Aerborne

Expeditions / Field guide

Overworld expedition · Easy

First Flight

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.

Entry level
2Higher tiers may require more
Party size
1–5Players per private instance
Time limit
25 minComplete the run before time expires
Route
4 rooms1 boss encounter
First Flight
Parchment floor plan of First Flight, with its boss rooms shaded. Entrance The Trial PathThe Guardian YardThe Rune GateThe LandingTrial's End 1The Old SentinelThe Final Test
  1. The Old SentinelThe Final Test

01 · Before you enter

Prepare your party

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.

  • Your sidebar shows the clock, the party's lives and your objectives.
  • If you fall, Wren's safety line puts you back where you last stood. It costs nothing, so try every jump.
  • Campfires heal you out of combat and become your respawn point. Light every one you find.
  • A ring on the ground is an attack about to land. Step out of it.
  • Cloudlings teach dodging, Cinderlings teach reading a glow, Frostbound Watchers teach moving, and Stonebound Keepers teach the ring. The Old Sentinel asks for all of it.

Choose your difficulty

Open a tier for its requirements, modifiers and server records. Every party member must meet its entry requirements.

NormalLevel 2 · run back when you fall
Shared lives
None needed
Completion Marks
60
Server clears
6

No additional modifiers on this tier.

Fastest server clear2m 12s

j0shCodes

/expedition start first_flight normal

Need a party? Use /expedition queue first_flight normal.

02 · Room by room

Follow the route

  1. The Trial Path

    Puzzle

    Stepping stones and a rope bridge. Cloudlings throw slow gusts that push you a little. Watch them come, and sidestep.

  2. The Guardian Yard

    3 waves

    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.

  3. The Rune Gate

    Puzzle

    Pull the lever on top of each of the three rune stones to open the south gate.

  4. The Final Test

    Boss

    The fires round the gate build the Old Sentinel out of rubble. Light Trial's End first. See the boss briefing.

03 · Spoils

What the bosses leave

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.

Normal
35%chance of a boss's own piece
Boss · The Final TestThe Old Sentinel4 pieces
  • Skyfarer's BootsFeet · item level 4

    Health: +1 · Defense: +2

  • Wren's Flight CapHead · item level 4

    Health: +1 · Defense: +2

  • Road Warden's BladeMain hand · item level 5

    Damage: +6

  • Sentinel's PebbleTrinket · item level 6

    Health: +2

Gear for every slot

Set pieces can be found or forged. Found pieces turn up anywhere in the run: on enemies and in crates, chests and hidden caches.

Head
Wren's Flight CapThe Old Sentinel
Feet
Skyfarer's BootsThe Old Sentinel
Trinket
Sentinel's PebbleThe Old Sentinel
Main hand
Road Warden's BladeThe Old Sentinel

04 · Bestiary

Enemies & possible drops

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.

Boss · The Final TestThe Old Sentinel170 HP · 5 damage
Possible drops per player kill
ItemAmountChance
Skyward Feather1–3100%
Skyward Feather135%
Signature item14%
Coin purse (Marks)75–125100%
Enemy · The Guardian Yard, The Final Test, Standing guardCinderling12 HP · 2 damage

Ember Burst: It glows, and a ring shows how far the flame will reach. Back away before it bursts.

Possible drops per player kill
ItemAmountChance
Skyward Feather1–225%
Set piece11.2%
Bottled Lesson11%
Coin purse (Marks)1–420%
Enemy · The Guardian YardFrostbound Watcher16 HP · 2 damage

Frost Bolt: Fires a bolt of frost you can see coming at a marked spot. It leaves ice that slows anyone on it.

Possible drops per player kill
ItemAmountChance
Skyward Feather1–225%
Set piece11.2%
Bottled Lesson11%
Coin purse (Marks)1–420%
Elite · The Guardian YardStonebound Keeper60 HP · 4 damage

Ground Slam: A ring marks the ground around it, then a shockwave hits everyone inside.

Possible drops per player kill
ItemAmountChance
Skyward Feather1–370%
Skyward Feather125%
Set piece17%
Bottled Lesson15%
Coin purse (Marks)12–20100%
Enemy · Standing guardCloudling10 HP · 2 damage

Gust: Throws a slow ball of wind that pushes whoever it hits a little. Watch it come, and sidestep.

Possible drops per player kill
ItemAmountChance
Skyward Feather1–225%
Set piece11.2%
Bottled Lesson11%
Coin purse (Marks)1–420%

05 · Finish the expedition

What you take home

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 Marks

Before the tier multiplier. Your tier settings can change this amount.

Fixed completion items

  • 8 × Bread
  • 4 × Skyward Feather
  • 3 × Experience bottle

These items are separate from random loot rolls.

/expedition guide first_flight
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