Expeditions
Send scouts out to discover collectibles. Run free and paid expeditions, then upgrade Scouts, Range, Relay, Efficiency, and Experience.
Expeditions are how you discover collectibles. You launch a run, it gathers items over time, and you return to collect the haul. It's the heartbeat of the whole economy.
Free vs paid expeditions
- ▸Free expedition: a short run available on a cooldown — always take it when it's ready.
- ▸Paid expeditions: berries charged per item upfront when you start, letting you run longer and earn far more once your berry flow is stable.
The six upgrade paths
| Upgrade | What it does | Caps at |
|---|---|---|
| Scouts | Raises items discovered per hour | 250 items/hr |
| Range | Extends maximum expedition runtime | 24 hours |
| Relay | Primordial chance per item, idle expeditions only | 0.003996%/item |
| Efficiency | Lowers the berry cost per item found | 40 berries/item |
| Experience | Raises Season XP earned per hour hunted | 1,050 XP/hr |
| Refinery | Raises Shards earned per hour hunted | 400 shards/hr |
A solid upgrade order for most collectors is Scouts → Range → Efficiency → Experience → Refinery → Relay: grow raw yield first, then run longer, then cut costs, then invest in Season XP, then a passive shard income, and Relay last — it's a pure end-game essence sink toward a single, tiny Primordial chance, not a general rarity boost.
Refinery is the newest gear: a flat Shards/hour rate paid out at collection time, on top of melting duplicates in the Forge. It starts at 0 and has to be levelled up, but a maxed Refinery gives a steady shard income that never depends on what a run actually finds.
Season XP is no longer summed from every card an expedition finds — the idle expedition now earns a flat XP/hour rate from the Experience gear, and Manual hunting grants a small base XP on every tap plus a chance at bonus XP on top, so neither mode's XP scales with raw item count.