Base completion reward
60 MarksBefore the tier multiplier. Your tier settings can change this amount.
Expeditions / Field guide
Overworld expedition · Easy
The tutorial. A training run along the Wardens' Road that teaches one skill at a time, then tests them all at once. Step off Captain Wren's airship, cross the Trial Path, hold the Guardian Yard and face the Old Sentinel at the ruined gate.
01 · Before you enter
On a run-back tier nobody runs out of lives: if you fall, you come back at the last fire you lit, and if the whole party falls the fight resets. On tiers with shared lives, each death spends one. You keep your gear either way.
Open a tier for its requirements, modifiers and server records. Every party member must meet its entry requirements.
No additional modifiers on this tier.
/expedition start first_flight normalNeed a party? Use /expedition queue first_flight normal.
02 · Room by room
Stepping stones and a rope bridge. Cloudlings throw slow gusts that push you a little. Watch them come, and sidestep.
Three waves in the yard. Cinderlings glow before they burst, Frostbound Watchers fire frost that leaves ice underfoot, and the Stonebound Keeper is an elite that slams the ground.
Pull the lever on top of each of the three rune stones to open the south gate.
The fires round the gate build the Old Sentinel out of rubble. Light Trial's End first. See the boss briefing.
03 · Spoils
Every boss leaves a chest where it falls. Each of you opens it for a private share, rolled for you alone: materials, often a piece of the dungeon's gear, and a chance at something of that boss's own. The list below runs from the likeliest piece to the rarest.
Health: +1 · Defense: +2
Health: +1 · Defense: +2
Damage: +6
Health: +2
Set pieces can be found or forged. Found pieces turn up anywhere in the run: on enemies and in crates, chests and hidden caches.
04 · Bestiary
Health and damage are base values, before level, tier and party scaling. Drop chances apply to each player kill; they are separate from boss chests and completion rewards.
| Item | Amount | Chance |
|---|---|---|
| Skyward Feather | 1–3 | 100% |
| Skyward Feather | 1 | 35% |
| Signature item | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
Ember Burst: It glows, and a ring shows how far the flame will reach. Back away before it bursts.
| Item | Amount | Chance |
|---|---|---|
| Skyward Feather | 1–2 | 25% |
| Set piece | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
Frost Bolt: Fires a bolt of frost you can see coming at a marked spot. It leaves ice that slows anyone on it.
| Item | Amount | Chance |
|---|---|---|
| Skyward Feather | 1–2 | 25% |
| Set piece | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
Ground Slam: A ring marks the ground around it, then a shockwave hits everyone inside.
| Item | Amount | Chance |
|---|---|---|
| Skyward Feather | 1–3 | 70% |
| Skyward Feather | 1 | 25% |
| Set piece | 1 | 7% |
| Bottled Lesson | 1 | 5% |
| Coin purse (Marks) | 12–20 | 100% |
Gust: Throws a slow ball of wind that pushes whoever it hits a little. Watch it come, and sidestep.
| Item | Amount | Chance |
|---|---|---|
| Skyward Feather | 1–2 | 25% |
| Set piece | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
No enemies or drops match your search.
05 · Finish the expedition
Players present at completion receive their own rewards. Enemy drops listed above are additional chances, not guaranteed completion items. Runs with hired allies do not earn campaign progress or set expedition records.
Base completion reward
60 MarksBefore the tier multiplier. Your tier settings can change this amount.
Fixed completion items
These items are separate from random loot rolls.
/expedition guide first_flight