Compare the reward you actually need
Compare the material you need using the five fixed-baseline mission pools below. The raw-pool table uses base duration, the listed selection chances and arithmetic midpoint quantities, with the effective quantity rate fixed at 1. It excludes strength-based quantity scaling, research, downtime and roster opportunity cost.
These are declared raw midpoint comparisons, not promised returns from a recommended-strength team. Read the quantity-stage examples below before turning them into a supply budget.
Five endgame mission briefs
The five base durations, recommended strengths and configured element/count fields agree with official 1.0.3.101283 mission rows. The table retains the source’s team-condition labels; the dispatch board applies the actual entry conditions for the selected roster.
Base durations are one hour for the first four and two hours for the Forbidden Area before duration research. Raw reward ranges and weights are independently bound; the midpoint remains an explicit comparison assumption.
| Mission | Base minutes | Recommended strength | Reported team condition |
|---|---|---|---|
| Celestial Sakura Cavern | 60 | 375,000 | 20 Water Pals |
| Dark Cave of Feybreak | 60 | 476,000 | 20 Dark Pals |
| Sunreach Isle | 60 | 589,000 | 20 Dragon Pals |
| World Tree Subterranean City Ruins | 60 | 851,000 | 20 Pals |
| World Tree Forbidden Area | 120 | 2,100,000 | 20 Pals |
Core and Part comparison
These source-listed raw ranges and nominal selection chances match the official five pools. The hourly columns retain the declared arithmetic midpoint × chance ÷ base hours calculation. The table fixes the effective quantity rate at 1; it excludes actual team-strength and Lab quantity modifiers, native integer conversion, missed claims and travel.
“Guaranteed” here describes the raw reward slot. It does not make the listed raw range the final quantity after the separate return-quantity stage.
| Mission | Cores/run and chance | Parts/run and chance | Midpoint Cores/hour | Midpoint Parts/hour |
|---|---|---|---|---|
| Celestial Sakura Cavern | 1 to 2, guaranteed | 6 to 7, guaranteed | 1.50 | 6.50 |
| Dark Cave of Feybreak | 2 to 3, guaranteed | 7 to 8, guaranteed | 2.50 | 7.50 |
| Sunreach Isle | 3 to 4, guaranteed | 8 to 9, guaranteed | 3.50 | 8.50 |
| World Tree Subterranean City Ruins | 3 to 5, guaranteed | 8 to 9, guaranteed | 4.00 | 8.50 |
| The World Tree's Forbidden Area | 6 to 9 at 50% | 9 to 11 at 50% | 1.875 | 2.50 |
Why the final mission is not the universal choice
The Forbidden Area has a separate guaranteed raw Dog Coin slot with a range of 1–10. At its two-hour base duration, the raw midpoint model gives ((1+10)/2) ÷ 2 = 2.75 Dog Coins per base hour. This is not a measured mean or a uniform quantity-roll claim; actual obtained quantities pass through the return-quantity stage.
For Cores, its raw 6–9 at a nominal 50% share gives 0.5 × 7.5 ÷ 2 = 1.875 per base hour in the same model. Choose the mission for its wanted reward mix and effective board values, rather than treating difficulty as a permanent material-rate ranking.
What each expedition chance means
The five pools contain 149 lottery rows covering 38 item IDs. In the first four missions, Cores and Parts use separate guaranteed slots with one eligible entry each. Their listed ranges are the raw quantities selected before return-quantity modifiers.
The World Tree Forbidden Area instead has one guaranteed slot that chooses between a Core entry and a Parts entry with equal weights of 1 and 1: a nominal 50% share each. Those two outcomes are alternatives in that slot. Dog Coins use a separate guaranteed slot with a raw range of 1–10.
The game selects successful slots, items and raw quantities before applying the reward rate. Reward research changes obtained quantities after selection; it does not turn that 50% Core share into a higher selection chance.
How research changes a completed expedition
The configured team-strength time function returns 1. The native duration path multiplies the mission’s base seconds by that factor and the completed Lab duration rate, then applies its whole-second conversion. The five duration nodes total a nominal −35%, giving a 0.65 time factor before that conversion.
The five reward nodes total a nominal +35%. Their reward factor multiplies the team-strength reward rate after the raw reward selection. The native code quantizes the resulting rate to hundredths, scales each obtained integer quantity and applies a ceil-like conversion with a minimum of one.
Duration nodes are Deforest2 (−5%), Deforest2_3 (−10%), Deforest2_5 (−5%), Mining2 (−5%) and Mining2_3 (−10%). Reward nodes are Deforest2_2 (+5%), Deforest2_4 (+10%), Deforest2_6 (+5%), Mining2_2 (+5%) and Mining2_4 (+10%). Use the mission board’s effective duration and quantities for your selected team.
Why the raw table is not your return quantity
At a team strength exactly equal to the recommended strength, the configured curve key is 0.9999998807907104. The Blueprint ceiling step produces a 1.01 reward rate rather than an exact 1. The subsequent native hundredth and quantity conversions preserve this distinction.
With no Lab reward bonus and ordinary nearest rounding, a raw quantity of 1 becomes 2 and a raw quantity of 2 becomes 3. The examples below reproduce the bound curve and native arithmetic statically; they are not measured expedition runs. Do not silently replace the below-one curve key with 1.
The raw-pool midpoint comparison deliberately fixes the effective quantity rate at 1. It excludes this strength modifier, research and integer quantity conversion. Its figures describe that declared comparison model, not the completed return of every recommended-strength team. A quantity range alone does not establish a measured mean or a uniform distribution.
| Raw selected quantity | After the strength-ratio-1 quantity stage, no reward research |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | 4 |
| 5 | 6 |
| 6 | 7 |
| 9 | 10 |
| 11 | 12 |
Account for research and borrowed workers
Set the intended team and research, then use the mission board’s effective duration and return quantities. Exclude irreplaceable Ranch or production workers from auto-assignment and include their lost base output in the decision. Choose the best eligible mission for the material you need now.
Choose a mission by its useful side rewards
The source’s mission names and useful side-reward leads remain below. Compare the dispatch panel with the selected team. The Core, Parts and raw Dog Coin comparison inputs are bound to the fixed baseline; the separate strength and research quantity stages above still apply to actual returns.
| Mission | Reason to choose it from the dated source |
|---|---|
| World Tree Subterranean City Ruins | Core throughput; also Parts, Paloxite, Ancient Spheres and Giant Pal Souls. |
| Sunreach Isle | Cores plus Coralum, Soralite, Sol Spheres, manuscripts and Giant Pal Souls. |
| Dark Cave of Feybreak | Lower entry strength than Sunreach; reported 15–30 Crude Oil reward and manuscripts. |
| Celestial Sakura Cavern | One-hour access at the listed 375,000 strength; useful while the endgame roster is still developing. |
| World Tree Forbidden Area | Guaranteed 1–10 Dog Coins and advanced relic/gem rolls, with a two-hour base commitment. |