Expedition of the Guild endgame gear follows one loop: keep replacing the pieces in the same four slots — sword, shield, armour and off-hand — with better ones, and push the team's Equipment Score up through the 10,000, 100,000, 1,000,000 and 10,000,000 milestones. What you cannot do is wait for a different kind of gear, because gear is class-based and the piece worth chasing is the one your own heroes can actually equip.

Expedition of the Guild endgame gear: what to chase

The endgame target is not a new category of item. It is better versions of the same four slots, spread across the heroes that need them, with the score rising as you go. Two things decide whether a drop counts as progress:

  • The class. Gear is class-based, so the pieces worth chasing are the ones your own heroes can equip. A legendary piece for a class you do not field is not progress.
  • The affix. Yellow-quality gear carries only four affixes, so a replacement is only worth taking if it improves the lines that decide fights.

The gear stats guide covers the eighteen numbers behind those affixes, and the loot distribution guide covers how a drop reaches the hero it fits.

Replace gear in the same four slots

Every hero carries the same four slots, and they stay the same through the whole game:

  • Sword
  • Shield
  • Armour
  • Off-hand

Because the slots never change, the endgame is a repeated comparison rather than a new puzzle: this piece against that piece, in the same place on the sheet. The Equipment tab shows both sides of that comparison, hero by hero.

Equipment Score milestones

Gear strength is tracked for the team as a whole through a separate Equipment Score, and the achievement list marks it at four levels:

Equipment ScoreAchievement
10,000Gearing Up
100,000Halfway Geared
1,000,000Fully Geared
10,000,000Gear Perfection

The score is the number that moves when the whole team's gear improves rather than one hero's, which makes it the better measure of how far along you are. It also tells you when to stop farming a specific slot: if the score has not moved in a run, the run was not about gear. Which stats move it is covered in the gear stats guide.

Three currencies fund endgame spending

Endgame spending draws on three separate currencies, and they are not interchangeable:

  • Crystals — the general spending currency, tracked in the achievement list at 1,000 / 10,000 / 100,000 spent.
  • Demon Tower Coins — tied to the tower content rather than to dungeon runs, so they come from climbing rather than farming.
  • Fool's Dice — the third currency in the same achievement list.

The same three also fund talent points, which is why a gear decision and a talent decision often compete for the same budget. The talent tree guide covers how those points are allocated.

Where gear farming stops paying off

One caveat decides the whole endgame plan, and it shows up in the demo build: the affix system is shallow, and once the party clears Hidden Forest the runs turn mostly into saving money for talent points rather than farming gear.

So the honest endgame loop is not "farm until the gear is perfect". It is: keep the score climbing while it still climbs, and spend the runs after that on talent points. The Hidden Forest guide covers that turn-over point in detail.