IS5 General Information
Stage clearing rewards
Section titled “Stage clearing rewards”EXP values assume the upgrade tree (Historical Reconstruction) is fully maxed, as it adds a 30% bonus on commander EXP.
Rewards are tied to the stage instead of the floor, this means that if a stage originary from F4 is found in a F3 Passage, it will reward the same EXP, ingots and vouchers as a F4 stage would.
Standard stages
Section titled “Standard stages”| Stage | EXP | Ingots | Vouchers |
|---|---|---|---|
| F1 NM | 13 | 1 | 1 |
| F1 EM | 15 | 2 | 1 |
| F2 NM | 15 | 2 | 1 |
| F2 EM | 23 | 2 | 1 |
| F3 NM | 17 | 2 | 1 |
| F3 EM | 33 | 3 | 2 |
| F4 NM | 19 | 3 | 2 |
| F4 EM | 39 | 3 | 2 |
| F5 NM | 26 | 3 | 2 |
| F5 EM | 47 | 5 | 3 |
| F6 NM | 26 | 5 | 2 |
| F6 EM | 47 | 5 | 3 |
DLC 1 stages
Section titled “DLC 1 stages”| Stage | EXP | Ingots | Vouchers |
|---|---|---|---|
| Kaz Falls NM | 21 | 3 | 1 |
| Kaz Falls EM | 26 | 5 | 1 |
| Firepower Squad NM | 23 | 3 | 1 |
| Firepower Squad EM | 37 | 5 | 2 |
| Elusive Merc NM | 26 | 4 | 2 |
| Elusive Merc EM | 43 | 5 | 2 |
| Chaos NM | 26 | 4 | 2 |
| Chaos EM | 43 | 5 | 2 |
| Regular Army NM | 33 | 5 | 2 |
| Regular Army EM | 50 | 6 | 3 |
Boss stages
Section titled “Boss stages”| Stage | EXP | Ingots | Vouchers |
|---|---|---|---|
| F3 Boss | 42 | 5 | 1 |
| F3 Boss alter | 47 | 5 | 1 |
| Emergency Lecture | 66 | 6 | 1 |
| Court Visit | 66 | 8 | 1 |
| Victory Rewind | 33 | 3 | 1 |
Encounter/Face-Offs/Shop
Section titled “Encounter/Face-Offs/Shop”| Stage | EXP | Ingots | Vouchers |
|---|---|---|---|
| Face Off: Eye For an Eye | 17 | 3 | 1 |
| Face Off: Narrow Path | 21 | 3 | 2 |
| Face Off: Twin Gargoyles | 29 | 3 | 2 |
| Failed Dare | 6 | 2 | 1 |
| Signal Light NM | |||
| Signal Light EM | 33 | 2 | 2 |
| Illusory Heist NM | 19 | 2 | 2 |
| Illusory Heist EM | 33 | 2 | 2 |
| Legacy NM | 19 | 2 | 1 |
| Legacy EM | 33 | 3 | 2 |
| Besides the Battlefield NM | 33 | 2 | 1 |
| Besides the Battlefield EM | |||
| Duck-Speed Highway NM | 1 | ||
| Duck-Speed Highway EM | 47 | 5 | 2 |
| Narrative Offer | 19 | 5 | 1 |
Level Up rewards
Section titled “Level Up rewards”| Level | EXP | LP | Hope | Squad Size | Toil |
|---|---|---|---|---|---|
| 1 | 0 | - | - | - | - |
| 2 | 10 | 0 | 4 | 0 | 2 |
| 3 | 24 | 1 | 4 | 0 | 0 |
| 4 | 36 | 0 | 5 | 0 | 0 |
| 5 | 40 | 0 | 5 | 0 | 2 |
| 6 | 55 | 1 | 6 | 1 | 0 |
| 7 | 65 | 0 | 6 | 0 | 0 |
| 8 | 75 | 0 | 6 | 0 | 2 |
| 9 | 90 | 0 | 6 | 1 | 0 |
| 10 | 95 | 0 | 8 | 0 | 2 |
Rogue Trader
Section titled “Rogue Trader”Rogue Trader nodes have a total of 10 slots (9 in F1). F1 shops contain:
- 1 Voucher
- 1 Thought
- 1-3 Support kits (Small chance of having 2 and extremely small of having 3)
- 4-6 Collectibles (Small chance of exhanging collectible slots for a 2nd/3rd support kit)
Notes:
- In F1, class squads trade a relic slot for a voucher guaranteed to be in-class
- Vouchers can’t be duplicated (i.e. it is not possible to have 2 sniper vouchers, but sniper and temp sniper or sniper/medic is)
- In F1, non-class squads can’t get pre-promoted vouchers
- F2+ shops gain an additional slot (collectible slot for class squad and voucher slot for non class squads)
- F2+ shops are not guaranteed to have support kits, this slot is replaced by another collectible
F1 shop example (non-class squad):

F2+ shop example (non-class squad):

Out of 342 trials of F1 sniper/medic shops, including before and after refreshing, the following rates were found for in-class vouchers per page:
| Medic | Temp Medic | Sniper | Temp Sniper | Sniper/Medic | Sniper/Medic Promo |
|---|---|---|---|---|---|
| 36.14% | 12.04% | 42.47% | 11.14% | 17.47% | 5.72% |
This results in:
- 60.23% chance of obtaining any sniper voucher in 1 page
- 84.18% chance of obtaining any sniper voucher in 2 pages
False to Truth
Section titled “False to Truth”Red boxes represent the tier of Lingerer combined, i.e. 1+1, 2+2, 3+3, while the last one represents the Eureka pool.

Node Generation
Section titled “Node Generation”The following table presents the chances of each node appearing at least once in the given floor. Something we can observe here is that for F4 specifically, there are 2 variations denoted by “Combat” and “Encounter”. This refers to the first column of the floor, which can be either a column of only encounters or a column of only combat nodes.

Node Refresh
Section titled “Node Refresh”When refreshing a node, what type of node it is in the first place, can impact the refreshing chances, as each node can be weighted differently. Next we have a table that presents how nodes are weighted throughout different floors and given all Fated Encounter relics.
In order to interpret how to read the next table, understanding how the game rolls for a node refresh is important. Suppose the following example: we are in F1, we have Talons of Hatred and we are about to refresh an encounter; the game then follows the next set of rules:
- Given Talons of Hatred and F1, we have the pool of weighted options: Emergency: 64.85%, Regular combat: 19.53%, and Encounter: 15.62%
- A first roll happens between any of these 3 options (Emergency, Regular combat, Encounter), each with its assigned weight.
- A second roll happens, excluding the node rolled in the previous step, that is, if we rolled an Encounter, this second node can only be either an Emergency or a Regular combat.
- The game then checks what type of node the original node is (in this case it is an Encounter). If the first roll resulted in an Encounter, the final refresh results in the second node rolled, otherwise it stays as the first node rolled in the first step.
