Expeditions

The Sunken Fang Archipelago

The first expedition destination — a broken crown of islands beyond the Sable Sea, where a six-hour tide changes the hunt, the wildlife and the trails.

The first expedition destination. A broken crown of islands built over the ribs of an ancient leviathan, out beyond the Sable Sea. Twice a day the ocean swallows the reefs and reveals them again, and every den, trail and hunting ground changes with it. Sail here from Ravennor — 45 minutes each way.

The tides

A tide flips between High and Low every 6 hours (a live countdown shows the next change). The tide decides what your hunts pay and which Pokemax the Safari turns up:

TideHunts paySafari Pokemax (tide-only)
🌊 High Tide1–4 Fang DoubloonsThe Driftfin line (→ Galeray → Stormanta) and the Shellwisp line (→ Lanternclaw → Abysshell).
🏝️ Low Tide2–3 Fang DoubloonsThe Coralisk line (→ Reeflisk → Leviatide) and the Sprigrove line (→ Mangrover → Tidegrove).

That is four evolution lines found nowhere else in Valestia, split across the two tides — so catching them all means staying long enough to see the water turn.

Hunting the islands

!hunt works on the normal enemy, XP, OIL and daily Hunt Energy rules — but instead of materials it drops Fang Doubloons, the archipelago's own currency. The things you fight here are Drowned Corsairs, Reefbound Guardians and Brine Wraiths, scaled to your level.

The Fang Exchange

Spend your Fang Doubloons at the islands' shop. Prices are in Doubloons; several items are capped per voyage.

ItemCostWhat it does
💎 Tideglass Shard3Enhancement material for the Tideglass Compass (+4 and +5). Limit 5.
🐉 Leviathan Scale4Enhancement material for the Leviathan Harpoon (+4 and +5). Limit 5.
🧪 Regen Potion5Heals 40 HP now, then 30 HP on each of the next 2 turns.
🔵 Tideglass OILball6×3.5 catch power here (basic power elsewhere). Limit 5.
🛢️ 1,000 OIL Cache8Instantly adds 1,000 OIL to your balance.
🌊 Tidal Mending Elixir10Heals your 3 lowest-HP allies and leaves a healing afterglow.
🔱 Sunken Fang Insignia15Permanently unlocks the equippable title The Tidebound. Limit 1.
🧭 Tideglass Compass55Exclusive gear — see below. Limit 1.
🎟️ Promo Code60A Chainers promo code, delivered privately by DM. Limited stock.
🗡️ Leviathan Harpoon70Exclusive weapon — see below. Limit 1.

Exclusive gear & weapon

Two items you can only get here, explained by the numbers. Both enhance to +5, and the last two steps (+4 and +5) need materials the Fang Exchange sells.

🧭 Tideglass Compass — gear · +1 CON, +10 max HP. Its passive runs two bonuses that never stack: after you ATTACK, your next successful REST heals extra (Ebb); after you REST, your next ATTACK hits harder (Flow). So the payoff loop is Attack → Rest → Attack: every swap banks one bonus.

Compass effectBaseAt +5
Ebb — extra heal on your next REST+20 HP+35 HP
Flow — extra damage on your next ATTACK+10%+20%

Each +1 adds +3 HP to Ebb and +2% to Flow. The +4 and +5 steps also cost Tideglass Shards.

🗡️ Leviathan Harpoon — weapon · +1 STR, +1 CON. Its active Returning Tide (once per combat, one target) is two hits across two rounds from a single press: it strikes now, then the tide comes back next round for an automatic follow-up that cannot crit and is reduced by the target's defense. All percentages are shares of one normal hit — so at base it is 75% now + 45% next round ≈ 120% total, spread over two turns.

Returning TideBaseAt +5
Opening strike (this turn)75%85%
Return hit (next round)45%70%
If the target falls before the returnit redirects to another enemy

Each +1 adds +2% to the opening strike and +5% to the return; the redirect unlocks at +5. The +4 and +5 steps cost Leviathan Scales.

Both are expedition-exclusive — you cannot forge them on the mainland, and their final two enhancement steps need materials that only the Fang Exchange sells. Wear the Insignia once and the The Tidebound title is yours to equip for good.

🌊 This is the first expedition destination. The Ravennor Hall is built to add more over time — this section will grow with them.

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