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Introduction

Guild Expeditions is a cross-platform cooperative feature where you and your guildmates work your way through a number of encounters to gain rewards and guild power.

The primary reason for this feature was that InnoGames were missing a cooperative feature on the mobile apps, so people playing only on a mobile could never really enjoy the great feeling of reaching a common goal. IG decided that this should be changed and so they created the Guild Expedition as the first solution for players.

Concept

The expeditions begin automatically every Tuesday and last for six days (then they start over with a one day gap, much like PvP tournaments). Every player who is a member of a guild and has reached the Iron Age at the time when an Expedition begins, can contribute to the success of their guild during the current Expedition.

It is not possible to take part unless you were qualified to do so when the Expedition began. Players who join or create a new guild must wait for the next expedition to begin before taking part. 

When you enter the game and an Expedition is running, you will see a pop-up telling you about it. Once you have entered the Expeditions map (through the pop-up, through the main menu on the browser or through the Expedition button on the app), you will see a screen depicting a jungle with the beginnings of a mountain pass:

Guild Expedition 1


The Expeditions map is mostly covered by fog. The fog will disappear as you progress on the 'path of discovery'. The map you can see is only visible to you - each member of a guild has their own instance of the map to discover. You have until the end of the current Expedition to complete it.

What is common for all guild members though, is the Guild Expedition goal bar that you can spot right at the top of the screen. You can contribute to the progress by solving encounters that are available in the encounter locations. The current encounter location is indicated by a yellow arrow. When you click it, you will have the choice to attack the local inhabitants, or peacefully negotiate a deal with them. The units' age and the overall difficulty of the encounters depend on your own advancement in the tech tree. Some encounters will be harder to solve than others (especially the ones represented by larger encounter locations) and they may contain two-wave battles. To see your own contribution and the contribution of other guild members, click the Progress Bar (in the upper middle of the screen on the browser, the lower middle of the screen on the app).

Regardless of the outcome of each battle or negotiation, you will contribute some points to the guild progress bar (obviously if you lose, it won't be that much). The guild goals depend on the number and era of the guild members (remember: they are set when the Expeditions begin and will not change even if the guild gains or loses guild members over the week) and are shared between all guild members.

The power for your guild will be paid out each day, when the daily recalculation takes place.

During Events you may get a Quest that says "Have the first difficulty in the Guild Expedition solved" this means you need to have first 16 Encounters of the current Guild Expedition solved to complete this Quest. It will always come with an alternative for those who do not currently qualify to play in the Guild Expedition. If you have already completed the first 16 Encounters this Quest will auto complete and offer you the reward directly unless there is a secondary part to the Quest (Rarely happens).

Attempt

Each battle or negotiation consumes one Attempt, win, lose or give up. A new encounter Attempt is added every hour, to a maximum of eight. Attempts may also be won as prizes, even if this takes the total to more than eight.

You can see the number of attempts you still have in the Attempts Counter Bar in the upper part of the screen, to a maximum of eight. If you have won Attempts and have more than eight, hover over the Bar on the browser or tap the bar on the app to see the total.

When you run out of attempts, you can either wait for them to regenerate or buy them. Unlike Forge Points, Attempts can not be bought with coins, but rather with medals (or diamonds). The first attempts will be very cheap and then the price for each attempt will rise. At the end of the Expedition it will reset, so you have a fresh start each week. You Start the week with 8 attempts and over the week, a maximum of 144 attempts may be awarded, one each hour, as long as the Attempts Bar is not full. There is a maximum of 64 encounters.

Guild Expedition Championship

The Guild Expedition Championship runs at the same time as the Guild Expedition. The Guild Expedition Championship is only available to Guilds with a minimum of 3 qualified members at the start of the competition and at least one of those qualified members took part in the previous Guild Expedition.
To ensure fairness your Guild will be grouped with Guilds of a similar size and make up.
Each Guild Championship will have between 4 and 7 guilds selected from any of the Servers/Worlds with the same two letter prefix as your World/Server (Guilds on DE cannot take on Guilds on EN or US).

Championships topbar


You will see this bar in the top centre of the Guild Expedition Screen to see if your Guild is involved in the Guild Expedition Championship click on the Cup, if your Guild is involved it will show you a league table showing the current position of your Guild and the other Guilds you are completing against.
The highest three guilds receive a guild power boost at the end of the expedition.
The Guild in first place receives a 25% boost to the guild power.
The Guild in second place receives a 15% boost to the guild power.
And the Guild in third place receives a 10% boost to the guild power.

The percentages the guilds receive for placement are based on the number of encounters that guild members have solved divided by the number of encounters for the guild in the first three expedition maps.  The encounters on the forth expedition map are a bonus.

S = Number of encounters solved by guild members.

M = Number of guild members.

P = Percentage of encounters solved.

P = S / (48 x M) x 100

Difficulty Unlock Costs

Your guild can complete the GE map not only once, but four times a week. Each time, the encounters on the map become more difficult to succeed and the prizes for success increase. To open Difficulty II, III and IV a guild leader/founder will have to unlock it for every new expedition (every week) using goods from the guild treasury (so everyone can donate goods, but spending them is limited to leaders/founders).

The costs to unlock the difficulties depends on the number of guild members and their age. The costs are currently as following (these costs are for each good of that age, therefore each HMA era player costs a total of 15 EMA goods to unlock level II, 30 HMA goods to unlock level III and 60 HMA good to unlock level IV):

Unlock Costs
Age Difficulty Level
I II III IV
style="Template:COL-IA" |IA FREE style="Template:COL-IA" |2 of each IA Goods style="Template:COL-IA" |4 of each IA Goods style="Template:COL-IA" |8 of each IA Goods
style="Template:COL-EMA" |EMA style="Template:COL-IA" |2 of each IA Goods style="Template:COL-EMA" |4 of each EMA Goods style="Template:COL-EMA" |8 of each EMA Goods
style="Template:COL-HMA" |HMA style="Template:COL-EMA" |3 of each EMA Goods style="Template:COL-HMA" |6 of each HMA Goods style="Template:COL-HMA" |12 of each HMA Goods
style="Template:COL-LMA" |LMA style="Template:COL-HMA" |4 of each HMA Goods style="Template:COL-LMA" |8 of each LMA Goods style="Template:COL-LMA" |16 of each LMA Goods
style="Template:COL-CA" |CA style="Template:COL-LMA" |4 of each LMA Goods style="Template:COL-CA" |8 of each CA Goods style="Template:COL-CA" |16 of each CA Goods
style="Template:COL-INA" |INA style="Template:COL-CA" |5 of each CA Goods style="Template:COL-INA" |10 of each INA Goods style="Template:COL-INA" |20 of each INA Goods
style="Template:COL-PE" |PE style="Template:COL-INA" |5 of each INA Goods style="Template:COL-PE" |10 of each PE Goods style="Template:COL-PE" |20 of each PE Goods
style="Template:COL-ME" |ME style="Template:COL-PE" |5 of each PE Goods style="Template:COL-ME" |10 of each ME Goods style="Template:COL-ME" |20 of each ME Goods
style="Template:COL-PME" |PME style="Template:COL-ME" |5 ME of each Goods style="Template:COL-PME" |10 of each PME Goods style="Template:COL-PME" |20 of each PME Goods
style="Template:COL-CE" |CE style="Template:COL-PME" |5 of each PME Goods style="Template:COL-CE" |10 of each CE Goods style="Template:COL-CE" |20 of each CE Goods
style="Template:COL-TE" |TE style="Template:COL-CE" |6 of each CE Goods style="Template:COL-TE" |12 of each TE Goods style="Template:COL-TE" |24 of each TE Goods
style="Template:COL-FE" |FE style="Template:COL-TE" |6 of each TE Goods style="Template:COL-FE" |12 of each FE Goods style="Template:COL-FE" |24 of each FE Goods
style="Template:COL-AF" |AF style="Template:COL-FE" |6 of each FE Goods style="Template:COL-AF" |12 of each AF Goods style="Template:COL-AF" |24 of each AF Goods
style="Template:COL-OF" |OF style="Template:COL-AF" |6 of each AF Goods style="Template:COL-OF" |12 of each OF Goods style="Template:COL-OF" |24 of each OF Goods
style="Template:COL-VF" |VF style="Template:COL-OF" |7 of each OF Goods style="Template:COL-VF" |14 of each VF Goods style="Template:COL-VF" |28 of each VF Goods
style="Template:COL-SAM" |SAM style="Template:COL-VF" |14 of each VF Goods style="Template:COL-SAM" |28 of each SAM Goods style="Template:COL-SAM" |56 of each SAM Goods

These costs are per guild player at the start of this weeks Guild Event, which means your guild will need to pay a cumulative cost based on the number of players (and their age) even if they have left the guild. If the guild has 2 IA players, the guild will need to pay twice the listed IA costs. If the guild has 3 EMA players and 5 LMA players, the guild will need to pay 3 times the EMA costs and 5 times the LMA costs.

Negotiating the Guild Expedition

Level 1
Encounter Options[1] Number
of goods
per offer
Approx. number of goods used/needed
Previous age Current age
1 coins, supplies 0 -- --
2 coins, supplies 0 -- --
3 coins, supplies
1 good (previous age)
×1 2 --
4 coins, supplies
2 goods (previous age)
×1 4 --
5 coins, supplies
1 good (previous age)
×1 2 --
6 coins, supplies
1 good (previous age)
×1 2 --
7 coins, supplies
2 goods (previous age)
×1 4 --
8 coins, supplies
3 goods (previous age)
×1 6 --
9 coins, supplies
2 goods (previous age)
×1 4 --
10 coins, supplies
2 goods (previous age)
×1 4 --
11 coins, supplies
3 goods (previous age)
×1 6 --
12 coins, supplies
4 goods (previous age)
×1 8 --
13 coins, supplies
3 goods (previous age)
×1 6 --
14 coins, supplies
3 goods (previous age)
×1 6 --
15 coins, supplies
4 goods (previous age)
×1 8 --
16 coins, supplies
5 goods (previous age)
×1 10 --
Totals 72 --
Level 2
17 coins, supplies
1 good (current age)
×1 0 2
18 coins, supplies
1 good (current age)
×1 0 2
19 coins, supplies
2 goods (1 current, 1 previous)
×1 3 3
20 coins, supplies
4 goods (2 current, 2 previous)
×1 4 4
21 coins, supplies
2 goods (1 current, 1 previous)
×1 2 2
22 coins, supplies
2 goods (1 current, 1 previous)
×1 2 2
23 coins, supplies
3 goods (2 current, 1 previous)
×1 2 4
24 coins, supplies
5 goods (2 current, 3 previous)
×2 12 8
25 coins, supplies
3 goods (2 current, 1 previous)
×1 2 4
26 coins, supplies
3 goods (2 current, 1 previous)
×1 2 4
27 coins, supplies
4 goods (2 current, 2 previous)
×2 8 8
28 coins, supplies
6 goods (3 current, 3 previous)
×2 12 12
29 coins, supplies
4 goods (2 current, 2 previous)
×1 4 4
30 coins, supplies
5 goods (2 current, 3 previous)
×2 12 8
31 coins, supplies
6 goods (3 current, 3 previous)
×2 12 12
32 coins, supplies
7 goods (5 current, 2 previous)
×3 12 30
Totals 89 109
Level 3
33 coins, supplies
3 goods (2 current, 1 previous)
x1 2 4
34 coins, supplies
3 goods (2 current, 1 previous)
x2 4 8
35 coins, supplies
4 goods (3 current, 1 previous)
x2 4 12
36 coins, supplies
5 goods (4 current, 1 previous)
x2 4 16
37 coins, supplies
4 goods (3 current, 1 previous)
x1 2 6
38 coins, supplies
4 goods (3 current, 1 previous)
x2 4 12
39 coins, supplies
5 goods (4 current, 1 previous)
x2 4 16
40 coins, supplies
6 goods (5 current, 1 previous)
x2 4 20
41 coins, supplies
5 goods (4 current, 1 previous)
x1 2 8
42 coins, supplies
5 goods (4 current, 1 previous)
x2 4 16
43 coins, supplies
6 goods (5 current, 1 previous)
x2 4 20
44 coins, supplies
7 goods (5 current, 2 previous)
x2 4 20
45 coins, supplies
6 goods (5 current, 1 previous)
x1 2 10
46 coins, supplies
6 goods (5 current, 1 previous)
x2 4 20
47 coins, supplies
7 goods (5 current, 2 previous)
x2 8 20
48 coins, supplies
8 goods (5 current, 3 previous)
x3 18 30
Totals 78 238
Level 4
49 coins, supplies
5 goods (4 current, 1 previous)
x3 6 24
50 coins, supplies
5 goods (4 current, 1 previous)
x3 6 24
51 8 goods (5 current, 3 previous) x3 18 30
52 medals
9 goods (5 current, 4 previous)
x5 40 50
53 8 goods (5 current, 3 previous) x3 18 30
54 8 goods (5 current, 3 previous) x3 18 30
55 8 goods (5 current, 3 previous) x3 18 30
56 medals
9 goods (5 current, 4 previous)
x6 48 60
57 9 goods (5 current, 4 previous) x4 32 40
58 9 goods (5 current, 4 previous) x4 32 40
59 9 goods (5 current, 4 previous) x4 32 40
60 medals
9 goods (5 current, 4 previous)
x7 56 70
61 9 goods (5 current, 4 previous) x5 40 50
62 9 goods (5 current, 4 previous) x5 40 50
63 10 goods (5 current, 5 previous) x5 50 50
64 medals
9 goods (5 current, 4 previous)
x8 64 80
Totals 518 698

Enemy Defending Army Bonuses

Battles against the local inhabitants gradually increase in difficulty, depending on the player's age, Difficulty level (I, II, III, or IV), and difficulty quarter (1st, 2nd, 3rd, 4th). At Difficulty Level I, enemy units belong to the age below yours, but same-age units start to appear at Level II. At no time do units in a more-advanced age than yours appear. In later ages and higher difficulties/later quarters, the local inhabitants' defending army may have attack and defense bonuses, as a percentage of the units' base stats. These percentages are summarized in the table below.

Note: If you choose to fight the 4th encounter of each difficulty quarter has two waves of enemies, instead of just one. Two waves of enemies for resolving encounters by fighting becomes the norm from the last quarter of Difficulty level II though to the final encounter.

Enemy Attack & Defense Bonus
Age Difficulty Level
I II III IV
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
IA 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 49th-05%
50th-05%
51st-10%
52nd-20%
53rd-10%
54th-10%
55th-20%
56th-40%
57th-20%
58th-30%
59th-30%
60th-50%
61st-30%
62nd-40%
63rd-40%
64th-50%
EMA 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 49th-05%
50th-05%
51st-10%
52nd-20%
53rd-10%
54th-10%
55th-20%
56th-50%
57th-20%
58th-35%
59th-35%
60th-60%
61st-35%
62nd-50%
63rd-50%
64th-60%
HMA 0% 0% 0% 0% 0% 0% 0% 0% 0% 0% 03% 05% 49th-10%
50th-10%
51st-15%
52nd-25%
53rd-15%
54th-15%
55th-25%
56th-55%
57th-25%
58th-40%
59th-40%
60th-70%
61st-40%
62nd-55%
63rd-55%
64th-70%
LMA 0% 0% 0% 0% 0% 0% 0% 03% 05% 10% 15% 20% 49th-30%
50th-30%
51st-40%
52nd-50%
53rd-40%
54th-40%
55th-50%
56th-70%
57th-50%
58th-60%
59th-60%
60th-80%
61st-60%
62nd-70%
63rd-70%
64th-80%
CA 0% 0% 03% 05% 05% 05% 05% 10% 15% 20% 25% 30% 49th-40%
50th-40%
51st-50%
52nd-60%
53rd-50%
54th-50%
55th-60%
56th-80%
57th-60%
58th-70%
59th-70%
60th-90%
61st-70%
62nd-80%
63rd-80%
64th-90%
INA 03% 05% 05% 10% 10% 10% 10% 15% 20% 30% 40% 50% 49th-60%
50th-60%
51st-65%
52nd-70%
53rd-65%
54th-65%
55th-70%
56th-90%
57th-70%
58th-80%
59th-80%
60th-95%
61st-80%
62nd-??%
63rd-??%
64th-95%
PE 10% 15% 20% 25% 25% 25% 30% 40% 50% 55% 60% 65% 49th-70%
50th-70%
51st-75%
52nd-80%
53rd-75%
54th-75%
55th-80%
56th-??%
57th-80%
58th-85%
59th-85%
60th-100%
61st-85%
62nd-95%
63rd-95%
64th-100%
ME 15% 20% 25% 30% 30% 35% 35% 45% 55% 60% 65% 70% 49th-80%
50th-80%
51st-85%
52nd-90%
53rd-85%
54th-85%
55th-90%
56th-100%
57th-90%
58th-95%
59th-95%
60th-105%
61st-95%
62nd-100%
63rd-100%
64th-105%
PME 25% 35% 45% 45% 45% 45% 50% 55% 60% 65% 70% 75% 49th-85%
50th-85%
51st-90%
52nd-95%
53rd-90%
54th-90%
55th-95%
56th-105%
57th-95%
58th-100%
59th-100%
60th-110%
61st-100%
62nd-105%
63rd-105%
64th-110%
CE 50% 50% 50% 50% 50% 50% 50% 55% 65% 70% 75% 80% 49th-90%
50th-90%
51st-100%
52nd-110%
53rd-100%
54th-100%
55th-110%
56th-130%
57th-110%
58th-120%
59th-120%
60th-140%
61st-120%
62nd-130%
63rd-130%
64th-140%
TOM 55% 55% 55% 55% 55% 55% 55% 65% 75% 80% 85% 90% 49th-105%
50th-105%
51st-120%
52nd-130%
53rd-120%
54th-120%
55th-???%
56th-???%
57th-???%
58th-140%
59th-140%
60th-155%
61st-140%
62nd-150%
63rd-150%
64th-155%
FUT 65% 65% 65% 65% 65% 65% 65% 70% 80% 85% 95% 100% 49th-120%
50th-120%
51st-130%
52nd-150%
53rd-130%
54th-130%
55th-150%
56th-170%
57th-150%
58th-160%
59th-160%
60th-185%
61st-160%
62nd-170%
63rd-170%
64th-185%
AF 80% 80% 80% 80% 85% 90% 95% 100% 105% 115% 115% 120% 49th-140%
50th-140%
51st-155%
52nd-170%
53rd-155%
54th-155%
55th-170%
56th-200%
57th-170%
58th-190%
59th-190%
60th-250%
61st-190%
62nd-200%
63rd-200%
64th-250%
OF 85% 85% 85% 85% 90% 95% 100% 105% 110% 115% 120% 125% 49th-145%
50th-145%
51st-160%
52nd-180%
53rd-160%
54th-160%
55th-180%
56th-210%
57th-180%
58th-200%
59th-200%
60th-260%
61st-200%
62nd-210%
63rd-210%
64th-260%
VF 95% 95% 95% 95% 100% 105% 110% 115% 120% 125% 130% 135% 49th-155%
50th-155%
51st-170%
52nd-195%
53rd-170%
54th-170%
55th-195%
56th-225%
57th-195%
58th-215%
59th-215%
60th-275%
61st-215%
62nd-225%
63rd-225%
64th-275%
SAM ???% ???% ???% ???% ???% ???% ???% ???% ???% ???% ???% ???% 49th-???%
50th-???%
51st-???%
52nd-???%
53rd-???%
54th-???%
55th-???%
56th-???%
57th-???%
58th-???%
59th-???%
60th-???%
61st-???%
62nd-???%
63rd-???%
64th-???%
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
I II III IV

Level I Chest Contents

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
30%: Supplies-Package
45%: 2 Forge
Blank
Blank
25%: Coins-Package
25%: Supplies-Package
35%: 1 Self-Aid Kit
15%: 5 previous Goods
Blank
20%: 1 Light Unit-Unit
20%: 1 Ranged Unit-Unit
20%: 1 Fast Unit-Unit
20%: 1 Heavy Unit-Unit
20%: 1 Artillery Unit-Unit
05%: 10 Diamonds
75%: 1 Temple of RelicsBlueprints
20%: 5 current Goods
Blank
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
25%: Supplies-Package
50%: 2 Attempt
Blank
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 2 Forge
15%: 10 previous Goods
Blank
20%: 1 Light Unit-Unit
20%: 1 Ranged Unit-Unit
20%: 1 Fast Unit-Unit
20%: 1 Heavy Unit-Unit
20%: 1 Artillery Unit-Unit
10%: 10 Diamonds
15%: 20 previous Goods
50%: 1 random Blueprints
25%: 1 Champion
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
25%: Supplies-Package
20%: 5 current Goods
30%: 2 Attempt
Blank
25%: Coins-Package
25%: Supplies-Package
50%: 2 Attempt
Blank
Blank
20%: 1 Light Unit-Unit
20%: 1 Ranged Unit-Unit
20%: 1 Fast Unit-Unit
20%: 1 Heavy Unit-Unit
20%: 1 Artillery Unit-Unit
15%: 10 Diamonds
20%: Residential Building
45%: 10 current Goods
20%: 5 Forge
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
35%: Coins-Package
35%: Supplies-Package
30%: 1 Self-Aid Kit
Blank
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 2 Forge
15%: 15 previous Goods
Blank
20%: 1 Light Unit-Unit
20%: 1 Ranged Unit-Unit
20%: 1 Fast Unit-Unit
20%: 1 Heavy Unit-Unit
20%: 1 Artillery Unit-Unit
20%: 25 Diamonds
20%: Premium Decoration
25%: Production Building
15%: 20 current Goods
20%: gate of the sun god
or face of the ancient
or Victory Tower

Level II Chest Contents

1st Chest 2nd Chest 3rd Chest 4th Chest
20%: Coins-Package
20%: Supplies-Package
30%: 1 Temple of RelicsBlueprints
30%: 1 Self-Aid KitBlank
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 5 Forge
15%: 20 previous Goods
Blank
20%: 2 Light Unit-Unit
20%: 2 Ranged Unit-Unit
20%: 2 Fast Unit-Unit
20%: 2 Heavy Unit-Unit
20%: 2 Artillery Unit-Unit
05%: 15 Diamonds
35%: 2 random Blueprints
45%: 15 current Goods
15%: Victory TowerBlank
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
25%: Supplies-Package
50%: 2 AttemptBlank
Blank
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 5 Forge
15%: 20 previous Goods
Blank
20%: 2 Light Unit-Unit
20%: 2 Ranged Unit-Unit
20%: 2 Fast Unit-Unit
20%: 2 Heavy Unit-Unit
20%: 2 Artillery Unit-Unit
10%: 15 Diamonds
25%: Production Building
25%: 2 random Blueprints
25%: 1 Rogue
15%: 10 Forge

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
25%: Supplies-Package
25%: 10 current Goods
25%: 1 Temple of RelicsBlueprints
Blank
20%: Coins-Package
20%: Supplies-Package
45%: 4 Attempt
15%: 20 previous Goods
Blank
20%: 2 Light Unit-Unit
20%: 2 Ranged Unit-Unit
20%: 2 Fast Unit-Unit
20%: 2 Heavy Unit-Unit
20%: 2 Artillery Unit-Unit
15%: 15 Diamonds
35% -OR- 30%: Culture Building
35% -OR- 40%: 25 current Goods
15%: One Up Kit
Or mass motivation kit
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
25%: Supplies-Package
50%: 2 Attempt
Blank
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 5 Forge
15%: 20 previous Goods
Blank
20%: 2 Light Unit-Unit
20%: 2 Ranged Unit-Unit
20%: 2 Fast Unit-Unit
20%: 2 Heavy Unit-Unit
20%: 2 Artillery Unit-Unit
25%: 50 Diamonds -OR- 20%: 50 Diamonds
05%: Premium Residential Building
25%: Residential Building
35%: 30 current Goods
10% -OR- 15%: tribal square -OR- ritual flame

Level III Chest Contents

1st Chest 2nd Chest 3rd Chest 4th Chest
35%: Coins-Package
35%: Supplies-Package
30%: 2 AttemptBlank
Blank
Blank
25%: Coins-Package
25%: Supplies-Package
25%: 10 Forge
25%: 1 Temple of RelicsBlueprints
Blank
20%: 3 Light Unit-Unit
20%: 3 Ranged Unit-Unit
20%: 3 Fast Unit-Unit
20%: 3 Heavy Unit-Unit
20%: 3 Artillery Unit-Unit
05%: 25 Diamonds
30%: 3 random Blueprints
45%: 25 current Goods
20%: 1 Mass Self-Aid KitBlank
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
30%: Coins-Package
30%: Supplies-Package
40%: 4 Attempt
Blank
Blank
35%: Coins-Package
35%: Supplies-Package
20%: 10 Forge
10%: 25 previous Goods
Blank
20%: 3 Light Unit-Unit
20%: 3 Ranged Unit-Unit
20%: 3 Fast Unit-Unit
20%: 3 Heavy Unit-Unit
20%: 3 Artillery Unit-Unit
10%: 25 Diamonds
35%: Residential Building
35%: 3 random Blueprints
20%: 1 Temple of RelicsBlueprints
Blank

1st Chest 2nd Chest 3rd Chest 4th Chest
25%: Coins-Package
25%: Supplies-Package
15%: 20 current Goods
35%: 4 Attempt
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 10 Forge
15%: 25 previous Goods
Blank
20%: 3 Light Unit-Unit
20%: 3 Ranged Unit-Unit
20%: 3 Fast Unit-Unit
20%: 3 Heavy Unit-Unit
20%: 3 Artillery Unit-Unit
15%: 25 Diamonds
25%: Production Building
30%: 35 current Goods
15%: Store Building
15%: 20 Forge

1st Chest 2nd Chest 3rd Chest 4th Chest
40%: Coins-Package
40%: Supplies-Package
20%: 4 Attempt
Blank
Blank
35%: Coins-Package
35%: Supplies-Package
15%: 10 Forge
15%: 25 previous Goods
Blank
20%: 3 Light Unit-Unit
20%: 3 Ranged Unit-Unit
20%: 3 Fast Unit-Unit
20%: 3 Heavy Unit-Unit
20%: 3 Artillery Unit-Unit
25%: 100 Diamonds
05%: Expedition Special
10%: Expedition Special
55%: 20 Forge
05%: Premium Culture Building

Level IV Chest Contents

The contents of the level 4 chests change each week, so information here may not be always accurate.

1st Chest 2nd Chest 3rd Chest 4th Chest (prizes rotate)
100%: 2 Forge
Blank
50%: 20 current Goods
50%: 4 Attempt
50%: 25 Diamonds
50%: Medals-Package
2 of the following @ 50% each:
5 Forge
3 random Blueprints
Gate of the Sun God
Face of the Ancient
2 Temple of RelicsBlueprints

1st Chest 2nd Chest 3rd Chest 4th Chest (prizes rotate)
100%: 5 Forge
Blank
50%: 25 current Goods
50%: 4 Attempt
50%: 25 Diamonds
50%: Medals-Package
2 of the following @ 50% each:
50 Diamonds
10 Forge
Victory Tower
Ritual Flame
Production Building

1st Chest 2nd Chest 3rd Chest 4th Chest (prizes rotate)
100%: 5 Forge
Blank
50%: 30 current Goods
50%: Coins-Package
50%: 50 Diamonds
50%: Medals-Package
2 of the following @ 50% each:
100 Diamonds
20 Forge
Tribal Square
Culture Building
One Up Kit

1st Chest 2nd Chest 3rd Chest 4th Chest (prizes rotate)
100%: 10 Forge
Blank
50%: 35 current Goods
50%: Supplies-Package
50%: 50 Diamonds
50%: Medals-Package
2 of the following @ 50% each:
Terrace Farm
Renovation Kit
Sacred Sky Watch
Store Building
Fountain of Youth

Specials

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Expedition Specials

Universe
Button2

Buildings

Button3

Resources

Button7

Research

Button6

Quests

Button4

Military

Button5

Guilds

Button1

Player

Notes

  1. Level 1 uses previous age goods, all other levels mix of previous and current goods, shown as (previous+current)

the 64th chest will randomly contain 2 of the 'expedition specials'. 50% chance of winning one or the other.

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