Expeditions: Difference between revisions

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# '''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.
# '''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. The stronger your loadout relative to the difficulty, the higher your win chance. The run plays out on the [[Trail]] as a four-stage encounter.
# '''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, lose, or flee.''' A win grants XP and rolls the run's loot. A loss can leave your survivor injured (healing on a timer). Fleeing (helped by swiftness) lets you break off a run you are likely to lose.
# '''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.
# '''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, but the underlying outcome is a single combat resolution.
Every run reflects the biome's own [[Weather]] and [[Trail]] flavor as it plays out.
 
== Death and reclaiming gear ==
 
Fights have real stakes. If a hit would drop you to 0 health and '''[[Cooking|auto-eat]] has no food left''', you '''die''': that run's spoils are lost, and one random equipped piece is torn off and dropped where you fell. You revive immediately at full health.
 
'''Since v0.38.29 this can happen while you're away, too.''' An offline session now plays by the same rules as one at the keyboard — running out of food, or meeting a fight you can't match, can end in a death exactly as it would live. It can only happen once per away session, since dying stops the action that caused it; raids and sieges never run while you're away, so they can never kill you there.
 
Your gear isn't gone — it lies where you died:
 
* The [[Biomes|biome]] it fell in shows a '''{{Icon|glyph-grave}} marker'''. Winning expeditions there recovers the piece — the number of wins needed scales with the biome, from '''3''' in the Grasslands up to '''8''' in the Sundered Vale (10–12 in the [[Rifts]]), or
* pay an '''[[Amber]] ransom''' to get it back instantly — the greater of 500 Amber or 5× the piece's sell value (four times that if it fell while you were away).
 
The best insurance is a well-stocked larder and picking the right auto-eat food for the biome you're fighting in.


== Patrols ==
== Patrols ==


Patrols are the bread-and-butter runs. Each biome's patrol always yields that biome's '''relic''' and, for the early biomes, a chance at a basic material (bone, hide, or raw meat).
Patrols are the bread-and-butter runs. Each biome's patrol always yields that biome's '''relic''', plus a chance at raw materials — a basic drop (bone, hide, or raw meat) on the early biomes, and the biome's own rare crafting materials further along the chain.


{| class="wikitable sortable"
{| class="wikitable sortable"
! Biome !! Patrol run !! Level req. !! Difficulty !! Guaranteed relic !! Bonus material
! Biome !! Patrol run !! Level req. !! Interval (s) !! Difficulty !! Outputs !! XP
|-
|-
| Grasslands || Patrol the Grasslands || 1 || 15 || Verdant Relic || Bone (30%)
| {{Icon|grasslands}} Grasslands || Patrol the Grasslands || 1 || 20 || 15 || {{Icon|verdant-relic}} Verdant Relic; {{Icon|bone}} Bone ×2 (30%) || 35
|-
|-
| Redwood Wilds || Trek the Redwood Wilds || 15 || 40 || Redwood Relic || Hide (30%)
| {{Icon|redwood-wilds}} Redwood Wilds || Trek the Redwood Wilds || 15 || 30 || 55 || {{Icon|redwood-relic}} Redwood Relic; {{Icon|hide}} Hide ×2 (30%); {{Icon|ridgeplate}} Ridgeplate ×2 (25%) || 82
|-
|-
| Murkwater Swamp || Wade the Murkwater || 22 || 60 || Murk Relic || Raw Meat (30%)
| {{Icon|murkwater-swamp}} Murkwater Swamp || Wade the Murkwater || 22 || 34 || 80 || {{Icon|murk-relic}} Bog Idol; {{Icon|raw-meat}} Raw Meat ×2 (30%); {{Icon|bogscale}} Bogscale ×2 (25%) || 108
|-
|-
| Cavern Depths || Delve the Cavern Depths || 30 || 80 || Cavern Relic || Crystal (15%)
| {{Icon|cavern-depths}} Cavern Depths || Delve the Cavern Depths || 30 || 40 || 100 || {{Icon|cavern-relic}} Deep Geode; {{Icon|crystal}} Crystal (15%); {{Icon|deepchitin}} Deepchitin ×2 (25%) || 140
|-
|-
| Scorched Badlands || Cross the Scorched Badlands || 38 || 105 || Badlands Relic || Bone (35%)
| {{Icon|scorched-badlands}} Scorched Badlands || Cross the Scorched Badlands || 38 || 44 || 105 || {{Icon|badlands-relic}} Sunbaked Idol; {{Icon|bone}} Bone ×3 (35%); {{Icon|wardstone-fragment}} Wardstone Fragment (3%); {{Icon|emberheart}} Emberheart (3%); {{Icon|slagplate}} Slagplate ×2 (25%) || 172
|-
|-
| Coral Shallows || Dive the Coral Shallows || 42 || 120 || Coral Relic ||
| {{Icon|coral-shallows}} Coral Shallows || Dive the Coral Shallows || 42 || 46 || 120 || {{Icon|coral-relic}} Pearled Conch; {{Icon|wardstone-fragment}} Wardstone Fragment (4%); {{Icon|reefshell}} Reefshell ×3 (25%) || 192
|-
|-
| Frozen Wastes || Cross the Frozen Wastes || 45 || 140 || Frozen Relic ||
| {{Icon|frozen-wastes}} Frozen Wastes || Cross the Frozen Wastes || 45 || 50 || 140 || {{Icon|frozen-relic}} Glacial Core; {{Icon|wardstone-fragment}} Wardstone Fragment (4%); {{Icon|frostbound-hide}} Frostbound Hide (3%); {{Icon|rimepelt}} Rimepelt ×3 (25%) || 210
|-
|-
| Ashen Peaks || Scale the Ashen Peaks || 52 || 170 || Ashen Relic ||
| {{Icon|ashen-peaks}} Ashen Peaks || Scale the Ashen Peaks || 52 || 54 || 170 || {{Icon|ashen-relic}} Ember Idol; {{Icon|wardstone-fragment}} Wardstone Fragment (4%); {{Icon|emberheart}} Emberheart (3.5%) || 245
|-
|-
| Skyreach Plateau || Ascend Skyreach Plateau || 56 || 195 || Skyreach Relic ||
| {{Icon|skyreach-plateau}} Skyreach Plateau || Ascend Skyreach Plateau || 56 || 56 || 195 || {{Icon|skyreach-relic}} Cloud Jade; {{Icon|wardstone-fragment}} Wardstone Fragment (5%); {{Icon|windquill}} Windquill ×4 (25%) || 270
|-
|-
| the Sundered Vale || Brave the Sundered Vale || 60 || 220 || Vale Relic ||
| {{Icon|sundered-vale}} the Sundered Vale || Brave the Sundered Vale || 60 || 60 || 220 || {{Icon|vale-relic}} Sundered Shard; {{Icon|wardstone-fragment}} Wardstone Fragment (5%); {{Icon|apex-scale}} Apex Scale (4%); {{Icon|valehide}} Valehide ×4 (25%) || 305
|}
|}


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{| class="wikitable sortable"
{| class="wikitable sortable"
! Biome !! Guardian !! Level req. !! Difficulty !! Trophy reward
! Biome !! Guardian !! Level req. !! Interval (s) !! Difficulty !! Outputs !! XP
|-
|-
| Grasslands || Thunderfoot Matriarch || 5 || 60 || Thunder Crest
| {{Icon|grasslands}} Grasslands || Thunderfoot Matriarch || 5 || 45 || 60 || {{Icon|thunder-crest}} Thunder Crest || 128
|-
|-
| Redwood Wilds || Old Growth Tyrant || 20 || 120 || Tyrant Fang
| {{Icon|redwood-wilds}} Redwood Wilds || Old Growth Tyrant || 20 || 60 || 150 || {{Icon|tyrant-fang}} Tyrant Fang; {{Icon|ridgeplate}} Ridgeplate ×8; {{Icon|sheet-sunpetal-hood}} Blueprint: Sunpetal Hood (20%) || 275
|-
|-
| Murkwater Swamp || Murk Sovereign || 27 || 160 || Sovereign Scale
| {{Icon|murkwater-swamp}} Murkwater Swamp || Murk Sovereign || 27 || 66 || 200 || {{Icon|sovereign-scale}} Sovereign Scale; {{Icon|bogscale}} Bogscale ×8; {{Icon|sheet-tidewoven-leggings}} Blueprint: Tidewoven Leggings (20%) || 355
|-
|-
| Cavern Depths || Hollow King || 35 || 200 || Hollow Crown
| {{Icon|cavern-depths}} Cavern Depths || Hollow King || 35 || 75 || 240 || {{Icon|hollow-crown}} Hollow Crown; {{Icon|deepchitin}} Deepchitin ×8; {{Icon|sheet-sinewweave-vest}} Blueprint: Sinewweave Vest (20%) || 455
|-
|-
| Scorched Badlands || Scorched King || 41 || 260 || Giga Tooth
| {{Icon|scorched-badlands}} Scorched Badlands || Scorched King || 41 || 80 || 260 || {{Icon|giga-tooth}} Giga Tooth; {{Icon|slagplate}} Slagplate ×8; {{Icon|sheet-starmetal-blade}} Blueprint: Starmetal Blade (20%) || 530
|-
|-
| Coral Shallows || Tide Leviathan || 46 || 290 || Tide Pearl
| {{Icon|coral-shallows}} Coral Shallows || Tide Leviathan || 44 || 84 || 290 || {{Icon|tide-pearl}} Tide Pearl; {{Icon|reefshell}} Reefshell ×12; {{Icon|sheet-sunstride-saddle}} Blueprint: Sunstride Saddle (20%) || 610
|-
|-
| Frozen Wastes || Frostmaw || 50 || 320 || Frost Heart
| {{Icon|frozen-wastes}} Frozen Wastes || Frostmaw || 50 || 90 || 320 || {{Icon|frost-heart}} Frost Heart; {{Icon|rimepelt}} Rimepelt ×12; {{Icon|sheet-heartwood-warbow}} Blueprint: Heartwood Warbow (20%) || 710
|-
|-
| Ashen Peaks || Ash Tyrant || 55 || 380 || Tyrant Skull
| {{Icon|ashen-peaks}} Ashen Peaks || Ash Tyrant || 55 || 100 || 380 || {{Icon|tyrant-skull}} Tyrant Skull; {{Icon|sheet-wardstone-bulwark}} Blueprint: Wardstone Bulwark (20%) || 855
|-
|-
| Skyreach Plateau || Sky Sovereign || 58 || 420 || Sky Plume
| {{Icon|skyreach-plateau}} Skyreach Plateau || Sky Sovereign || 58 || 108 || 420 || {{Icon|sky-plume}} Sky Plume; {{Icon|windquill}} Windquill ×16; {{Icon|sheet-gloomglass-visor}} Blueprint: Gloomglass Visor (20%) || 1000
|-
|-
| the Sundered Vale || The Sundered One || 65 || 500 || Sundered Core
| {{Icon|sundered-vale}} the Sundered Vale || The Sundered One || 65 || 120 || 500 || {{Icon|sundered-core}} Sundered Core; {{Icon|valehide}} Valehide ×16; {{Icon|sheet-emberheart-plate}} Blueprint: Emberheart Plate (20%) || 1220
|}
|}
Percentages in the Outputs column show the chance of that drop; items without a percentage are guaranteed on every win. Intervals are base times before speed bonuses. Every run — patrol or Guardian — can also drop an Expedition Set piece and the biome's Dig Site Map; see '''[[#Rewards|Rewards]]''', below, for those rates.


== Rewards ==
== Rewards ==
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Beyond the guaranteed relic or trophy, every winning expedition rolls extra loot layers:
Beyond the guaranteed relic or trophy, every winning expedition rolls extra loot layers:


* '''Expedition Sets.''' Each biome has a themed six-piece equipment set (weapon, head, chest, legs, shield, trinket) that drops only from that biome's runs — never crafted or bought. Patrols drop a set piece at a low rate per piece; Guardians drop them far more often, making the boss the fastest way to complete a set. Wearing a full set adds a bonus to your expedition strength, easing the jump to the next biome. Duplicates can be sold for [[Items|Amber]].
* '''Expedition Sets.''' Each biome has a themed six-piece equipment set (weapon, head, chest, legs, shield, trinket) that drops only from that biome's runs — never crafted or bought. Each patrol win has a 0.5% chance per piece; each Guardian win 2% per piece — four times the patrol rate — making the boss the fastest way to complete a set. Wearing a full set adds a bonus to your expedition strength, easing the jump to the next biome. Duplicates can be sold for [[Items|Amber]].
* '''Trail Caches.''' Roughly one win in a handful turns up a Trail Cache, which pays out craftable [[Creatures|companion]] gear tiered to the biome, a pile of Amber, or (rarely) a special relic saddle or barding. A '''Scout''' in your party raises the cache rate. See [[Trail]].
* '''Trail Caches.''' Roughly one win in a handful turns up a Trail Cache, which pays out craftable [[Creatures|companion]] gear tiered to the biome, a pile of Amber, or (rarely) a special relic saddle or barding. A '''Scout''' in your party raises the cache rate. See [[Trail]].
* '''Dig Site Maps.''' Runs occasionally turn up the biome's Dig Site Map, the key to an [[Excavation]]. Patrols drop them uncommonly; Guardians drop them several times more often.
* '''Dig Site Maps.''' Runs occasionally turn up the biome's Dig Site Map, the key to an [[Excavation]]. Patrols drop them at 1.2%; Guardians at 5%.
* '''Amber and materials.''' Sellable relics, gems, and set duplicates all feed your Amber income.
* '''Blueprint Sheets.''' Nine of the ten Guardians — every one but the Thunderfoot Matriarch — have a 20% chance to drop a blueprint sheet on a win. Studying it permanently unlocks that piece's recipe, the fastest route to a biome's forge-only gear.
* '''Amber and materials.''' Sellable relics, gems, and set duplicates all feed your Amber income. Most patrols and Guardians also pay a trickle of the biome's own [[Items#Biome armour materials|armour material]] and other rare crafting materials (Wardstone Fragment, Emberheart, Frostbound Hide, Apex Scale) — see the Outputs column above for exact rates.


== Party roles ==
== Party roles ==
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You can assign a role to each [[Creatures|companion]] in your party to shape how expeditions resolve:
You can assign a role to each [[Creatures|companion]] in your party to shape how expeditions resolve:


* '''Vanguard''' — leads more of the [[Trail]] stages and counts for extra party strength.
* '''Attack''' — leads more of the [[Trail]] stages and counts for extra party strength.
* '''Guard''' — reduces the damage your survivor takes.
* '''Guard''' — reduces the damage your survivor takes.
* '''Scout''' — improves flee chance and raises the Trail Cache drop rate.
* '''Scout''' — improves flee chance and raises the Trail Cache drop rate.
== Guardian Heat ==
Farming the same [[#Guardian bosses|Guardian]] or [[Rifts|rift boss]] over and over now '''heats up''' its biome: every boss win adds a heat stack worth '''+8% difficulty''', up to 10 stacks. Heat cools down again over time (one stack every 2 hours) and — more usefully — '''each patrol win in that biome vents a stack'''. In practice this turns endless boss farming into a boss-and-patrol rotation; sustained farming settles around 4–6 stacks unless you interleave patrols.
== The Rifts ==
Beyond the [[Sundered Vale]], defeating the Sundered One tears open the '''[[Rifts]]''' — three expedition-only zones with repeatable boss fights, the Rift Shard currency, the Rift Bazaar, and the Riftforged set. See [[Rifts]] for the full chain.


== See also ==
== See also ==


* [[Rifts]] — the endgame expedition zones past the Vale.
* [[Biomes]] — the progression chain and what each region gates.
* [[Biomes]] — the progression chain and what each region gates.
* [[Trail]] — the stage-by-stage view of a live expedition.
* [[Trail]] — the stage-by-stage view of a live expedition.
* [[Caves]] and [[Delving]] — the post-clear cave activity.
* [[Caves]] and [[Delving]] — the post-clear cave activity.
* [[Weather]] — Storm boosts expedition strength.
* [[Weather]] — Storm boosts expedition strength.
* [[Battle Log]] — the after-action report every patrol and Guardian run keeps.
{{Nav}}


[[Category:Expeditions]]
[[Category:Expeditions]]
[[Category:Skills]]
[[Category:Skills]]
[[Category:Progression]]
[[Category:Progression]]
<div class="pi-pageimage" style="display:none">[[File:Icon-expeditions.png|128px]]</div>