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Elden Ring NightreignV4mp Wiki
Base-game expeditions

Elden Ring Nightreign: First Expedition Guide

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Treat the first run as a route, not a clear-everything job

An expedition starts at level 1. Explore Limveld during the first two days, with a mandatory boss fight at the end of each night. After the second night’s boss, prepare in the Spirit Shelter before the third-day Nightlord fight. The shrinking Night’s Tide limits exploration, so gather levels, flask charges and weapon upgrades while there is still time to reach the next safe area.

Limveld’s enemies and loot change between expeditions. There is no permanent “best first camp” to memorise; read the map and choose a route for the run in front of you.

Open the map at the start and pick one nearby cluster that gives immediate value: an enemy camp for runes and drops, a church for an extra flask use, or a tunnel when your party already has weapons worth improving. Put a pin on the next stop so the group has the same direction. Shared pins make a short plan much clearer than three players silently crossing the map.

Fight nearby groups long enough to level, then move. A difficult fort can be good value when the team arrives together; it is poor value when one player is downed far from the others and the Night is already closing. If you find a stronger weapon, read its passive effect as well as its attack type. Held-weapon passive effects can still help the character even when that weapon is not in hand.

  1. Choose a Nightfarer whose starting tool you can use confidently.
  2. Mark a close camp or field boss and earn early runes together.
  3. Visit a church when the route allows it; more flask uses protect a whole later fight.
  4. Use a tunnel or merchant anvil only after you have a weapon worth carrying into the next day.
  5. Regroup before the night boss rather than spending the last safe seconds on distant loot.

Make every return to the Roundtable count

Expeditions also give permanent preparation. Relics earned when you return can be fitted through Relic Rites, then work from the opening of later runs. Start with effects that support how you actually play: a useful skill effect, a sturdier opening, or a weapon type you reach for often. The point is reliable value, not chasing a colour combination you cannot equip yet. See Relics and vessels for the fitting rules.

The Roundtable is also the place to test a class before risking a full route. Use training to practise its skill, Ultimate Art, dodge timing, and starting weapon. That is particularly helpful for a caster or archer if your usual Elden Ring habits are close-range melee.

For the first few attempts, success can mean learning the day-two pace and reaching the Nightlord with supplies intact. When a run falls apart, identify the decision that cost time: splitting up, chasing a low-value fight, entering a boss with no flask plan, or keeping a weak weapon because it looked familiar. Change one of those choices next time. The map will shift, but that decision-making carries forward.

If a teammate goes down, turn toward them quickly and use attacks to bring them back before the death gauge grows. The exact revival plan is covered in co-op and revival; learning it early prevents a recoverable knockdown from ending a run.

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