Base completion reward
180 MarksBefore the tier multiplier. Your tier settings can change this amount.
Expeditions / Field guide
Overworld expedition · Challenging
A night climb through the treetops, with a long way down. Thin out what lives in the canopy (watch the enemy forces bar), lower the span from the Signal Boughs in the east, and kill the Briar Matron in the dead trunk to the west. Then the climb opens to the Heart Gate and the Thornheart Shaman. Verrin waits on the high perch for anyone who goes looking.
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 thornwood_canopy normalNeed a party? Use /expedition queue thornwood_canopy normal.
First clear this expedition on Normal.
No additional modifiers on this tier.
/expedition start thornwood_canopy heroicNeed a party? Use /expedition queue thornwood_canopy heroic.
First clear this expedition on Heroic.
/expedition start thornwood_canopy mythicNeed a party? Use /expedition queue thornwood_canopy mythic.
02 · Room by room
East of the Fork. Clear the boughs, take a bow from the barrel by the rail and hit all four signal boards within 30 seconds. That lowers the span south of the Fork.
West of the Fork, past the Silk Walk, which has to be clear before the trunk will open. Her webs run down the pale strips in the floor; the two props stop them. Right-click a glowing sac before it hatches. If she wraps someone, break the cocoon at their feet. Below half she throws venom and the webs come two at a time. Killing her breaks the south wall, and the catwalk behind it runs to the foot of the climb.
Optional. Up the stair from the Signal Boughs. Verrin shoots from a distance, and there are no rails to the north and east. When leaves stream past you the wind is about to hit, so get a stump between you and it. Below half he takes to the ropes and appears behind you.
The fire in the bark runs down to the deck, and roots grow up around the Shaman. Light the Heart Gate fire before you go in. 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.
Defense: +3 · Life Steal: +1%
Defense: +2 · Bonus Damage: +2
Health: +5
Damage: +10
On Hit: Grave Chill. Slows your target for 3s. 30% chance, 8s cooldown.
Health: +4 · Defense: +9
Damage Bonus: +3% · Life Steal: +2%
Equipped: Last Stand. Below 30% health, you harden against hits for 5s. 60s cooldown.
Health: +5 · Damage Bonus: +3%
Equipped: Grave Sight. You see in the dark.
Health: +3 · Defense: +3
Defense: +3 · Bonus Damage: +1
Damage Bonus: +3%
Health: +4 · Defense: +6
Health: +4 · Defense: +6
Equipped: Fleet Stride. You move faster.
Projectile Damage: +7 · Poison Potency: +6%
On Hit: Grave Chill. Slows your target for 3s. 30% chance, 8s cooldown.
Projectile Damage: +10
On Hit: Hunter's Mark. Your target glows and takes 15% more from you for 6s. 10s cooldown.
Health: +4 · Defense: +7
Health: +4 · Defense: +7
Defense: +7
Damage Bonus: +4%
Equipped: Ember Aura. Enemies within 3 blocks burn.
Health: +4 · Damage Bonus: +3%
Equipped: Last Stand. Below 30% health, you harden against hits for 5s. 60s cooldown.
Health: +4 · Defense: +10
Equipped: Ember Aura. Enemies within 3 blocks burn.
Damage: +8 · Poison Potency: +10% · Bleed: +4%
Right Click: Shadow Step. Step up to 8 blocks forward. 14s 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 |
|---|---|---|
| Thornheart Sap | 1–3 | 100% |
| Matron's Fang | 1 | 35% |
| Thornheart Rapier | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
| Item | Amount | Chance |
|---|---|---|
| Thornheart Sap | 1–3 | 100% |
| Matron's Fang | 1 | 35% |
| Thornheart Rapier | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
| Item | Amount | Chance |
|---|---|---|
| Thornheart Sap | 1–3 | 100% |
| Matron's Fang | 1 | 35% |
| Thornheart Rapier | 1 | 4% |
| Coin purse (Marks) | 75–125 | 100% |
Leap: Leaps onto a far player and stuns everyone near the landing spot.
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 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 4 blocks every 13s. A ring marks it first; step out. Web: Throws a web that pins a player in place. Venom Spit: A green line marks the shot, then venom flies down it and poisons whoever it hits. Sidestep.
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 1–3 | 70% |
| Thornheart Sap | 1 | 25% |
| A piece of gear (may be sealed) | 1 | 7% |
| Bottled Lesson | 1 | 5% |
| Coin purse (Marks) | 12–20 | 100% |
Pinning Shot: A red line marks the target, then a heavy arrow flies down it and slows whoever it hits. Sidestep. Arrow Rain: Marks the ground, then arrows fall across the ring.
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 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 15s. A ring marks it first; step out. Cleave: Winds up, then sweeps everything in front of it. Step behind or out of the arc.
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 1–3 | 70% |
| Thornheart Sap | 1 | 25% |
| A piece of gear (may be sealed) | 1 | 7% |
| Bottled Lesson | 1 | 5% |
| Coin purse (Marks) | 12–20 | 100% |
Poison Cloud: Leaves a lingering cloud of poison. Move out of it. Spore Burst (as it falls): It bursts as it dies, and a cloud of spores hangs where it fell. Step away from the body.
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 20% |
Mend: Heals itself and wounded allies around it. A charged hit stops it. Root Snare: Roots burst from the deck under a player. Step off the ring or be held.
| Item | Amount | Chance |
|---|---|---|
| Briar Silk | 1–2 | 25% |
| A piece of gear (may be sealed) | 1 | 1.2% |
| Bottled Lesson | 1 | 1% |
| Coin purse (Marks) | 1–4 | 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
180 MarksBefore the tier multiplier. Your tier settings can change this amount.
Fixed completion items
These items are separate from random loot rolls.
/expedition guide thornwood_canopy