VEYDRIS regions and bosses
The first journey of VEYDRIS crosses ten regions, from level 1 in the Ashen March to level 80 in the Worldheart. Each region ends at a guardian you have to discover before you can fight it.
How a region works
- Explore: run expeditions in the region to raise its exploration.
- Discover the guardian: keep exploring until the boss shows up. A pity counter makes sure the search never lasts forever.
- Challenge the boss once you reach the region's level, then travel on to the next chapter when you win.
| Region | Levels | Guardian | Mechanic |
|---|---|---|---|
| The Ashen March | 1–8 | The Ash King | Ember Crown |
| The Crystal Depths | 9–16 | The Tideglass Leviathan | Prism Shield |
| The Tower of Lost Names | 17–24 | The Nameless Archivist | Name Theft |
| The Veilwood | 25–32 | The Veiled Stag King | Thorn Pact |
| The Iron Basilica | 33–40 | The Faceless Smith | Iron Verdict |
| The Starfall Basin | 41–48 | Skorion, Devourer of Skies | Skyfall |
| The Frostglass Expanse | 49–56 | Vyrmira, the Ice Crown | Nullfrost |
| The Bloodmoon Hollow | 57–64 | Mother Morrow | Blood Eclipse |
| The Astral Depths | 65–72 | The Constellation Judge | Orbital Shield |
| The Worldheart | 73–80 | Aurex, the Fallen Moon King | Worldbreak |
1. The Ashen March
Where war still smolders beneath the earth.
Beneath the Ashen March, a dead war still throws sparks. Break the Ember Wardens and tear the first fragment of the path from the Ash King.
- Landscapecharred catacombs, embers, and black stone
- EnemiesEmber Beasts · Crypt Guards
- DangerFrenzied beasts and burning wounds
- Typical lootWeapons, Power, Boss Damage
Guardian: The Ash King
Ember Crown: Phase two inflicts burning damage over time. The crown keeps the fires of the ancient battle alive.
What helps: Burning damage ramps up in phase two, so bring Health and healing (Ash Cleric) or end the fight before the burn stacks.
2. The Crystal Depths
A drowned harbor of stormglass.
Beyond the ash, a crystalline sea devours every path. Follow the shattered beacons down to the Leviathan.
- Landscapeblack tide, prismatic reefs, and sunken quays
- EnemiesReef Hunters · Tidal Constructs
- DangerBreaking barriers and tidal impacts
- Typical lootArmor, Health, Amulets
Guardian: The Tideglass Leviathan
Prism Shield: Every third round, a tidal barrier reduces the hit. Its carapace condenses the tide into a living wall.
What helps: The barrier only blocks every third round. Classes with steady damage lose less than one-shot burst builds.
3. The Tower of Lost Names
Every page knows your true name.
Names are erased from the world inside the Tower. Find your entry before the Archivist erases your path as well.
- Landscapeendless archives, void ink, and broken runes
- EnemiesInkborn · Stolen Names
- DangerArcane page tears and lost memories
- Typical lootRelics, Experience, Energy
Guardian: The Nameless Archivist
Name Theft: The Archivist heals during rounds 4 and 8. The Archivist turns knowledge into a weapon and time into a prison.
What helps: He heals in rounds 4 and 8. Heavy damage early, before the first heal, shortens the fight a lot.
4. The Veilwood
A forest that remembers its hunters.
The Veilwood hides a path only the hunted can see. Follow the wisps to the ancient antlered throne.
- Landscapeancient trunks, spirit mist, and cold wisps
- EnemiesForest Spirits · Thorn Hunters
- DangerThorn retaliation and silent pursuits
- Typical lootBoots, Attack Speed, Mission Speed
Guardian: The Veiled Stag King
Thorn Pact: Every third counterattack is empowered. Every careless strike awakens the thorns of his realm.
What helps: Every third counterattack is empowered, so careless fast hits get punished. Defense and Health pay off here.
5. The Iron Basilica
Faith forged without a face.
The Basilica hammers bodies and vows into the same shape. Break its procession before your face becomes iron too.
- Landscapesacred furnaces, iron choirs, and molten gold
- EnemiesForge Cult · Iron Colossi
- DangerHeavy strikes and relentless armor
- Typical lootChest Armor, Health, Power
Guardian: The Faceless Smith
Iron Verdict: Forge shields repeatedly reduce your damage. His furnace armor hardens with every heavy strike.
What helps: Forge shields keep reducing your damage. Armor and a long-fight class such as the Stormforged handle him best.
6. The Starfall Basin
The sky lies shattered in the dust.
The light of a dying constellation rains into the basin. Cross the crater before Skorion devours the final star.
- Landscapefallen stars, violet craters, and celestial metal
- EnemiesStar-Sand Hunters · Meteor Golems
- DangerSudden critical impacts
- Typical lootRings, Critical, Find Rate
Guardian: Skorion, Devourer of Skies
Skyfall: Every third attack strikes like a meteor. Skorion focuses star shards into devastating bursts.
What helps: Every third attack lands like a meteor. Keep enough Health to survive the spike, not just the average hit.
7. The Frostglass Expanse
Cold sharp enough to split time.
The Frostglass Expanse preserves every misstep in its mirrors. Shatter the cold echoes and reach Vyrmira's crown.
- Landscapefrozen mirrors, blue ice, and motionless storms
- EnemiesFrost Knights · Rime Hunters
- DangerDelays, frost barriers, and counterattacks
- Typical lootOffhands, Health, Boss Damage
Guardian: Vyrmira, the Ice Crown
Nullfrost: The crown reconstructs frozen life. Her layers of frost slow the rhythm of every attack.
What helps: Frost slows your attack rhythm. Attack Speed and Critical Damage help you keep pace.
8. The Bloodmoon Hollow
Every victory feeds something in the red mist.
Under the Bloodmoon, new life grows from every fallen soul. Reach the Mother before the hollow claims you as one of its children.
- Landscapered moon, bone marshes, and living veins
- EnemiesMarshspawn · Bloodmoon Oracles
- DangerLife drain and relentless hunts
- Typical lootGloves, Critical Damage, Health
Guardian: Mother Morrow
Blood Eclipse: Phase two leaves a Bloodmoon wound. Morrow feeds on every strike her spawn survives.
What helps: Phase two leaves a Bloodmoon wound and the hollow drains life, so push damage before the fight drags on.
9. The Astral Depths
The stars judge every step.
The Astral Depths measure the worth of every soul. Break their orbits and overturn the verdict of the stars.
- Landscapeweightless ruins, star paths, and cosmic courts
- EnemiesOrbit Wardens · Deepstar Beings
- DangerPattern attacks and critical verdicts
- Typical lootAmulets, Critical, Experience
Guardian: The Constellation Judge
Orbital Shield: Constellations periodically block damage. The Judge reads attack patterns and answers to the rhythm of the constellations.
What helps: Constellations block damage at intervals. Damage that repeats (Chronomancer) or ramps up keeps working through the shields.
10. The Worldheart
At the heartbeat of the broken world.
Every fragment points to the Worldheart. There, Aurex holds the final Rift open—and the end of your first journey in his hands.
- Landscapegolden Rifts, moon debris, and the heart of the world
- EnemiesRift Guards · Lunar Constructs
- DangerTimebreak and endless boss power
- Typical lootMythic, Boss Damage, Relics
Guardian: Aurex, the Fallen Moon King
Worldbreak: Aurex shatters reality every third round. Aurex breaks the rhythm of combat and unleashes the power of the Worldheart.
What helps: Aurex shatters reality every third round. He is the last guardian of the first journey: come at level 80 with your best set.