Expeditions
Send up to four of your companions to a dungeon or field. They hunt on their own, even while you are offline, and come back with loot, zeny, experience and a stronger bond.
Expedition Master
- Where
- Prontera 141, 174: south-west of the fountain, next to the Feat Herald
- Does
- Sends and collects expeditions, keeps your loot, buys what you don't want
- Needs
- At least one saved companion
The rules
- 1 to 4 companions per expedition, picked from your saved companions.
- 1, 2, 4 or 8 hours. One expedition at a time per character.
- Sending and collecting happen only at the Expedition Master.
- While away, those companions can't be summoned, released or deleted.
- The trip keeps going while you are offline. You'll see a chat line when you log in, and another when they are back.
- Nobody gets hurt or lost. A team that is too weak just comes home early with less.
Sending a team
- Talk to the Expedition Master and choose .

- Pick the team. Tap a companion to tick it (
[x]), tap again to untick. Then choose . Companions that are with you leave your party until they return.
- Pick a place. First the level range, then the place. Every place shows how your team would do there: Strong, Good, Weak or Too weak. The Map of the Day is marked.

- Pick how long: 1, 2, 4 or 8 hours. Trips of 4 hours or more also earn an RO Coin.

- Confirm. The Master repeats the plan, how strong the team is and when they'll be back. Choose .

While they are away
Talk to the Master any time to see where they are and when they'll be back. Your companions window shows them as Away, with the return time.


You can call a team back before the time is up. They bring what they found so far, but a trip cut short never earns the RO Coin.
Collecting
When they are back, talk to the Master. You get a report: how many monsters they beat, what they found, the zeny, and the RO Coin for long trips. The zeny goes straight into your purse, and the team joins you again right away.


Your loot: take it or sell it
The Master keeps the loot for you, so you can sort it right there. Nothing is lost if you close the dialog: it waits for you under .

| Choice | What happens |
|---|---|
| Take everything | Everything goes into your bag. What doesn't fit stays with the Master. |
| Sell the loot, take the rest | Sells the monster loot (Jellopy, Rat Tail and the like) and gives you everything else. Never sells cards, equipment, potions, ores, gemstones or jewels. |
| Choose what to sell | A tick list of everything: tick what you want to sell, the rest goes into your bag. |
| Leave it with you for now | Keeps it all at the Master until later. |

The Master pays exactly what any NPC shop pays, including your Overcharge bonus if you are a Merchant. You just skip the walk to town and the weight.
A long trip brings a lot of items, often more than a low-level character can carry. Selling the loot at the Master is the easy way out.
How strong is my team?
The team's power is its average base level, plus 2 for each bond rank (on average). The Master compares it with the level of the monsters at the place:
| Rating | Team power vs. monster level | Monsters beaten |
|---|---|---|
| Strong | 115% or more | All of them |
| Good | 95% or more | 80% |
| Weak | 75% or more | Half |
| Too weak | Below 75% | A quarter, and they come home at half time |
Bond matters: two ranks of bond count as much as four extra levels. See Companions.
What they bring back
- Loot from the real drop tables of the monsters living there. Normal drops at the server's 7x rate. Cards are rarer than when you hunt yourself.
- Zeny for every monster beaten (more in higher-level places).
- Experience for each companion, given the moment it is back with you.
- Bond: half the time away counts as time together.
- 1 RO Coin for a finished trip of 4 hours or more.
Each companion beats about 25 monsters an hour at full strength, so a bigger team brings back more.
Sending a team to today's Map of the Day pays 50% more loot (not cards), experience and zeny.
Places
The places are the same five level ranges as the Map of the Day. The number is the average level of the monsters there.
| Range | Places (monster level) |
|---|---|
| Lv 10-29 | Prontera Culvert 1 (5), Prontera Culvert 2 (9), Payon Cave 1 (10), Mjolnir Dead Pit 1 (11), Byalan Island 1 (14), Byalan Island 2 (15), Orc Dungeon 1 (19), Payon Cave 2 (25), Orc Village (25) |
| Lv 30-49 | Prontera Maze 1 (15), Geffen Dungeon 1 (22), Payon Cave 3 (23), Byalan Island 3 (23), Mjolnir Dead Pit 2 (24), Orc Dungeon 2 (26), Geffen Dungeon 2 (32), Pyramid 3 (37), Pyramid 4 (43), Clock Tower B1 (43) |
| Lv 50-69 | Glast Heim Entrance (28), Einbroch Mine 1 (38), Amatsu Dungeon 1 (39), Glast Heim Churchyard (43), Glast Heim Church (50), Glast Heim Sewers 2 (50), Clock Tower 1 (51), Clock Tower B2 (52), Turtle Island (52), Magma Dungeon 1 (57), Clock Tower 3 (58) |
| Lv 70-89 | Toy Factory 1 (20), Somatology Lab 1 (43), Ice Cave 1 (43), Amatsu Dungeon 2 (45), Kunlun Dungeon 2 (46), Glast Heim Knight Hall 1 (51), Glast Heim Prison (55), Einbroch Mine 2 (60), Magma Dungeon 2 (66), Cursed Abbey 1 (68), Juperos 1 (77) |
| Lv 90+ | Odin Temple 1 (42), Ice Cave 2 (53), Glast Heim Knight Hall 2 (57), Odin Temple 2 (59), Somatology Lab 2 (61), Thor's Volcano 1 (66), Juperos 2 (74), Cursed Abbey 2 (75) |
Questions
Can I play while they are away?
Yes. Hire or summon other companions and play as usual. Only the ones on the trip are busy.
My bag was full. Did I lose items?
No. Anything that doesn't fit stays with the Master. Make room, or sell it to him, then pick up the rest.
Can I send a companion that is benched (not with me)?
Yes, any saved companion that isn't already away can go.