DuskarWiki

Game systems

Expeditions

Expeditions in Duskar: the AP cost of a trip, the events a location can roll, encounter levels, rare warriors, capsules, item finds, minigames and scanners.

Key numbers

Trip cost
4-12 AP
Planet locations
Locations
28
On five planets, plus open space
Rare warriors
10 locations
One in each
Skip empty
10 trips
At most per click

Expeditions are the heart of Duskar. Every trip to a location costs a few action points and rolls one event: a meeting with an unawakened warrior, a whole team or a rare one, a find, a gain, a trap or a short minigame. This is where you meet new warriors, earn most of your early yen and collect the capsules that make your team stronger.

How a trip works

You can go to any location of the planet you stand on, or to Open Space while you stop in an empty sector of space. You pay the location’s price in action points, and the game rolls one event from that location’s own table. There is no level gate, no cooldown and no daily cap: the only limit is your AP.

Where AP per trip
Locations on the five planets 4-12
Isles of Plenty 4-6, rolled on every trip
Open Space 12
Planetoid grounds 8-16, less with transport development
  • Heavy Blizzard weather adds 1 AP to every trip.
  • You cannot go while your account is at work, in the gym or on a flight.
  • Starting a new expedition while an encounter is still open abandons that encounter.
  • With skip empty turned on, an empty result rolls again by itself, up to 10 trips per click, as long as you can pay for them.

Three locations open only in certain weather: Ancient Mountains on Coth (Heatwave, Sunny or Moonlit Night), The Back Alley on Manus (Acid Rain, Misty or Black Moon) and The Coast on Vevoria (Tropical Air, Sunset or Typhoon). When you meet a team of unawakened warriors there, the trip’s AP come back.

What can happen

Kind Events
Meetings An unawakened warrior, a team of unawakened warriors, an ambush, a rare warrior
Finds Capsules, items, Red Potions, a Diamond, an aura, a technique, a transformation stone, merchant chests
Gains Yen, XP for the whole team, synergy for the whole team, AP, ten free expeditions, an XP surge
Traps Lost yen, lost AP, lost health, a lost aura
Minigames Orb training, a speed test, the wandering sage’s question
Special Planetoid intel, a place of evolution, and in Open Space a black hole or a new planetoid

Each location rolls only some of these. The planets encyclopedia lists every location’s events and how often each one happens.

  • Unawakened warrior. The duel starts at once. Win it and you can teach the warrior an aura; see awakening. If you lose, an Elixir of Power gives your fighter a second try.
  • Team. A team event brings either a team of up to five unawakened warriors or a single warrior. You fight a team as a relay, one duel after another, or as a brawl of whole teams: a relay pays more yen, a brawl gives XP to every warrior of your team. Team members can never be awakened.
  • Ambush. Your team loses a large part of its current health and has to fight a brawl at once.
  • Ten free expeditions. Your next ten trips cost no AP.
  • XP surge. Fights on your next ten expeditions give five times the XP.
  • Traps. Lost yen takes up to what you have, lost AP stops at zero, lost health hits every warrior of the team, and a lost aura takes one aura you own.
  • Merchant chests. Three closed chests from a larger set of offers; you pick one blind and see the other two afterwards.

The level of the warriors you meet

A single unawakened warrior you meet can be far below your account level or a little above it. Even at a high account level, warriors you can still awaken keep coming. A species with a high minimum level shows up only once your account level comes close to it. Every species has an encounter frequency from 1 to 10: the higher it is, the more often you meet that species, and 10 means met most often.

  • Black Moon weather brings stronger opponents, and Acid Rain weaker ones.
  • Cloudy, Very Cloudy, Moonlit Night and Lucky Star change how often you meet unawakened warriors at all.

Looking for one particular species? Its page in the warriors encyclopedia shows its minimum level, frequency and every location where it lives.

Capsules and finds

Capsules are among the most useful finds. Stat capsules raise a stat of a warrior for good, AP capsules restore action points, XP capsules level warriors, max AP capsules feed the Nourishment achievement, synergy capsules raise synergy and HP capsules heal. They can all be sold on the market. A capsule find brings a pack whose kinds depend on the location’s quality: some locations give mostly stat capsules, others mostly HP, AP, XP and synergy capsules. The Seeker achievement multiplies the amount by up to 2 and Tropical Air weather by 1.4.

Fixed item finds:

Location Can find
The Plains Shield II
Northern Isle Rescue Pod
Scorched Desert Life Fruit Sack II, Red Potions
The Barrens Aureli Cloud II, Red Potions
The Swamps Ring of Regression
Volcanic Isles Death-Tree Fruit II, Diamond
Red Desert Chalice of Malice II
Spire Cities Red Potions
High Passes Weighted Suit II
Frost Mountains Belt of Fortune II, Red Potions
Ancient Mountains Red Potions
Juniper Barrens Life Fruit Sack II
Eternal Dark Chalice of Malice II
The Jungle Ilyari Metal II
The Back Alley Death-Tree Fruit II, Diamond
Karst Towers, The Lairs, Glaciers, Misty Cities Diamond

Auras can be found in Northern Isle, Spire Cities, Settlements and Ancient Mountains, each with its own set of auras. Every location can also, very rarely, give a transformation stone: a Stone of Wrath, Possession, Pride, Frost, Blood or Hope, Fusion Techniques or Bond Bracelets.

Rare warriors

Ten locations hide a rare warrior. It shows up very rarely, never at a level below its minimum, and only if your account level has reached that minimum; otherwise it slips away. Rare warriors can never be awakened, but each one carries an evolution item: after a win by knockout it leaves the item with a 10% chance, 20% in Rainy weather, plus 3 to 15 percentage points from the Evolutionist achievement.

Location Rare warrior Leaves
Craggy Mountains Gonine Mistic Mystic Sword
The Barrens Uni Gorvath Rock
Volcanic Isles Aramei III DNA Acid
Red Desert Seyvan V Moon Machine
Red Mountains Iron Thalen II Mechanical Skeleton
Settlements Orig DNA Acid
High Passes Nedan Navim Lamp
Glaciers Jiro II Components
Black Peaks Ruga Vampire Heart
Juniper Barrens Sushen Vorag Throne

Minigames and the sage

  • Orb training. A 20-second window to hit as many orbs as you can: every hit pays yen, at most five hits a second.
  • Speed test. A 20-second window of quick strikes: the faster you strike, the more yen you earn.
  • The wandering sage’s question. A question about the game world with three answers. A right answer pays by difficulty: yen, an upgrade, two potions, or at the hardest level a tier III upgrade. A wrong one pays nothing.

Special places

  • Places of evolution. In The Ruins and The Jungle a Puvel of level 30 or more in your team, with evolution switched on, can evolve on the spot: into Chaos in The Ruins, into Shadow in The Jungle. The event is very rare, so keep going.
  • Planetoid intel. In Black Peaks you can come across a tip that puts an undiscovered planetoid on your star map for 100,000 yen, if you can pay for it.
  • Open Space. Stop in an empty sector to explore it. It can bring warriors from every planet, a new planetoid, or a black hole that throws you to a random sector of the map; a Gravity Detector keeps black holes away for an hour.

Scanner modules

A scanner module from the gold yen shop changes your next 3,000 expeditions, 500 more for every level of the Trickster achievement. Only one module works at a time: the same kind adds its charges, another kind replaces what is left.

Module Effect
High Level Warriors you meet are at least 60% of your account level
Low Level Warriors you meet are at most 45% of your account level
Teams More team meetings, fewer single warriors
Capsules More capsule finds where a location has them; elsewhere fewer single warriors

Location achievements

Every location on the five planets has its own achievement with five levels, at 250, 2,500, 10,000, 25,000 and 50,000 paid expeditions. Each level makes one event of that location better: more capsules, auras, potions or teams, bigger yen or XP rewards, or smaller losses.

Pick a home location early and keep going back. Its achievement grows with every paid trip, and so does what it gives you.

Art from the game

  • Ancient Mountains
    Ancient Mountains on Coth open only in Heatwave, Sunny or Moonlit Night weather.
  • Attack Capsules
    Capsules are the most common find: stats, AP, XP, max AP, synergy and healing.
  • Diamond
    A Diamond is opened for one draw from its own reward table.
  • Rescue Pod
    Northern Isle hands out Rescue Pods, which bring a warrior home from a planetoid for free.
  • Stone of Wrath
    Transformation stones can turn up in any location, very rarely.
  • Scanner Module: High Level
    A scanner module bends your next 3,000 expeditions toward stronger warriors, teams or capsules.

Questions players ask

Where is it worth going?

It depends on what you need. Every location has its own mix of events: some are rich in capsules, some hide Diamonds, auras or upgrades, some have a rare warrior. The planet pages of this wiki list every location's events and how often each one happens, and the location achievements make your favourite places better the more you go there.

Why can't I meet a warrior that lives in a location?

Three things decide it. A species with a high minimum level shows up only once your account level comes close to it. Among the species that fit, rare ones (low encounter frequency) come up less often. And the location rolls other events too. A high-level scanner module raises the level floor to 60% of your account level.

  • 5
    Planets and locations

    The five planets of Duskar and their expedition locations: the action point cost of every trip, the weather some need, the warriors met there, how often each event happens and the items you can find.

  • 455
    Warriors

    Every warrior species in Duskar, grouped by race, with the lowest level each one exists at and the species you cannot meet on expeditions.

  • 124
    Items

    Every item in Duskar by kind: potions, capsules, upgrades, boosts, tickets, evolution items, scanner modules and equipment, with what each one does, its price and where to find it.

  • 29
    Weather

    Every weather in Duskar by day and night: how often it comes, what it changes on expeditions and for awakening, and the locations it opens.