Expeditions
Expeditions are guild-organized multi-room raids. Unlike single boss encounters, expeditions feature a sequence of rooms with escalating difficulty, rest stops, and a multi-phase final boss.
How Expeditions Differ from Boss Encounters
- Multi-room progression: instead of a single boss, expeditions have a sequence of rooms: trash, elite, mini-boss, event, and a final boss.
- Multiple mobs per room: each room contains several enemies that fight simultaneously, not just one boss.
- Rest between rooms: after clearing a room, the party rests for 5 minutes, recovering 20% HP, 30% stamina, and 30% mana.
- Guild cost: launching an expedition costs guild treasury gold and requires minimum participants.
- Expedition hit curve: expeditions use the
pve_expeditionhit curve, which is stricter than open world PvE but more forgiving than PvP.
Tier Requirements
| Tier | Treasury Cost | Min Level | Min Participants | Rooms |
|---|---|---|---|---|
| Tier 0 | 50,000 | 10 | 5 | 5 |
| Tier 1 | 125,000 | 16 | 5 | 6 |
| Tier 2 | 250,000 | 23 | 5 | 8 |
Signup costs 300 turns per player. The signup window lasts 10 minutes.
Room Compositions
Each tier has a fixed room layout. Higher tiers add more elites, mini-bosses, and event rooms.
Tier 0
- 3x trash
- 1x elite
- 1x final boss
Tier 1
- 3x trash
- 1x elite
- 1x mini boss
- 1x final boss
Tier 2
- 3x trash
- 2x elite
- 1x mini boss
- 1x event
- 1x final boss
Multi-Mob Round Resolution
Unlike boss encounters where there is a single enemy, expedition rooms contain multiple mobs. Each round resolves as follows:
- Player offensive actions:each player’s chosen action resolves against their targeted mob (or all mobs for AoE).
- Player supportive actions: heals and buffs apply to allies.
- Each mob acts: every living mob executes the next action in its rotation, cycling through its action template.
- Tick effects: DoTs, HoTs, and buff durations update.
Dead mobs are removed. The room is cleared when all mobs reach zero HP.
Mob Counts per Room
| Room Type | Mob Count |
|---|---|
| Trash | 4–5 |
| Elite | 3–4 |
| Mini-boss adds | 2–3 |
| Event | 3–4 |
AoE Action Behavior
When a player uses an AoE ability, it hits all living mobs in the room. When a mob uses an AoE action, it hits all living players. Telegraphed AoE attacks show a warning the previous round so players can Defend or Ward.
Equipment Lock
When a room begins, each party member’s equipment stats are locked for the duration of the room. Changing your equipped gear between rounds has no effect until the next room starts.
- Swapping gear between rooms: during the rest phase between rooms, you can freely change equipment. Your new stats will take effect when the next room begins.
- Durability: equipment durability continues to degrade during the room, but stat contributions are based on the snapshot taken at room start. Even if a weapon reaches 0 durability mid-room, it retains its full stats until the room ends.
- Why? This ensures consistent combat calculations throughout each room and prevents mid-fight gear swapping.
Mob Threat-Based Targeting
Each mob maintains its own threat table. When a mob uses a single-target attack, it targets the player with the highest threat on that specific mob’s table. This means different mobs in the same room may attack different players based on who has been hitting them.
Taunt affects all mobs in the room, forcing every mob to target the taunter for the taunt duration.
Final Boss Phases
The final boss of each expedition has three phases, transitioning at 50% and 25% HP. Each phase uses a different action rotation with increasingly dangerous abilities. The boss may also summon adds during later phases (up to 8 total summons).
Rewards: Expedition Tokens
Each cleared room awards expedition tokens. Token amounts scale with room difficulty and expedition tier.
| Room Type | Base Tokens | Loot Multiplier |
|---|---|---|
| trash | 5 | 1x |
| elite | 8 | 1.5x |
| mini boss | 12 | 2x |
| event | 8 | 1.5x |
| final boss | 20 | 3x |
Clearing the entire expedition grants a completion bonus of 1x the total tokens earned. Each room also awards 25 guild XP, with a 100 guild XP completion bonus.
Cooldowns & Limits
| Constant | Value | Description |
|---|---|---|
SIGNUP_TURN_COST | 300 | Turns spent per player to join |
WEEKLY_COOLDOWN | 7d | Cooldown before same expedition can be run again |
BETWEEN_EXPEDITION_COOLDOWN | 18h | Minimum wait between any two expeditions |
MAX_ATTEMPTS | 3 | Maximum attempts per expedition instance |
KO_RECOVERY_TURN_COST | 500 | Turn cost to recover from knockout during expedition |