Farming Guide
Event Currency:
- Event Currency only drops from Normal Event Stages.
- Total needed to clear shop: 7744 (8144 if you include Furniture Parts)
- Total from Event Missions: 2040 + Daily Mission totals (variable depending on the daily missions chosen. maximum possible from Daily Missions is around 460)
- Total from First Clear rewards: 1560 (680 from normal Stages, 620 from EX stages, 260 from S stages)
- Remaining currency needed from normal Event stages: 4144 (excluding daily mission currency reward)
- Currency drops at a guaranteed rate of 1:1 for sanity spent. Thus, approx. 4144 additional sanity on event stages is needed.
- Sanity required for First clear of EX, S, and Challenge modes: 430
- Total Sanity required to clear the Store: 4574
- Two weeks of Annihilation will require around 250 Sanity.
- Total Sanity required is 4824
- The event runs for 3 weeks, so natural Sanity regen supplies 5040. The weekly mission Top pots give an extra 200 per week, for a total of 600, or 800 if you saved from the week before. Total possible of f2p regen is about 5640
- F2P players should have plenty of natural sanity to clear the shop (and that is before including whatever currency is gained from daily missions)
- Shop efficiency (source)
T3 Materials Farmable From Event Stages
Efficiency (based on all possible stage drops): (Source) Kohl > Sugar > Crystal. Both Loxic Kohl and Sugar Packs are more efficient than their story stages, with Loxic Kohl having the greater efficiency. Crystalline components are slightly less efficient than their story stage, but drop at a much higher rate (almost half the sanity-per-drop), so it could be considered for short-term goals to farm them more quickly without losing much overall efficiency. The next event that has either Kohl or Sugar, Guiding Ahead, happens to have both of them as well, with no other known future event having either of them.
Near Light - Event Operations
This Page shows the Operations available during the [Near Light] Event.
Trust bonus on Event stages
New Enemies and Mechanic
Main Operations
Stage | Sanity | Rec. Lvl & Unlock Cond. | First Time Drops | Additional Drops |
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NL-ST-1 | 0 |
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NL-TR-1 | 0 |
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NL-1 | 9 |
LV.20
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NL-2 | 9 |
LV.40
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NL-3 | 9 |
Elite 1 Lv. 20
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NL-4 | 12 |
Elite 1 Lv. 20
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NL-ST-2 | 0 |
-
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NL-TR-2 | 0 |
-
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NL-5 | 12 |
Elite 1 Lv. 40
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NL-6 | 15 |
Elite 1 Lv. 50
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NL-ST-3 | 0 |
-
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NL-7 | 15 |
Elite 1 Lv. 50
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NL-8 | 18 |
Elite 1 Lv. 60
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NL-9 | 18 |
Elite 2 Lv. 10
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NL-10 | 18 |
Elite 2 Lv. 10
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NL-ST-4 | 0 |
-
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EX and Challenge Modes
Translation Credit: baboo#8142
Challenge Conditions:
- EX-1: Operators have 0.7x max HP
- EX-2: [Armorless Union Assassin Leaders] stack +ATK buffs twice as fast
- EX-3: 6 tiles are banned
- EX-4: Guards and Defenders have 3x deploy cost
- EX-5: [Knight's Emblem] number reduced by 2 and natural cost regen is reduced to 65%
- EX-6: All enemies have 1.35x ATK
- EX-7: <Ergates> and <Ergate Leaders> have 2x HP
- EX-8: <Blood-Fused Blades> have 1.3x ATK and HP
S Stages
Extra Conditions:
Translation: Noël#4395
S-1 Challenge Mode: More enemies (2 Lazurite Snipers)
S-2 Challenge Mode: <Knight's Emblem> removed. Enemies are buffed.
S-3 Normal Mode: all 3 candle knight types have 3x range for their aoe nuke and 0.2x initial skill cd
S-3 Challenge Mode: all 3 candle knight types have 0.75x skill cd and 2x hp
S-4 Normal Mode: all enemies have 1.2x def and hp
S-4 Challenge Mode: extra enemies appear (9 extra blood blades)
S-5 Normal Mode: enemies deal 2.25x corrosion damage
S-5 Challenge Mode: both bosses and their underlings (blue archers) have 1.3x ASPD