Expeditions and Relics
What it is
Three small expeditions in the Overworld, each built around one puzzle. Each has hall chests, a few Runebound guards, a warded vault, and a relic in the vault: an off-hand charm that trades one spell bonus for a drawback. They only appear in newly generated land.
| Expedition | Where | About one per | The puzzle | Vault relic |
|---|---|---|---|---|
| Clockwork Crypt | Deserts and badlands | 544 blocks | Store your spells in a clock, then release them | Keeper’s Hourglass |
| Living Greenhouse | Flower, birch and dark forests | 512 blocks | Cleanse its heart, or harvest it | Living Seedpod |
| Moving Sky Ruin | Windswept hills, windswept forests, meadows | 608 blocks | Ride shifting stepping stones | Sky Feather |
Each layout comes in a few versions, some with extra side passages or outer paths. The main route is always there.
How to use them
Clockwork Crypt
A half-buried clock gallery. Its Clockwork Control sets off a trap: a warning circle glows on the floor for 2 seconds, then anyone standing in it takes 4 damage.
- Cast a harmful spell at the control to store its damage (up to 12) and pause the trap.
- Use the control (or hit it with a time spell) to release the stored damage. After a 1-second warning, it strikes monsters around the circle.
- Using the control also pauses the trap for a few seconds.
Living Greenhouse
A glass conservatory with a broken path over water. Its Greenhouse Heart gives you one choice:
- Cleanse it with three life spells or bone meal uses. A moss path grows across the gap, and you get glow berries, a Torn Page and Regeneration. It also counts toward your research notebook.
- Harvest it with shears for 2 Mana Crystals and a Torn Page instead. The path stays broken.
You can only choose once. A rim route lets you cross without life magic.
Moving Sky Ruin
A quartz ruin floating above the hills, reached by scaffolding. Its Sky Anchor shifts three stepping stones together.
- Use the anchor or hit it with a wind spell to shift the stones. They also shift on their own every few seconds while someone is within 24 blocks, and carry riders with them.
- If something blocks a stone’s next spot, none of them move. Clear the way.
- Fall below the ruin and you’re caught and set back on the anchor, with no fall damage.
Relics
Hold a relic in your off hand and it changes your spells. It takes up the hand you might use for another casting item. Relics don’t change your Cord’s tier or slots.
| Relic | Bonus | Drawback |
|---|---|---|
| Keeper’s Hourglass | Spells last 30% longer | Spell power -15% |
| Living Seedpod | Mana cost -10% | Spell power -15%, cooldowns +10% |
| Sky Feather | Cooldowns -15% | Mana cost +15% |
Tips and counterplay
- Crypt: cheap harmful spells fill the clock fast; release it when monsters gather in the gallery.
- Greenhouse: cleanse if you want the path and research credit; harvest if you need Mana Crystals.
- Sky Ruin: wind spells shift the stones from a distance. Don’t fear the fall.
- Pick a relic for your build: the Hourglass suits long-lasting zones and wards, the Seedpod suits mana-hungry casters, the Feather suits fast, spammy spells.
For the two bigger expedition bosses, see Root Guardian and Storm Conductor.