THE GUARDIANSVALESTIA
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Expeditions

How Expeditions Work

Timed sea voyages to island regions that sit apart from the normal map — each with its own tides, currency, wildlife and exclusive loot. You sail out from Ravennor and back.

What an expedition is

An expedition is a timed, repeatable voyage to a special region that is not on the normal Valestia map. Each destination has its own tides, wildlife, regional currency and exclusive rewards, and it is reached only by ship from Ravennor. Expeditions run in scheduled windows — a launch opens boarding, the seas stay open for a set time, and then it closes.

Open the permanent Ravennor Expedition Hall once you are in Ravennor. It lists every destination, your voyages, and a short how-it-works panel — new expeditions appear here over time without replacing the ones before them.

The voyage — step by step

StepWhat you do
1 · Reach RavennorTravel the normal Valestia map to Ravennor and open its Expedition Hall.
2 · Browse & boardPick a destination, read its guide, and press Board Ship. The sea crossing takes 45 real minutes and cannot be skipped — not even by a clan teleport.
3 · Land & playOn arrival your regional access swaps to the expedition. Use !hunt and !safari in the expedition channel only.
4 · Spend & sail homeTrade your regional currency at the destination's own exchange, then press Return to Ravennor — another 45-minute voyage.

⏳ The 45-minute timers are real time and survive a bot restart, so a voyage is never skipped or lost. Even after a launch ends, anyone already on the islands can still sail back.

Currency & rewards

While you are on an expedition, a successful !hunt pays a regional currency instead of the usual crafting materials, and !safari finds Pokemax that live only there. You spend the currency at the destination's own exchange on exclusive gear, a weapon, catch items and a permanent title — none of it craftable back at the mainland forge.

🧭 Destinations live in their own section. Other destination guides — the tide-driven Sunken Fang Archipelago, the Starfall-driven Hollowstar Crater and the Echo-haunted Moonless Court of Nyxhaven.

Lanterns along the misty road into Harrowmere
HARROWMEREKeep the last lights burning.

Player reference · check the game for availability

A vanished harvest village returns through the fog. Harrowmere is a scheduled expedition from Ravennor, with its own story, hunts, Pokemax, Trial and exchange. Check the departure panel for the current opening and closing times.

Travel and return

Complete the expedition departure from Ravennor. The journey takes 45 minutes each way. Being listed on the atlas does not mean departures are open. At closing, new hunts, Safari and Trials stop; battles already started can finish. Landed visitors have a six-hour departure window with exchange access before automatic return begins.

One village, two phases

Harrowmere during the Vigil

The Vigil · Vigil

The base encounter pool contains Wicklet → Gourdling → Hollowgourd and Strawchick → Rookstitch → Gallowsrook.

Harrowmere during the Procession

The Procession · Procession

Adds Cinderpup → Ashmaw → Pyrehound and Glimfawn → Veilhart → Wickerhart. The Vigil families remain available. Harrowglass OILballs have ×3.5 capture power here; otherwise they use basic power.

Phases alternate every 5 hours from the expedition’s start. A battle keeps the phase in which it began. In Procession hunts, the enemy starts with a total STR + AGI + CON equal to 120% of your initial effective total, rounded up and distributed by its role. HP follows its CON. Later buffs or curses do not rescale that enemy.

What to do after arriving

  1. 01
    Explore and hunt. Earn Harrow Obols through successful regional hunts; normal energy, XP and OIL rules still apply.
  2. 02
    Play the three story chapters. These are three-player adventures. Use the expedition’s story panel and its current entry requirements.
  3. 03
    Build your Pokemax party. Explore Safari and face Bellkeeper Elowen in the Bellkeeper’s Trial. Her team includes Hollowgourd, Gallowsrook and Wickerhart; the special Trial discovery is separate from the 141-species ordinary catalog.
Hollowgourd

Harrowmere

🎃 Hollowgourd

Wicklet → Gourdling → Hollowgourd

Vigil + Procession

grass · wall

HP / ATK / DEF / SPD: 132 / 98 / 134 / 71

Plan this expedition ↗
Gallowsrook

Harrowmere

🐦 Gallowsrook

Strawchick → Rookstitch → Gallowsrook

Vigil + Procession

flying · sweeper

HP / ATK / DEF / SPD: 88 / 122 / 82 / 143

Plan this expedition ↗
Pyrehound

Harrowmere

🔥 Pyrehound

Cinderpup → Ashmaw → Pyrehound

Procession only

fire · attacker

HP / ATK / DEF / SPD: 104 / 136 / 88 / 107

Plan this expedition ↗
Wickerhart

Harrowmere

🦌 Wickerhart

Glimfawn → Veilhart → Wickerhart

Procession only

ghost · allrounder

HP / ATK / DEF / SPD: 114 / 112 / 108 / 101

Plan this expedition ↗
See the four Harrowmere Primordial passives ↗

Spend Obols and keep your equipment growing

Exchange itemHarrow ObolsPurchase limit
Regen Potion5—
Vigil Ward (Protective Shield Potion)10—
1,000 OIL8—
Harrowglass OILball65
Veil Wax / Bell Iron35 each
Last Light Insignia151
Last Vigil Lantern451
Tithe Scythe651
Chainers Promo Code601 · shared stock

The exchange checks your purchases and available stock. Last Light Insignia permanently unlocks The Last Light: +1 AGI while equipped and +1 Obol per successful Harrowmere hunt. It is a title reward, separate from competitive badges.

Owners can keep making their equipment’s enhancement material in the permanent workshop after the expedition closes. Owning the lantern enables Veil Wax; owning the scythe enables Bell Iron. The workshop does not grant the original equipment.

MaterialWorkshop cost
Veil Wax1,500 OIL · 2 Copper Ore · 2 Linen Fiber · 1 Medic Resin
Bell Iron2,000 OIL · 2 Honed Scrap · 2 Forged Alloy Band · 1 Kinetic Core

Harrowmere equipment: what changes in combat?

Last Vigil Lantern

Last Vigil Lantern

A gear with 1 candle per fight; 2 at +5. A candle protects one interrupted Rest: all incoming hits during that Rest deal 20% less damage after the Rest penalty. You still lose the Rest healing, but prepare Focus if you survive. A safe Rest does not consume a candle.

For a hit already calculated as 150 after the Rest penalty, the lantern’s 20% reduction makes it 120 at that step. It does not erase the original penalty or guarantee survival.

Tithe Scythe

Tithe Scythe

Its active is used once per combat. A successful hit that removes HP applies Widow’s Tithe for the target’s next two complete turns: −15% STR/AGI/CON and −50% healing. At +5: −20% stats and −75% healing. Current and maximum HP are not recalculated by the curse.

Choose the weapon skill as your main action. A dodge or a completely blocked hit does not apply the curse.

Last Light equipment set

Your first successful Widow's Tithe curse grants 20 shield for the current round. Once per combat; never restores candles.

Equip both Tithe Scythe and Last Vigil Lantern to activate this set. Its shield is separate from the title named The Last Light.

Shop and permanent workshop ↗
Return to the atlas ↗

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