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. 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. | ||
# '''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, lose, or flee.''' A win grants XP and rolls the run's loot. A loss can leave your survivor injured (healing on a timer), and — if you run out of food while actively playing — can end in death (see '''[[#Death and reclaiming gear|below]]'''). Fleeing (helped by swiftness) lets you break off a run you are likely to lose. | ||
# '''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, but the underlying outcome is a single combat resolution. | ||
== Death and reclaiming gear == | |||
Fights have real stakes when you play at the keyboard. 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. | |||
Your gear isn't gone — it lies where you died: | |||
* The [[Biomes|biome]] it fell in shows a '''🪦 marker'''. '''Win 3 expeditions there''' to recover the piece, or | |||
* pay a '''steep [[Amber]] ransom''' to get it back instantly. | |||
'''You only ever die while actively playing.''' Offline, expeditions and [[Hunting|hunts]] still stop safely before a knockout, exactly as before — nobody comes back from being away to a graveyard. The best insurance is a well-stocked larder and picking the right auto-eat food for the biome you're fighting in. | |||
== Patrols == | == Patrols == | ||