Jun gives missions involving tracking down members of the Immortal Syndicate.
The zones where Jun can be found will contain Immortal Syndicate activity. There will be up to three different locations of Syndicate activity in the zone. Jun will assist you in combat while encountering the Syndicate. There are four possible tasks depending on which division you are encountering.
Zones do not repeat the same type of encounter. Maps will always have a Research, Intervention, and either Fortification or Transportation as encounters.
Other Syndicate members may spawn in the middle of an encounter. They will retreat shortly after the primary Syndicate member is defeated. Once all Syndicate members are defeated (or have retreated), decide what to do with each Syndicate member.
Note: Entering a zone which spawns the Syndicate will despawn the Syndicate from the previous zone.
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Each day five new master missions (1 for each master) at will be added to the player’s accumulation after the reset at 0:00am (GMT+0) based on the tier (white, yellow, red) of the player’s last completed map. The map must be completed the day before in their own map device. Completing party-play maps from other players map devices does not count.
There is 35% chance (on average 7% per master) to have additional master mission from completing the map.
Tips: Run short maps (like City Square Map) to gain master missions. Efficiency increases with Awakening Bonus completion. If possible, favourite the map, and manipulate watchstones to keep the map at a low red rank to optimize clearspeed.
Use Prime and Awakened Sextants for chance to roll “Area contains Jun”.
|MapAtlasContainsJunMission||3 uses remaining
Areas contain Jun
A Master Seeks Help: You will find Jun and complete her mission.
Once intelligence in a faction reaches 100%, you can raid their safehouse. Talk to Jun in the hideout or in a zone (you cannot open portals to the safehouse if there is not enough space around Jun) and investigate a safehouse to open 6 portals to the safehouse. If you do not raid it within 3 turns, Intelligence will drop down to 90%. Mastermind intelligence does not decay.
When raiding a Syndicate Safehouse, the Safehouse leader and all his/her subordinates will defend it. Once they are defeated, the ‘living quarters’ are unlocked. The ‘living quarters’ consist of rooms with Safehouse Stashes that contain loot depending on which members were stationed in the division raided. Certain members will have special crafting benches rather than Stashes in their rooms. The Safehouse leader’s room will contain two chests or crafting benches instead of one. The notes on the syndicate pages will give a hint on what reward can be expected. See the below table for both the hints and the exact reward.
You will only be able to Interrogate the safehouse leader. Interrogating the safehouse leader gives information on the Syndicate Mastermind and drops the rank of all Syndicate members in the division. The member with the next highest Rank becomes the new leader. Defeating the Mastermind will unlock a safehouse containing rewards from every Syndicate member and creates a new Syndicate roster (without dropping the rank of previous members or resetting Intelligence).
The stronghold’s zone level will be equal to the highest level of the Syndicate encounter you’ve faced for that division, and the Mastermind’s Lair is equal to the highest level of stronghold completed.
In addition to these, Safehouse leaders have a chance to drop certain Betrayal-specific Veiled Uniques.
Each known Syndicate member on the board will display the following: Rank, Task, and Items.
Ranks are indicated by the number of stars on the top right, going up to 3 stars (Sergeant, Lieutenant, Captain). Higher ranks give greater rewards, but also makes them tougher by giving them additional items. Rank can be raised by killing them, while interrogating them lowers it. A member must have at least 1 star in order to be assigned to a division and have their reward appear at the safehouse. If a member’s rank falls to 0, they will become unassigned.
Tasks are indicated by the text on the bottom. These tasks depend on which division the member is located in. This indicates their reward at the safehouse.
Members can have items attached to them. This simply indicates additional modifiers they are given when fighting them. Higher ranked members are more likely to have more items on them.
The board will also show the relationship between Syndicate members. Trusted members are more likely to assist them in combat, while rivals are more likely to attack or betray them instead. Syndicate members that appear in this manner will attempt to run away after the main member is defeated.
Each division has a leader. Leaders do not appear as primary targets and will only appear to help or hinder another member. Leaders drop double their safehouse rewards and are also present during the Mastermind boss fight, where they drop their safehouse rewards as well. If the leader loses their rank via negotiations by other members or gets interrogated, they will be replaced with someone else.
|Research||Aisling||Sergeant||Add a Veiled Mod to a Rare item|
|Research||Aisling||Lieutenant||Add a Veiled Mod to a Rare item, with a low chance of adding a second Veiled Mod|
|Research||Aisling||Captain||Add a Veiled Mod to a Rare item, with a chance of adding a second Veiled Mod|
|Research||It That Fled||Sergeant||Modify a Breachstone, making it more challenging and rewarding|
|Research||It That Fled||Lieutenant||Modify a Breachstone, making it more challenging and rewarding|
|Research||It That Fled||Captain||Modify a Breachstone, making it more challenging and rewarding|
|Research||Gravicius||Sergeant||Swap a Divination Card with a new random one|
|Research||Gravicius||Lieutenant||Swap a Divination Card with a new random one|
|Research||Gravicius||Captain||Swap a Divination Card with a new random one|
|Intervention||Hillock||Sergeant||Modify a Map’s quality to 25%|
|Intervention||Hillock||Lieutenant||Modify a Map’s quality to 30%|
|Intervention||Hillock||Captain||Modify a Map’s quality to 35%|
|Fortification||Hillock||Sergeant||Modify a Armour Piece’s quality to 24%|
|Fortification||Hillock||Lieutenant||Modify a Armour Piece’s quality to 26%|
|Fortification||Hillock||Captain||Modify a Armour Piece’s quality to 28%|
|Fortification||Haku||Liutenant||2 Unique Strongboxes|
|Transportation||Hillock||Sergeant||Modify a Weapon’s quality to 24%|
|Transportation||Hillock||Lieutenant||Modify a Weapon’s quality to 26%|
|Transportation||Hillock||Captain||Modify a Weapon’s quality to 28%|
|Transportation||Cameria||Sergeant||Free time-limited crafting from a regular item|
|Research||Hillock||Sergeant||Modify a Flask’s quality to 22%|
|Research||Hillock||Lieutenant||Modify a Flask’s quality to 24%|
|Research||Hillock||Captain||Modify a Flask’s quality to 26%|
|Research||Leo||Sergeant||Randomises the numeric values of the Implicit Modifiers of an item|
|Research||Leo||Lieutenant||Randomises the numeric values of the Random Modifiers of an item|
|Research||Leo||Captain||Enchants a Rare item with a new Random Modifier|
|Research||Jorgin||Sergeant||Transform a non-unique Amulet into a Tier 1 Talisman|
|Research||Jorgin||Lieutenant||Transform a non-unique Amulet into a Tier 2 Talisman|
|Research||Jorgin||Captain||Transform a non-unique Amulet into a Tier 3 Talisman|
|Research||Tora||Sergeant||Add 20m experience to a Gem|
|Research||Tora||Lieutenant||Add 70m experience to a Gem|
|Research||Tora||Captain||Add 200m experience to a Gem|
|Research||Vorici||Sergeant||Modify an item to have 1 White Socket|
|Research||Vorici||Lieutenant||Modify an item to have 1-2 White Sockets|
|Research||Vorici||Captain||Modify an item to have 1-3 White Sockets|