Entry requirements
Reach main character level 150, defeat each required Pinnacle, and spend one Grand Expedition Pass.
An unstable crossing of lens-scoured dunes and living tidal sanctuaries.

Pale dunes descend into luminous lagoons beneath broken observatories. Endure the crossing until extraction opens; there is no early portal home.
Reach main character level 150, defeat each required Pinnacle, and spend one Grand Expedition Pass.
An unstable crossing of lens-scoured dunes and living tidal sanctuaries.
Equipment is drawn from these source worlds with the listed relative weights.
Each enemy has a separate 0.1% Unique-item roll. Bosses also have a 1% Legendary-item roll from the source world's eligible Pinnacle equipment.
Regional lore books →Boss reward rolls have a 1% chance to award a pass. The pass weights below apply after that roll succeeds.
Each eligible component rolls independently. Tier 0 grants no bonus; any positive tier marks the equipment Exalted.
| Enemy | Role | Active actions |
|---|---|---|
| Ordinary enemy | 1 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 1 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 1 | |
| Threshold boss | 3 | |
| Depth boss | 3 | |
| Expedition guardian | 3 |
Sunscale Bream: 1–2 (100% chance); Glassfin Skate: 1 (18% chance); Mirrortide Lantern Eel: 1 (5% chance); Pearlcrest Char: 1 (1% chance)
Sunscale Bream: 1–2 (100% chance); Glassfin Skate: 1 (30% chance); Mirrortide Lantern Eel: 1 (8% chance); Pearlcrest Char: 1 (2% chance)
Sunscale Bream: 1–2 (100% chance); Glassfin Skate: 1 (20% chance); Mirrortide Lantern Eel: 1 (18% chance); Pearlcrest Char: 1 (3% chance)
Sunscale Bream: 1–2 (100% chance); Glassfin Skate: 1 (20% chance); Mirrortide Lantern Eel: 1 (12% chance); Pearlcrest Char: 1 (8% chance)
Lenssilver Ore: 2–4 (100% chance); Resonant Shard: 1–2 (15% chance); Rune Dust: 1 (10% chance); Parallax Aloe: 1–2 (20% chance); Salt: 1–2 (25% chance)
Pearlstone: 2–4 (100% chance); Resonant Shard: 1–2 (15% chance); Rune Dust: 1 (10% chance); Tidesage: 1–2 (20% chance); Pepper: 1–2 (25% chance)
Each roaming pack has another chance to gain an additional enemy.
Effect: 10–100. Reward bonus: 2–12%.
Enemies gain additional maximum health.
Effect: 20–100. Reward bonus: 5–25%.
Enemies deal additional damage.
Effect: 10–60. Reward bonus: 5–25%.
Enemies attack more quickly.
Effect: 5–30. Reward bonus: 5–25%.
Enemies gain additional armor.
Effect: 15–75. Reward bonus: 4–22%.
Enemies gain additional resistance to every damage type.
Effect: 5–30. Reward bonus: 5–24%.
Enemies gain additional accuracy.
Effect: 10–50. Reward bonus: 3–16%.
Enemies gain additional dodge.
Effect: 5–30. Reward bonus: 5–22%.
Enemies continuously regenerate a percentage of maximum health.
Effect: 0.5–3. Reward bonus: 5–25%.
Enemies recover health from the damage they deal.
Effect: 2–15. Reward bonus: 5–24%.
Defeated enemies release a warned maximum-health burst.
Effect: 5–25. Reward bonus: 5–22%.
Harmful statuses applied by enemies become stronger.
Effect: 10–60. Reward bonus: 4–20%.
Enemies reduce the effectiveness of hostile statuses they receive.
Effect: 10–50. Reward bonus: 4–20%.
Enemy projectile abilities may fire additional projectiles while sharing the original ability's total damage.
Effect: 0.25–1. Reward bonus: 3–18%.