Entry requirements
Reach main character level 100, defeat each required Pinnacle, and spend one Grand Expedition Pass.
An unstable crossing between living fen and fallen memorial works.

Reed-lined pools and green woodland surround pale memorial ruins. Steel your party for a trial of endurance, then fight your way to an open extraction portal when the passage becomes unstable.
Reach main character level 100, defeat each required Pinnacle, and spend one Grand Expedition Pass.
An unstable crossing between living fen and fallen memorial works.
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 | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Ordinary enemy | 2 | |
| Threshold boss | 4 | |
| Depth boss | 4 | |
| Expedition guardian | 5 |
Moonfen Reedfin: 1–2 (100% chance); Moonfen Mirror Carp: 1 (18% chance); Moonfen Lantern Eel: 1 (5% chance); Moonfen Crown Perch: 1 (1% chance)
Moonfen Reedfin: 1–2 (100% chance); Moonfen Mirror Carp: 1 (30% chance); Moonfen Lantern Eel: 1 (8% chance); Moonfen Crown Perch: 1 (2% chance)
Moonfen Reedfin: 1–2 (100% chance); Moonfen Mirror Carp: 1 (20% chance); Moonfen Lantern Eel: 1 (18% chance); Moonfen Crown Perch: 1 (3% chance)
Moonfen Reedfin: 1–2 (100% chance); Moonfen Mirror Carp: 1 (20% chance); Moonfen Lantern Eel: 1 (12% chance); Moonfen Crown Perch: 1 (8% chance)
Greenveil Iron Ore: 2–4 (100% chance); Resonant Shard: 1–2 (15% chance); Rune Dust: 1 (10% chance); Menderleaf: 1–2 (20% chance); Salt: 1–2 (25% chance)
Marrow Silver Ore: 2–4 (100% chance); Resonant Shard: 1–2 (15% chance); Rune Dust: 1 (10% chance); Bell Sage: 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%.