The Veil Progression Guide: Disease Era to Cell of Life

How the quest line is built

Every era ends in a mega boss, and every mega boss needs a summon item that the quest chain hands you. Deepshaken cleared the Disease Era on release day and streamed the full Pale a week later; Good Game Gaming and Radex Tips filled in the endgame. Badge counts show where most players stop: 10.8% have beaten the Stormcaller, 1.4% the Festering Wound, 0.3% the Cell of Life. The bosses page has every arena and drop.

Disease Era

  1. Kill quests and the first enchant. Thirty mobs, then a gem enchant at the blacksmith (200 Silver at launch, 100 now). Nightcall potions make night spawns come to you.
  2. The Stormcaller. Summon it with Thunder Quartz at night. About 1,000 HP, wide AoE axe throws. Two summon items in a party mean two kills and two chests. Drop: Storm Ruler.
  3. Runner’s camp and Westfall. The Ancient Bones objective confuses everyone: it is a rare mob, not a boss. Open the bestiary in the information tab, it is listed first; it spawns deep in the maze at night, roughly one per night.
  4. Hiveling Titan. Roams the roads; it drops Festered Meat, the Festering Wound summon item. Elite chest on kill.
  5. Silverhold and the Beholder. Pick up the Suspicious Eye from the NPC in the rubble. The Beholder fights with three illusions, one real, and blinds constantly; range wins.
  6. Smelter Demon. Scorch Basin. Guaranteed Brimlash and Magma Stone; Armageddon at 1 in 75. The same arena is where Cambions drop Fire Essence for the Florist class.
  7. The Festering Wound. Arena fight in the Maw of Decay, no cheese. Jump on its roar, sidestep the rock projectile so it turns into a health-pack mob, kill the purple mobs for HP, and place Aegis banners. Deepshaken’s group cleared it on attempt two. Drops: Weeping Sore, Scourge of Disease (1/20), an elite dagger.

The Pale

Enter through any Glade gate after the Festering Wound. Manaloth has no campfire, so stock sanity potions; Deepshaken took 13.

  1. Silk King. Find the statue on Manaloth’s first floor, then slay 50 descendants for the Suspicious Invitation.
  2. The Crowned Nothing. Around 600 HP in the recorded fight but blinding, with floating swords and hammers spawning. Drops Dread’s Decree and the Endless Stitch accessory.
  3. The Masquerade. “Find the show”: a room upstairs points to a ghost with bones. About 2,000 HP, and it ganks the whole party; a server hop respawned it.
  4. Sunder Chapel and the Unfinished. Open the coffin. Flying phases; you need 20% contribution for credit, which is hard next to a summoner. After the fight you can refight it at its grave with E, which makes it the best farm in the game: two to six elite drops, about 400 Silver in sellables, Shatterpoint guaranteed.
  5. The Cell of Life. Enter the crystal from inside the Pale. Two phases, patterns that one-shot, and no health packs to speak of. Deepshaken failed for three hours with elite gear and no class. Good Game Gaming cleared it with a ranged mage build around the Spectre weapon at about 50 DPS. The reward is the fifth accessory slot; Elegy of the Tides is a rare drop.

After the story

The Calm Luh Update added a six-part side quest from the open book in the Twenty Shelves that ends at a 12,000 HP bell in Forsaken Heaven. Mastery Oaths (Valor, Thunder, the Summoner in the Sky) unlock legendary weapons, and the Pale Beyond holds the Scourge of Disease mastery and Vampire Talisman chests. Builds for these fights are in the builds guide.

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