Nexian guide · Core Systems

How Adventures Spawn

Timers, caps & expiry

1

Where your adventures come from

Adventures are not endless. Your account has a personal pool: new ones appear on a timer, the pool has a cap, and unclaimed adventures eventually expire. Everything below is the base (x1) rule - the exact numbers your world uses are listed on the Server Details page.

  • A starting batch: A brand-new hero receives his whole starting allowance at once, so you can begin immediately.
  • Then a steady timer: After that, a set number of new adventures appear every day.
  • A cap: Once you hold the maximum number of open adventures, the timer stops producing anything. Adventures only resume after you spend some.

The spawn timer and the expiry timer are real-world clock times - they are NOT multiplied by server speed. On a fast world everything else accelerates, but adventures still arrive on the same wall-clock schedule. Plan around that: on a high-speed world adventures are a much scarcer resource relative to everything else.

2

The catch-up rule

You do not need to sit online waiting for the timer. Spawns are calculated from the time that has passed since your last one, so an offline player still accumulates adventures.

  • Still capped overall: Catch-up can never push you past the maximum pool size.
3

Where they appear on the map

  • Near a Hero's Mansion: Each adventure is anchored to one of your eligible villages: your capital, or any village with a Hero's Mansion.
  • Your hero's village is favored: If your hero is currently sitting in an eligible village, that village is more likely to be chosen as the anchor.
  • Random distance: The tile is picked at a random angle and distance from that village - usually close by, occasionally much further out. If the map around you is crowded, the search widens until it finds a free tile.

Travel time uses your hero's own unit speed, so a hero trained from a fast unit clears adventures far quicker. Spurs add flat speed, a Tournament Square helps beyond 30 fields, and the Boots artefact divides the trip time.

4

Expiry and difficulty

  • Adventures expire: An unclaimed adventure disappears once its expiry time passes (several days, NOT speed-scaled). Send your hero out regularly rather than hoarding.
  • Hard adventures come later: Every adventure is normal difficulty until you have collected all 10 guaranteed starter rewards. After that, each newly spawned adventure has a chance to be hard.
  • Difficulty is fixed at spawn: Whether an adventure is normal or hard is decided the moment it appears, not when you send your hero - what you see in the list is what you get.
  • If your hero dies: The adventure he died on is returned to your list with a fresh expiry, so you can retry it once your hero is revived.

Adventure damage keeps climbing with the total number of adventures you have completed - it does not stop after the first 10. Deep into a round, adventures hit hard: keep ointments handy and watch your hero's health before sending him out again.