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. | # '''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, | # '''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, | 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''' | 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 !! | ! Biome !! Patrol run !! Level req. !! Interval (s) !! Difficulty !! Outputs !! XP | ||
|- | |- | ||
| Grasslands || Patrol the Grasslands || 1 || 15 || Verdant Relic | | | {{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 || | | {{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 || | | {{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 || | | {{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 || | | {{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 || | | {{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 || | | {{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 || | | {{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 || | | {{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 || | | {{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 !! | ! 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 || | | {{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 || | | {{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 || | | {{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 || | | {{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. | * '''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 | * '''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: | ||
* ''' | * '''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> | |||