Wenedia Wiki Polski

Expeditions

An expedition is an adventure on a separate map divided into nine stages. It is led by one of your important characters — the commander — with real troops from their village. The rewards are resources, gold, mercenaries and artifacts.

Setting out

  • One expedition runs at a time, including the way there and back.
  • The commander takes combat troops from their village (no settlers). How many units they can lead depends on their rarity — the units' strength does not matter.
  • The journey there and back takes 30 minutes each way. If you turn back on the way, the return takes as long as the force has already walked.
  • During an expedition the commander gives the village none of their bonuses, and the home village keeps paying the upkeep of the force and the commander.
  • The force's bonuses — smithy, war artifact, alliance bonus and the commander's attack bonus — are fixed at the moment of departure.
  • If the home village is conquered, the commander and the whole expedition force die, even on the way.
Commander rarityMost units in the force
Normal500
Common1,000
Rare1,500
Epic2,000
Legendary3,000
Mythic5,000

Map and energy

  • You move to neighbouring, revealed tiles. Each move costs 1 energy.
  • Energy: 5 for every 8 hours (counted in UTC). Unused energy is lost at the end of the window. A camp gives +2 energy, once per map.
  • Ordinary tiles give small amounts of resources and gold. Other tiles are a camp, a clue, deserters, bandits, a guarded artifact, a fortress and the stage goal.
  • You can open the stage goal only after finding the clue. Taking the goal permanently unlocks the next stage; you can return to a cleared map after it renews.
  • Bandits, artifacts, fortresses and goals have crews, so entering such a tile means a battle (rules as in Army and combat). A crew you do not wipe out stays weakened for the next attempt.
  • A fortress needs siege equipment: each assault uses one piece, even a lost one. A captured fortress reveals the area or opens a tunnel — going through a tunnel costs 2 energy.
  • Deserters join for 150 gold. They are random mercenaries who go straight to the village, not to the force.
  • When the force is defeated, the commander returns home. An unfinished map remembers the last position — the next force starts from there.

Rewards

  • Resources go to the commander's village stash, and gold to your gold in this world.
  • An artifact goes to the village treasury. If the treasury is full, the artifact is lost — upgrade the treasury before setting out. Types, rarity and selling: Artifacts.

Equipment

A force has two equipment slots. You buy ropes, a scout kit and a medic bag for gold for the current week. Siege equipment is produced by the Siege Workshop — it stays in the village's stock, and the whole stock you take uses one slot. Unused pieces come back with the commander.

EquipmentCostEffect
Ropesgold 60One crossing through forest
Scout kitgold 100Reveals terrain within 2 tiles
Medic baggold 120Saves 5% of troop losses
Siege equipmentwood 2,000, iron 2,000 (siege workshop, 1 h)1 piece per fortress assault

The expedition week

  • Maps, discoveries and rewards renew every week, on Monday at 00:00 UTC. Unlocked stages stay.
  • A day before the week ends the game warns you, and at the end the force sets off home by itself.
  • In faster worlds journeys are shorter and energy and maps renew more often.