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Integrated Strategies #4: Expeditioner's Joklumarkar (stylized as Expeditioner's Jǫklumarkar[note 1]), often simply known as Integrated Strategies 4 (IS4) or Expeditioner's Joklumarkar/Expeditioner's Jǫklumarkar, is the fourth theme of the namesake roguelike game mode in Arknights.
Contents
- 1 Intro
- 2 Synopsis
- 3 Difficulty levels
- 4 Squads
- 5 Floors
- 5.1 Operation drops
- 6 Result
- 6.1 Scoring
- 7 Features
- 8 Notes
- 9 Changelog (Global)
Intro
Main article: Expeditioner's Joklumarkar/Intro
Synopsis
Main article: Expeditioner's Joklumarkar/Synopsis
Difficulty levels
- Braving Nature is initially available, while Braving Nature +1 and above are unlocked by completing a run in the preceding level (e.g. Braving Nature +11 will be unlocked once the player completed a Braving Nature +10 run).
- The specific handicaps of Braving Nature +3 and above are carried over to every succeeding levels, with those increasing enemy attributes stacked on top of each other.
- Buff increases the HP and ATK of enemies by the specified percentage on each floor (starting on the 1st floor and increases on subequent 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.
- Flair is the chance that a Foldartal comes with a Flair when obtained.
- Score is a modifier to the run's final score.
Level | Description | Buff | Flair | Score |
---|---|---|---|---|
Braving Nature | The icefield encroaches on frozen soil, as the shadows stretch on to no end.
| 0% | 0% | −40% |
Braving Nature +1 | The Collapse Level from Level 3 increases at a higher rate. | 0% | 0% | −20% |
Braving Nature +2 | Starts with -4 Life Point cap. | 0% | 0% | 0% |
Braving Nature +3 | Clearing an operation after losing Life Points increase Collapse by 1. | 0% | 5% | +10% |
Braving Nature +4 | Elite enemies have their ATK increased by 10%. | 0% | 7.5% | +20% |
Braving Nature +5 | Enemies have their HP and ATK increased by 5%. | 1% | 10% | +25% |
Braving Nature +6 | 4★ and above Operators cost +1 to recruit. | 2% | 12.5% | +30% |
Braving Nature +7 | Enemies have their DEF increased by 10%. | 3% | 15% | +35% |
Braving Nature +8 | Enemies take 5% less Physical and Arts damage. | 4% | 17.5% | +40% |
Braving Nature +9 | Unit Limit reduced by 1. | 5% | 20% | +45% |
Braving Nature +10 | Enemies have their ATK increased by 10%. | 6% | 20% | +50% |
Braving Nature +11 | Bosses take 5% less Physical and Arts damage. | 8% | 20% | +50% |
Braving Nature +12 |
| 10% | 20% | +50% |
Braving Nature +13 | Elite enemies and bosses take 5% less Physical and Arts damage. | 12% | 20% | +50% |
Braving Nature +14 | Enemies have their HP and DEF increased by 5%. | 14% | 20% | +50% |
Braving Nature +15 |
| 16% | 20% | +50% |
Squads
Squad | Information |
---|---|
Eternal Hunting Squad | Starts with +2 Life Point cap. Clearing an operation without losing LP reduces Collapse by 2, but clearing an operation after losing LP increases Collapse by 1 instead.Unlock condition Unlock the "Liminal Consciousness" Cross-cultural Comparison node. |
Life Prioritizing Squad | Starts with 3 random Foldartals. Clairvoyances always reveal a Foldartal even at Collapse Level 3 or above.Unlock condition Unlock the "Paradigm Contact" Cross-cultural Comparison node. |
Scientific Thinking Squad | Starts with 0 Anti-Interference Index, but entering a new floor increases Anti-Interference Index by 2.Unlock condition Unlock the "Rational Instrument" Cross-cultural Comparison node. |
Special Training Squad | Starts with 3 Objective Shields. Promoting Operators is free.Unlock condition Earn 1000 Command EXP across all runs. |
Leader Squad | Starts with +2 Life Point cap. Receives 1 after clearing operations. |
Gathering Squad | Increases the squad size and Unit Limit by 2.Unlock condition Clear the 3rd floor. |
Support Squad | Starts with +20 and +2 .Unlock condition Obtain 150 across all runs. |
Spearhead Squad | Starts with only 1 (the Life Point cap stays the same), but friendly units have their maximum HP and ATK increased by 15%.Unlock condition Complete a run with at least 10 remaining. |
Tactical Assault Squad | 4★ or higher Guards and Vanguards cost -2 to recruit and -1 to promote, and may be automatically promoted when recruited.Unlock condition Complete a run with at least 5 Guards or Vanguards recruited. |
Tactical Fortification Squad | 4★ or higher Defenders and Supporters cost -2 to recruit and -1 to promote, and may be automatically promoted when recruited.Unlock condition Complete a run with at least 5 Defenders or Supporters recruited. |
Tactical Ranged Squad | 4★ or higher Medics and Snipers cost -2 to recruit and -1 to promote, and may be automatically promoted when recruited.Unlock condition Complete a run with at least 5 Medics or Snipers recruited. |
Tactical Destruction Squad | 4★ or higher Casters and Specialists cost -2 to recruit and -1 to promote, and may be automatically promoted when recruited.Unlock condition Complete a run with at least 5 Casters or Specialists recruited. |
First-Class Squad | Receives a random Advanced Rec. Voucher when recruiting Operators at the start. 5★ Operators are more likely to be automatically promoted when recruited.Unlock condition Complete a run with at least 20 Operators recruited. |
Floors
- Unofficial English translations of the special floor's name and texts provided by PHOTON563.
1F | Brisk Marshlands From here you step into nature. Pure white snow falls onto the water, a chill breeze pushes your boat, and roaming around always makes one lose track of time. Trapped in White Walls | |
2F | Placid Forests The Hornbeasts in the thick forest lie down, inviting the visitors to rest together. The pitch-black shadows of the trees silently stain the snow, but the prey is completely unaware. Trapped in White Walls | |
3F | Dawning Frostbounds The bitter cold pierces through your marrow, with the forest gradually thinning as the black tundra separates the sparse specks of light. The roadmap is already blank, and whose guidance can we trust? Trapped in White Walls | |
4F | Gelid Rockshelves The expeditioners' line of sight has been cut off by the darkness of the north. Resilient Sami lifts Its mountain range as the cold, stone-hearted warriors construct towering walls. Do you still wish to continue onward? Trapped in White Walls | |
5F | Immaculate Garden Across the mountains, life is silent. Since antiquity, the solid ice has sealed up countless lives, propagating flower-like crystals. Trapped in White Walls | |
6F | Clairvoyant Carcass An inescapable fate has stood at the end of the icefield for a long time, Trapped in White Walls | |
Special | Dusts of Eternity Time without beginning nor end has been measured by limited lives, and the footsteps of expeditioners kick up the dusts of eternity. Trapped in White Walls | |
Secret | Secluded Passage A remote corner of the deep forest ushers in yet another batch of visitors. Nature never welcomes them, but never refuses them either. Trapped in White Walls |
Additional information |
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Secret floor information |
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To enter the secret floor, enter the "Forward Forest" Bosky Passage (which only appears once the "Spiritual Experience" Cross-cultural Comparison node is unlocked) and choose "Can't we just walk on the trees?" at the cost of 1 Anti-Interference Index.
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Operation drops
ISW-NO and ISW-DF operations | ||||
---|---|---|---|---|
Floor | (Emergency) Operation | Dreadful Foe | ||
EXP | Ingot | EXP | Ingot | |
1F | 10 (12) | 2 (3) | N/A | |
2F | 12 (18) | 2 (3) | ||
3F | 14 (24) | 2 (4) | 32 | 5 |
4F | 16 (30) | 3 (4) | N/A | |
5F | 25 (38) | 3 (5) | 52 | 7 |
6F | 25 (45) | 3 (5) | 72 | 8 |
Special | Same as 6F | – | ||
Secret | Varies | |||
ISW-SP and ISW-DU operations | ||||
Operation | EXP | Ingot | ||
Half-baked Trip | 10 | 1 | ||
Long-term Trial | 12 | 5 | ||
Moneymaking from Nothing | 15 | 2 | ||
Rock and a Hard Place | 16 | 3 | ||
Long-sought Compensation and Sandy Mirage | 16 | 4 | ||
Penalty | 18 | 3 | ||
Luxurious Fleet | 20 | 3 | ||
Nature's Clause | 20 | 5 | ||
Ancient Foe, Halfway on Khaganquest, and Nameless Hero | 24 | 1 | ||
"Envoy of Justice" | 30 | 5 | ||
Additional information | ||||
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Result
When an Expeditioner's Joklumarkar run ends, the ending will be played if the run is completed; if the run fails, the "Trapped in White Walls" message is shown instead.
Afterwards, the run's rollback (which can be skipped and viewed again from the result screen) will appear, showing the player's nickname and the Operators they have recruited throughout the run as the "explorers", and logs the player's actions throughout the run.
Logged actions
- You departed from Sami and decided to {difficulty}
- You selected the {initial Rec. Vouchers option} recruitment set
- Obtained support {Operational Reward}
- Recruited Operator {name}
- Recruited Promoted Operator {name}
- Recruited Support Operator {name}
- Recruited Temporary Operator {name}
- Recruited Monthly Squad Operator {name}
- Promoted Operator {name}
- Received Collectible {name}
- Received a {name} Foldartal
- You entered the {floor name} zone
- Anti-Interference Index is {value}, Current status: {status}
- Anti-Interference Index increased by {value}
- Anti-Interference Index reduced by {value}
- Survey level increased
- Survey level decreased
- Collapse increased by {value}
- Collapse reduced by {value}
- Collapsal Paradigm intensified, gained Collapsal Paradigm: {name}
- Collapsal Paradigm diminished, lost Collapsal Paradigm: {name}
- Assemble Foldartals {Layout name} and {Source name}, and make a declaration
- You encountered {operation}
- You perfectly cleared {operation}
- You met {event}
- You met the odd merchant Cannot
- You entered Lost and Found. Make your decision.
- You submitted Foldartal {name}
- You submitted collectible {name}
- You chose to fight and won
- You chose to fight and lost
- You opened {Collectible from Wish Fulfilled}
- Entered Bosky Passage
- Carried out {option} in the Safe House
- Spent {amount} Originium Ingots to purchase {item}
- Invested {amount} times
- Received {item}
- Cleared the {title} ending
- This is where it comes to an end
Once the rollback ends with the message "Expedition Complete", the player will be taken into the result screen showing the summary of the run as follows:
“ | You, Dr. {nickname} used the {Squad} for a duration of xx hrs xx min xx sec on yyyy/mm/dd hrs:min:sec Witnessed the {ending}1/Ended your journey at {floor name}2 | ” |
- 1 If the run is completed
- 2 If the run fails
The result screen also shows the following:
- A flavor text that varies depending on the run's outcome, after the summary above.
- A list of Collectibles the player have obtained during the run.
- A list of Operators the player have recruited and promoted during the run.
Scoring
Floors cleared |
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
- Collapse
- Survey Equipment
- Clairvoyance
- Foldartals
- Expeditioner Record
- Cross-cultural Comparison
- Expedition Record
- Winter Nights Exhibition Hall
- Monthly Contracts
- Look Deep Into (Expansion I)
Notes
- ↑ A portmenteau in Old Norse of jǫklum, "glaciers," and markar, "forests" or "borderlands"
Changelog (Global)
- April 1, 2024
- Expedition Record level cap raised to 65 with "Amma's Mercy" as the special reward.
- New Expeditioner Record: "Fix On It (Mæna gegn)".
- March 5, 2024 Introduced.
Permanent game modes
Integrated Strategies | #1: Ceobe's Fungimist • • • #4: Expeditioner's Jǫklumarkar |
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Reclamation Algorithm | #1: Fire Within the Sand • #2: Tales Within the Sand |
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