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(Created page with "'''Ship Infiltration: Large Enemy Battleship''' is an Ultimate Quest Quest. ===Overview=== {| class="wikitable table-bordered" style="margin-left: auto; margin-right: auto;...")
 
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==Map==
 
==Map==
 
===Area 1===
 
===Area 1===

Revision as of 15:46, 6 May 2020

Ship Infiltration: Large Enemy Battleship is an Ultimate Quest Quest.

Overview

Quest Type Ultimate Quest
Quest Goal Head for the Final Area!
Single/Multi Party Multi
Clearing Conditions -
Failing Conditions -
Quest Time Limit N/A

Notes

  • This Quest has a maximum player capacity of four.
  • You must have a Main Class and Sub Class of Lv. 85 to access this Quest, or a Successor class of Lv. 85.
  • The quest will immediately end if party members are incapacitated a total of 15 times. All party members will be teleported to the loot crystal room.

Ranking

  • This Quest has special ranking requirements. The ranking requirements are on a per-player basis. Ranking affects drops.
Defeat Enemies 800 pts
Damage Taken 300 pts (-1 pt for each point of damage taken above 10,000)
Incapacitations 300 pts (-50 pts for each incapacitation)
Quest Completion 100 pts (awarded for fully clearing the quest)
Max Score 1500 pts
Ranks S - 1500 pts
A - 1200~1499 pts
B - 800~1199 pts
C - 0~799pt

Healing Reduction

  • All healing in the quest is reduced by 50%
  • Healing from Megiverse is further reduced by 90%

Enemy HP Scaling

  • The HP of enemies in this quest scale to the number of players present in the quest.
    • 1P - 50% Enemy HP
    • 2P - 70% Enemy HP
    • 3P - 90% Enemy HP
    • 4P - 100% Enemy HP (no scaling)

Auto-Revive

  • If you are incapacitated in the quest, you will automatically revive after 5 seconds.


Enemies

Map

Area 1

  • Area 1 is a linear hallway. Advance forwards, avoiding the yellow trip lasers and defeating any enemies you come across.

Area 2

  • Area 2 presents the party with a large gate which is sealed by four bulkhead locks.
  • Defeat the enemies in the central area, then take the teleporters at the left and the right of the main room.
    • Defeat the enemies in each room and activate the device at the center to release one of the bulkhead locks
    • There are 6 different rooms. Each time the quest is taken, a random selection of four rooms will be available, always two per side.
    • The party may choose to split up and tackle each room individually, or clear the rooms in sequence as a group.
  • After the large gate opens, proceed forward through the large hallway filled with trip lasers and defeat all the enemies to proceed.

Area 3

  • Area 3 is another linear hallway. Advance forwards defeating any enemies you encounter and avoiding the rotating trip lasers.
  • There is a teleporter at the end of the hallway. The party will be transported to the final (boss) room shortly after it is activated.
  • Defeating the Veiled Fordruss causes a cutscene to play, completing the quest.

Strategy

Alert Level

  • Alert Level is a mechanic unique to this quest.
  • Throughout the quest, there will be a number of yellow trip lasers. If a player comes into contact with one of the trip lasers, the trip laser will turn white and a number of autoturrets will appear nearby and begin to attack the player.
  • In addition to the above, the total number of times you are detected by a trip laser will affect the final (boss) room of the quest:
    • Alert Level 1 (Detected 0-2 Times): A Dral Veluge will spawn alongside the boss
    • Alert Level 2 (Detected 3-6 Times): A Dral Gurudy will spawn alongside the boss
    • Alert Level 3 (Detected 7-9 Times): A Dral Gurudy will spawn alongside the boss, and 5 turrets will spawn in the arena
    • Alert Level 4 (Detected 10+ Times): In addition to the effects of Level 3, a Saber Diggle, 2 Elscoudes, and 2 Heud Azures will spawn in the boos room. These additional enemies have the "ND" (No Drops) suffix
  • You can still be detected by a trip laser even if you are in a state of invulnerability, such as invulnerability frames from a Photon Art, class skill, or mag action.

Drops

Type Item Name Notes
Weapons 15Sword Dyne Hespera

15Bullet Bow Hard Cross Bullet
15Talis Dyne Affectus
15Wand Clarte Dolce
14Wired Lance Lamia Slider
14Twin Machineguns Lamia Sergam
14Wired Lance Lamia Dolan
14 Dim Series
13 Basilis Series

Units 13Rear Unit Rear / Novel Full

13Arm Unit Arm / Novel One
13Leg Unit Leg / Novel Mass
11Sub Unit Sub / Solid Barrier

Special Abilies

Ability.png Veluge Glare
Ability.png Fordruss Glare

Ability.png Crack I

From shielded boss enemies at the end of each area
S-class Special Ability

S Class Ability 6 S6: Wise Skill
S Class Ability 6 S6: Ironclad Illness
S Class Ability 6 S6: Heroic Howl
S Class Ability 6 S6: Soaring Ballet
S Class Ability 6 S6: S-ATK Up
S Class Ability 6 S6: R-ATK Up
S Class Ability 6 S6: T-ATK Up
S Class Ability 6 S6: HP Up
S Class Ability 6 S6: PP Up

On 13Rear Unit Rear / Novel Full

S Class Ability 7 S7: Glowing Grace
S Class Ability 7 S7: HP Up
S Class Ability 7 S7: Attack Up
S Class Ability 7 S7: Attack Up 2
S Class Ability 7 S7: S-ATK Up 2
S Class Ability 7 S7: R-ATK Up 2
S Class Ability 7 S7: T-ATK Up 2

On 13Arm Unit Arm / Novel One

S Class Ability 8 S8: Sky Dance's Boon
S Class Ability 8 S8: HP Up 2
S Class Ability 8 S8: PP Up 2
S Class Ability 8 S8: S-ATK Up
S Class Ability 8 S8: R-ATK Up
S Class Ability 8 S8: T-ATK Up

On 13Leg Unit Leg / Novel Mass
Others Trigger Scarlet Space Splitter Trigger
Tool Gold Prize Medal
Tool Ultimate Booster
Tool Excube