weave is dropped, there's a (denoted %) chance for it to be (denoted Attribute). |
Drop Rate | +10% | +20% | +30% | Increases the drop rate of items. |
Attribute % | +3% | +4% | +5% | When a weapon or shield-weave is dropped, its Attribute % is increased. |
EXP Rate | +20% | +35% | +50% | Increases the EXP gained from the enemies in the mission (boss included). |
Meseta | +20% | +35% | +50% | Increases the Meseta gained from Clearing the mission. |
Type Points | +20% | +35% | +50% | Increases the type points gained from Clearing the mission. |
Enemy HP | x1.25 | x1.1 | x0.8 | Changes the HP of the enemies in the mission (boss included). |
Enemy ATK TEC | x1.25 | x1.1 | x0.8 | Changes the ATK/TEC of the enemies in the mission (boss included). |
Enemy ACC | x1.25 | x1.1 | x0.8 | Changes the ACC of the enemies in the mission (boss included). |
Boost Enemy Rate | x1.5 | x2 | x3 | Changes the chance that a Boosted enemy will spawn. |
- For Weapon: Attribute Rate and Armor: Attribute Rate, which has 6 different variations (1 for each attribute), only one variation can be present on an Infinity Mission at a time. During a synthesis with effects ofdifferent attributes, the resulting one is chosen randomly regardless of effect level.
- Enemy HPx, Enemy ATK TECx, and Enemy ACCx cannot be obtained from Mission Discs; they can only be obtained from other existing Infinity Missions (such as Downloadable content or Missions shared by other players), or obtained from Mission Synthesis by synthesizing missions with a total of at least 7 unique Special Effects.
Code Level[edit | edit source]
Code level is decided using the following formula:
1 + [Enemy Level Bonus] + [Monster Rank Bonus] + [Number of special effects attached] = Code Level
Level | +6-10 | +11-15 | +16-20 | +21-25 | +26-30 | +31-35 | +36-40 | +41-43 | 44 | 45 | 46 | 47 | 48 | 49 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bonus | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
Total Monster Rank
of all blocks |
6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|---|---|---|---|---|
Bonus | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Example:
Enemy Level | Monster Rank of Blocks | Special Effects attached | Code Level |
---|---|---|---|
+49 | Block 1: 1
Block 2: 2 Block 3: 3 |
Drops + 30%
Enemy Boost x 3.0 Weapon: Dark +25% |
With an Enemy level of +49, the Enemy Level Bonus is 14. The total Monster Rank is 6, thus the Monster Rank Bonus is 1.
There are three special effects attached. Therefore the Code level is 1+14+1+3 = 18. |
Note that Monster Ranks of Blocks are not visible in game. Inferring using the Code Level is the only way of estimating the Monster Ranks of an IM.
A list of common Code Levels:
Code Level | Enemy Level | Special Effects attached | Monster Rank of Blocks | Notes |
---|---|---|---|---|
1 | +1 | None | Block 1: 1
Block 2: 1 Block 3: 1 |
This is the minimum possible code level on an Infinity Mission.
This is the kind of mission you start with, which you can get for free from Planetary Treasury. |
17 | +49 | Drops + 30%
Enemy Boost x 3.0 |
Block 1: 1
Block 2: 1 Block 3: 1 |
This is the most common Infinity Mission a player would end up with after some synthesis.
Unfortunately, this mission has incredibly low Monster Ranks, and got 0 levels for its bonus. Use this as the baseline to determine how much Monster Rank bonus was applied to the Code Level, and therefore the monster rank distribution of the mission's blocks. |
30 | +49 | Drops + 30%
Enemy Boost x 3.0 Weapon: Dark +25% Armor: Dark +25% Attribute: +5% |
Block 1: 5
Block 2: 5 Block 3: 5 |
This is the maximum possible code level on an Infinity Mission. |
The maximum Code Level that can be obtained is 30: Using a Mission with Enemy Level +49, 5 attached special effects, and a monster rank of 5 on all three blocks.
The minimum Code Level that can be obtained is 1: Using a Mission with Enemy Level below +5, no attached special effects, and a total monster rank below 5.
Planetary Treasure[edit | edit source]
Read More: Planetary Treasure
Planetary Treasures are special trade items that can be traded in at Planetary Treasury.
A planetary treasure is obtained by clearing an Infinity Mission that fulfills the specific requirements. The requirements for each grade of a planetary treasure are different, and they can be found at the Code Counter. A mission that fulfills the conditions are indicated with an icon at the mission selection screen.
Note that clearing the appropriate Infinity Mission only provides a chance of dropping the treasure, with no guarantees. Once any treasure is traded in at the Planetary Treasury, all requirements are replaced with new ones.