Weekly Expedition
A new map every week, played stage by stage with Expedition Torches. Opens on the Stage II-7 clear, on the Dungeon tab's EXPEDITION tab.
Fed by:
Expedition Torches from the Frontier Bastion (every won run or sweep pays a few). The Battle pass and the shop's Torch Bundle add more.
The week
Every Monday (00:00 UTC) a new week begins at Stage 0 with a new boss and theme. Beat a stage's boss and the next stage opens on a fresh map. Beat Stage 10 and the week is done: "Cleared! See you next week!"
The Expedition's difficulty follows your POWER (measured when you first attack that week), not your level. Early stages have small maps (Stage 0 is the boss alone); each of the next few stages adds a room.
Rooms
| Room | What it is |
|---|---|
| Beast Den | A pack of the region's beasts. |
| Wild Lair | A pack led by a Wild beast, stronger than its kin. |
| Defensive Monument | A ward that hardens the boss. It never strikes back. |
| Offensive Monument | A war idol that drives the boss on. It never strikes back. |
| Expedition Boss | The week's boss, behind its guards. |
Attacking a room
- Tap a room, then INSPECT to see its foes, its Torch cost and its first-clear pay; ATTACK to go.
- Each attempt is a run against the clock. You start at full health.
- In a pack, a loss or running out of time sends you back to the first beast.
- Once you reach a monument or the boss, every later attempt starts there, and its wounds stay.
- Monuments still standing make the boss stronger, so knock them down first when you can.
Rewards
Rooms pay gold; the Wild Lair and the boss add Forge Materials, and the boss also pays an Enchantment Playbook and sometimes an item. From Stage 7 the boss pays rubies too.
The Guild Expedition
Guilds have their own weekly Expedition, fought together against shared health. See Guilds.