Saltwind Coast
This page was last checked against game version 0.2.2; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).
The Saltwind Coast is a zone of cliffs, tide pools and wrecks below the old lighthouse of Gullrock, for characters from level 10 on. You reach it by the coast road from Dawnmere Village. It runs alongside the Mistfen Marshes, and its tide decides which finds are richer and when you can fight the zone boss.
How do you get there?
Section titled “How do you get there?”In Dawnmere Village you start Coast Road. It is a timed action, so Momentum shortens it. The fare is paid at the start and refunded if you cancel. You need at least level 10.
Instant travel does not work from the coast. To go back, take Road to Dawnmere; it costs nothing, so you can never get stuck. There is no direct route between the coast and the marshes: you always travel through Dawnmere Village.
How do the tides work?
Section titled “How do the tides work?”The coast has two phases, Low tide and High tide. They follow the real clock, the same for every player: Low tide lasts 1 h and starts on every even full hour (UTC), then High tide follows for the rest of the 2 h cycle. The coast view shows the current phase and when it changes.
The tide changes three things:
- Finds. At Low tide, Comb the Tide Pools multiplies the chance of every non-guaranteed find by ×1.5. At High tide, Surf Fishing does the same with ×1.5. Guaranteed rewards stay the same. What counts is the tide when a run ends, not when it starts.
- Encounters. At Low tide, the
Shore Crab shows up more often (×1.5) and the
Drowned Sailor less often (×0.5). At High tide it is the other way round (×0.5 and ×1.5).
- The zone boss.
Old Ironclaw lives in a cave that floods at High tide. You can only start the fight at Low tide. A fight that has already started goes on when the tide turns.
What can you do there?
Section titled “What can you do there?”| Action | Time | Profession EXP | EXP | Rewards (chance) | Cost (Gold) |
|---|---|---|---|---|---|
| Road to DawnmereThe cart back to Dawnmere. The carter asks nothing for the return trip.Cannot auto-repeat | 5 min | — | — |
| — |
| Rest in the LighthouseA cot at the foot of the lighthouse for a few coins. Fully heals and grants Rested (+10% EXP for 1 hour).Cannot auto-repeat | 3 min | — | — |
| 10 |
| Gather KelpPull sea kelp from the rocks and look for rock samphire in the cracks. | 11 min | 32Herbalism | 13 |
| — |
| Comb the Tide PoolsCatch crabs and urchins in the pools the sea leaves behind. Rare finds are more likely at low tide. Requires a knife.Needs: | 11 min | 32Hunting | 13 |
| — |
| Surf FishingCast into the breakers for mackerel and sea bream. Rare finds are more likely at high tide. Requires a fishing rod.Needs: | 11 min | 32Fishing | 13 |
| — |
| Collect DriftwoodSplit the timber the sea washes ashore; now and then there is wreck iron in it. Requires a hatchet.Needs: | 11 min | 32Woodcutting | 13 |
| — |
| Meditate at the Water's EdgeThe salt wind clears your mind: more Qi than in the forest, less than at the Spirit Spring. | 30 min | — | 6 |
| — |
| Dig Coast SandFine white sand from the beach below the lighthouse. Low tide lays sea glass bare. No tool needed.Requires level 10 | 11 min | 32Mining | 13 |
| — |
- Gather Kelp is Herbalism and needs no tool; a sickle makes it faster.
- Comb the Tide Pools is Hunting and needs a knife such as the
Rusty Knife.
- Surf Fishing is Fishing and needs a
Fishing Rod.
- Collect Driftwood is Woodcutting and needs an axe such as the
Hatchet; sometimes you find
Wreck Iron in the driftwood.
- Meditate at the Water's Edge gives more Qi than meditating in the forest, less than at the Spirit Spring in the marshes.
There is no mining on the coast. Finished actions never heal you; see Recovery.
Where do you rest?
Section titled “Where do you rest?”Rest in the Lighthouse takes 3 min and costs 10 Gold. It heals you fully and grants Rested (+10% EXP for 1 h), like the inn in the village.
What does the Lighthouse Keeper sell?
Section titled “What does the Lighthouse Keeper sell?”The Lighthouse Keeper sells supplies and tools at coast prices, a little above the village. She does not buy anything, so bring your loot back to Dawnmere Village to sell it.
| 60 | 15 | |
| 30 | 8 | |
| 95 | 25 | |
| 55 | 12 | |
| 40 | 8 | |
| 18 | 5 |
Which monsters live there?
Section titled “Which monsters live there?”The encounter pool changes with your level: weaker monsters leave it as you outgrow them. Here you meet the first metal monsters of the game, plus water, wood and one fire enemy, so your element affinity matters; the monster list shows each element.
- The
Siren is an elite that only appears through a random event while you gather or meditate here.
Old Ironclaw is the zone boss, from character level 17, with a respawn timer of 1 h and only at Low tide. Elemental skills crack its Iron Shell for a short time.
Both can drop a legendary unique: Shellsplitter from
Old Ironclaw,
Sirensong Locket from the
Siren. See Sets and uniques.
The Brine Slime is the coast’s own slime. It counts for the slime achievements and drops
Brine Gel. Every monster here belongs to a monster category; the table shows it under the name.
| Stats (lowest level) | Drops (chance) | |||||
|---|---|---|---|---|---|---|
| 10–15 |
| 210+20 per level | 7–14 |
| ||
| 11–18 |
| 225+20 per level | 8–16 |
| ||
| 14–21 |
| 320+22 per level | 11–22 |
| ||
| 17–24 |
| 360+28 per level | 13–26 |
| ||
| 19–24 |
| 380+26 per level | 14–28 |
| ||
| 10–17 |
| 220+23 per level | 7–14 |
| ||
| 10–25 |
| 560+46 per level | 35–70 |
| ||
| 20 |
| 5,200 | 120–200 |
|
Which random events happen there?
Section titled “Which random events happen there?”The same events as in the forest can happen after a gathering or meditation run, with coast versions: a chest washed ashore, a trader who gives you Kelp Tonic, and the
Siren as the ambush.
| Event | Share | Effects |
|---|---|---|
| Hidden chest! | 40% | 30–70 Gold |
| Rich patch — double loot! | 25% | Doubles the items of this run |
| A wandering trader left you a gift! | 15% | |
| An elite enemy has spotted you! | 20% |
What can you find in the scene?
Section titled “What can you find in the scene?”| Amount | |||
|---|---|---|---|
| Common | 1–2 | 11.6% | |
| Common | 1 | 11.6% | |
| Common | 1 | 11.6% | |
| Common | 1 | 11.6% | |
| Common | 1 | 11.6% | |
| Uncommon | 1 | 3.3% | |
| Uncommon | 1 | 1.7% | |
| Rare | 1 | 1.2% | |
| Common | 1 | 5.8% |
See Scene finds for how finds work.
What are the coast materials for?
Section titled “What are the coast materials for?”-
Crabshell gear.
Crab Shell and
Tattered Sailcloth make the
Crabshell Helm,
Crabshell Vest,
Crabshell Gloves and
Crabshell Boots. The vest also needs
Toad Skin from the marshes. The smithy in the village sells the same pieces ready-made.
-
Weapons and jewellery.
Driftwood Harpoon,
Driftwood Buckler,
Wreckers' Cutlass and the
Tide Pearl Ring (with
Mist Lotus from the marshes). The marsh
Mirefang Sword in turn needs
Wreck Iron.
-
Satchels. The
Sailcloth Satchel and the
Scaled Satchel give your bags more room.
-
Food and potions.
Seafarer's Chowder (cooking) heals and makes you well fed;
Kelp Tonic (alchemy) restores mana in a fight. A second tonic recipe uses
Brine Gel from the
Brine Slime:
Alchemy with Brine Gel Materials Kelp Tonic×2
Alchemy Lv. 4 5 min 50 5 Data from game version 0.3.0 · f8531c1 (2026-10-01) -
Class gear. Many class gear recipes use
Crab Shell,
Gull Feather,
Tattered Sailcloth,
Urchin Spine or
Wreck Iron.
-
Smithing and essences.
Wreck Iron smelts into an
Iron Ingot without charcoal (see Mining, smithing and geodes).
Ironclaw Carapace,
Siren Scale,
Lantern Oil and
Hermit Shell go into the element essences of the Academy of the Five Phases.
The market in the village sells Wreck Iron,
Toad Skin and
Mist Lotus, so you can craft the linked recipes without visiting both zones. All recipes are on the Crafting page.
Tips and common mistakes
Section titled “Tips and common mistakes”- Plan around the tide. Queue tide-pool runs so they end at Low tide and surf fishing so it ends at High tide.
- Check the tide before you go for the boss. At High tide you cannot start the fight.
- Bring your tools. Knife, fishing rod and axe unlock three of the coast actions; the Lighthouse Keeper sells a fishing rod, but at coast prices.
- Sell in the village. The Lighthouse Keeper does not buy anything.
- Coast or marshes? Both zones overlap in level. The coast is open a little earlier; the marshes have the dungeon and the breakthrough.