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IS5 General Information


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.

StageEXPIngotsVouchers
F1 NM1311
F1 EM1521
F2 NM1521
F2 EM2321
F3 NM1721
F3 EM3332
F4 NM1932
F4 EM3932
F5 NM2632
F5 EM4753
F6 NM2652
F6 EM4753
StageEXPIngotsVouchers
Kaz Falls NM2131
Kaz Falls EM2651
Firepower Squad NM2331
Firepower Squad EM3752
Elusive Merc NM2642
Elusive Merc EM4352
Chaos NM2642
Chaos EM4352
Regular Army NM3352
Regular Army EM5063
StageEXPIngotsVouchers
F3 Boss4251
F3 Boss alter4751
Emergency Lecture6661
Court Visit6681
Victory Rewind3331
StageEXPIngotsVouchers
Face Off: Eye For an Eye1731
Face Off: Narrow Path2132
Face Off: Twin Gargoyles2932
Failed Dare621
Signal Light NM
Signal Light EM3322
Illusory Heist NM1922
Illusory Heist EM3322
Legacy NM1921
Legacy EM3332
Besides the Battlefield NM3321
Besides the Battlefield EM
Duck-Speed Highway NM1
Duck-Speed Highway EM4752
Narrative Offer1951
LevelEXPLPHopeSquad SizeToil
10----
2100402
3241400
4360500
5400502
6551610
7650600
8750602
9900610
10950802

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):

F1 Shop example

F2+ shop example (non-class squad):

F2 shop example

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:

MedicTemp MedicSniperTemp SniperSniper/MedicSniper/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

Red boxes represent the tier of Lingerer combined, i.e. 1+1, 2+2, 3+3, while the last one represents the Eureka pool.

False to Truth relic pool

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 generation rates

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.

Node refreshing rates