A Time of Morn-ing

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A Time of Morn-ing
[DE-M4]
AT-Starfleet Headquarters Meeting.png
Chroniton 4 | 6 | 8
Distress Calls
The Delphic Expanse
Mission
4th
Type
Away Team
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Mission Rewards

A Time of Morn-ing is the fourth distress call in The Delphic Expanse. It takes place at Cardassia IV in the Cardassian System.

Mission Walkthrough

  A Time of Morn-ing's Information A Time of Morn-ing's Structure
Introduction: A Lissepian vessel is pursuing a Lurian named Morn,
demanding your help in returning the latinum he stole in the Lissepian Mother's Day Heist.
A Time of Morn-ing structure.png
Chroniton Cost: 4 | 6 | 8 Chroniton
Suggested
Traits
:
Step Choices Skill Req Other Req Bonus Traits Rare Reward
1.
Offer to Mediate Dispute with Morn
Answer Lissepian Ultimatum
A. AT-Kreetassans Apology-Enterprise.png
Diplomacy Diplomacy
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
Common Civilian Command Clothing
Common Alcohol
Rare Encoded Communique ★★★
[Character]⁠ has bought some additional time by rejecting the Lissepian ultimatum and interposing as arbiter.
[Character]⁠ failed to impress the Lissepian cruiser captain. A battle may break out when the ultimatum expires.
2.
Discover what Morn is Hiding
Deep Scan Morn for Contraband
A. AT-Under Surgery.png
Science Science
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ detected a great amount of latinum hidden in Morn's stomach, despite Morn's efforts to block the scan.
[Character]⁠ failed to pick up anything particularly unusual while scanning More, hampering your investigation.
Examine Morn's Physical Reactions
B. AT-Gold Metamorphosis.png
Medicine Medicine
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ discovered that Morn is hiding the latinum in his stomach, which is having negative effects on his health.
[Character]⁠'s medical examination of Morn failed to turn up anything useful.
Review Morn's Transporter Log
C. AT-Transporter Room.png
Engineering Engineering
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ figured out from the transporter log that a cache of latinum was beamed over with Morn... inside his body.
[Character]⁠ failed to learn anything new from Morn's transporter log. The investigation seems to be stymied.
3.
Determine Morn's Culpability in Theft
Research Morn's Past
A. AT-Artifact Discussion.png
Command Command
35 | 49 | 70
Choose
2.A or 2.B
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ learned of Morn's role in the Lissepian Mother's Day Heist from the computer.
[Character]⁠ failed to find references to Morn's theft in the historical files.
Interrogate Morn
B. AT-Courtroom Procedings.png
Security Security
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ got Morn to break down and admit his role in the Lissepian Mother's Day Heist, and to cooperate.
[Character]⁠ failed to induce Morn to abandon his secrecy over the missing Lissepian latinum.
Use Truth Serum on Morn
C. AT-Cardassians Torturing Federation.png
Medicine Medicine
35 | 49 | 70
Choose 2.C Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
No Rewards at this Node
[Character]⁠ was able to concoct a truth serum that worked on Lurians like Morn.
[Character]⁠ was unable to find a truth serum that was effective with Morn's neurological system.
4.
Deal With the Lissepians
Research Lissepian Psychology
A. AT-Kreetassans Apology-Enterprise.png
Medicine Medicine
35 | 49 | 70
Choose
3.A or 3.C
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
Common Klingon PADD
Common Plasma Rifle
Uncommon Synthesized Polymer ★★
[Character]⁠ has offered some useful insights for dealing with the Lissepians.
[Character]⁠ has failed to come up with anything that might help the away team better deal with the Lissepians.
Confront the Lissepians
B. AT-Klingons Capture Federation.png
Diplomacy Diplomacy
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
Common Neurocortical Monitor
Uncommon Starfleet Uniform Pattern ★★
Uncommon Great Material Continuum Texts ★★
[Character]⁠ was able to expose the flaws in the Lissepian indictment of Morn in a way that made sense to them.
[Character]⁠ only made the Lissepians angrier. They now accuse the away team of stalling.
5.
Resolve Matter of the Stolen Latinum
Pressure Morn to Return Latinum
A. AT-Bartering with Ferengi.png
Security Security
35 | 49 | 70
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
Common Pancakes
Common Starfleet Uniform Pattern
Common Raktajino
[Character]⁠ convinced Morn to unburden himself of the stolen latinum, and return it to the Lissepians.
[Character]⁠ failed to convince Morn to hand over the stolen latinum to the Lissepians.
Propose Extradition Procedures
B. AT-Prison Break.png
Diplomacy Diplomacy
35 | 49 | 70
Diplomat
or
Communicator
Trait bonus for tired crew:
(+6 | +8 | +12)
(+8 | +11 | +16)
No other traits provide a bonus.
Common EM Pistol
Uncommon Starfleet Uniform Pattern ★★
Common TR-580 Medical Tricorder
[Character]⁠ deftly maneuvered the Lissepians into agreeing to extradite Morn rather than risk a battle.
[Character]⁠ failed to get the Lissepians to agree to an extradition protocol. Further incidents with them seem likely.
We successfully defused the crisis with the Lissepians, and saved Morn from an ignominious fate following the Lissepian Mother's Day Heist.
Morn escaped, and our away team failed to resolve the Lissepians' charges against Morn. The Lissepians now blame Starfleet over what they regard as our complicity in the latinum theft.


Mission Rewards

Rare Rewards

Rare Rewards
Normal
Elite
Epic

Standard Rewards

Standard Rewards
Elite
Epic

Drop Chance

Mission tested: A Time of Morn-ing Normal
By: Koba44, Crunch, Jauranna & LuxCal (+ more)
Date(s): June 2016 – Jun 2018
Runs: 2880   Cost/Run: 4 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Authorization Code 1214>>

Common Authorization Code

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 360 runs or so.

9.5Statistical Strength: Very reliable

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

9.01 — 10.02
>>
2.4
Common Desealing Rod 1178>>

Common Desealing Rod

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 390 runs or so.

9.8Statistical Strength: Very reliable

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

9.28 — 10.34
>>
2.4
Basic Duotronic Probe 370>>

Basic Duotronic Probe

Average (mean) runs per drop: 8

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

  • 6 runs in 50 percent of cases (median)
  • 18 runs in 10 percent of cases
  • 36 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 35 runs.

Also, a run dropping only this item is expected
per 13,000 runs or so.

31.1Statistical Strength: Very reliable

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

28.26 — 34.66
>>
7.8
Basic Starfleet Uniform (DS9) 1133>>

Basic Starfleet Uniform (DS9)

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
  • 11 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 10 runs.

Also, a run dropping only this item is expected
per 440 runs or so.

10.2Statistical Strength: Very reliable

Range of average cost per
Basic Starfleet Uniform (DS9)
within 2 standard deviations
(~95.5% confidence):

9.63 — 10.76
>>
2.5
Basic Polyalloy 4745>>

Basic Polyalloy

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 6 runs or so.

2.4Statistical Strength: Very reliable

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

2.38 — 2.48
>>
0.6

Average cost per unit assumes 3 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 Time of Morn-ing Elite
By: middlehead, Koba44, Treasigh & Crunch (+ more)
Date(s): July 2016 – Aug 2018
Runs: 88   Cost/Run: 6 Chroniton
Item Units Chroniton / unit Runs/Drop
Basic Laser Beacon 57>>

Basic Laser Beacon

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 6 runs.

Also, a run dropping only this item is expected
per 99 runs or so.

9.3Statistical Strength: Fairly reliable

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

7.5 — 12.11
>>
1.5
Basic Cardassian Monitor 17>>

Basic Cardassian Monitor

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 3,700 runs or so.

31.1Statistical Strength: Somewhat unreliable

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

21.13 — 58.61
>>
5.2
Basic Phaser Rifle 68>>

Basic Phaser Rifle

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 5 runs.

Also, a run dropping only this item is expected
per 59 runs or so.

7.8Statistical Strength: Fairly reliable

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

6.42 — 9.82
>>
1.3
Common Subprocessor 39>>

Common Subprocessor

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
  • 10 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 9 runs.

Also, a run dropping only this item is expected
per 310 runs or so.

13.5Statistical Strength: Fairly reliable

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

10.44 — 19.24
>>
2.3
Basic Alcohol 83>>

Basic Alcohol

Average (mean) runs per drop: 2

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

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

That is, 1 in 100 players may not see this item
drop at all even after 4 runs.

Also, a run dropping only this item is expected
per 32 runs or so.

6.4Statistical Strength: Very reliable

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

5.38 — 7.78
>>
1.1

Average cost per unit assumes 3 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 Time of Morn-ing Epic
By: Captain deMarco, Crunch, Chapey & inorlive (+ more)
Date(s): June 2016 – Dec 2018
Runs: 1332   Cost/Run: 8 Chroniton
Item Units Chroniton / unit Runs/Drop
Common Toolbox 766>>

Common Toolbox

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 140 runs or so.

13.9Statistical Strength: Very reliable

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

13.06 — 14.88
>>
1.7
Uncommon Incense ★★ 357>>

Uncommon Incense ★★

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)
  • 9 runs in 10 percent of cases
  • 17 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 16 runs.

Also, a run dropping only this item is expected
per 1,400 runs or so.

29.9Statistical Strength: Very reliable

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

27.11 — 33.2
>>
3.7
Common Synthesized Polymer 1499>>

Common 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)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

Also, a run dropping only this item is expected
per 19 runs or so.

7.1Statistical Strength: Very reliable

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

6.83 — 7.41
>>
0.9
Basic Isolinear Chips 1374>>

Basic Isolinear Chips

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)
  • 2 runs in 10 percent of cases
  • 4 runs in 1 percent of cases

That is, 1 in 100 players may not see this item
drop at all even after 3 runs.

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

7.8Statistical Strength: Very reliable

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

7.43 — 8.11
>>
1

Average cost per unit assumes 3 standard rewards per run.

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


Other Rewards

Currency
Rewards
Normal Elite Epic
Capt XP 1st-Run
Repeat
42
2
386
16
656
26
Crew XP 10 40 60
Training XP
at Warp 1+10
20
195
75
?
125
?
Credits Credits
Credits at Warp 1
300
210
450
315
600
420

Notes

  • Communicator trait requirement option added to 5.B with May 2016 server update.