PetalMCPetalMC

Expeditions

Twenty minutes in a world generated for your party alone, then it is gone.

What an expedition is

A one-way link into a world generated for your party and never generated again. Twenty minutes inside. Whatever you carry out is kept.

Expedition countdown bar reading Calm Wilderness with 18:29 remaining, above a red mesa
The bar above your hotbar names the temperament and terrain, and counts down to the collapse.
1

Gather your party

Up to five players, or go alone as a party of one.

2

Pay the passage

The leader speaks to Odessa, the Expedition Guide, upstairs in the east library. 50 gold plus 10 per member.

3

Twenty-second countdown

The leader can cancel at Odessa. If anyone leaves the party first, the trip is off and the fee returned.

4

Everyone is pulled through

Wherever each member happens to be standing.

Rules of the link

  • One way in, one way out. Death, /spawn, /home or any teleport is final. The link does not reopen.
  • Your inventory always survives, including through death.
  • Twenty minutes on a countdown bar. Chimes mark the time and quicken near the collapse.
  • Double XP for the whole run.
  • Kill loot is richer than the wilderness, and mythical finds only fall here.
  • Log out and return quickly and you resume in place, if the link still holds.
  • 30 minutes of rest between expeditions.

Worth knowing

  • Dig freely. The world will not exist tomorrow.
  • Relics and artefacts sell at the Relic Hunters' Guild and to the Timeworn Collector.
  • The fee falls on the leader. Settle up with /money give.
  • Buried caches very occasionally hold a blade of legend.

What you draw

Temperament and terrain are rolled separately and kept secret until you land. Both lean on the party's average level: newer parties mostly draw quiet, familiar ground, while seasoned parties meet harsher links and stranger shores more often. Peaceful links open onto their own two worlds and nothing else.

Temperament: how the world receives you

TemperamentOddsWhat it means
PeacefulCommon early, rare laterNothing wants anything from you. No mythic ever falls here
CalmMost tripsFew monsters, and they hit softly
ChaoticSometimes, more often as you levelHostile world, monsters mean it
ErraticRare, more often as you levelEvery blow lands harder than it should. Loot is richest here

Which terrains open under which temperament

TerrainPeacefulCalmChaoticErratic
Wilderness—●●●
Wasteland—●●●
Caverns of Ice—●●●
Temporal Rift—●●●
Dungeon—●●●
Paradise●———
Ruins●———

Wilderness

An ordinary world on a seed nobody has used before. Nothing buried, nothing owed. Twenty minutes of double XP and a forest nobody minds you felling.

Wasteland

Dead sand over ancient stone. The one terrain that rewards a shovel, and the stone below carries ore.

Caverns of Ice

An enclosed world with no sky. Temples, walled enclaves, quiet glades in the deep rock. Something moves in the dark.

Temporal Rift

Perpetual night, dead coral, crystal floating where gravity has not settled. Nothing spawns; everything was already standing.

Dungeon

Floors of rooms that do not exist until you walk into them. Each floor hides a key, and the floor gives way for the whole party at once.

Paradise

Peaceful only. An island under one enormous tree, grown fresh each time, hollow and climbable, with something worth the climb at the top.

Ruins

Peaceful only. The same island, inherited by somebody no longer there. Settlements on raised platforms, each with a single cache at its heart.

Field guides: books from the Guild Bookbinder, held while queuing

GuideEffect
Kind guidesWilderness, Wasteland or Dungeoneering. Strongly biases which terrain you draw
Temperament guidesCalm, Chaotic or Erratic. Strongly biases how the world receives you
The Quiet PassageThe reliable way to draw a peaceful link once you have levelled
Both at onceOne kind guide and one temperament guide roll independently
An expedition guide villager at the guild, with a profiteering book held in hand
Queue with the guide while holding a field guide book. The held book, here profiteering, shapes the outcome of the link.

Expeditioner's gear: diamond-class, guild-marked, drops only beyond the link, cannot be repaired

PieceWhile worn
Helm20% off the expedition fee, worn at the queue
Cuirass (rarest)30% more gold from expedition monsters
Greaves20% less rest time between expeditions
Boots20% more XP inside expeditions
ShieldThe link holds 22 minutes if any member carries it through

Profiteering

A licence book sold by the Guild Bookbinder for 500 gold. Hold it while queuing and the guild tethers a trade chest into the link.

  • The chest appears at the landing site and is indestructible while the link holds.
  • On collapse the guild appraises the contents at vendor-pay rates, takes its loyalty tax and splits the rest equally among every member, including the fallen and departed.
  • The tax rate is personal, based on your lifetime tether earnings, so party-mates can owe different rates on the same chest.
  • Worthless goods are not paid for, and the contents never come home.
  • Earnings are recorded in the guild ledger. Ask Odessa to consult your profiteering ledger.

Loyalty tax: by your lifetime tether earnings

Lifetime earningsGuild tax
Starting out40%
2,000+ gold30%
5,000+ gold20%
10,000+ gold15%

Group rebate: each member's after-tax share grows with party size

Party sizeShare bonus
2 members+10% each
3 members+15% each
4 members+20% each
5 members+25% each