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Lowmoor Idle RPG: An Adventurer's ChronicleNewsv1.7.0: The Last Anchorage, a new adventure for veterans (and Vale new mechanic)
Major update

v1.7.0: The Last Anchorage, a new adventure for veterans (and Vale new mechanic)

Lowmoor Idle RPG: An Adventurer's Chronicle · published 11 Sep 2026, 16:46 UTC · build 25257792

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I've added Lowmoor's third adventure in 1.7.0: The Last Anchorage. You follow a missing Guild expedition through an occupied archipelago and bring its convoy home. The campaign has a prologue and six chapters, with two endings and coastal patrols afterward.

A voyage for veterans

Unlock Module III by completing the Maw and recording 200 hours of adventuring, or by reaching any Vale ending. Recorded hours combine your active adventurer and retired records.The Maw remains the starting adventure. The Mourning Vale opens after it; the Sea is a longer campaign built for an established legacy.In matched tests with a reference 250-hour veteran, Sea took about twice as long as Vale, earned roughly three times the gross gold per hour and paid six times the prestige at retirement. That works out to about 2.9 times the retirement prestige per campaign hour. XP per hour was lower, around 36% of Vale's. These are campaign comparisons: your build and route affect the results, and patrol prestige has a finite allowance.

Choose what your expedition prepares

Open Sea Chart to see the islands, your ship and the current expedition. Progress comes from completing connected preparations: surveys, port clearances, rescues and convoy work. Fighting and travelling advance that work; completing the chapter route opens its boss.You can follow the automatic voyage or choose an alternative. In Chapter I, for example, the harbour route opens a port for this voyage, while the reef survey records a route for future voyages. Each choice explains its consequences. Choose a destination and your adventurer handles its prerequisites, then resumes the chapter route. Everything continues offline.Surveyed routes survive retirement. Ports, crews and convoy preparations must be secured again. Ship upgrades add up to 15% expedition progress per activity and last one voyage. Their Auto orders carry over; purchases wait until the planned route can use them and you hold three times the price.

Chapter skill points arrive during expedition work, with the remainder awarded by the boss.

Bring something home

The optional lost-cutter expedition unlocks three lasting rewards: a storm petrel that improves difficult-terrain checks, the navigator Neris who shortens travel, and the legendary tide compass with +4 to detecting traps and ambushes.The endings unlock different artefact accessories and options for future adventurers:

  • The Open Passage: the lantern of open waters shortens ordinary travel by 15%. The new Chartmaker origin shortens it by 5%.

  • The Hidden Haven: the heart of the haven reduces incoming damage by 15%. The new Swashbuckler trade deals 15% more damage to enemies below half HP, attacks before initiative with Boarding Rush and starts with The Running Deck.

  • Either ending: the new Tideborn folk takes 8% less damage after Defence in every module.

Both artefacts retain permanent Armoury patterns. Twenty new local achievements each add the usual 1% speed across modules.

The Vale has its own gifts

Every 13 ordinary Vale quests now awards a gift, alternating gold and XP. At 100 quests you unlock the grave-rook, which shortens hunts as it levels. At 200, the roadkeeper's cord grants +1 Luck and +6% crit damage; at 300, the miller's tally grants +10 pack slots; at 400, Wickett's wick-case improves MP regeneration and short-rest healing.Open Rewards in the Vale gifts panel to see your progress. Gifts arrive automatically, including offline, and progress survives retirement. Existing saves start this new quest count at zero.Every new module I add will have its own unique mechanic. The Vale's quest gifts and the Sea's expeditions are the first steps in that direction.

Also in 1.7.0

The Sea has its own music. Module cards explain mechanics and access requirements. Fixes cover post-game prestige messages, HP reductions from monster effects, missing MP in older saves and pet level announcements and progress.

If you run into a problem, send the details on Discord: (If you want to say hello, you can do it to!)

Lowmoor Discord

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