Isekai Guardians mission guide: A mission shows its duration, its Energy cost, its rewards and its risk before you accept it. You can have one active mission at a time, starting spends Energy, and a failed mission can leave you incapacitated and exhausted in front of the Temple.

Isekai Guardians mission guide: the kinds of mission

There are different reasons to take a mission, and they are not interchangeable:

  1. Slayer assignments connect to the Slayers Guild's work against the threats facing Celestria.
  2. Gathering assignments focus on collecting resources.
  3. City missions are the opportunities the four cities offer on their own.

Choose by the displayed rewards and the time you have. Shorter assignments suit frequent check-ins, and longer ones let you plan around time away, because the mission cards show the available durations and costs.

Running a mission

  1. Open the mission list and read the card: duration, Energy cost, rewards and risk.
  2. Read the success rate on the card before you commit.
  3. Start the mission. It spends Energy, and only one mission can be active at a time.
  4. Check the automatic-completion countdown on the mission screen so you know when it finishes.
  5. Return when the timer finishes and collect the result.

Death, exhaustion or Temple recovery can prevent a new mission from starting, so a mission that failed last night may leave you unable to begin one this morning until you have recovered.

Looping, and the countdown that runs without you

Missions can repeat automatically. The automatic-completion countdown on the mission screen is what drives it, and looping can pause for reasons that are worth knowing:

  • your condition, if you are hurt or exhausted,
  • requirements that are no longer met,
  • the unattended-repeat limit.

If you use looping, keep enough resources available and check back, because a paused repeat does not restart itself for free.

Why cancelling is expensive

Cancelling a mission is a commitment you pay for twice: the mission's progress is lost, and the Energy you spent on it is lost with it. You also have to finish or cancel an active mission before you can attempt to travel, so leaving early is not free in time either.

Treat a mission you are going to cancel as a mission you should not have started, and read the success rate first.

Risk matters

A mission's success is not guaranteed just because its timer ended. Failure can leave you incapacitated and exhausted, and it forces Temple recovery, which costs you time and blocks your next activities.

Mission experience and relevant bonuses improve your odds, so your odds scale with your own progress. This is also why the same mission card shows a different success rate later than it did on your first run.

Loop the missions that pay

Once a mission reaches guaranteed success, you can push it further for more reward potential and fresh risk. The mission prestige guide covers when that becomes available and what changes when you do it.

Labor comes from a different set of activities

Energy pays for missions, and Labor pays for a different set of things: fishing, searching for Brawl opponents, and City Guard duty. A player with a full Energy bar can still be unable to work a shift, so track the two pools separately.

The fishing guide covers the Labor side, and the City Guard duty guide covers what Labor buys you.