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== How an expedition works == # '''Pick a biome.''' Each unlocked biome offers a repeatable '''patrol''' run and a '''Guardian''' challenge. You must have reached the biome (by clearing the previous Guardian) and meet the run's Expeditions level. # '''Auto-combat.''' A run resolves against a set '''difficulty''' value using your combat strength — your equipped gear plus your active [[Creatures|companion]] party. Since v0.39.0 there's no coin flip: every run you're strong enough to attempt eventually wins. Come in under-geared and the fight simply runs longer — more exchanges, more food eaten, more time on the clock — while a loadout at or above the intended strength clears it in the fewest exchanges. The run plays out on the [[Trail]] as a four-stage encounter. # '''Win — or, rarely, die.''' Finishing a run is a win: it grants XP and rolls the run's loot. Grinding one out well past the intended gear line risks leaving a party member injured (healing on a timer) even on a win. The only way a run ends early is running out of food mid-fight: your party first tries a swiftness-boosted flee to pull you clear, and only if that fails do you '''die''' (see '''[[#Death and reclaiming gear|below]]'''). # '''Repeat.''' Patrols are fully repeatable and can be left running idle. Guardians are also repeatable, so you can farm a boss for its rewards after the first kill. Every run reflects the biome's own [[Weather]] and [[Trail]] flavor as it plays out.
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