Skip to content
Worlds Worth Looting / Wiki
Browse wiki pages

Dimension runs

Expedition Rules

A Dimension Shard opens one seeded expedition whose terrain, population, monster rules, and rewards are fixed by that shard.
One shard per attempt8 run statisticsSpoiler-free
Run statistics8
Normal tether2.5s
Completed tether0.5s
Shard cost1 per attempt

Onboarding route

A new hero's first Mosswild route is a protected training encounter, not a normal shard expedition.
Controlled encounter
Three level-0 Mossfang Goblins teach movement, Wand, dodge, Bolt, Field, and Blink without awarding ordinary experience, gold, random loot, or repeatable kill progress.
Starter completion
The controlled shard pickup lights Gem 1-1, records one completed dimension, restores resources, and remains in the pack for the next normal expedition.
Return
After the shard is recovered, the normal completed-dimension tether takes 0.5s and can still be interrupted by movement or damage.

Start an expedition

The bow and stern terminals open the same Gem Array, with carried shards beside its nine route slots.
  1. Open the Gem ArrayWalk to either terminal and press F. The carried-shard panel appears to the left of the 3×3 array.
  2. Inspect and insert a carried shardHover or focus it to review its generated route, drop modifier, and affixes, then drag it from the left-hand panel into an available gem slot.
  3. Enter the routeChoose Enter beneath the array. Entry consumes the inserted shard and opens the route in its dropped slot.
  4. Reach the far endComplete the ordinary route objective. Its encounter identity is deliberately left for discovery.
  5. Collect and returnPick up remaining rewards, then hold B to channel the Wayfinder's Tether back to the ship.

Completion, retreat, and loss

Completed route
The gem becomes a permanent read-only record of the shard, its modifiers, completed objective, and recorded run statistics. It cannot accept another shard or reopen that route.
Return before completion
The unfinished dimension collapses, the route is marked lost, and its gem turns off. A warning appears before the tether completes unless dismissed.
Death
Death returns the hero to the ship and loses an unfinished dimension in addition to normal death penalties.
Tether interruption
Movement, attacks, dodges, spell actions, prompts, and safe-city conditions interrupt the channel.

Run record

Only positive gains made inside the active dimension are counted. The completed gem preserves the final totals.
Statistics recorded for a completed dimension
Recorded valueScope
Damage dealtThis dimension only
Damage takenThis dimension only
Monsters killedThis dimension only
Hero EXP gainedThis dimension only
Gold gainedThis dimension only
Crafting Orbs gainedThis dimension only
Dimension Shards gainedThis dimension only
Items picked upThis dimension only

Values are read from the same gameplay catalogs used by Worlds Worth Looting.