A Tale of Forgotten Lore

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A Tale of Forgotten Lore [DE-M2]
AT-Federation Brig with Prisoner.png
Chroniton 4 | 4 | 8
Distress Calls
The Delphic Expanse
Mission
2nd
Type
Away Team
< Prev Next >
Mission Rewards

A Tale of Forgotten Lore is the second distress call in The Delphic Expanse. It takes place at Klaestron III in the Klaestron system.

Mission Walkthrough

  A Tale of Forgotten Lore's Information A Tale of Forgotten Lore's Structure
Introduction: Lore has beamed aboard your ship, and has begun downloading important information from its computer.
Bypass his security lockouts and stop him.
A Tale of Forgotten Lore structure.png
Chroniton Cost: 4 | 4 | 8 Chroniton
Suggested
Traits
:
Notes: Choose Step 2.B to receive 4 rewards, instead of the usual 3.
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Quarantine Lore's Intrusion
Lock Out Command Codes
A. AT-Federation Brig with Prisoner.png
Engineering Engineering
25 | 67 | 120
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Basic Earl Grey Tea
Common Scalpel
Uncommon Polyalloy ★★
[Character]⁠ succesfully locked out the ship's command and control system, preventing Lore from taking over the ship.
[Character]⁠ failed to lock out all of the ship's control systems, allowing Lore to tamper with the ship's helm.
2.
Locate Lore's Hideout Aboard the Ship
Distract Lore Via Comm Channel
A. AT-Courtroom Procedings.png
Diplomacy Diplomacy
25 | 67 | 120
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to distract Lore with a discussion of ethics, infuriating Lore. The team had time to locate him.
[Character]⁠'s attempt to reason with Lore only made him angrier, and more likely to commit violence against your crew.
Scan for Intrusions
B. AT-Astrometrics View-Generations.png
Science Science
25 | 67 | 120
Step 1
Successful
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Uncommon Phaser Type 1 ★★
Common Interlink
Uncommon Medkit ★★
[Character]⁠ successfully ran a Level-III diagnostic on the computer system, pinpointing Lore's avenue of attack.
[Character]⁠ failed to learn much about Lore's decryption and intrusion techniques. The computer remains vulnerable.
Conduct Room-to-Room Search
C. AT-Gold Metamorphosis.png
Security Security
25 | 67 | 120
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ conducted a thorough search for the elusive Lore. He is using advanced exocomp drones to aid his attack.
[Character]⁠ became bogged down in a Class One search for Lore, which yielded no useful clues to his whereabouts.
3.
Determine Strategy to Defeat Lore
Reconfigure Isolinear Array
A. AT-Deflector Dish-First Contact.png
Engineering Engineering
25 | 67 | 120
Choose
2.A or 2.B
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ has successfully reconfigured the isolinear array controlling security systems near Lore's hideout.
[Character]⁠ has failed to overcome the challenge of reconfiguring a bypassed security system's isolinear array.
Evaluate Lore's Psychological State
B. AT-Spock Mindmelds Picard.png
Medicine Medicine
25 | 67 | 120
Choose 2.A Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ successfully evaluated Lore's recent communications for useful insights into his current frame of mind.
[Character]⁠ failed to account for Lore's positronic personality algorithms, and could not offer a useful strategy.
Trigger Detpacks
C. AT-Corridor Explosion.png
Engineering Engineering
25 | 67 | 120
Choose 2.C Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ successfully breached through sealed bulkheads with detpacks to get inside Lore's hideout on the ship.
[Character]⁠ failed to use the detpacks properly, and an EPS conduit has been ruptured, spilling plasma into Deck 7.
4.
Take Action Against Lore
Encrypt Computer Access
A. AT-Bolian Repairs Console.png
Command Command
25 | 67 | 120
Choose 3.A Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Common Rules of Acquisition
Uncommon Incense ★★
Uncommon Medical Lesson ★★
[Character]⁠ successfully locked out the library computer and other sensitive archives from Lore's access.
[Character]⁠ failed to lock out the library computer, and was forced to shut down the ship's entire computer system.
Create Enervation Web
B. AT-Scotty In Jefferies Tube.png
Science Science
25 | 67 | 120
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Common Pattern Enhancer
Common Isolinear Chips
Uncommon Cranial Implant ★★
[Character]⁠ has modified the power couplings to emit radiation that would irritate Lore's positronic neural net.
[Character]⁠ failed to create an enervation field with the ship's power couplings. The stand-off with Lore continues.
5.
Force Lore Off the Ship
Negotiate with Lore
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
25 | 67 | 120
Step 4.A
Successful
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Common Astrometric Chart
Uncommon Authorization Code ★★
Uncommon Phaser Type 1 ★★
[Character]⁠ convinced Lore that he was out of options. Lore retreats defeated.
Lore deftly manipulates [Character]⁠ to buy enough time to finish his raid of the files. Lore is victorious.
Support Security Team Capturing Lore
B. AT-Corridor Battle-First Contact.png
Medicine Medicine
25 | 67 | 120
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Uncommon Medical Experiment ★★
Uncommon Gold-Pressed Latinum ★★
Basic Micro-Resonator
[Character]⁠'s rapid medical aid kept Lore's security measures from killing several members of your security team.
[Character]⁠ was unable to revive two security crewmen attempting to storm Lore's hideout aboard the ship.
Cut Power to Lore's Hideout
C. AT-Borg Accessing Console.png
Engineering Engineering
25 | 67 | 120
Trait bonus for tired crew:
(+4 | +12 | +22)
(+6 | +16 | +28)
No other traits provide a bonus.
Common Cadet Engineering Uniform
Uncommon Translation Algorithm ★★
Rare Identification Code ★★★
[Character]⁠ has successfully cut power to the area of the ship Lore seems to be hiding in.
[Character]⁠ failed to notice Lore's secondary lino to the ship's power systems. Lore is victorious
Our security team breached into the computer control room, forcing Lore to beam out using a personal transporter device.
The ship is safe for now, and we believe Lore did not get the information he wanted.
Lore was able to beam off our ship and make his escape, unimpeded by our security teams. Having covered his tracks carefully, it is not known what information he may have taken from the ship's computer.
Any classified information would be dangerous in his hands.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop chance

Mission tested: A Tale of Forgotten Lore Normal
By: CodeHydro, Captain deMarco, Koba44 & Crunch (+ more)
Date(s): May 2017 – Jun 2018
Runs: 6327   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Astrometric Chart 1208>>

Common Astrometric Chart

Average (mean) runs per drop: 6

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 12 runs in 10 percent of cases
  • 24 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 23 runs.

Also, a run dropping only this item is expected
per 190,000 runs or so.

21Statistical Strength: Very reliable

Range of average cost per
Common Astrometric Chart
within 2 standard deviations
(~95.5% confidence):

19.84 — 22.2
>>
5.2
Basic Authorization Code 3490>>

Basic Authorization Code

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 2,800 runs or so.

7.3Statistical Strength: Very reliable

Range of average cost per
Basic Authorization Code
within 2 standard deviations
(~95.5% confidence):

7.03 — 7.49
>>
1.8
Basic Security Codes 3562>>

Basic Security Codes

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 4 runs in 10 percent of cases
  • 8 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 7 runs.

Also, a run dropping only this item is expected
per 2,500 runs or so.

7.1Statistical Strength: Very reliable

Range of average cost per
Basic Security Codes
within 2 standard deviations
(~95.5% confidence):

6.89 — 7.33
>>
1.8
Basic Phaser Type 2 (TOS) 3068>>

Basic Phaser Type 2 (TOS)

Average (mean) runs per drop: 3

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 5 runs in 10 percent of cases
  • 9 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 4,600 runs or so.

8.3Statistical Strength: Very reliable

Range of average cost per
Basic Phaser Type 2 (TOS)
within 2 standard deviations
(~95.5% confidence):

7.98 — 8.54
>>
2.1
Basic Starfleet Uniform Pattern 13980>>

Basic Starfleet Uniform Pattern

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 11 runs or so.

1.8Statistical Strength: Very reliable

Range of average cost per
Basic Starfleet Uniform Pattern
within 2 standard deviations
(~95.5% confidence):

1.79 — 1.83
>>
0.5

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

This costs the same and gives the same rewards as The Wrong Crowd Normal but gives 4 items per run instead of 3. Just be sure to complete step 2.B on every run.

Mission tested: A Tale of Forgotten Lore Elite
By: CodeHydro, Crunch, R'nali & Siguard (+ more)
Date(s): May 2016 – July 2018
Runs: 1106   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Science Experiment 407>>

Common Science Experiment

Average (mean) runs per drop: 3

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 6 runs in 10 percent of cases
  • 12 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 11 runs.

Also, a run dropping only this item is expected
per 14,000 runs or so.

10.9Statistical Strength: Very reliable

Range of average cost per
Common Science Experiment
within 2 standard deviations
(~95.5% confidence):

9.93 — 12
>>
2.7
Basic Alpha-wave Inducer 380>>

Basic Alpha-wave Inducer

Average (mean) runs per drop: 3

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 7 runs in 10 percent of cases
  • 13 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 12 runs.

Also, a run dropping only this item is expected
per 18,000 runs or so.

11.6Statistical Strength: Very reliable

Range of average cost per
Basic Alpha-wave Inducer
within 2 standard deviations
(~95.5% confidence):

10.6 — 12.91
>>
2.9
Common Interlink 578>>

Common Interlink

Average (mean) runs per drop: 2

Based on test averages, to get one more drop,
you may need to do another:

  • 2 runs in 50 percent of cases (median)
  • 5 runs in 10 percent of cases
  • 9 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 8 runs.

Also, a run dropping only this item is expected
per 3,400 runs or so.

7.7Statistical Strength: Very reliable

Range of average cost per
Common Interlink
within 2 standard deviations
(~95.5% confidence):

7.1 — 8.3
>>
1.9
Common Spices 219>>

Common Spices

Average (mean) runs per drop: 6

Based on test averages, to get one more drop,
you may need to do another:

  • 4 runs in 50 percent of cases (median)
  • 12 runs in 10 percent of cases
  • 23 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 22 runs.

Also, a run dropping only this item is expected
per 170,000 runs or so.

20.2Statistical Strength: Very reliable

Range of average cost per
Common Spices
within 2 standard deviations
(~95.5% confidence):

17.85 — 23.27
>>
5.1
Basic Synthesized Polymer 2840>>

Basic Synthesized Polymer

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 5.9 runs or so.

1.6Statistical Strength: Very reliable

Range of average cost per
Basic Synthesized Polymer
within 2 standard deviations
(~95.5% confidence):

1.52 — 1.59
>>
0.4

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

Mission tested: A Tale of Forgotten Lore Epic
By: Tygra Dax, TheGambit, Crunch & writerguy731 (+ more)
Date(s): Jun 2016 – Jun 2018
Runs: 2706   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Rare Database (Panel) ★★★ 291>>

Rare Database (Panel) ★★★

Average (mean) runs per drop: 10

Based on test averages, to get one more drop,
you may need to do another:

  • 7 runs in 50 percent of cases (median)
  • 22 runs in 10 percent of cases
  • 43 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 42 runs.

Also, a run dropping only this item is expected
per 1,900,000 runs or so.

74.4Statistical Strength: Very reliable

Range of average cost per
Rare Database (Panel) ★★★
within 2 standard deviations
(~95.5% confidence):

66.68 — 84.12
>>
9.3
Uncommon Alcohol ★★ 893>>

Uncommon Alcohol ★★

Average (mean) runs per drop: 4

Based on test averages, to get one more drop,
you may need to do another:

  • 3 runs in 50 percent of cases (median)
  • 7 runs in 10 percent of cases
  • 14 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 13 runs.

Also, a run dropping only this item is expected
per 22,000 runs or so.

24.2Statistical Strength: Very reliable

Range of average cost per
Uncommon Alcohol ★★
within 2 standard deviations
(~95.5% confidence):

22.78 — 25.9
>>
3
Common Clothing Pattern 4807>>

Common Clothing Pattern

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 26 runs or so.

4.5Statistical Strength: Very reliable

Range of average cost per
Common Clothing Pattern
within 2 standard deviations
(~95.5% confidence):

4.41 — 4.6
>>
0.6
Basic Interlink 4833>>

Basic Interlink

Average (mean) runs per drop: 1

Based on test averages, to get one more drop,
you may need to do another:

  • 1 runs in 50 percent of cases (median)
  • 1 runs in 10 percent of cases
  • 2 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 1 runs.

Also, a run dropping only this item is expected
per 25 runs or so.

4.5Statistical Strength: Very reliable

Range of average cost per
Basic Interlink
within 2 standard deviations
(~95.5% confidence):

4.39 — 4.58
>>
0.6

Average cost per unit assumes 4 standard rewards per run.

Please Do NOT include results from "Double-Up" Adwarps.
   Double-Up results are not random and will skew results.

This costs the same and gives the same rewards as The Wrong Crowd Epic but gives 4 items per run instead of 3. Just be sure to complete step 2.B on every run.


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
37
2
355
15
625
25
Crew XP 10 35 60
Training
XP
Warp 1
Warp 10
20
135
70
695
120
1205
Credits
Credits
regular
Warp 1
300
210
300
210
600
420

Notes

References

  1. https://www.disruptorbeam.com/forums/stt/viewthread/48844/