60 lines
3.8 KiB
Markdown
60 lines
3.8 KiB
Markdown
# Expeditions
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_Send a team of your grown fish to the Trench or the Vents and wait for what they bring home._
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## Fish on a trip
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The Trench and the Vents each have an expedition station. It sends a team of your grown fish away for one, four or eight hours, and the longer they are gone, the more they bring home.
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While a team is away its fish are not in your aquarium. They need nothing, they cannot be fed, sold or moved, and they come to no harm. When the time is up they swim home by themselves, fed. If your aquarium is full, they wait until you make room.
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## Setting off
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The quickest way is the Map's Outings tab: pick the Trench or the Vents and the station opens right over your aquarium. You can also swim to the place and tap the diving bell or the outpost.
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At the station choose one, four or eight hours, then choose your team. The station shows what the trip can bring before you send it, so you can compare teams and lengths first.
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Sent a team by mistake? Call it back from the station's list of teams away. In its first two minutes it comes home free and the trip does not count. After that it comes home with nothing.
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## Choosing a team
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A team is one to 5 fish. Only grown fish can go: adopted and legendary fish stay home, and a fish in the Conditioning Box is busy. Up to 2 teams can be away at once, and nothing limits how many trips you make.
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Every fish on the team rolls for its own find, so a bigger team brings home more. Finer fish, a higher level and a better kit all improve the odds.
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## What they bring back
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A one-hour trip pays a few coins for each fish and sometimes a find: a decoration from that place that is never sold.
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Four- and eight-hour trips pay no coins. Every fish rolls for a rarity from common up to mythic instead, twice on a four-hour trip and three times on an eight-hour one, and its best roll counts. A common roll brings the place's first material and any better roll brings its second, and the better the roll, the more grams.
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From the Trench come Lantern Moss and Abyss Salt; from the Vents come Ember Kelp and Vent Minerals.
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Very rarely a team also brings home a wild egg of one of its species: it goes to your stash, hatches as generation 0, is twice as likely to be ink or coral, and can be a morph.
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Goods can be sold to the game for coins: a material by the gram, a heart by the piece at its rarity. The game pays less than the goods are worth, so a trader or a recipe will do better. Prize decorations and wild eggs are kept, never sold back.
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## The heart
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A team of 3 or more can also bring home the place's heart, found only on a depth roll. A team of three or four makes one depth roll, and a team of five makes two. A depth roll brings a heart when it comes up rare or better, and the heart keeps that rarity.
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The Trench has Abyss Glowstone and the Vents have Ember Opal. On a mythic depth roll, a team of five has one chance in four of bringing the place's rare prize decoration instead.
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## The expedition kit
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The kit has four tiers, and a better one improves the odds on every roll. The first is free and never wears out. The others cost 1,500, 8,000 and 25,000 coins, and each wears out after 60 trips.
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You buy a kit at the station. Once one has worn out, the free kit is in use again until you buy another. A team sets out with the kit you had when it left.
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## In the Storeroom
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Materials and hearts are kept in your Storeroom. Materials stack by the gram and carry no rarity, while a heart keeps the rarity it was found with. For now they are kept safe for crafting to come.
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- Trench: Lantern Moss, Abyss Salt and the heart Abyss Glowstone.
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- Vents: Ember Kelp, Vent Minerals and the heart Ember Opal.
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---
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In the game: https://fishies.lol/wiki/mechanics/expeditions · Fishies 0.8.10
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This page is generated. Its text lives in [`locales/en-GB.json`](../../../locales/en-GB.json) under `wiki.topics.expeditions`; correct it there.
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