NOVASMC

Arknights: Endfield

실시간 3D 액션 전투 · PS5; PC; Android; iOS; Epic Games Store

Read this game through the selected section of its nine-part knowledge record.

CATALOG CONTENTS
488
CLASSIFICATION GROUPS
28
TRANSITIONS
8
RULES & PROCESS CONTENTS
43
PLAYER EXPERIENCE ELEMENTS

규칙과 절차 · RULES & PROCESS

Transmute

Growth Systems · Economy Systems

RULES
8
PROCESSES
3
STEPS
7

Rules

Access Eligibility3 RULES

Transmute | Transmute Unlock

WHEN
Chapter II Process I: Arrival at Wuling progressed to the stated point
INPUT
main-mission progression
OPERATION
Check disclosed unlock condition
RESULT
Transmute becomes available in Crafting
CADENCE
One-time unlock

Transmute | Unlock_Condition

WHEN
Player progresses to Chapter Ⅱ Process Ⅰ: Arrival at Wuling
INPUT
Main-mission progression
OPERATION
Check story gate
RESULT
Transmute becomes usable in the Crafting screen
CADENCE
One-time unlock

Transmute | Unlock_Condition

WHEN
Player progresses to Chapter II Process I: Arrival at Wuling
INPUT
Main-mission progression
OPERATION
Check official story gate
RESULT
Transmute becomes available
CADENCE
One-time unlock
Decision Calculation2 RULES

Transmute | Sanity_Yield_Modifier

WHEN
Player elects to consume Sanity during Transmute
INPUT
Sanity
OPERATION
Apply source-stated yield modifier
RESULT
Transmutation yield increases
CADENCE
Per transmutation

Transmute | Sanity_Yield_Modifier

WHEN
Player elects to consume Sanity during Transmute
INPUT
Sanity
OPERATION
Apply official yield modifier
RESULT
Transmutation yield increases
CADENCE
Per transmutation
State Change3 RULES

Transmute | Material Direction

WHEN
Player selects eligible high-tier material
INPUT
eligible high-tier material
OPERATION
Apply disclosed material direction
RESULT
Lower-tier material produced
CADENCE
Per transmutation

Transmute | Conversion_Direction

WHEN
Player selects eligible high-tier materials for Transmute
INPUT
Certain high-tier materials
OPERATION
Apply source-stated conversion direction
RESULT
Lower-tier materials are produced
CADENCE
Per transmutation

Transmute | Conversion_Direction

WHEN
Player selects eligible high-tier materials
INPUT
Eligible high-tier materials
OPERATION
Apply official conversion direction
RESULT
Lower-tier materials are produced
CADENCE
Per transmutation

Processes

Transmute3 STEPS
ACTOR
Player
GOAL
Convert an eligible high-tier material into a lower-tier material
ENTRY
Chapter II Process I: Arrival at Wuling progressed and Transmute available in Crafting
START
Eligible high-tier material owned
COMPLETION
Transmutation confirmed
END
Lower-tier material produced; optional Sanity yield modifier applied if selected
  1. 01
    Player

    Progress to the stated main mission point and open Crafting

    RESPONSE
    System exposes Transmute as an available feature
    RESULTING STATE
    Transmute accessible
  2. 02
    Player

    Select an eligible high-tier material and target conversion

    RESPONSE
    System previews the lower-tier output and optional Sanity modifier
    RESULTING STATE
    Transmutation ready for confirmation
  3. 03
    Player

    Confirm Transmute

    RESPONSE
    System consumes the selected input and produces lower-tier material; yield increases if Sanity was selected
    RESULTING STATE
    Lower-tier output produced
    TERMINAL
Transmute2 STEPS
ACTOR
Player
GOAL
Convert eligible high-tier materials into lower-tier materials
ENTRY
Chapter Ⅱ Process Ⅰ: Arrival at Wuling reached; Transmute available in Crafting
START
Eligible high-tier materials owned
COMPLETION
Transmutation is confirmed and result issued
END
Selected high-tier inputs converted into lower-tier materials; optional Sanity increases yield
  1. 01
    Player

    Open Transmute in Crafting and select eligible high-tier materials

    RESPONSE
    System presents the lower-tier transmutation result and optional Sanity yield modifier
    RESULTING STATE
    Transmutation configuration ready
  2. 02
    Player

    Confirm Transmute

    RESPONSE
    System consumes the selected high-tier materials and grants lower-tier materials at the applicable yield
    RESULTING STATE
    Lower-tier materials owned
    TERMINAL
Transmute2 STEPS
ACTOR
Player
GOAL
Convert eligible high-tier materials into lower-tier materials
ENTRY
Transmute is unlocked and player selects eligible materials
START
Eligible high-tier materials held
COMPLETION
Player confirms conversion and output is delivered
END
Input materials consumed; lower-tier materials credited
  1. 01
    Player

    Select eligible materials, optional Sanity input, and confirm Transmute

    RESPONSE
    System validates eligibility and displays the resulting lower-tier output
    RESULTING STATE
    Conversion authorized
    BRANCH
    Optional Sanity can be selected to increase yield
  2. 02
    System

    Apply the confirmed Transmute

    RESPONSE
    System consumes selected materials and optional Sanity, then credits lower-tier materials
    RESULTING STATE
    Transmutation completed
    BRANCH
    Optional Sanity changes yield but exact modifier is undisclosed
    TERMINAL