Wiki/Bosses/Expeditions

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_expedition hit curve, which is stricter than open world PvE but more forgiving than PvP.

Tier Requirements

TierTreasury CostMin LevelMin ParticipantsRooms
Tier 050,0001055
Tier 1125,0001656
Tier 2250,0002358

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:

  1. Player offensive actions:each player’s chosen action resolves against their targeted mob (or all mobs for AoE).
  2. Player supportive actions: heals and buffs apply to allies.
  3. Each mob acts: every living mob executes the next action in its rotation, cycling through its action template.
  4. 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 TypeMob Count
Trash4–5
Elite3–4
Mini-boss adds2–3
Event3–4

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 TypeBase TokensLoot Multiplier
trash51x
elite81.5x
mini boss122x
event81.5x
final boss203x
tokens = baseTokens × tierMultiplier // tier multipliers: 1, 2, 4

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

ConstantValueDescription
SIGNUP_TURN_COST300Turns spent per player to join
WEEKLY_COOLDOWN7dCooldown before same expedition can be run again
BETWEEN_EXPEDITION_COOLDOWN18hMinimum wait between any two expeditions
MAX_ATTEMPTS3Maximum attempts per expedition instance
KO_RECOVERY_TURN_COST500Turn cost to recover from knockout during expedition