Isekai Guardians party expedition: Party expeditions are the timed group counterpart to the Solo Dungeon, running for parties of up to six players. Check the Dungeons screen for the tier's requirements, gather the party and the shared entry items, and let the party leader start the run once everyone is ready.
Isekai Guardians party expedition: before you start
- Open Dungeons and inspect the available expeditions.
- Read the tier's level requirements, party size, duration and opening schedule. Tiers have scheduled availability and entry allowances, so check the live screen rather than assuming a run is available.
- Decide whether you are organising the run or joining one.
Starting the run
- Create a lobby, or join through an invitation.
- Assemble the required number of players. A run needs a full, ready party.
- Contribute the listed entry items to the shared lobby supply.
- Review everyone's readiness.
- Prepare your class set.
- Let the party leader start the expedition once the requirements are met.
Two details catch groups out. The entry items are contributed to a shared lobby supply rather than being a per-player cost, so someone has to actually make the contribution. And the leader is the only one who can start, so if the leader is late the run waits.
Class variety matters
Different specializations help the group bypass different traps and protect rewards, which means a party of five identical builds can stall where a mixed party would not. Check the set fraction on each member's Gear screen before the run starts, not after it fails.
The run uses a snapshot of the participants' classes taken at departure, so swapping gear once you are inside the expedition changes nothing for that run. The class guide explains how the gear set you wear decides which specialization you bring, so check that before you accept an invite.
When the run finishes
- Open the expedition result.
- Claim your rewards.
- Note that the party loot pool can contain equipment that the leader assigns to eligible members, so mention what you need before the pool is handed out.
- Use the run history to return to completed expeditions.
Find a group
Expeditions are scheduled, so a group is worth having in advance rather than assembling on the night. Guilds are the usual source of a regular group, and the run history gives you people to invite again.
The guild guide covers how to find or create a guild, and the roster is where the reliable group comes from.
Assisting instead of running
After spending your own allowance, eligible invitations may let you join as an assist. An assist:
- contributes their class and helps the party,
- receives no Gold, XP or loot,
- stays committed for the run's full duration,
- can still progress assist achievements.
That last point makes an assist worth taking even when the rewards are nothing, because it still moves your achievement counters and your class experience in a group setting.
Group habits that keep runs on time
- Agree on a start time, because the tier's opening schedule does not wait for stragglers.
- Sort the entry items before the lobby fills up.
- Check everyone's set fraction while people are still able to change gear.
- Keep the leader informed, since only they can start the run.