Everything a squad can be sent at, and what it is worth.
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An expedition is the other half of the game, and it is not picked one monster at a time. It is a week: seven monsters chosen for you, one a day, six weekdays and a boss on Sunday — and the whole set belongs to one place and one legend. Pick it on Monday and the squad walks it together until it is done.
So the figures below are a week's. Coins are what one member takes for a perfect week — six dailies and the boss, which pays about three and a half times a weekday. Renown is the squad's, and a perfect week is 10.5× a daily: six days, the boss at 3× and the sweep at 1.5× for finishing. Hover either to see the day behind it.
Health is one daily monster and the squad's whole wall, not each member's — and Sunday's boss is the same figure again, so Sunday is a normal day's walk. Above a band's roster the wall scales with the people in it.
Neither of these is picked by anybody. The global bounty and the Raid are one monster that every squad in the game walks at together.
| Fight | Heroes | Runs | Health | Coins each | Squad renown |
|---|---|---|---|---|---|
| Global bounty | everyone | 48 h | 750,000 | 100 | none |
| Raid | everyone | a week | 5,000,000 | 150 | none |
These two rows are the only figures on this page typed by hand rather than read out of the game. Everything else — every monster, every expedition, every wall and every coin — comes straight from the app's own catalogues.
Health is damage, not steps. A hero deals between 1.00 and 1.45 damage a step depending on her rarity, and a quarter more again when she counters what she is fighting — so a 6,000 wall is about 4,100 steps for a good hero and 6,000 for a new one. The trait is where that is decided. Hover a trait to see which hero lines are strong against it.
Coins are paid per member, not split. The gentlest foray pays 25 coins to each of up to four people for one 6,000 wall — which is the cheapest argument there is for bringing somebody. Renown goes to the squad rather than the walker, and a hunt walked with nobody else earns none of it at all.
You have to walk a thousand steps to be paid. Turning up is not enough, and every wall on this page is sized so that a full roster still clears that floor — the tightest is a Veteran foray at four, which asks about 1,260 steps each.
Alone, only the gentlest rank is possible. A squad's whole board is visible from the first day, and most of it is out of reach for one person: a Champion wall is more steps than its window holds for one pair of legs. The forays marked walkable alone pay three quarters of what the same monster pays a squad member, and no renown.
Losing costs a heart. A hunt whose clock runs out with the monster still standing pays nothing — no coins, no renown, no experience — and takes a heart off every hero still committed to it. Turning up short costs nothing; the monster surviving is what has a price.
A squad levels up and the board grows. Every level from 1 to 25 hands over at least one new monster; level 1 already holds fourteen, including one Dread foray a new squad will lose to for months. Slide squad level to see any point on the way.