The Immortal Syndicate consists of the [[Syndicate Mastermind]] and a roster consisting of up to 14 of 17 other members:
The Immortal Syndicate consists of the [[Syndicate Mastermind]] and a roster consisting of up to 14 of 17 other members, who are encountered on maps if the Immortal Syndicate has spawned on the map. Players will encounter members at random.
{| class="wikitable sortable"
{{:List of Immortal Syndicate members}}
! Image
! Agent
! Signature Veiled Mod
! Veiled Mod Tiers
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|[[File:Aisling Laffrey, The Silent Butcher.png|x120px]]
Gravicius is available at zone level 30 or higher and Rin is available at maps.
===Investigation Board===
===Investigation Board===
Revision as of 13:18, 14 January 2021
The Immortal Syndicate is a mysterious organisation being investigated by Jun Ortoi, introduced in the Betrayal league. The player must neutralize the Syndicate members residing in the zone, then interrogate them for intelligence on their stronghold and leader, or bargain with them in different ways. Syndicate members can drop Veiled items, and strongholds can contain various rewards depending on the position and rank of members, including Scarabs.
The Immortal Syndicate consists of the Syndicate Mastermind and a roster consisting of up to 14 of 17 other members, who are encountered on maps if the Immortal Syndicate has spawned on the map. Players will encounter members at random.
Image
Agent
Signature Crafted/Veiled Mod (last tier is Veiled Mod only)
Gravicius will never appear on the very first Syndicate Board in new leagues. Rin only joins the Syndicate as a potential option after the player reaches Maps.
Investigation Board
An example of a Syndicate investigation board
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.
Encounter
The Immortal Syndicate is divided into four divisions: Fortification, Transportation, Research, and Intervention. The player must defeat the Syndicate member(s) that are present in the zone. Once all members have been defeated, they can be handled in one of two presented options. If multiple members are present, the options may change depending on the order. You may also choose to release the member (by pressing the button above your hotbar), picking neither outcome but still cause them to provide loot and experience.
There are two options: Interrogate and something else. Possible options are as follows:
Interrogate: Imprison the member and gather information on their division over the next three encounters. They will be removed from the spawn table for the next 3 encounters while being interrogated. Interrogating lowers the rank of the member when they are released, potentially removing them from the division if their rank is reduced to zero. Interrogating the division leader immediately removes them from leadership and promotes another division member to leader. Up to 3 members can be interrogated at once; interrogating a fourth will immediately release the least-recently interrogated member. This option is always available.
Execute: Kill the member and raise their rank. If their rank was zero at the time, they will be assigned to the division of whoever they were assisting currently. The member will be granted a new item if they have fewer than three. This option is always available if three or more members are present.
Betray: Sabotage another member in some way and become Rivals with them. This option is only available while there are two members and are not already rivals.
Bargain: Gain a reward of some kind. This option only shows up when only one member is present.
Outcomes
The following outcomes are possible from Bargain:
Gain Intelligence on a division
Recruit an unranked member; raises their rank, adds them to their division, and become trusted with them
Switch divisions with another member
Leave the Immortal Syndicate; they will be replaced with someone else
Immediately complete all interrogations: remaining Intelligence is gained, prisoners are released, and their ranks reduced by 1
Destroy all items on members in their division
Remove all rivalries
Drop currency, map, veiled item, unique item, or scarab
The following outcomes are possible from Betray:
Gain Intelligence on a division or Mastermind
Become the new leader of their division
Remove another member from the Immortal Syndicate; they will be replaced with someone else
Steal ranks from another member while removing the rank of that member
Destroy all items on members of another division
Raise rank of all members of their division and lower rank of another
Rewards
Syndicate Safehouse
Immortal Syndicate Safehouse after defeating the safehouse boss, with Trapped Stash rewards (upper right)
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.
Rewards by Agent
Agent
Transportation
Fortification
Research
Intervention
Aisling
Smuggling Veiled Weapons and Jewelry
Preserving Veiled Armours and Jewelry
Extracting Veiled Magic
Pilfering Metamorph Scarabs
Chest containing weapons and jewelry with two veiled mods
Chest containing armour jewelry with two veiled mods
Crafting Bench that adds a Non-Signature veiled mod to a Rare item, with a chance to add a second veiled mod at higher ranks (NOTE: Veiled mod outcomes are based on current item base & mods)
Chest with a Metamorph Scarab
Cameria
Smuggling Timeworn Uniques
Sheltering Harbinger Orbs
Fabricating Sextants
Pillaging Sulphite Scarabs
Chest with a random League-specific unique item
Chest with some Harbinger's OrbsHarbinger's OrbStack Size: 20Reforges a map item as another of a higher tierRight click this item then left click a map to apply it.
Chest with a random assortment of Divination Cards
Crafting Bench that swaps one Divination Card with another
Chest with a Divination Scarab
Guff
Wagering on Item Worth
Betting on Item Outcomes
Investigating Item Odds
Gambling with Item Properties
Tiny's Trial Crafting Bench with: 1 AlchemyOrb of AlchemyStack Size: 20Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it. / 200 ChaosChaos OrbStack Size: 20Reforges a rare item with new random modifiersRight click this item then left click a rare item to apply it. / 6 ExaltExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. / 20 DivineDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it. / 20 BlessedBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. / 1 VaalVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again..
Timer of 8/14/20 seconds based on rank.
Tiny's Trial Crafting Bench with: 20 ScouringOrb of ScouringStack Size: 30Removes all modifiers from an itemRight click this item then left click on a magic or rare item to apply it. / (5x) 4 Essences (random) / 20 ExaltExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. / 1 VaalVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again..
Timer of 8/14/20 seconds based on rank.
Tiny's Trial Crafting Bench with: 1 AlchemyOrb of AlchemyStack Size: 20Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it. / 100 AnnulmentOrb of AnnulmentStack Size: 20Removes a random modifier from an itemRight click this item then left click on a magic or rare item to apply it. / 100 ExaltExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. / 5 DivineDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it. / 5 BlessedBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. / 1 VaalVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again..
Timer of 8/14/20 seconds based on rank.
Tiny's Trial Crafting Bench with: 1 TransmutationOrb of TransmutationStack Size: 40Upgrades a normal item to a magic itemRight click this item then left click a normal item to apply it. / 1 RegalRegal OrbStack Size: 20Upgrades a magic item to a rare itemRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added. / 100 AugmentationOrb of AugmentationStack Size: 30Augments a magic item with a new random modifierRight click this item then left click a magic item to apply it. Magic items can have up to two random modifiers. / 200 AlterationOrb of AlterationStack Size: 20Reforges a magic item with new random modifiersRight click this item then left click a magic item to apply it. / 3 ExaltExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. / 20 DivineDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it. / 1 VaalVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again..
Chest with 4-14 Module Error: More than one result found for item using search term "item_name = Silver Coin". Try using the page parameter instead
Chest with 2-5 currency orbs
Crafting Bench with applies either a BlessedBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it., DivineDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it., or ExaltExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. effect on an item depending on rank.
Chest with a Torment Scarab
Riker
Rigging Item Selections (Likes Contraptions!)
Protecting Items from Theft (Paranoid?)
Creating Item Conundrums
Boobytrapping Stashes
Trapped chest with currency stacks. Choose one within 8 seconds
Trapped chest with unique items. Choose one within 8 seconds
Trapped chest with ilvl 100 veiled Rares. Choose one within 8 seconds
Trapped chest with Divination Cards. Choose one within 8 seconds
Rin
Guiding Maps Between Locations
Securing Rare Maps
Cataloguing Unique Maps
Swiping Cartography Scarabs
Chest with several Normal maps
Chest with a few Rare maps
Chest with a Unique map
Chest with a Cartography Scarab
Tora
Creating Timed Item Traps (Careful!)
Enchanting Gloves/Boots/Helmets
Exposing Gems to Combat
Hunting for Harbinger Scarabs
Trapped chest with a random selection of currency, Divination Cards, Uniques, and ilvl 100 Veiled Rares. Choose one within 8 seconds
Chest with Gloves/Boots/Helmets with a Labyrinth enchantment
Crafting Bench which adds 20m/70m/200m XP to a gem (Note: Gem XP will be capped at maximum XP required to level)
Veiled Flask modifiers now only need to be Unveiled once to be crafted.
Immortal Syndicate-member-specific recipes now require half as many Unveilings to be unlocked.
The state of your Betrayal board is now shared across all characters on the same account and in the same league.
Upon completing the Mastermind encounter, you'll now have access to a reward room for every single Immortal Syndicate member currently with a job on your board (including prisoners). That's essentially up to 14 rooms worth of rewards, plus the Mastermind themselves.
Added a Stash to the Mastermind's Safehouse reward area because, well, you're going to need it.
Mastermind Intelligence no longer decays.
Upon defeating the Mastermind, the Betrayal board state is reset to a similar number of members and relationships as the starting state. However, Safehouse Intelligence is no longer reset upon defeating the Mastermind.
Safehouses now have 100% increased Experience from monsters, and the Mastermind's Safehouse now has 200% increased Experience from monsters.
You now always have the option to 'Release' Syndicate members.
Each encounter is now tracked on the Quest Tracker on the right side of the screen.
You'll now encounter far fewer 'empty' encounters based on your Betrayal board state.
Fixed a bug where Immortal Syndicate members could claim to have the job of "None" when you are selecting between actions.
Betrayal Fortification encounters are now prioritised over Shrines during level creation, meaning you should more reliably get the Betrayal encounters you are expecting.
You'll now encounter a new monster type in some Fortification encounters.
Jun Ortoi is now a master. Jun now sells hideout decorations.
You can advance Jun's Hideout level by defeating ranked Syndicate members.
Jun's Atlas Objectives will now begin appearing on the Atlas.
Areas which contain Jun will, in the great majority of cases, now contain three separate Immortal Syndicate encounters.
The Mastermind encounter has been simplified, clarified, and made easier:
The Mastermind's Pillar Surges now activate at a slower rate.
The Mastermind's Volatile Skeletons will no longer spawn in graveyard areas with an active green fire effect.
Increased the radius at which the Mastermind's Volatile Skeletons explode (making it easier to safely trigger them).
Improved the Mastermind's behaviour in and around the active green fire graveyard area thing places. She shouldn't get stuck in corners anymore!
Haku on Research duty now gives items that can exceed 20% Quality, up to 30% at Rank 3.
Haku's Chests while on Escort duty now give more and better items.
Aisling on Intervention duty now gives Jewellery with two Veiled Mods.
It that Fled on Fortification duty now gives more Rare Abyssal Jewels, and always gives a Stygian Vise at Rank 3.
It that Fled on Escort duty now gives significantly more Breach Splinters.
Janus on Escort duty now gives many more Quality Currency Items.
Janus on Research duty now gives many more Perandus Coins.
Janus on Fortification duty now gives more Currency Shards.
Vorici on Escort duty now gives more and better quality Gems, including a 21 to 23% Quality Gem at Rank 3.
Vorici on Fortification duty now gives many more Currency items that manipulate Sockets.
Vagan's Chests in all Jobs now give more and better items.
Veiled items drop more frequently from Immortal Syndicate encounters.
Several veiled modifiers now have fewer tiers. Low tiers contribute more towards unlocking higher tiers, however it will, on average, take more unveils to unlock the highest tier.
It That Fled's veiled mod (non-Chaos added as extra Chaos) has been split into Physical added as Chaos, Lightning added as Chaos, Cold added as Chaos, and Fire added as Chaos, and the values have been adjusted. New powerful versions of these modifiers can now appear in the basic mod pool on weapons and shields at higher levels.
The +1 to maximum totems mod has been moved into the Shaper item mod pool, appearing on Shields.
The cost of crafting veiled items in your hideout has been adjusted.
Added a prophecy that will guarantee Immortal Syndicate encounters in an area.
Fixed several bugs which could cause Immortal Syndicate Fortifications to appear in unreachable locations.
Fixed a bug which prevented Tukohama, War's Herald from dealing damage to Immortal Syndicate Fortress gates.