28 modes in the game's own rules

Echocalypse: Scarlet Covenant game modes

Main story: Expedition, Classified Files. Challenges: Desperate Operation, Abyssal Dive, Abyssal Illusion, Abysm Crusade. Bosses: Host Purification. Resources: Harvest, Chimera search. Exploration: Liberation, Stronghold, Last Line of Defense, Core Research Zone. PvP: Cage Fight, Street Brawl, Island Domination, Shiny Ceremony, Rumbling Scripts. Syndicate: Blockade Breakthrough, Operation Eureka, Alliance Trials, Storming Skyfort, Shattered Cosmos, Golden Horizon, Desert Storm. Base: Complex, Work Agency, Leisure Center.

Main story

2

Expedition

1. Expedition includes Expedition (Main Story) and Classified Files. 2. Proceed with the Main Story and complete Main Story battles to unlock new chapters. Based on the rating of a won battle, you will earn Battle Merits and receive Battle Merit Chests and Chapter Rewards. 3. The Main Story consists of 100 chapters, and each chapter consists of 10 enemies. In later chapters, you will encounter stronger enemies. 4. After defeating the final boss of a chapter, you will receive chapter clearing rewards and unlock the next chapter. Clearing the last node in each chapter unlocks the next chapter.

Classified Files

1. For every five chapters cleared, new Classified Files are unlocked for Regression. 2. There are two types of Classified Files: Main Files and Affiliated Files. Regression of a Main File must be completed in order to perform Regression on the next File and acquire a Memory Bond. Memory Bonds can be activated in the Intelligence Center. 3. Battle during the course of Regression requires the expenditure of Regression Count. 4. When regression of Classified Files is complete, you can spend Regression Count to perform Quick Battle. Quick Battle permits you to reclaim battle rewards earned during the course of Regression.

Challenges

4

Desperate Operation

Rules

1. After clearing specific chapters and Desperate Operation prerequisite missions, Desperate Operation is unlocked. 2. Desperate Operation requires a team of 2 players. After one player is defeated, the other player joins the battle. Enemy HP is saved, and victory is won after defeating all the enemies. 3. Desperate Operation costs Operation attempts to play. If you don't complete a stage, attempts won't be deducted. The Operation attempts refresh at 0:00 every day. You can buy additional attempts. 4. You may help other players with their Desperate Operation. If you still have assist attempts left after using up your Desperate Operation attempts, you can do so to win assist rewards. 5. When you have neither operation attempts nor assist attempts left, you can still play Desperate Operation, but it won't yield any rewards.

Rewards

1. Every time a Desperate Operation battle is completed, Completion Rewards are earned, including Tribute Points and Chimera development materials. Upon victory, you can select a resource card to get additional rewards. Upon completing a mission for the first time, you get Operation Supplies, which you must manually claim. 2. Team bonuses are available during Desperate Operation team-ups, when the following relationships exist between the team members: team members are online players, team members are Friends, team members belong to the same Syndicate. 3. Mission completion rewards are doubled between 12:00-14:00 and 18:00-24:00 every day.

Abyssal Dive

Rules

1. In Abyssal Dive players must defeat the Abyss Amalgam on each level to proceed the next level. 2. Abyss restores every day at 24:00, returning to its original state, before anyone entered. After that time you can re-enter the Abyss and continue exploring. 3. Your team can evacuate from Abyss battles three times every day. If you find yourself needing to evacuate again after that time, exploration of the Abyss will temporarily pause. 4. Special victory conditions apply in each level in Abyssal Dive. Failure to meet these victory conditions will be judged as a defeat. 5. Descending into a new level activates the Abyss, providing players with random bonus attributes to choose from, according to three levels of Abyssite expenditure. Bonus attributes accumulate during the current round of Abyss exploration and refresh the following day. 6. On each level there are three levels of difficulty of Abyss Amalgam to choose from. Different rewards and Abyssite are available depending on the difficulty undertaken. 7. Quick Battle: Quick Battle feature unlocks when the player reaches a given level. Tapping Clean Up Level will sweep all Amalgams on the level and auto gather Abyss relics.

Rewards

1. Abyss Relics containing different amounts of Abyssite are available on each level. These Relics come in three grades: Advanced, Intermediate, and Basic. 2. There are two Abyssite Leaderboards: the Weekly Highest Abyssite Leaderboard and the All-time Highest Abyssite Leaderboard. Rewards are distributed at 0:00 Mondays according to rank on the Weekly Highest Abyssite Leaderboard, after which ranks are reset. 3. There are two points of purchase in Abyssal Dive: Abyss Procurement and Temporary Support Post. Abyss Procurement: Use Abyss Points to purchase specific types of resources; Temporary Support Post: A random supply purchase is temporarily available upon evacuation from a battle defeat, expiring after a time.

Abyssal Illusion

1. Abyssal Dive and Abyssal Illusion are two different gameplay modes, they do not share any progress. 2. Abyssal Dive grants Abyss Points, to be used in Abyss Procurement. Abyssal Illusion grants Illusion Points, to be used in Illusion Procurement.

Abysm Crusade

1. Every time Abysm is discovered, players get three chances to Crusade and three chances to Duel. 2. Crusading in Abysm players earns Individual Score according to DMG inflicted. 3. Players earn points by Dueling other players. Duels cannot be refused until Duel Count is used up. Defeat in a Duel deducts points. 4. Rewards are dispensed at the end of Crusades according to Individual Score Rank and Syndicate Score Rank. 5. All loot will be sold during Border Pact after event ends. The higher the Syndicate Rank, the better the loot.

Bosses

1

Host Purification

Rules

1. Agony and Randolph the Deep One exist as the two default Hosts. Agony appears on Tuesdays, Thursdays, and Saturdays, while Randolph the Deep One appears on Mondays, Wednesdays, Fridays, and Sundays. 2. Purified Hosts will respawn at one level higher (different Hosts level up independently). 3. The Expedition game mode (including Quick Battle) has a fixed chance of triggering Typhon Lord of Storms. Players can trigger up to 3 Lord of Storms at once and cannot trigger further once the limit has been reached. 4. The Lord of Storms triggered will be one level higher than the highest level Apostle of Fire or Deep One previously purified by the player. 5. Typhon Lord of Storms disappears when purified or after a set amount of time. Players can see the countdown to Host escape. 6. Upon triggering Typhon Lord, players can choose to share with others to purify together. Likewise, players will have a chance to purify another player's Host 7. Host Purification requires use of Purification attempts, which regenerate over time, up to 10 attempts. Players can use Host Purification Treaties to increase the available Purification attempts. 8. There are two ways to purify a Host: Standard Purification costs 1 attempt while Deep Purification costs 2 attempts but deals 1.5x damage. 9. During 10:00-14:00 and 18:00-22:00 each day the cost of Deep Purification is reduced by half.

Rewards

1. Every Host Purification earns Purification Points. Extra rewards are earned and sent to your Mail when you purify the Host, or the Host is purified. 2. You get Supplies when you have dealt enough damage to a Purification Host in a day. You must manually claim the rewards, which reset at 0:00 every day. 3. Players are ranked according to Total Damage and Highest DPH inflicted in Host Purification and Rank Rewards are issued at 0:00 every day. After which, rankings are reset. 4. Players can exchange Purification Points in Procurement to purchase resources.

Resources

2

Harvest

Rules

1. Harvest is divided into Training, Outfield, Excavate and Ruin Raid. 2. Harvest opening times: Training and Outfield are always open; Excavate is open on Mondays, Wednesdays, Fridays and Sundays; Ruin Raid is open on Tuesdays, Thursdays, Saturdays and Sundays. 3. Clearing stages at current difficulty to unlock new stage difficulties. 4. During Training, exhaust your opponent's Stamina within a certain number of rounds to clear the level. 5. In Outfield and Excavate players must finish all waves in order to clear the level. 6. In Ruin Raid, players must last a certain number of rounds to clear the level. 7. Once a stage has been cleared and you have the necessary permissions for that stage, it can be executed in Quick mode. 8. A limit applies to the number of times a given type of Harvest can be attempted, resetting daily at 0:00. The first time a Harvest stage is cleared at a certain difficulty, no attempts are expended.

Rewards

1. Harvest is divided into Training, Outfield, Excavate and Ruin Raid. 2. Harvest opening times: Training and Outfield are always open; Excavate is open on Mondays, Wednesdays, Fridays and Sundays; Ruin Raid is open on Tuesdays, Thursdays, Saturdays and Sundays. 3. Clearing stages at current difficulty to unlock new stage difficulties. 4. During Training, exhaust your opponent's Stamina within a certain number of rounds to clear the level. 5. In Outfield and Excavate players must finish all waves in order to clear the level. 6. In Ruin Raid, players must last a certain number of rounds to clear the level. 7. Once a stage has been cleared and you have the necessary permissions for that stage, it can be executed in Quick mode. 8. A limit applies to the number of times a given type of Harvest can be attempted, resetting daily at 0:00. The first time a Harvest stage is cleared at a certain difficulty, no attempts are expended.

Exploration

4

Liberation

Zone of Kaos

1. Liberation contains multiple Zones of Kaos. Each Zone of Kaos comprises an Exploration Map, including multiple stages and special events. 2. Players can liberate the Zone of Kaos by defeating all enemies in the zone, completing all events and claiming all rewards on the map. 3. Challenging enemies in a Zone of Kaos costs a certain amount of Fatigue. Fatigue wears off over time. 4. Liberating any Zones of Kaos will reward the player handsomely. Liberating certain Zones of Kaos will also unlock new Kore Zones and Strongholds. 5. Liberated Zones of Kaos cannot be re-entered.

Kore Zone

1. Kore Zone is available from 0:00 Monday to 0:00 Sunday, auto resetting every week. 2. Players are matched against other players in the Kore Zone, with the winner securing rich rewards. If the player loses, the HP of the challenge objective is inherited. 3. You can challenge another player to get Strategy Points, which can be used to optimize strategies. Optimization is only effective in Kore Zone and Stronghold game modes. Resets Monday 0:00 and Strategy Points are cleared.

Stronghold

1. Clearing designated Zones of Kaos will unlock Stronghold. The Stronghold game mode opens every Sunday at 0:00 and finishes on Sunday at 22:00. 2. Players improve their ranking in Stronghold by defeating players of higher rank. Rank rewards are determined according to final rank when event ends. 3. Players are assigned Military Ranks according to their rank, enabling them to collect a fixed amount of supplies every day (Monday-Saturday) the following week. 4. Players can only fight in one Stronghold at a time. Achieving victory in another Stronghold will secure the associated Stronghold rank. 5. Strategic Optimizations in Kore Zone game mode are only effective against Stronghold players (Strategic Optimizations of both sides are effective during the challenge). 6. Stronghold challenges expend Challenge Count.

Stronghold

1. Clearing designated Zones of Kaos will unlock Stronghold. The Stronghold game mode opens every Sunday at 0:00 and finishes on Sunday at 22:00. 2. Players improve their ranking in Stronghold by defeating players of higher rank. Rank rewards are determined according to final rank when event ends. 3. Players are assigned Military Ranks according to their rank, enabling them to collect a fixed amount of supplies every day (Monday-Saturday) the following week. 4. Players can only fight in one Stronghold at a time. Achieving victory in another Stronghold will secure the associated Stronghold rank. 5. Strategic Optimizations in Kore Zone game mode are only effective against Stronghold players (Strategic Optimizations of both sides are effective during the challenge). 6. Stronghold challenges expend Challenge Count.

Last Line of Defense

Last Line of Defense

1. Last Line of Defense occurs in two parts, Frontal Assault and Zone Penetration . 2. Last Line of Defense - Frontal Assault is available every Tuesday and Saturday. 3. Last Line of Defense - Zone Penetration is available every Thursday.

Frontal Assault

1. During Frontal Assault, enemy targets appear on the edges of Syndicate maps. Select a target to do Battle. 2. Battle Count: Battle Count resets daily at 0:00. Defeats are not deducted from the Battle Count. Each target can be defeated 3 times. 3. Battle Reward: Every time the player completes a Battle, they earn a certain amount of Syndicate Points. 4. Progress Reward: When Syndicate Exploits reach a certain level, all players in the Syndicate can claim the relevant Progress Reward. Players can only claim the one Progress Reward once; changing Syndicates will not permit additional claims. If a Syndicate has unlocked rewards before a player joins a Syndicate, the player cannot claim them. 5. Reward Reissuance: If a player has not claimed their Progress Reward, it will be sent to their Mail at 0:00 the following day (only players who have participated in the game mode can receive a reissuance).

Zone Penetration

1. The Zone Penetration alarm indicates enemies have infiltrated the Syndicate and must be eliminated. 2. Battle Count: Battle Count resets daily at 0:00. Both wins and losses are deducted from Battle Count. 3. Combat-related: When the player attacks the target, they attack three targets inside the facility in order. Once the three targets have been eliminated, the facility returns to normal. If a target is not destroyed, its HP will be inherited in the next Battle. 4. Battle Reward: Players earn a certain amount of Syndicate Points and Syndicate Exploits after every Battle. Eliminating the enemy will earn the player an additional Syndicate Exploit Reward. 5. Exploit Reward: When Syndicate Exploits reach a certain level, all players in the Syndicate can claim the relevant Exploit Reward. Players can only claim the one Exploit Reward once; changing Syndicates will not permit additional claims. If a Syndicate has unlocked rewards before a player joins a Syndicate, the player cannot claim them. 6. Exploit Reward Reissuance: If a player has not claimed their Exploit Reward, it will be sent to their Mail at 0:00 the following day (only players who have participated in the game mode can receive a reissuance). 7. Rank Reward: According to Syndicate Exploit Rank in Zone Penetration, Rank Rewards are dispensed every Friday at 0:00.

Core Research Zone

1. In Expedition, every 40 floors explored of any Faction Research Zone grants access to 1 floor of the Core Research Zone. 2. Explore Research Zones to obtain Expedition Rewards and increase Processing Room's yield. Processing Room produces materials automatically and can store up to 48 hours of yield. 3. There are some Danger Zones in each Research Zone. In these Danger Zones, you may encounter high-risk enemies or abnormal environments, and Battle Speedup is disabled. As the progress of clearing a Research Zone increases, the density of Danger Zones will drop. 4. After any player clears certain floors of Research Zones, all players in the same server can claim the First Clear Reward of the corresponding floors. Players with faster progress can also receive weekly rank rewards.

PvP

5

Cage Fight

Rules

1. You can choose and fight against other players in Cage Fight. Defeating a player of a higher rank will cause you both to swap ranks. Failure results in no change of rank. 2. Each attempt costs a ''Drill Count,'' which you have 5 by default, and it resets at 0:00. When Drill Count is used up players can use ''Admission'' tickets to increase their Drill Count. 3. Cage Fight Daily Mission: Players can earn rewards by completing a certain number of drills per day.

Rewards

1. Players receive Training Rewards by Mail every day at 10pm based on their Cage Fight Rank. 2. Players can earn Cage Points in Cage Fight, which can be used to buy items in Cage Procurement.

Street Brawl

Rules

1. Street Brawl is a recurring PvP mode that begins every Monday, with weekly rankings finalized at 22:00 every Sunday and rewards distributed accordingly. 2. The gameplay consists of two stages: the single-server stage and the cross-server stage. From the server's launch day until the 30th day, the mode is in the single-server stage. After the server has been open for 30 days or more, it switches to the cross-server stage.

Formation Rules

1. The Street Brawl Tournament will be conducted in multiple lineups format. Participants are advised to adjust their lineups in advance. 2. There are three formations in total, and each team can deploy 1/2/3 Case(s), Neolith(s), and Elemono(s) respectively. Players need to adjust the information of multiple teams before the start. 3. The current formation will serve as the player's defensive lineup.

Borrowing Rules

1. In Street Brawl, players can borrow powerful Neoliths and Elemonos to join their team and help challenge opponents. 2. Borrowing is divided into two phases: Monday to Thursday, and Friday to Sunday. In different phases, the level, star rating, and borrowing limits of Neoliths and Elemonos vary.

Rewards

1. Rankings are finalized every Sunday at 22:00, with rewards distributed according to the rankings. 2. When a player improves their ranking, they will receive a Breakthrough Reward. This reward is a one-time bonus and does not reset with the weekly game reset.

Island Domination

Gameplay

1. Island Domination is a multiplayer, real-time PvP mode where players compete for treasure points. 2. Bounty: Occupying treasure points will yield bounty. The higher the treasure point quality, the more bounty it produces. In the Regular Stage, 3 matches will be held daily, and the one with the highest score will be used to compete in the ranking. In the Final Stage, the bounty ranking of each match will determine your advancement result. 3. Windfall: After the match starts, some treasure points will activate Windfalls at random intervals that significantly increase bounty output. 4. Sea Breeze Erosion: While occupying treasure points, you'll encounter the effects of Sea Breeze Erosion, which gradually decreases your squad's basic attributes. The attribute loss will be capped at a certain percentage. The higher the level of the treasure point occupied, the faster the loss. Only after being defeated and reborn will the erosion effect reset. 5. Combat: When attacking other players on the treasure point or being attacked by other players, you will enter combat. If you win, you'll successfully occupy/defend the treasure point. If you lose, you'll immediately return to the spawn point and enter the respawn countdown. Health does not carry over between battles. 6. The match lasts 10 minutes. Once the match starts, players can join and leave the battle at any time.

Competition Overview

1. Island Domination is a seasonal event, with each season dividing into Registration Phase, Regular Phase, Finals Phase, and Showcase Phase. 2. Registration Phase: Once the season starts, it enters the Registration Phase. Note that you can register even after the Regular Phase starts. Registration ends before the last round of the Regular Phase. 3. Regular Phase: 2 competition areas will sequentially open up: the cross-server area, and the full-server area. Players will be matched against one another in the competition area and compete for rewards. Players with higher rankings in the cross-server area will be able to advance to the full-server area. After a player advances to a new area, their rewards and rankings in the original area will reset. 4. Finals Phase: After the last round of the Regular Phase, top ranked players in the full-server area will be eligible for the Finals Phase. The Finals Phase is divided into semi-finals and finals. There will be 4 groups in the semi-finals, and each group will compete at the same time. Those with better results will advance to the finals. 5. Showcase Phase: once the finals are over, there will be a showcase period lasting several days.

Ranking and Rewards

1. Pinnacle Ranking: All players who qualify for the finals are eligible for the [Pinnacle Ranking]. Players who advance to the grand final will rank higher than those who stop at the semi-finals. Players who do not advance from the 4 semi-final rounds will be ranked based on the bounty they receive within their group. Players who advance to the grand final will be ranked based on the bounty they receive in the grand final. All players on the Pinnacle Ranking will receive generous ranking rewards, which will be distributed after the Finals Phase ends. 2. Cross-server Ranking: All players who participate in the Regular Phase will participate in the Cross-server Ranking based on their final results. Scores will be given based on the player's competition area (Grand Final > Semi-final > All-server Area > Cross-server Area). When players happen to be in the same competition area, the Regular Phase ranking will be based on the player's single highest bounty in the area, while Semi-final/Grand Final ranking will be based on the highest bounty acquired in a single match. These bounties will be distributed after the Finals Phase ends. Players who participate in the Pinnacle Ranking can still participate in the cross-server ranking and receive rewards. 3. Advancement Rewards: When a player advances to the all-server area, semi-final, or final, they will receive a one-time reward. 4. Daily Rewards and Achievement Rewards: Numerous rewards can be obtained by participating in daily events and achieving milestones.

Shiny Ceremony

Event Introduction

1. Shiny Ceremony is a large-scale cross-server event held regularly. It's open to all Awakeners whose Permission Level has reached 46. 2. Every Shiny Ceremony lasts 7 days. The first 5 days are for the Starfire Tournament, and the last 2 days are for the Splendor Tournament.

Starfire Tournament

1. During the Starfire Tournament, all players can match against the other players within the matching range to acquire points and increase their Division. 2. Awakeners gain rewards once their Division increases to the required level for the first time. 3. After the Starfire Tournament ends, matchmaking will be closed. Awakeners who have participated in the tournament and gained Division can receive Division Rewards issued by the Shiny Ceremony's organizer.

Splendor Tournament

1. The top 64 players in the Starfire Tournament can participate in the Splendor Tournament, which will be held on the last 2 days of the season. Splendor Tournament has 2 stages: Group Stage and Grand Final. 64 players will be randomly divided into 8 groups and play in a single round-robin schedule until the group winners are decided. The 8 group winners will compete in the Grand Final for the supreme glory of this season. 2. Multiple lineups will be used to compete in the tournament, so players need to set them up beforehand. 3. There are three formations, and the match follows a best-of-three format. Players must edit multi-team info before the Grand Final starts. 4. Matches will start automatically. If a player does not finish setting up the formations, the Preset Formation will be used as Formation 1 by default, while Formation 2 will remain empty. 5. After a player edits the formations for the first time, the formation info will be auto-saved for the next Shiny Ceremony.

Starlight Ticket

1. During the event, Awakeners can acquire special items and Starlight Tickets issued by the Shiny Ceremony's organizer through completing Daily Missions or reaching a certain Division Level during the Starfire Tournament, or reaching a certain rank in the Pinnacle. 2. Starlight Tickets can be used to redeem bountiful rewards in Shiny Ceremony Procurement. 3. Shop Purchase Limit will be refreshed once a new season starts. Please redeem in time.

Rumbling Scripts

Rules

1. Rumbling Scripts is a team-based gameplay where teams of 5 players engage in battle. Each team is led by a Captain who deploys different formations for combat. 2. Players will rotate through 3 scripts: Frost Chronicle, Fire Chronicle, Desert Chronicle, and Sea Chronicle. 3. In the Frost Chronicle, 3 lanes will carry out battles independently, and the first team to destroy 2 opponent Fortresses wins. It's important to note that the Wandering Mage will inevitably lose when engaged in combat. However, while they are alive, they can provide a [100% DMG Bonus] to allies in their lane. 4. In the Fire Chronicle, players will be divided into two lanes and engage in battles separately. Points are earned for each opponent defeated, and the team with the higher score wins. 5. In the Desert Chronicle, players will be divided into 3 lanes. The first lane focuses on capturing the enemy's treasure, while the second and third lanes focus on battling the enemy. One point is scored for each surviving ally on the second and third lanes. Capturing the treasure doubles the score, and the team with the highest score wins in the end. 6. In the Sea Chronicle, players are divided into 3 paths. Each path will fight independently, and the first to destroy two opponent Fortresses wins. Take note of your wandering companions on the map - [The Wealthy Tourist] will always lose during a fight, but provides extra Rumble Points for you while alive. [The Subtle Lass] always wins when she fights (retreats after the battle).

Popularity

1. Take part in the Rumbling Scripts to obtain Popularity. The amount of Popularity obtained depends on the battle outcome and your current Popularity. 2. Reach the specified Popularity to Raise tiers and earn rewards. 3. Popularity resets at the end of the season.

Syndicate

7

Blockade Breakthrough

Rules

1. Syndicate members can fight together to advance their Blockade Breakthrough Progress bar and win rewards. 2. In Operation Deadleaf, previous Blockade Sectors must be cleared in order to unlock and advance to the next Blockade Sector. 3. Progress in Operation Deadleaf resets on Mondays at 0:00. If the Blockade Sector of the current week has been cleared, the next week's Blockade Sector will open. If the current week's Blockade Sector has not been cleared, the current battle progress will be reset. 4. As the weeks go by, Operation Deadlearf's difficulty increases, as does the availability of rewards. 5. Each Battle costs a Battle Count, which replenishes over time, up to 10 Count. Players may also buy Battle Count. 6. Each battle gives skill points, which can be used to upgrade attributes (shared by all Syndicate members). Attributes and points reset to zero on Mondays at 0:00.

Rewards

1. Cycle Rewards: When cycle progress reaches the corresponding Blockade Sector, the associated reward becomes available. This reward gets better as you move to later cycles. Players can only claim this reward once. The reward is no longer available if a player changes Syndicates. 2. Battle Rewards: Every time you participate in Operation Deadleaf you receive a Battle Reward. The reward is not linked to damage. 3. Breakthrough Rewards: Every time you clear a Blockade Point in the Blockade Sector, your Syndicate earns Syndicate EXP, and all members can claim one random reward from the reward pool. 4. First Place Rewards: Every time a Blockade Point is cleared, the player with the highest total damage will receive the first place reward, which is sent via mail.

Operation Eureka

Rules

1. Operation Eureka is a time-limited, Syndicate-based special battle mission. When a season is over, players receive numerous rewards based on their rankings. 2. Operation Eureka has two phases: assessment and combat. 3. Adjacent servers will be put in the same division. Syndicates of the same division must compete with each other and fight for a higher ranking as well as more numerous rewards.

Assessment Phase

1. The first 2 days of Operation Eureka are the assessment phase. Syndicates that pass the assessment will have access to the combat phase. 2. Each assessment gives you assessment points, the number of which is determined by your Power and damage dealt. 3. After the assessment phase is over, the Syndicates of the same division are grouped into City Pivot (No.1 to No.12), Strategic Route (No.13 to No.24), and Frontline Battlefield (lower than No.24) and receive rewards based on their assessment point rankings. 4. The assessment attempts reset daily. 5. The grouping after the assessment phase is over will have an impact on the subsequent seasonal ranking rewards.

Combat Phase

1. After the assessment phase is over, Operation Eureka enters its combat phase. 2. According to the rankings in the assessment phase, players are grouped into City Pivot, Strategic Route, and Frontline Battlefield. Players of the same group will be matched against each other during the combat phase. 3. Every day at 00:00, matches are made. Then, players will have time to deploy (from 00:00 to 12:00), which can be done by either the Syndicate Leader or Syndicate Deputies. 4. Every day from 12:00 to 22:00 is the combat phase. All Syndicate members can spend their challenge attempts to battle. 5. After 22:00, the combat of the day is over. And results are shown from 22:00 to 24:00. 6. Players who join the Syndicate on the same day cannot participate in the combat phase but will be eligible to join starting the next day.

The Battlefield

1. Operation Eureka is a battle between three factions, the data of which is updated on a real-time basis. There are 3 facilities on the map, including Guard Posts, Bastions, and Command Centers. You must follow a specific order to destroy these facilities one by one. 2. If you want to destroy a facility, you must first defeat all its guards and drain all its Durability. And you have to defeat the guards first before you can reduce a facility's Durability. 3. Some guards have Armor. During every attack, guards' Armor will be reduced based on the combat result. And the attacker will gain some supplies. 4. Each facility has some Durability. Every time you damage a facility, you take away a fixed amount of Durability and earn some supplies.

Win Conditions

1. The result of each round of Operation Eureka Campaign is determined by each Syndicate's supply ranking. 2. Each Syndicate earns supplies from Facility Supplies or Captured Supplies. Facility Supplies are supplies that you keep in your Syndicate facilities. Captured Supplies are supplies that you earn from other Syndicates by attacking their guards or facilities. 3. The number of supplies you earn is determined by the facility types and combat results. The income you earn by destroying a facility is determined by that facility's type. You always earn the same number of supplies when you destroy the same type of facility. 4. You must destroy Guard Posts first, then Bastions, and finally Command Centers. As you progress, you'll earn more and more supplies by attacking guards and destroying facilities.

Event Rewards

1. Every time you participate in the assessment or combat phase, you will earn some basic rewards. 2. After the assessment phase is over, players receive ranking rewards based on the assessment points of their Syndicate. 3. During the combat phase, after each battle is over, all Syndicate members will earn ranking rewards based on their Syndicate's ranking in a single game. 4. In each season, players will receive seasonal quest rewards upon completing a quest. These quests reset every season. 5. After each season is over, players receive ranking rewards based on their seasonal rankings.

Alliance Trials

1. Alliance Trials consist of multiple cycles, each cycle containing 5 levels. Defeat all monsters at a given level to claim the corresponding Vault rewards. 2. After defeating all monsters, the trial level automatically advances to the next one. It will not increase further after reaching Level 5. 3. If today's trial level is not cleared, the same level will carry over to the next day, and monster HP will be retained. 4. Alliance members can gift challenge attempts to each other daily. Challenge attempts reset every day, and the sender will receive Alliance Points. 5. A weekly Alliance leaderboard is available. Trial rankings reset every Monday at 00:00. To qualify for ranking rewards, the Alliance must reach Level 2 or above in the weekly trial. 6. Vault rewards have a weekly claim limit of 150. Players who fail to claim in time can instead receive Unlimited Chest rewards. 7. Monster difficulty affects the damage dealt per challenge. The higher the difficulty, the greater the damage.

Storming Skyfort

Rules

The Storming Skyfort is a vast-map seasonal gameplay that lasts 21 days. 1. [Alliance Siege] You can team up with Alliance members to conquer fortresses and claim generous siege rewards. From 12:00 to 20:00 each day, you can dispatch a troop to join the daily rally siege. Each fortress can host up to 200 rally troops. During the siege, defending troops will replenish until they are fully depleted or your troops are exhausted. Rally troops will start the siege at 20:00 each day. On the last day of the season, the Gate of Obliteration competition will unlock. Rankings for this event will determine the Alliance's progress for the season and final rewards. 2. [Hostile Forces]. You can consume Battery to crusade against Hostile Forces of varying levels on the map and earn rewards. Battery refreshes to 10 points at 0:00 daily. If you fail a challenge, a portion of lost troops will be returned. 3. [Team Crusade] You can other players to challenge elite enemies-Enemy Strongholds on the map. Upon victory, a substantial amount of troop development materials will be generated. Rankings will be determined by the troop losses inflicted on the enemy, and tribute will be awarded accordingly. You can participate in two team crusades daily. After using up attempts, you can assist others, receiving fixed tribute rewards up to five times daily. A portion of lost troops will be returned if the challenge fails. 4. [Develop Command Center] Strengthen your power by upgrading the Command Center to take on stronger opponents. Upgrade materials for buildings in the Command Center can be obtained through hostile force challenges, team crusades, and Alliance sieges. 5. [Pass Missions] The map is divided into Birth States, Resource States, and Central States. At the start of the gameplay, Alliances land in Birth States. After conquering all fortresses in a state, the Pass Mission will activate. Completion requires the entire Alliance's effort. Only after completing a Pass Mission can the Alliance move to the next state. Each state transition involves a Pass Mission. 6. [Rank Rewards] Personal - Season Total: Rewards will be sent via mail at the season's end based on your total contributions during the season. Players attacking the Gate of Obliteration will receive additional rewards. Personal - Alliance Internal: Rewards are distributed after each successful siege based on individual contributions to fortress attacks. Alliance - Season Total: Rewards for all Alliance members are distributed based on the Alliance's total Tribute ranking. Alliance - Gate of Obliteration: Generous rewards are distributed to all Alliance members based on the Alliance's Tribute ranking after the attack on the Gate of Obliteration. 7. [Migration Rules] During the first 24 hours of the season, you can migrate once for free. Afterward, migration requires one Site Contract. The migration cooldown is 12 hours.

Reset Rules

1. The current season concludes at the end of the Showcase Phase. 2. During the Showcase Phase, the [Shop] remains open, allowing rewards to be exchanged. However, all Skyfort Points will be reset to zero, so make sure to spend them before then. 3. After the season ends, all rankings, siege progress, and reward milestones will be reset, ready to restart in the new season.

Pass Mission

1. In Storming Skyfort, after conquering a set number of fortresses, you'll encounter a pass. To proceed with challenging subsequent fortresses, you have to complete the Pass Mission with your Alliance members. 2. The Pass Mission will be visible to all Alliance members in advance, so plan and prepare ahead of time.

Main City Instructions

1. In Storming Skyfort, the Command Center includes the following buildings: Command Center, Tower, Shooter Club, Dojo, and Refinery. 2. Each building serves a unique function, and their levels are influenced by the Command Center's level. 3. At the start of a new season, all buildings in the Command Center will reset to their initial state.

Deployables in Command Center

1. In the Command Center, you can deploy Cases, Elemonos, Vibration Arms, and Neoliths to increase your base BR. As the Command Center levels up, the number of deployable units increases. 2. Higher-quality or higher-star-level units deployed in the Command Center will contribute more to the base BR.

Command Center Level Up

1. All buildings in the Command Center are influenced by its level. 2. Upgrading the Command Center increases troop capacity, the upper limit for each troop type, and total troop count. It also unlocks higher level caps for other buildings.

Tower

At the Tower, you can upgrade Mage troops, boost their troop limit, and gain additional BR.

Shooter Club

At the Shooting Club, you can upgrade Shooter Club, boost their troop limit, and gain additional BR.

Dojo

At the Dojo, you can upgrade Warrior troops, boost their troop limit, and gain additional BR.

Refinery

1. The Refinery is the primary source of Energy Drivers. Upgrading the Refinery increases the efficiency of Energy Driver production. 2. Energy Drivers are essential for replenishing troops. 3. You can use Driver Speedups to instantly generate 60 minutes' worth of Energy Driver output. When activated, Driver Speedups will be consumed automatically until the Energy Driver storage limit is reached. Any excess Energy Drivers will be discarded. 4. Both Tribute earned from mine battles and Energy Drivers obtained from mining are subject to a daily limit. Upgrading the Supply Refinery increases this limit.

Shattered Cosmos

Rules

1. Shattered Cosmos is floating above the vast ocean. This was once the land of an ancient civilization that followed the teachings of the stars. The power of Echo Crystal is restrained here, causing Cases to lose most of their power. As a member of the Force, Awakeners need to collect Stellar Runes to strengthen themselves and their allies. They must work together to defeat the Erosion Butterfly that is spreading nightmares. 2. Due to the limited use of Echo Crystal, Awakeners can only dispatch a limited number of Cases for this adventure. As the secrets of this land are unveiled during the adventure, the max Dispatch limit of Cases will be increased. 3. Awakeners can occupy the lands in Shattered Cosmos as their own Strongholds. They can attack empty Strongholds around their own or their allies' Strongholds adjacent to theirs. 4. Once all the guards in a Stronghold are defeated, Awakeners can occupy this Stronghold and take all the resources it yields. 5. Every Case has their own Action Points. Battles cost all dispatched Cases a certain number of Action Points, which gradually restores over time. Each Case can have up to 120 Action Points. 6. By using the Mini Map, Awakeners can check the locations of themselves and their Force allies, as well as the strong elite enemies in Shattered Cosmos. Awakeners can defeat them to obtain bountiful rewards.

Stronghold

1. The ancients had placed many devices in Shattered Cosmos to collect Stardust. They had also left a large amount of Stardust and Stellar Runes in their Rune Ruins. Awakeners can collect these resources by occupying Strongholds in Shattered Cosmos. 2. Awakeners can only occupy a limited number of Strongholds simultaneously. As the secrets of this land are unveiled during the adventure, the max Occupy limit of Strongholds will be increased. 3. Awakeners can choose to abandon occupied Strongholds. After a set countdown, Awakeners can retreat from the abandoned Stronghold where new guards will spawn. 4. Awakeners can dispatch qualified Cases to manage Strongholds with Rune Ruins and increase the ruin yields. Cases dispatched for Ruin Management can still fight in battles.

Battle

1. In Shattered Cosmos, Case Augmentation Tier and Level are fixed. Breakthrough effects of Cases, Vibration Arms, Neoliths, and Elemonos are still effective based on their actual Breakthrough Star Level regardless of this feature. Bonuses from Leader Buffs, Relationship Network, Affinity, Equipment, and Chimera are disabled. 2. After a battle takes place in a Stronghold, a reset countdown will start. If this Stronghold is not occupied by Awakeners before the countdown ends, the Stronghold will be reset as all its guards will respawn. 3. Cases that have won a battle cannot fight in this Stronghold again. This limit will reset together with the Stronghold. There will be no limit for Cases while they attack elite enemies. 4. When attacking bosses and their kins, Awakeners can only fight for up to 5 rounds. After 5 rounds, Cases will automatically retreat. 5. Witches will not trigger the suppression effect in the Boss Battle.

Golden Horizon

Rules

1. Golden Horizon is split into three stages: Formation Phase, Game Phase, and Settlement Phase. 2. Awakeners can explore the map, collect buffs, challenge monsters, and progress to deeper levels during the gameplay.

Team Rules

1. During the Formation Phase, players can create or join rooms. 2. Players without a team can still join one after the Game Phase starts. 3. A team can have up to 3 members. Once the Game Phase begins, any team member can start the game, and the team can't be changed after that.

Battle Rules

1. When challenging monsters, the HP of both sides is carried over. The squad's combat power or status can be boosted or restored through various means, such as Recovery Point, Respawn Point, and the Ritual Temple. 2. There is a limit to the number of Cases that players can bring in. The remaining Cases can be obtained through the gameplay (only for use within the Golden Horizon).

Map Expedition

1. Players must defeat all monsters across 3 levels on the map before they can challenge the boss. Once the boss is defeated, a portal will appear, that allows players to enter the next map. 2. Explored maps can be accessed through the room list which allows players to return to previous maps and collect rewards. 3. The number of players that Initial Skyscape can hold matches the team's member count. 4. The Golden Stele is a shared reward, while other rewards are not. 5. Special Events: During the challenge, time-limited monsters will appear. Each player in the team can only challenge one and can't change their choice.

Desert Storm

1. Duration: The mode lasts for 14 days and is divided into two phases: Desert Storm and Sandtown Showdown. Each phase features a different map layout, while other rules remain the same. 2. Ranking Points: Ranking Points are earned based on placement at the end of each match. Additional points are awarded for defeating other players. After reaching a certain tier, players will also gain fixed points after each match. Season rewards will be sent via mail based on final rankings. In case of a tie, the player with higher Combat Power will be ranked higher. 3. Match Merits: Merits are earned during matches by defeating other players or monsters and affect your in-match ranking. The higher the Merits, the more the player will lose if defeated. Conversely, defeating players with high Merits grants greater rewards. 4. Players have 2 challenge attempts per day, which reset at 00:00. Upon successful matchmaking, an attempt will be consumed. Points and rewards are based on your highest score of the day. 5. During Bonus Time each day, Ranking Points earned are doubled. It's recommended to participate during these periods.

Base

3

Complex

1. Complex has 5 features: Showroom, Intelligence Center, Work Agency, Leisure Center, and Dormitories. 2. In the Showroom are displayed unlocked stories, accomplished achievements, owned Case Bio-Chips, archived missions, and Vibration Arms Storage. 3. In the Intelligence Center, you may activate the clearing records of Story Chapters and Classified Files. 4. In the Leisure Center are displayed your Affinity Levels with all the Cases. Your Affinity Levels with the Cases increase their attributes when deployed. 5. In the Work Agency, you may dispatch Cases to work in specified facilities and yield gains. It costs Cases' Focus. The higher the facility level, the higher the gains. 6. In the Dormitories, Cases' Focus can regenerate. Lay out furnishings to customize the decorations and increase Focus regen rate. Bathtub items can quickly restore Cases' Focus.

Work Agency

1. You may send Cases to work in unlocked facilities to earn great rewards. 2. You must meet certain requirements to unlock facilities. When the requirement is met, you may spend Fusion Metal to unlock the facility. 3. When a Case has worked in a facility for a certain period of time, you will receive the selected rewards. More Cases dispatched and higher Case quality and star level mean better rewards. 4. Working costs a Case's Focus over time. At 0 Focus, the Case cannot work anymore. 5. The higher the facility level, the more Cases can be dispatched at a time. You must meet the requirements and spend Fusion Metal to level up facilities. 6. Working in the facilities has a chance to trigger lucky rewards.

Leisure Center

Gift Giving

1. Give gifts to Cases to increase Case Affinity level. Different Cases prefer different gifts. Giving a gift they really like can generate more Affinity. 2. As Case Affinity level increases, Cases gain combat attribute bonuses. As the total Affinity level of all Cases increases, all Cases gain combat attribute bonuses.

Case File

As Case Affinity level increases, more character information and voice lines are unlocked. Additional content is unlocked as Affinity level increases.

Anecdote

Anecdotes are unlocked at certain Affinity levels and grant rewards when first viewed.

Case Audio

Here you can find all Case voice lines and unlock unique Affinity voice lines as Affinity level increases.

Draws and pity

Draw calculator

Advanced Draw

1. Players can spend S Elementium to buy Draw Points and get random rewards (Bio-Chips, Cases, etc). 2. Every 10 Advanced Draws is guaranteed to yield at least 1 SR+ Case. 3. The overall Draw rate of a UR Case is 3%, calculated based on the base Draw rate, which is 1.5%, and the Draw Weight. For each Draw that does not yield UR+ Case, Draw Weight will be increased by 1. The more the Draw Weight, the higher the chance of drawing a UR Case. Draw Weight Calculation Rule: When the Draw Weight is less than 30, each time a Draw does not yield a UR Case, the Draw rate of a UR Case will be increased by 0.01% for the next Draw; when the Draw Weight is 30 or more but less than 40, each time a Draw does not yield a UR Case, the Draw rate of a UR Case will be increased by 0.3% for the next Draw; when the Draw Weight is 40 or more but less than 50, each time a Draw does not yield a UR Case, the Draw rate of a UR Case will be increased by 1% for the next Draw; when the Draw Weight maxes out, the next Draw is guaranteed to yield a UR Case. 4. The daily limit of Advanced Draws is 1,000. This limit resets at 0:00. 5. If a player draws a Case they already own, it is automatically converted to its respective Bio-Chips. 6. After 10 Advanced Draws, Draw Calibration will be unlocked: you can select 1 Case, whose Draw rate will be increased to 30% of those of Cases of the same quality. You are guaranteed to receive the selected calibration target within 5 draws (inclusive). There is a daily limit of 1 successful Draw Calibration.

Selected 10x Draws

1. After clearing certain Story Chapters, players can start Selected 10x Draws. 2. There are 5 rounds of Selected 10x Draws, and players can draw 100 times in each round. 3. After meeting certain conditions, players can choose the most desired 10x Draws result to claim in each round.

Draw Weight

The overall Draw rate of a UR+ Case is 3%, calculated based on the base Draw rate, which is 1.5%, and the Draw Weight. For each Draw that does not yield UR+, Draw Weight will be increased by 1. The more the Draw Weight, the higher the chance of drawing a UR+ Case. Draw Weight Calculation Rule: When the Draw Weight is less than 30, each time a Draw does not yield a UR+ Case, the Draw rate of a UR+ Case will be increased by 0.01% for the next Draw; When the Draw Weight is 30 or more but less than 40, each time a Draw does not yield a UR+ Case, the Draw rate of a UR+ Case will be increased by 0.3% for the next Draw; When the Draw Weight is 40 or more but less than 50, each time a Draw does not yield a UR+ Case, the Draw rate of a UR+ Case will be increased by 1% for the next Draw; When Draw weighting maxes out, the Draw is guaranteed to yield a UR+ Case.

1. After drawing a non-limited UR+ Case once, the next UR+ Case drawn is guaranteed to be limited. 2. Limited-time UP draws are divided into Event UP and Rotation UP categories. The Draw Weight Count and Times Without Obtaining Limited UP Case are shared and accumulated together, and will not reset.

Draw Rules

1. Players can consume S Elementium to purchase Draw Points and get random bonus rewards (e.g., Cases, Bio-Chips). 2. For every 10 time-limited draws, there will be at least 1 SR+ Case. 3. After drawing a non-limited UR+ Case once, the next UR+ Case drawn is guaranteed to be limited. 4. Limited-time UP draws are divided into Event UP and Rotation UP categories. The Draw Weight Count and Times Without Obtaining Limited UP Case for both categories are shared and accumulated together, and will not reset. 5. When a Case is drawn and the player already owns that Case, it automatically converts into that Case's Bio-Chips.

In the limited-time Vibration Arms pools, the overall drop rate of a UR is 5%. If a Draw does not yield a UR or above Arm, Draw Weight will be increased by 1. The more Draw Weight you get, the higher your chance of drawing a UR+ Arm. When the Draw Weight is equal to 30, your Draw is guaranteed to yield an UR+ limited Arm. All limited-time Vibration Arm pools share the same Draw Weight. After a limited-time pool event ends, the Draw Weight will be inherited when the next limited-time card pool unlocks.