Read the map
The continent map shows regions and the roads between them. Select a revealed region to see its locations. If a region is visible but locked, reclaim a neighboring region to open the way. Routes can vary between runs, so follow the map in front of you.
Pan, zoom, and reset the continent map
On the continent map, hold either mouse button and drag to look around. Scroll up to zoom in or down to zoom out.
With the map focused, press Home to return to the starting view. Scrolling over the map gives it focus if you last used a button or panel elsewhere on the screen.
See Inspect optional stops when you are ready to check a landmark.
Inspect optional stops
Look for Off the beaten road on the continent map. Select a stop to see what you can do there. Opening it leaves your biome expedition choice available and does not unlock the biome shrine. Some continents have no optional stops.
To come back later, use Return to continent or Leave for now. If you choose Pass discovery or Pass this discovery for this continent, the stop is closed for that continent.
Choose before you fight
If the game marks a tutorial expedition, start there. Elsewhere, you can inspect the available expeditions before choosing. Compare each expedition’s focus and quality. Higher expedition quality means tougher fights and better final rewards. The items you find have their own rarity.
Compare expedition reward focuses
Before you enter the first battle, check Final boss focus on each ordinary expedition card. When a new continent is generated, the ordinary expeditions in a region get different focuses. Cards and Spell development appear more often than any one gear focus. Routes on an already generated continent keep their focuses when you resume.
- Cards. After each victory on this route, you can choose a Silver card draft. It reveals three cards and lets you take one or skip.
- Spell development. The final victory offers journey Embers and, if you know a discipline, a permanent Mastery reward for one of your learned disciplines. Check which discipline is offered before you choose.
Read the expedition gear focus
Check Final boss focus before entering the first battle. Weapons & Inlays, Amulets & Rings, Chest & Legs, and Helmets & Keepsakes can all offer inlays.
No new matching gear means the route currently has no eligible new item for its focus. If you want matching gear, compare another route before you commit.
Inlays may appear means the route can still offer an inlay. On a gear-focused route, each victory has a 40% chance to add an inlay if there is room among the three regular choices and an eligible inlay is available. A finale with three matching gear offers fills those choices.
Resume an expedition between battles
After a victory, finish the reward screen. On the expedition screen, choose Return to biome if you want to leave before the next battle. When you reopen that expedition, cleared encounters stay cleared. Leaving keeps your expedition choice for that biome.
The encounter row marks finished fights Cleared. A Sealed fight opens after you win the earlier encounters. If Enter battle is disabled, select the next uncleared fight. Right-click an encounter to inspect its details without starting a battle.
Win the final fight and finish the reward screen to move on. See Open the next road for what opens after the expedition.
Open the next road
Entering the first battle commits you to that expedition and closes the other expedition choices in that region for this continent. Claim your reward after a win. You can leave between encounters and come back to finish. Clear the expedition to open neighboring regions and unlock its associated shrine, if shown.
Choose a shrine respite
Clear your chosen expedition, then select the available shrine in that region. Follow the prompts until the respite choices appear.
Spend your one respite
Choose Rest to restore all Health, Study to give your first equipped spell 3 permanent mastery, or Inscribe to make you and your summons deal 10% more damage for the next three battles. Select Take selected respite to confirm. The shrine offers one respite and charges no Crowns.
Check how many battles remain
Open Combat Tips during a fight to see how many battles are left, including the current fight. A victory uses one battle. Choosing Inscribe at another shrine resets the count to three.
Find help in a city
In a safe city, select a destination to see what it offers and what it costs. Look for run cards and supplies at the market. Compare treatment at an inn and clinic. When you’re ready to move on, choose Finish visit · open onward road. If the city is occupied, clear its liberation route to reopen services.
Study mastery in a city
After reclaiming your first continent, visit a city practice site. Under Mastery study, choose a discipline you already know.
- Enter a whole number under Embers to spend. Spend at least 3 Journey Embers to gain mastery. Max fills in your entire balance.
- Select Review study. Check the permanent mastery gain and how many Embers you will have left. For example, 25 Embers gives 10 mastery and 121 gives 48.
- Select Spend with the displayed amount to confirm. You can study once per city, and the mastery stays with your character after the journey ends.
The separate Practice lesson earns Journey Embers for free. See Practice a city lesson for help with the lesson controls.
Change your city map pin
Open a city map and use Map pin below the map. Ivory Waypoint is the default. You can also choose Iron Pilgrim, Gilded Compass Jewel, Crowned Flame or Ember Cairn. The game saves your choice for this character.
If you see Preview only, your saved pin is still equipped. Select Restore equipped pin to bring it back. Reopening the city map also restores your equipped pin.
The pin changes how your marker looks. For help getting around, see Find help in a city.
Choose city treatment
At Inn & apothecary, check the attack chance under Treatment before choosing Full treatment at inn. It costs 12 Crowns and restores you to full Health before any attack. If an attack occurs, combat starts immediately. Defeat ends the journey.
If the city has a separate Apothecary stop, choose Full treatment at clinic there to restore full Health for 12 Crowns without a lodging attack. At full Health, you cannot buy treatment.
Remove a run card at the market
In a safe city, open Market & workshop and find Remove a run card. Pick the copy you want to take out of your deck. Check its name before you choose Remove selected run card · 8 Crowns. That button spends the Crowns and removes the selected copy for the rest of this expedition.
Copies marked starter are protected at the market. If you picked up a second copy of the same card during this expedition, you can remove that copy and keep the starter.
This removal applies to your current expedition. To change your starting cards, edit your next expedition deck.
Buy gear and supplies at the market
At a city market, choose Open merchant inventory. Select an item in For sale to see its price and effects. Hold Shift while inspecting gear to compare it with what you have equipped.
New stock favors different pieces of gear when the merchant has alternatives of the same rarity. Returning to a market during the same expedition keeps the offers, prices and sold items you already saw.
Buy item spends the listed Crowns immediately and marks the offer Sold. Gear goes into your permanent inventory. Inlays and consumables belong to this expedition. A purchased consumable fills an empty consumable slot if one is available.
Sell carried gear for Crowns
At a city market, choose Open merchant inventory. In Your inventory, right-click a carried piece of gear with a sale price and choose Review Crown sale.... Check the item and the amount before you confirm. A confirmed sale permanently removes the gear and adds Crowns to your current expedition.
You can sell eligible gear picked up during this expedition. Gear from earlier expeditions and gear stored in the Reliquary are unavailable for Crown sales. Unequip worn gear before selling it. Favorites and other protected pieces cannot be sold.
Fitted inlays return to your bags when you sell the gear. If there is no room for them, the sale is canceled and you keep the gear and its inlays.
See how to unequip gear or read about Reliquary storage and Ember sales.
Trade Crowns for Gilt Remnants
A city merchant sells one Gilt Remnant for 100 Crowns. At settlement, you can spend Gilt Remnants on permanent card unlocks from the offers available to you.
Find the exchange
At the market, choose Open merchant inventory. Scroll to the end of the stock, select Gilt Remnant, then choose Buy item.
Check both balances
The confirmation shows how many Crowns and Gilt Remnants you will have after the trade. Choose Spend 100 Crowns to buy one Remnant. You can make this trade once per journey. Continuing to another continent in the same journey does not reset the limit.
Continue after reclaiming a continent
To reclaim a continent, defeat every remaining corruption source and claim the final reward from each lair. Check the continent map for how many sources remain.
Stay or set out again
Choose Explore unfinished locations if you want to stay on the reclaimed continent. When you are ready to leave, select Depart for a harder land on the map. To leave straight from the conquest screen, choose Enter the next, harder land.
Check what carries forward
The same journey continues on the next continent. You keep your run cards, expedition inlays, and current Health. Enemies grow tougher as you advance.
End the journey instead
Choose End journey and settle offered cards if you want to finish this run. Your permanent progress stays, and your run cards and expedition inlays are lost. Review any card offers in settlement before starting another journey.