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Missions

Missions are SUN's dungeons: an instanced copy of a story map, yours and your party's alone, with a scripted objective at the end of it. There are forty-nine of them, the first clear of any mission is worth a hundred repeats, and from level 80 up it now pays the Mayan materials the Elite ladder is built out of.

5–156

minimum levels

49

missions

10

players at most

46

Lv.3 Mayans on the way up

Step by step

Running one

A mission is not a quest you accept. It is a place you go, and the instance is created for your party when you enter it.

  1. 1

    Get to the entrance

    Every region has its mission entrances inside the field maps, at the point in the story where they make sense. The main mission of a region is usually the one nearest the town.
  2. 2

    Meet the level

    Each mission has a minimum level, from 5 in the Forest of Beasts up to 156 for the last Nightmare tier. There is no maximum — you can go back to an early mission at any level, and doing exactly that is how you collect the first-clear rewards you skipped.
  3. 3

    Bring up to nine friends

    One to ten players. Everything scales the same regardless, so a full group is simply faster; nothing is gated behind a party size.
  4. 4

    Finish it for the reward

    The reward lands on completion, and it depends on how many times you have cleared that specific mission before.

What is in there

Forty-nine missions

Ten regions of story missions, a Nightmare tier over the first four of them, and a handful of raids and seasonal instances alongside.

Main missions

Main missions

one per region

The headline instance of each region, from the Forest of Beasts at level 5 to the Valley of Life. These are the ones the story runs through, and the ones Area Conquest weights most heavily.

Sub missions

Sub missions

two to four per region

Shorter instances off the same region. Each counts separately for Area Conquest, and each has its own reward ladder.

Nightmare tier

Nightmare tier

levels 140 – 156

A harder copy of the first four regions — Forest of Beasts at 140, Etherain Sewer at 145, Frozen Palace at 150, Valley of the Dragonkin at 156. Same layouts, an entirely different fight.

Raids and seasonal

Raids and seasonal

varies

The Dark Death Dragon raid, the Trial of Light, the Chamber of Secrets, and the seasonal instances that come and go with events.

Every live mission is open to level 177, the cap on this server, and none of them asks for more than 156 to get in. Thirteen further mission maps exist in the data but are switched off and do not load — the Nightmare copies of the last six regions, and a late-game set built for levels 158 to 195 that never shipped its content. Nothing about them is reachable in game, which is why the Nightmare tier stops at the Valley of the Dragonkin.

Rewards

The first clear is worth several of the rest

Each mission counts your clears separately, and the reward drops through three bands as that count climbs.

ClearExperienceHeimItem
1st43,27320,000Box of the Strong Conqueror of the Forest
2nd – 40th433A Photon — 2% a Packing Photon, 1% a Trans Photon
41st onward649The same Photon draw
Figures are the Forest of Beasts main mission for a Berserker; every mission and every class has its own row, and the numbers climb steeply with the region. Note the shape: the first clear is worth a hundred repeats in experience, and the forty-first clear onward actually pays MORE than clears two to forty — the ladder steps back up, it does not keep falling. From level 80 up, the first clear also pays Mayan materials on top of all of this — the next section.

The experience on the first clear is the whole point of running a mission you have never done — forty-three thousand against four hundred is not a margin you make up by repeating. What repeats are good for is Photons: the repeat reward is a straight draw on enchant material, ninety-seven times in a hundred a plain Photon and occasionally a Packing or Trans one. A mission you can clear quickly is therefore a Photon farm, which is worth knowing before you go looking for somewhere to grind them.

New

From level 80, a first clear pays Mayans

Mayan materials are what every piece of Elite gear is crafted out of, and until recently the only place to get one was the online-point merchant. Clearing a mission you have never cleared before is now the other place.

Mayan Jewel Lv.3

Mayan Jewel Lv.3

1 per first clear

One of the two materials every Elite recipe asks for, at the rung the recipes actually use.

Mayan Metal Lv.3

Mayan Metal Lv.3

1 per first clear

The other. You get both, every time — it is not a choice between them, and there is no roll involved.

This lands on top of the normal first-clear reward, not instead of it: the experience, the heim and the box are all still there. Twenty-three missions qualify — everything from Aiort Graveyard at level 80 upward, apart from the two Dark Death Dragon raids and a pair of instances that have never paid a first-clear reward at all. Work through the lot once and you finish with forty-six Lv.3 Mayans, which is most of an armour set for the price of content you were going to run anyway.

There is nothing between level 60 and level 80 to catch here — the entry levels below 80 are 1, 5, 20, 40, 50 and 60, and then it jumps straight to 80 — so the Valley of the Dragonkin missions are the last ones that pay nothing extra, and Aiort Graveyard is where it starts. Everything below that is unchanged.

The rung matters more than the count. Lv.3 is what the Elite recipes ask for, and the only other way to hold one is to buy eight or nine Lv.2 off the online-point merchant — about 25 points — and put five of them through a 60% combine that destroys them when it fails. A mission hands it over finished.

First clear only, and yours alone. Repeating a mission pays the usual Photon draw and no Mayans — the game counts your clears of each mission separately, so there is exactly one payment per mission per character. Lv.3 Mayans also cannot be traded or dropped, on purpose: the reward belongs to the character that earned it. Lv.1 and Lv.2 trade normally, so buying raw material off another player and doing the combines yourself still works.

Competition

The world ranking

Four missions are timed and three are scored, and the results are a public board with real prizes on it. This has been running quietly the whole time.

Clear it fastest

Four missions record how long you took, and the fastest run holds the place. You need at least two hundred monster kills inside for the run to count, so a rush past everything does not qualify.

  • · Tree of Knowledge
  • · Supply Route Prevention
  • · Shelter for Spirits
  • · [Nightmare] Etherain Sewer

Bank the most points

Three instances score you instead of timing you, and the highest score takes the place. No kill requirement on these.

  • · Trial of Darkness
  • · Chamber of Secrets
  • · Trial of Light

How it pays

First, second and third place each pay a prize, and the prize is chosen from a pool specific to your class — so a Berserker and an Elementalist are not competing for the same reward, they are competing on the same board for their own. The Mission Ranking Manager NPC is where the standings are read, and the same boards also carry the battlefield records: win streak, kills and assists for Zapir, Frost and Gold Rush.

Worth knowing

Missions feed Area Conquest

Four of the roughly twenty-one tasks in every region's Area Conquest bar are mission clears, and they carry more weight than most of the others.

Clearing a region’s main mission is worth eight per cent of that region on its own, and each of its sub missions three. Between them the missions of a region are around a sixth of the bar — which matters because seventy per cent of the bar is where the jewel is, and the jewels are what build the first tier of Elite gear.