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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.

Type to find a guide, rune or recipe.