The Verge of Destruction
The Verge of Destruction [E8-M5] | |
---|---|
16 | 20 | 24 | |
Episode 8 - The Killing Syndrome | |
Mission 5th |
Type Away Missions |
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Mission Rewards |
The Verge of Destruction is the fifth mission in Episode 8, The Killing Syndrome. It takes place at Gralik in the Xindus system.
Mission Walkthrough
The Verge of Destruction's Information | The Verge of Destruction's Structure (Colors Info) | |
---|---|---|
Introduction: | Commander Tucker of the NX-01 is threatened by a reactivated Delphic Expanse sphere. Save his ship to save his data! | |
Cost: | 16 | 20 | 24 | |
Suggested Traits: |
Step | Choices | Skill Req | Other Req | Bonus Traits | Rare Reward |
---|---|---|---|---|---|
1. Optimize Hull Polarization |
Augment Debris Deflection A. |
Security 240 | 504 | 912 |
— | Trait bonus for tired crew: (+48 | +100 | +182)(+60 | +126 | +228) |
5000 Uncommon Furs ★★ Basic Science Experiment |
Choice Success Message | |||||
Choice Failure Message | |||||
2. Engage Backup Systems |
Conduct Rapid Core Realignment A. |
Engineering 240 | 504 | 912 |
Android | Trait bonus for tired crew: (+48 | +100 | +182)(+60 | +126 | +228) |
Basic Submicron Scanner Basic Isolinear Chips x4 5000 |
[Character] has quickly realigned the warp core’s containment field generators, buying us some time. | |||||
Choice Failure Message | |||||
Siphon Power from Backup Systems B. |
Engineering 240 | 504 | 912 |
— | Trait bonus for tired crew: (+48 | +100 | +182)(+60 | +126 | +228) |
Common Authorization Code ★ Rare Clothing Pattern ★★★ Uncommon Synthesized Polymer ★★ | |
Choice Success Message | |||||
Choice Failure Message | |||||
3. Analyze Warp Core Microfractures |
Attempt Metallurgical Scan A. |
Science 240 | 504 | 912 |
— | Trait bonus for tired crew: (+48 | +100 | +182)(+60 | +126 | +228) |
No Rewards at this Node |
Choice Success Message | |||||
Choice Failure Message | |||||
Locate Metallurgical Fatigue Points B. |
Engineering 240 | 504 | 912 |
— | Trait bonus for tired crew: (+48 | +100 | +182)(+60 | +126 | +228) |
No Rewards at this Node | |
[Character] has successfully identified a spot where compression stress on the warp core assembly will cause a breach. | |||||
Choice Failure Message | |||||
4. Bypass Damaged Core Component |
Create Temporary Containment Field A. |
Engineering 240 | 504 | 912 |
— | Trait bonus for tired crew: (+48 | +100 | +182)(+60 | +126 | +228) |
Basic TR-580 Medical Tricorder Basic Coffee 100 Rare Spices ★★★ |
[Character] has managed to take the damaged containment field generator offline without shutting down the warp core. | |||||
Choice Failure Message | |||||
Our crew has managed to keep the warp core from losing containment, bypassing a failing containment field generator coil. Our speed will be reduced to warp six, but that will be sufficient to reach a starbase and make further repairs. | |||||
Mission Failed Message |
Mission Rewards
Rare Rewards
- 5000
- Basic Submicron Scanner
- Common Authorization Code ★
- Basic TR-580 Medical Tricorder
- Uncommon Furs ★★
- Basic Isolinear Chips x4
- Rare Clothing Pattern ★★★
- Basic Coffee
- Basic Science Experiment
- 5000
- Uncommon Synthesized Polymer ★★
- 100
Standard Rewards
- Super Rare Expansion Module ★★★★
- Rare Interlink ★★★
- Uncommon Microconnector ★★
- Common Microconnector ★
- Basic Alcohol
- Super Rare Alcohol ★★★★
- Rare Spices ★★★
- Uncommon Alcohol ★★
- Uncommon Isolinear Chips ★★
- Basic Starfleet Test Cylinder
- Super Rare Furs ★★★★
- Rare Clothing Pattern ★★★
- Uncommon Alcohol ★★
Drop Chance
Mission tested: The Verge of Destruction [edit]
| |||
By: middlehead Date(s): May 2018 – July 2022 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Super Rare Expansion Module ★★★★ | 2>>Unable to display streak info |
240.0Statistical Strength: Nearly useless Range of average cost per Super Rare Expansion Module ★★★★ within 2 standard deviations (~95.5% confidence): 99.74 — Infinity>> |
15 |
Rare Interlink ★★★ | 4>> Rare Interlink ★★★ Average (mean) runs per drop: 8 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
120.0Statistical Strength: Nearly useless Range of average cost per Rare Interlink ★★★ within 2 standard deviations (~95.5% confidence): 60.51 — 7059.49>> |
7.5 |
Uncommon Microconnector ★★ | 26>> Uncommon Microconnector ★★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
18.5Statistical Strength: Fairly reliable Range of average cost per Uncommon Microconnector ★★ within 2 standard deviations (~95.5% confidence): 13.85 — 27.66>> |
1.2 |
Common Microconnector ★ | 30>> Common Microconnector ★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
16.0Statistical Strength: Fairly reliable Range of average cost per Common Microconnector ★ within 2 standard deviations (~95.5% confidence): 12.31 — 22.85>> |
1 |
Basic Alcohol | 28>> Basic Alcohol Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
17.1Statistical Strength: Fairly reliable Range of average cost per Basic Alcohol within 2 standard deviations (~95.5% confidence): 13.03 — 25.04>> |
1.1 |
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. Warning 2: Above results flagged as preliminary due to small sample size. |
Mission tested: The Verge of Destruction [edit]
| |||
By: middlehead & Crunch Date(s): Mar 2018 – July 2019 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Super Rare Alcohol ★★★★ | 4>> Super Rare Alcohol ★★★★ Average (mean) runs per drop: 5 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
100.0Statistical Strength: Nearly useless Range of average cost per Super Rare Alcohol ★★★★ within 2 standard deviations (~95.5% confidence): 50.65 — 3882.68>> |
5 |
Rare Spices ★★★ | 12>> Rare Spices ★★★ Average (mean) runs per drop: 2 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
33.3Statistical Strength: Somewhat unreliable Range of average cost per Rare Spices ★★★ within 2 standard deviations (~95.5% confidence): 21.92 — 69.55>> |
1.7 |
Uncommon Alcohol ★★ | 20>> Uncommon Alcohol ★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
20.0Statistical Strength: Fairly reliable Range of average cost per Uncommon Alcohol ★★ within 2 standard deviations (~95.5% confidence): 14.62 — 31.66>> |
1 |
Uncommon Isolinear Chips ★★ | 24>> Uncommon Isolinear Chips ★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
16.7Statistical Strength: Fairly reliable Range of average cost per Uncommon Isolinear Chips ★★ within 2 standard deviations (~95.5% confidence): 12.64 — 24.47>> |
0.8 |
Average cost per unit assumes 3 standard rewards per run. |
Mission tested: The Verge of Destruction [edit]
| |||
By: koba44, CMO Zoidberg, middlehead & Joker41NAM Date(s): Jan 2018 – Aug 2022 | |||
Item | Units | / unit | Runs/Drop |
---|---|---|---|
Basic Starfleet Test Cylinder | 150>> Basic Starfleet Test Cylinder Average (mean) runs per drop: 3 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
57.9Statistical Strength: Very reliable Range of average cost per Basic Starfleet Test Cylinder within 2 standard deviations (~95.5% confidence): 50.29 — 68.28>> |
2.4 |
Super Rare Furs ★★★★ | 82>> Super Rare Furs ★★★★ Average (mean) runs per drop: 5 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
106Statistical Strength: Fairly reliable Range of average cost per Super Rare Furs ★★★★ within 2 standard deviations (~95.5% confidence): 87.39 — 134.53>> |
4.4 |
Rare Clothing Pattern ★★★ | 437>> Rare Clothing Pattern ★★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
19.9Statistical Strength: Very reliable Range of average cost per Rare Clothing Pattern ★★★ within 2 standard deviations (~95.5% confidence): 18.51 — 21.47>> |
0.8 |
Uncommon Alcohol ★★ | 417>> Uncommon Alcohol ★★ Average (mean) runs per drop: 1 Based on test averages, to get one more drop,
That is, 1 in 100 players may not see this item Also, a run dropping only this item is expected
|
20.8Statistical Strength: Very reliable Range of average cost per Uncommon Alcohol ★★ within 2 standard deviations (~95.5% confidence): 19.35 — 22.57>> |
0.9 |
Average cost per unit assumes 3 standard rewards per run. |
Other Rewards
Currency Rewards |
||||
---|---|---|---|---|
Capt XP | 1st-Run Repeat |
923 33 |
994 34 |
1034 34 |
Crew XP | 96 | 108 | 116 | |
Training XP |
Warp 1 Warp 10 |
?? ?? |
?? ?? |
?? ?? |
Credits |
regular Warp 1 |
1200 ?? |
1500 ?? |
1800 ?? |