Expeditions: Difference between revisions
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* '''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 [[#Guardians|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. | ||