Gutterbloom Underways
Grand Expedition · Level 150+

Gutterbloom Underways

Masked patrols and forgotten caretakers keep the roads beneath overgrown gardens. Prepare for a trial of endurance; extraction opens only when the passage becomes unstable.

Run rules

  • Entry consumes one Grand Expedition Pass. Its duration counts active expedition time, not offline time.
  • There is no early return portal. When the pass expires, the party must reach an open extraction portal. Bring enough food, drink, and potions for the full run.
  • Hardcore recruits can die permanently. In Softcore, a defeated recruit is unavailable until the expedition closes; a visit to Town does not clear that defeat. Grand Expeditions do not use the Tower and Dungeon rescue rules.
  • Each new run rolls one to eight hidden expedition modifiers. Their identities and values are revealed after entering, not while preparing the portal.
  • Enemy levels are chosen from the expedition's minimum through the main character's portal level limit. Each run uses the chosen range.
  • Equipment draws from the two listed source worlds. Eligible equipment rolls independent bonus tiers for its base, implicit, signature, and affixes. Any positive tier marks the item Exalted; Exalted is not a separate rarity.

Passes

Boss reward rolls have a 1% chance to award a pass. The pass weights below apply after that roll succeeds.

Grand Expedition Pass - 1 Hour
1 hours · weight 55
Grand Expedition Pass - 2 Hours
2 hours · weight 28
Grand Expedition Pass - 4 Hours
4 hours · weight 13
Grand Expedition Pass - 8 Hours
8 hours · weight 4
Exalted bonus-tier weights

Each eligible component rolls independently. Tier 0 grants no bonus; any positive tier marks the equipment Exalted.

Tier 0
Weight 5500
Tier 1
Weight 1800
Tier 2
Weight 1000
Tier 3
Weight 600
Tier 4
Weight 400
Tier 5
Weight 250
Tier 6
Weight 175
Tier 7
Weight 125
Tier 8
Weight 80
Tier 9
Weight 50
Tier 10
Weight 20

Enemies

EnemyRoleActive actions
Ordinary enemy1
Ordinary enemy1
Ordinary enemy2
Ordinary enemy2
Ordinary enemy2
Ordinary enemy2
Ordinary enemy2
Threshold boss3
Depth boss3
Expedition guardian3

Fishing and Scrounging

Fishing

Gutterbloom Gutterfin Pool

Gutterbloom Gutterfin: 1–2 (100% chance); Copperbelly Bream: 1 (18% chance); Lantern Loach: 1 (5% chance); Bloomscale Carp: 1 (1% chance)

Tool
Tool Fishing Rod
Interaction
6 seconds
Respawn
12–18 minutes
Gutterbloom GutterfinCopperbelly BreamLantern LoachBloomscale Carp
Fishing

Copperbelly Bream Pool

Gutterbloom Gutterfin: 1–2 (100% chance); Copperbelly Bream: 1 (30% chance); Lantern Loach: 1 (8% chance); Bloomscale Carp: 1 (2% chance)

Tool
Tool Fishing Rod
Interaction
6 seconds
Respawn
12–18 minutes
Gutterbloom GutterfinCopperbelly BreamLantern LoachBloomscale Carp
Fishing

Lantern Loach Pool

Gutterbloom Gutterfin: 1–2 (100% chance); Copperbelly Bream: 1 (20% chance); Lantern Loach: 1 (18% chance); Bloomscale Carp: 1 (3% chance)

Tool
Tool Fishing Rod
Interaction
6 seconds
Respawn
12–18 minutes
Gutterbloom GutterfinCopperbelly BreamLantern LoachBloomscale Carp
Fishing

Bloomscale Carp Pool

Gutterbloom Gutterfin: 1–2 (100% chance); Copperbelly Bream: 1 (20% chance); Lantern Loach: 1 (12% chance); Bloomscale Carp: 1 (8% chance)

Tool
Tool Fishing Rod
Interaction
6 seconds
Respawn
12–18 minutes
Gutterbloom GutterfinCopperbelly BreamLantern LoachBloomscale Carp
Scrounging

Gutterbloom Courtyard Salvage

Choirstone Quartz: 2–4 (100% chance); Resonant Shard: 1–2 (15% chance); Rune Dust: 1 (10% chance); Guardian Bloom: 1–2 (20% chance); Salt: 1–2 (25% chance)

Tool
Tool Scrounging Shovel
Interaction
4.5 seconds
Respawn
15–20 minutes
Choirstone QuartzResonant ShardRune DustGuardian BloomSalt
Scrounging

Gutterbloom Sluice Scrap

Nightiron Ore: 2–4 (100% chance); Resonant Shard: 1–2 (15% chance); Rune Dust: 1 (10% chance); Ghostleaf: 1–2 (20% chance); Pepper: 1–2 (25% chance)

Tool
Tool Scrounging Shovel
Interaction
4.5 seconds
Respawn
15–20 minutes
Nightiron OreResonant ShardRune DustGhostleafPepper
Possible expedition modifiers

Overrun

Each roaming pack has another chance to gain an additional enemy.

Effect: 10–100. Reward bonus: 2–12%.

Reinforced

Enemies gain additional maximum health.

Effect: 20–100. Reward bonus: 5–25%.

Brutal

Enemies deal additional damage.

Effect: 10–60. Reward bonus: 5–25%.

Frenzied

Enemies attack more quickly.

Effect: 5–30. Reward bonus: 5–25%.

Armored

Enemies gain additional armor.

Effect: 15–75. Reward bonus: 4–22%.

Warded

Enemies gain additional resistance to every damage type.

Effect: 5–30. Reward bonus: 5–24%.

Precise

Enemies gain additional accuracy.

Effect: 10–50. Reward bonus: 3–16%.

Elusive

Enemies gain additional dodge.

Effect: 5–30. Reward bonus: 5–22%.

Regenerating

Enemies continuously regenerate a percentage of maximum health.

Effect: 0.5–3. Reward bonus: 5–25%.

Vampiric

Enemies recover health from the damage they deal.

Effect: 2–15. Reward bonus: 5–24%.

Unstable

Defeated enemies release a warned maximum-health burst.

Effect: 5–25. Reward bonus: 5–22%.

Potent

Harmful statuses applied by enemies become stronger.

Effect: 10–60. Reward bonus: 4–20%.

Steadfast

Enemies reduce the effectiveness of hostile statuses they receive.

Effect: 10–50. Reward bonus: 4–20%.

Crossfire

Enemy projectile abilities may fire additional projectiles while sharing the original ability's total damage.

Effect: 0.25–1. Reward bonus: 3–18%.