Manna from Heaven

From Star Trek Timelines
Jump to navigation Jump to search
Manna from Heaven [E2-M5]
AT-Under Surgery.png
Chroniton 4 | 8 | 16
Episode
2 - Never Forgive, Never Forget
Mission
5th
Type
Away Missions
< Prev Next >
Mission Rewards

Manna from Heaven is the fifth mission in Episode 2, Never Forgive, Never Forget. It takes place on Klaestron I in the Klaestron system.

Mission Walkthrough

  Manna from Heaven's Information Manna from Heaven's Structure (Colors Info)
Introduction: Major Kira's first relief effort is helping a Cardassian colony on the brink of starvation.
Beam down to provide food and medical aid.
Work with Local LeadersDiplomacy
Devise Efficient Crop Rotation

Rare Rewards:
Uncommon Covert Contacts ★★
Uncommon Starfleet Command Uniform (TOS) ★★
Common Polyalloy

ScienceCommon
Triage Colonists

Rare Rewards:
Basic Hypospray (TOS)
Constellation Class Schematic (x5)
Uncommon Authorization Code ★★

MedicineCommon
Force Local Leaders OutCommand
Secure Food Import Agreements

Rare Rewards:
Uncommon Racquet ★★
Uncommon Security Reports ★★
Uncommon Alcohol ★★

DiplomacyCommon
Replicate Emergency Rations

Rare Rewards:
Uncommon Backpack ★★
Uncommon TR-580 Medical Tricorder ★★
Uncommon Relay ★★

ScienceCommon
Chroniton Cost: 4 | 8 | 16 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Triage Critical Patients
Triage Colonists
A. AT-Under Surgery.png
Medicine Medicine
49 | 105 | 245
Trait bonus for tired crew:
(+8 | +18 | +44)
(+11 | +23 | +55)
No other traits provide a bonus.
Basic Hypospray (TOS)
Constellation Class Schematic (x5)
Uncommon Authorization Code ★★
[Character]⁠ has efficiently treated all critically ill Cardassian colonists, and not lost one patient as a result.
[Character]⁠ was inefficient. Many critically ill Cardassian colonists were saved, but many were also lost.
2.
Create Work Teams of Cardassians
Work with Local Leaders
A. AT-Bartering with Ferengi.png
Diplomacy Diplomacy
49 | 105 | 245
Trait bonus for tired crew:
(+8 | +18 | +44)
(+11 | +23 | +55)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has come to an agreement which shares responsibility between Starfleet and local Cardassian leaders.
[Character]⁠ was unable to get the local Cardassian leaders to cede any power, and had to force them out.
Force Local Leaders Out
B. AT-Andorians Chased By Federation.png
Command Command
49 | 105 | 245
Trait bonus for tired crew:
(+8 | +18 | +44)
(+11 | +23 | +55)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has convinced the colonists there is inept local leadership. Work teams are created from volunteers.
[Character]⁠ managed to convince most colonists of inept local leadership, but many remain doubtful.
3.
Architect Sustainable Colony Plan
Devise Efficient Crop Rotation
A. AT-Andorian 'Planted'.png
Science Science
49 | 105 | 245
Trait bonus for tired crew:
(+8 | +18 | +44)
(+11 | +23 | +55)
No other traits provide a bonus.
Uncommon Covert Contacts ★★
Uncommon Starfleet Command Uniform (TOS) ★★
Common Polyalloy
[Character]⁠ has genetically engineered several new hybrids of crop that should ensure this never happens again.
[Character]⁠ was unable to engineer any new hybrid crops to help with the shortage. The colony must import their food.
Secure Food Import Agreements
B. AT-Back Alley Trade.png
Diplomacy Diplomacy
49 | 105 | 245
Trait bonus for tired crew:
(+8 | +18 | +44)
(+11 | +23 | +55)
No other traits provide a bonus.
Uncommon Racquet ★★
Uncommon Security Reports ★★
Uncommon Alcohol ★★
[Character]⁠ has secured several trade agreements to ensure this Cardassian colony will always have food.
[Character]⁠ was able to secure a few trade agreements, but the Cardassian colony will lose money.
4.
Catastrophic Supply Shortage
Replicate Emergency Rations
A. AT-Bolian Repairs Console.png
Science Science
49 | 105 | 245
Trait bonus for tired crew:
(+8 | +18 | +44)
(+11 | +23 | +55)
No other traits provide a bonus.
Uncommon Backpack ★★
Uncommon TR-580 Medical Tricorder ★★
Uncommon Relay ★★
[Character]⁠ is able to stretch the limits of the replicator in order to create enough rations for all the colonists.
[Character]⁠ is unable to replicate enough rations for the entire colony. Women and children receive them first.
We have saved a Cardassian colony on the brink of destruction from starvation and related disease, on the advice of Major Kira Nerys.
We must confer with her to learn the next Cardassian objective in need.
We were unable to provide any meaningful aid to a Cardassian colony suffering from starvation and related disease. We must help them in order to continue this mission.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: Manna from Heaven Normal
By: CodeHydro, SleepingDragon, Chapey & Koba44 (+ more)
Date(s): May 2016 – July 2019
Runs: 289   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Coffee 21>>

Common Coffee

Average (mean) runs per drop: 14

Based on test averages, to get one more drop,
you may need to do another:

  • 10 runs in 50 percent of cases (median)
  • 32 runs in 10 percent of cases
  • 63 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 62 runs.

Also, a run dropping only this item is expected
per 70,000 runs or so.

55.1Statistical Strength: Somewhat unreliable

Range of average cost per
Common Coffee
within 2 standard deviations
(~95.5% confidence):

38.46 — 96.81
>>
13.8
Common Pattern Enhancer 40>>

Common Pattern Enhancer

Average (mean) runs per drop: 8

Based on test averages, to get one more drop,
you may need to do another:

  • 5 runs in 50 percent of cases (median)
  • 17 runs in 10 percent of cases
  • 33 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 32 runs.

Also, a run dropping only this item is expected
per 10,000 runs or so.

28.9Statistical Strength: Fairly reliable

Range of average cost per
Common Pattern Enhancer
within 2 standard deviations
(~95.5% confidence):

22.08 — 41.82
>>
7.2
Basic Phaser Type 3 (DS9) 253>>

Basic Phaser Type 3 (DS9)

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 40 runs or so.

4.6Statistical Strength: Very reliable

Range of average cost per
Basic Phaser Type 3 (DS9)
within 2 standard deviations
(~95.5% confidence):

4.13 — 5.11
>>
1.1
Basic Duotronic Probe 274>>

Basic Duotronic Probe

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 5 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 32 runs or so.

4.2Statistical Strength: Very reliable

Range of average cost per
Basic Duotronic Probe
within 2 standard deviations
(~95.5% confidence):

3.84 — 4.69
>>
1.1
Basic Cortical Stimulator 279>>

Basic Cortical Stimulator

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 30 runs or so.

4.1Statistical Strength: Very reliable

Range of average cost per
Basic Cortical Stimulator
within 2 standard deviations
(~95.5% confidence):

3.77 — 4.6
>>
1

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Mission tested: Manna from Heaven Elite
By: Siguard, Varietas, Zeemers & Chapey (+ more)
Date(s): Jun 2016 - Jan 2018
Runs: 386   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common 3d Chess Set 214>>

Common 3d Chess Set

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 160 runs or so.

14.4Statistical Strength: Very reliable

Range of average cost per
Common 3d Chess Set
within 2 standard deviations
(~95.5% confidence):

12.84 — 16.46
>>
1.8
Uncommon Casing ★★ 113>>

Uncommon Casing ★★

Average (mean) runs per drop: 4

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 8 runs in 10 percent of cases
  • 15 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 14 runs.

Also, a run dropping only this item is expected
per 1,100 runs or so.

27.3Statistical Strength: Very reliable

Range of average cost per
Uncommon Casing ★★
within 2 standard deviations
(~95.5% confidence):

23.18 — 33.28
>>
3.4
Common Subprocessor 399>>

Common Subprocessor

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 24 runs or so.

7.7Statistical Strength: Very reliable

Range of average cost per
Common Subprocessor
within 2 standard deviations
(~95.5% confidence):

7.16 — 8.42
>>
1
Basic Incense 432>>

Basic Incense

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 19 runs or so.

7.2Statistical Strength: Very reliable

Range of average cost per
Basic Incense
within 2 standard deviations
(~95.5% confidence):

6.64 — 7.74
>>
0.9

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Mission tested: Manna from Heaven Epic
By: Treasigh, koba44, Crunch & Joker41NAM
Date(s): Sep 2016 – Mar 2017
Runs: 54   Cost/Run: 16 Chroniton
Item Units Chroniton / unit Runs/Drop
Super Rare Furs ★★★★ 4>>

Super Rare Furs ★★★★

Average (mean) runs per drop: 14

Based on test averages, to get one more drop,
you may need to do another:

  • 10 runs in 50 percent of cases (median)
  • 31 runs in 10 percent of cases
  • 62 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 61 runs.

Also, a run dropping only this item is expected
per 66,000 runs or so.

216.0Statistical Strength: Nearly useless

Range of average cost per
Super Rare Furs ★★★★
within 2 standard deviations
(~95.5% confidence):

108.51 — 23075.49
>>
13.5
Rare Clothing Pattern ★★★ 9>>

Rare Clothing Pattern ★★★

Average (mean) runs per drop: 6

Based on test averages, to get one more drop,
you may need to do another:

  • 5 runs in 50 percent of cases (median)
  • 14 runs in 10 percent of cases
  • 27 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 26 runs.

Also, a run dropping only this item is expected
per 5,800 runs or so.

96.0Statistical Strength: Very unreliable

Range of average cost per
Rare Clothing Pattern ★★★
within 2 standard deviations
(~95.5% confidence):

58.19 — 274.2
>>
6
Uncommon Clothing Pattern ★★ 39>>

Uncommon Clothing Pattern ★★

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 3 runs in 10 percent of cases
  • 6 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 72 runs or so.

22.2Statistical Strength: Fairly reliable

Range of average cost per
Uncommon Clothing Pattern ★★
within 2 standard deviations
(~95.5% confidence):

17.31 — 30.77
>>
1.4
Common Subprocessor 57>>

Common Subprocessor

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 23 runs or so.

15.2Statistical Strength: Fairly reliable

Range of average cost per
Common Subprocessor
within 2 standard deviations
(~95.5% confidence):

12.49 — 19.28
>>
0.9
Basic Emitter Crystal 53>>

Basic Emitter Crystal

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 29 runs or so.

16.3Statistical Strength: Fairly reliable

Range of average cost per
Basic Emitter Crystal
within 2 standard deviations
(~95.5% confidence):

13.3 — 21.06
>>
1

Average cost per unit assumes 3 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
?
15
573
23
902
32
Crew XP 36 52 92
Training XP
at Warp 1+10
70
?
?
?
?
?
Credits Credits
Credits at Warp 1
300
210
600
?
1200
?