Success vs. Failure
- Success — mandatory bosses dead and Enemy Forces at 100%, achieved within the timer. Full reward, Keystone level +1.
- Failure — the same completion requirement, met after the timer expired. A reduced reward (lower than Success, but not zero), Keystone level −1.
There’s no bonus tier for finishing well under the timer, and no third outcome beyond these two for any run that actually completes.
Who’s eligible for rewards
You stay eligible for a run’s rewards unless one of the following applies to you personally:
- You explicitly Leave the run at any point.
- Your cumulative disconnected time during the run goes over 7 minutes. Below that, a reconnect restores your full eligibility — this is a rolling total, not a one-strike rule.
The run owner leaving does not remove anyone else’s eligibility — it only affects their own Keystone (see Keystone Entry & Party Requirements). The rest of the party can keep going and still collect everything below.
Ichor currency
Guaranteed for every eligible roster member on completion, Success or Failure alike (Failure grants the same reduced amount as every other Failure reward). The tier and amount scale with your Keystone level at completion. Full detail: Upgrade Resources: Ichor.
Minor Artifact drop chance
Up to two independent rolls per run, each one picking a random eligible roster member:
| Party size | Roll #1 | Roll #2 | Possible outcomes |
|---|---|---|---|
| 3 | 25% → one random player | — | 0 or 1 artifact |
| 4 | 25% → one random player | 5% → a different random player | 0, 1, or 2 artifacts |
| 5 | 25% → one random player | 25% → a different random player | 0, 1, or 2 artifacts |
This intentionally skews better for full 5-player parties — that’s a deliberate design choice, not an oversight. The artifact’s power tier is set by your Keystone level at completion; see Initial Quality & Upgrade Potential for exactly what that means.
Difficulty doesn’t scale down for a smaller group
If someone leaves partway through, the run keeps its original party-size difficulty. The remaining players face the same scaling the full group would have — there’s no discount for finishing shorthanded.