Base completion reward
240 MarksBefore the tier multiplier. Your tier settings can change this amount.
Expeditions / Field guide
Overworld expedition · Challenging
A timed run up a drowned valley. Cross the Long Span, stop Old Bess in the Pump House, hold the Cistern while it floods, get past the chief engineer in the Pressure Gallery, weigh down the floodgates and face the Tidewarden at the foot of the Great Dam. A stair down the bastion's west tower leads to the Silt Bed, if you have the time.
01 · Before you enter
On a run-back tier nobody runs out of lives: if you fall, you come back at the last fire you lit, and if the whole party falls the fight resets. On tiers with shared lives, each death spends one. You keep your gear either way.
Open a tier for its requirements, modifiers and server records. Every party member must meet its entry requirements.
No additional modifiers on this tier.
/expedition start sunken_aqueduct normalNeed a party? Use /expedition queue sunken_aqueduct normal.
First clear this expedition on Normal.
No additional modifiers on this tier.
/expedition start sunken_aqueduct heroicNeed a party? Use /expedition queue sunken_aqueduct heroic.
First clear this expedition on Heroic.
/expedition start sunken_aqueduct mythicNeed a party? Use /expedition queue sunken_aqueduct mythic.
02 · Room by room
Old Bess, a pump engine on piston legs. She calls four valve drones and can't be hurt until they stop, then she's open for twelve seconds. Below half, steam vents along the floor. Turn the three valves in the order shown to open the stair.
Hold a minute while the water rises, geysers burst and the drowned keep coming.
Chief Engineer Hollis. When a tank's valve starts to go, break it within ten seconds, or the tank bursts, hits the whole party and makes him stronger. It stacks.
Sluice Keepers chain and freeze you. Weigh down both plates with counterweights from the supply crate.
Optional, down the bastion's west tower. Killing the Silt Mother gives the whole party speed and protection for the rest of the run, and she has her own loot. She drags a line of mud through someone, binds two players with roots so they have to stay close, and in the second half wakes the bed ring by ring.
The Tidewarden, at the foot of the Great Dam. See the boss briefing.
03 · Spoils
Every boss leaves a chest where it falls. Each of you opens it for a private share, rolled for you alone: materials, often a piece of the dungeon's gear, and a chance at something of that boss's own. The list below runs from the likeliest piece to the rarest.
Health: +2 · Defense: +3
Health: +2 · Defense: +3
Health: +4 · Defense: +6
Health: +4 · Damage Bonus: +2%
Equipped: Last Stand. Below 30% health, you harden against hits for 5s. 60s cooldown.
Damage: +7 · Damage Bonus: +2%
On Hit: Thunderclap. Lightning shocks nearby enemies for 60% of the hit. 15% chance, 10s cooldown.
Defense: +3 · Bonus Damage: +2
Health: +5 · Damage Bonus: +1%
Health: +2 · Defense: +3
Defense: +5 · Damage Bonus: +2%
Equipped: Ember Aura. Enemies within 3 blocks burn.
Health: +4 · Defense: +5
Health: +4 · Defense: +1
Health: +3 · Defense: +4
Equipped: Fleet Stride. You move faster.
Health: +7 · Defense: +2
Equipped: Last Stand. Below 30% health, you harden against hits for 5s. 60s cooldown.
Health: +4 · Damage Bonus: +3%
Equipped: Ember Aura. Enemies within 3 blocks burn.
Health: +2 · Defense: +7
Equipped: Last Stand. Below 30% health, you harden against hits for 5s. 60s cooldown.
Health: +6 · Damage Bonus: +3%
Equipped: Ember Aura. Enemies within 3 blocks burn.
Damage: +9 · Projectile Damage: +9 · Life Steal: +2%
On Hit: Thunderclap. Lightning shocks nearby enemies for 60% of the hit. 15% chance, 10s cooldown.
Set pieces can be found or forged. Found pieces turn up anywhere in the run: on enemies and in crates, chests and hidden caches.
04 · Bestiary
Health and damage are base values, before level, tier and party scaling. Drop chances apply to each player kill; they are separate from boss chests and completion rewards.
| Item | Amount | Chance |
|---|---|---|
| Sluice Cog | 1–3 | 100% |
| Tidewarden's Scale | 1 | 35% |
| Tidewarden's Trident | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
| Item | Amount | Chance |
|---|---|---|
| Sluice Cog | 1–3 | 100% |
| Tidewarden's Scale | 1 | 35% |
| Tidewarden's Trident | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
| Item | Amount | Chance |
|---|---|---|
| Sluice Cog | 1–3 | 100% |
| Tidewarden's Scale | 1 | 35% |
| Tidewarden's Trident | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
| Item | Amount | Chance |
|---|---|---|
| Sluice Cog | 1–3 | 100% |
| Tidewarden's Scale | 1 | 35% |
| Tidewarden's Trident | 1 | 4% |
| Coin purse (Marks) | 75–140 | 100% |
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
Shockwave: 4 damage within 5 blocks every 12s. A ring marks it first; step out. Mend: Heals itself and wounded allies around it. A charged hit stops it. Poison Cloud: Leaves a lingering cloud of poison. Move out of it.
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–3 | 70% |
| Sluice Cog | 1 | 25% |
| A piece of gear (may be sealed) | 1 | 7% |
| Bottled Lesson | 1 | 5% |
| Coin purse (Marks) | 12–20 | 100% |
Tether: Chains the nearest player and drags them in. Break line of sight to snap it. Frost Nova: Freezes and slows everyone close by. Keep your distance.
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–3 | 70% |
| Sluice Cog | 1 | 25% |
| A piece of gear (may be sealed) | 1 | 7% |
| Bottled Lesson | 1 | 5% |
| Coin purse (Marks) | 12–20 | 100% |
Soul Bolt: Hurls a bolt at whoever it's fighting. A charged hit stops it.
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
Leap: Leaps onto a far player and stuns everyone near the landing spot.
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
Frost Bolt: Fires a bolt of frost you can see coming at a marked spot. It leaves ice that slows anyone on it.
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–6 | 20% |
Cleave: Winds up, then sweeps everything in front of it. Step behind or out of the arc. Charge: Lowers its head, then rushes the farthest player in a line, knocking aside anyone in the way.
| Item | Amount | Chance |
|---|---|---|
| Tidepearl | 1–3 | 70% |
| Sluice Cog | 1 | 25% |
| A piece of gear (may be sealed) | 1 | 7% |
| Bottled Lesson | 1 | 5% |
| Coin purse (Marks) | 1–7 | 20% |
No enemies or drops match your search.
05 · Finish the expedition
Players present at completion receive their own rewards. Enemy drops listed above are additional chances, not guaranteed completion items. Runs with hired allies do not earn campaign progress or set expedition records.
Base completion reward
240 MarksBefore the tier multiplier. Your tier settings can change this amount.
Fixed completion items
These items are separate from random loot rolls.
/expedition guide sunken_aqueduct