Anatomy of a 15-Minute Tick
Every 15 minutes the server resolves one tick for your active expedition. This page walks through exactly what happens in that window — recovery, a handful of encounters, endurance drain, and the rewards you bank — so the battle report stops being a mystery.
Step 1: Recovery (once, at the start)
Before any fighting, your character recovers once:
- Health: Recovery stat, amplified by Heal Potency —
Recovery x (1 + Heal Potency%). - Endurance:
5% of max Endurance + Endurance Regen.
This is the only recovery in the tick. Everything after this point spends what you have.
Step 2: The encounters
A combat tick rolls 3 to 5 encounters (four on average solo; more in a group). Roughly one in five common encounters is a pack of 2-3 enemies at once. Each encounter resolves in a single pass:
- Your time-to-kill (how fast you drop the enemy) is compared against your time-to-fall (how fast it drops you). Kill faster and you win. See Combat & Damage.
- Win, and you deal damage equal to the enemy's full health pool and bank the rewards.
- Each encounter drains endurance by the enemy's rarity (see below), and your endurance fraction sets a performance multiplier for the next fight. See Endurance.
- If the projected next hit would kill you, your character flees — ending the run but keeping everything already banked.
Endurance across the tick
Endurance recovers once (Step 1), then drains per encounter. This is why a long, tough tick leaves you fatigued by the final fight:
| Enemy rarity | Endurance drained per encounter |
|---|---|
| Common | 3 |
| Rare | 8 |
| World boss | 20 |
Tip
Want to know if you need more Endurance or more Endurance Regen? Add up the drain of a typical tick (e.g. four commons = 12) and compare it to your per-tick recovery (5% of max + Regen). If you finish ticks near empty, your later fights are running at reduced power — raise one of the two.
Step 3: The spoils
Each won encounter banks:
- Gold — scales with enemy rarity and zone tier (a common in a Tier 1 zone pays far less than a world boss in Tier 4).
- Experience — flat and time-based. You earn a set amount per tick for your level, multiplied by XP Rate gear. It does not depend on what you fight, so a quiet tick and a brutal one pay the same experience.
- Loot — a rarity roll per drop (see Loot & Magic Find), plus a ~6% chance per combat tick at an inscription and rare companion offers.
Nothing enters your bags until you collect. Offline, the world banks up to 32 ticks (8 hours) for you to claim on return.
Note
A per-tick breakdown on your Hero screen — endurance used vs recovered, effective damage per tick, encounters won and fled — is on the roadmap. The engine already computes all of it; surfacing it is a presentation step.
Questions this page didn't answer? Ask in the Discord — and we'll add the answer here.
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