The Velan Codex

Chapter

Regions and encounters

Eight regions, each with 3–5 kinds of enemy. Three have a boss (the Sallow Wyrm, the glint colossus, the finale on the Heart Pane). The others have a set piece instead (the wind pass, the glass storm, the Vault, the hour trial), and the Undermere has neither. Encounter ids follow golem_spar (Data/Encounters/). Where a walkthrough places a fight, the id here is the walkthrough's. Fights no walkthrough places are optional wild encounters. Difficulty is a rough multiple of golem_spar (1.0): total enemy HP times damage per second, adjusted for specials. XP scales from golem_spar's 20. Story set pieces are in bold.

The Sallow (Sallowbank, the Drowned Steps, the Sallow Road, Sallow Fen, Halfway) (Idea: Sallow Fen)

Prologue and Act 1. The player comes back in Act 2 for the mending at the Sallow warp, and Act 3 starts here when the warps reach Sallowbank. Roster: glint, training_golem, ring_golem, tamsin_ring, mirebelly_toad, shardback_boar, and in Acts 2–3 glint_brute, winged_glint and glyph_hunter. Boss: sallow_wyrm.

The player has Repel, then Coil, then (both optional in Act 1) Brace and Mend. Each fight teaches one answer: stagger the glints, out-damage the golem, stagger the boar's charge, keep Mend for the toad, interrupt Tamsin, and stagger-then-hit against the Wyrm. Halfway is under truce, so its only fights are the Proving Ring's: the Ring is the one place inside the truce stones where casting is allowed.

Encounter idEnemiesWhereActDifficultyXP
farm_door_glintsThe glint pack (scripted, VEL-32)Sallowbank farm doorPrologue0.35
golem_spartraining_golem (exists in data)Aske's barnPrologue1.020
road_glint3 glintThe Sallow Road (scene 2.2; again on the way back in scene 5.2)Act 10.610
fen_toadmirebelly_toadSallow FenAct 11.425
heath_boarshardback_boarHeath above SallowbankAct 11.525
riverbank_pack5 glintSallow Road, near the Drowned StepsAct 11.120
toad_and_glintsmirebelly_toad + 2 glintSallow FenAct 11.935
ring_tamsintamsin_ringHalfway, the Proving Ring (scene 4.5)Act 11.230
ring_rank_1, _2, _3ring_golem ranks I, II, III (the Ring's ladder, a recurring activity)Halfway, the Proving RingAct 1 on1.0, 1.8, 2.620, 35, 50
sallow_wyrmsallow_wyrmThe Drowned Steps (scene 5.3)Act 15.0120
road_glints3 glintThe roads out of Halfway, north to Twinhold or south to Lanternfall (scene 0.3)Act 20.610
warp_glints_1, _2, _33, 4, then 5 glintThe Sallow warp, holding the line round the menders' circle (scene 5.2, if the player guards Ondine's mending)Act 21.2, 1.4, 1.625, 30, 35
warp_broodglint_brute (the walkthrough's glint brood: its Shed makes the adds)The Sallow warp, after the third waveAct 23.070
sallowbank_glints4 glint, in wavesSallowbank, warps open (Act 3 scene 1.1)Act 31.430
sallowbank_bruteglint_brute, climbing out of the riverSallowbank (Act 3 scene 1.1)Act 32.660
sallow_glyph_hunters3 glyph_hunter (Sabe's cut), one after anotherThe Sallow warp, only if the player fights them (Act 3 scene 1.3)Act 34.085
sallow_road_glints4 glintThe road out of the Sallow (optional, Act 3 scene 1.4)Act 31.020
sallow_road_winged2 winged_glintThe road out of the Sallow (optional, Act 3 scene 1.4)Act 31.430

The warp fights (warp_glints_*, warp_brood) are the mending guard. The five Warden menders at the circle are the casters the player guards, not foes. There is no fight against the mending: a player who declines the job isn't there.

The Long Road (the highland wind pass)

Act 2: Dace's caravan run between the two courts (main line), and Dace's caravan jobs after it (a side activity). Roster: dust_glint, gale_hound, glasshorn_stag, winged_glint, windglass_kite, glint_brute, and the raiders forsworn_mender and hollow_cut. The set piece is the wind pass defence, three fights in a row ending with the Windglass Kite.

This is where parallel spells pay off. Gale is learned on the ridge just before the pass. Fliers and fast packs make Gale (and later Squall) the obvious answers, and Drift, from Ness at the night camp, teaches dodging the stag's sweep.

Encounter idEnemiesWhereActDifficultyXP
road_raidersforsworn_mender + hollow_cut (Long Road kits)A cutting below the pass (scene 2.4)Act 22.450
pass_kites_1, pass_kites_23 winged_glint each (the walkthrough's kite glints); protect 1, then 2 wagonsThe wind pass (scene 2.5)Act 21.8, 2.240, 45
pass_windglasswindglass_kite; protect 3 wagonsThe wind pass, the last wave (scene 2.5)Act 23.270
thread_practice_dacesail_dummy (tutorial, canLose: false)The wind pass summit (scene 4.1, Lanternfall-first route)Act 20.55
pass_dust_glints4 dust_glintThe wind passAct 21.430
pass_hounds3 gale_houndRidge roadAct 22.040
meadow_stagglasshorn_stagMisty highland meadowAct 22.445
ridge_winged2 winged_glint + 2 dust_glintWindmill ridgeAct 22.245
caravan_defenceThree waves: 4 dust_glint; 3 gale_hound; glint_brute + 2 winged_glintThe Long Road, on Dace's caravan jobs (a recurring side activity: see the side-quests tab)Act 2 on5.5 (all waves)130

Twinhold and Greenvault (the Evane lowlands)

Act 2. Roster: warden_golem, warden_sentinel, tamsin_spar, thorn_warden, bramble_glint, warden_menders. There are no wild fights inside the cities. Enemies here are drills, guardians, the Measure Vault break-in, Greenvault's overgrown terraces, and enforcers sent after a player whose standing has fallen.

Evane constructs resist mirrored spells (Glass rule 3), so this is where an Evane-only player first feels the wall, and where Facet Seal, a Gale-led thread such as Headwind, or Bevel Lash (if both halves are found) earns its keep.

Encounter idEnemiesWhereActDifficultyXP
drill_sparwarden_golem (optional, after the Tally lesson)Twinhold, the recruits' yard (scene 1.7)Act 22.035
greenvault_terracethorn_wardenGreenvault terraces (off-path, vine-locked)Act 23.260
bramble_glintbramble_glintGreenvault, the decay terrace (scene 6.1)Act 21.840
vault_golem_1, _2warden_golem, under the Vault's wardsThe Measure Vault, the first two wards (scene 5.3, if the player takes Iver's job)Act 22.2, 2.440, 45
vault_golem_3warden_sentinel, under the Vault's wardsThe Measure Vault, the third wardAct 23.680
tamsin_spartamsin_spar (only if the player chooses to fight her)The inner Vault (scene 5.3)Act 22.040
warden_enforcerswarden_mendersAny Evane road, low Evane standingAct 2+3.060

The Vault's wards (Idea). Inside the Measure Vault every golem "weighs" each spell and won't take the same spell twice in a row: a repeated spell does nothing. The player has to vary their casts or thread. A Facet spell that breaks a ward instead of opening it rings the alarm.

Hushfold and the Hour Stair (the Evane highlands)

Hushfold in Act 2 and the Hour Stair in Act 3. Roster: frost_glint, echo_glint, echo_owl, hushed_one, hour_sentinel.

These fights are about sound and time. Hush and Calm counter the Still Choir's creatures, and Linger and Hasten counter the Keepers'.

Encounter idEnemiesWhereActDifficultyXP
snowfield_glints4 frost_glintHushfold echo valleyAct 21.835
echo_glintecho_glintHushfold, the empty bell tower (scene 6.4)Act 21.635
arch_owlecho_owlBroken arch above the abbeyAct 22.445
abbey_hushedhushed_oneHushfold abbey gate (low Evane standing, or forcing a sealed door)Act 23.060
stair_owls2 echo_owl + 2 frost_glintThe Hour Stair, lower flightsAct 34.080
hour_trialhour_sentinelThe Hour Stair, the bell court (scene 3.2, after Keeper Hale teaches Hasten); the fight lasts one "hour", about 3 minutesAct 35.0110

The Shardfield and Lanternfall

Acts 2–3. Roster: shard_glint, storm_glint, shardshell_crab, shardback_boar, glyph_hunter, and lamplighter as Lanternfall's enforcer. The Act 2 set piece is the glass storm. The square half of Facet Seal shows on one standing shard while the storm blows, in the field and not in a battle; after the storm's peak the player fights storm_glint. From Act 3 the storm itself, glass_storm, crosses the Shardfield as a hazard boss with no glyph in it.

Here the player meets shields everywhere. Each one is the case for asymmetric casting (Bevel Lash, once both halves are found), or for stagger-then-hit.

Encounter idEnemiesWhereActDifficultyXP
storm_glintstorm_glintThe open Shardfield, after the glass storm's peak (scene 3.6)Act 23.070
thread_practice_rookcut_glass_dummy (tutorial, canLose: false)Lanternfall (scene 4.1, Twinhold-first route)Act 20.55
edge_boarshardback_boar + 2 shard_glintShardfield edge, rocky heathAct 22.245
lakebed_crabshardshell_crabCracked lakebedAct 22.650
shard_pack5 shard_glintBetween standing shardsAct 22.450
hunter_ambushglyph_hunter + 2 shard_glintOn the trail of a fragmentAct 22.855
lanternfall_watchlamplighter x2Lanternfall gates, low Facet standingAct 2+3.470
glass_stormglass_stormThe open Shardfield, a storm crossing the player's path (no glyph)Act 3–45.5130

Corran

Act 3. Roster: stilled_glint, glint_brute, winged_glint, warden_menders, who still keep Ondine's seal. Boss: glint_colossus.

This is the hardest open region before the finale. Packs and big bodies come together, and threads become the main tool. The Act 3 Sallowbank fights (sallowbank_glints, sallowbank_brute, region 1) lead into it.

Encounter idEnemiesWhereActDifficultyXP
corran_streets4 stilled_glintCorran's streets, among the StilledAct 33.675
corran_seal_watchwarden_mendersOndine's seal-watch at the town edge (avoidable by talking, or with high Evane standing)Act 33.060
well_squareglint_brute + 3 stilled_glintThe well squareAct 34.8100
warp_skies3 winged_glint + 2 stilled_glintRooftops near the warpAct 34.290
corran_colossusglint_colossusCorran's warp (scene 4.2)Act 39.0250

The Undermere

Act 3 on, mostly for players on the evil path (Codex section 7), though any player can find a way in. Roster: roof_glint, drowned_chorister, forsworn_mender, hollow_cut, undermere_outlaw. No boss: the Undermere is a place to fall into, not one to finish.

Outlaws cast like the player, from both sides and in threads, so each fight here is a mirror of the player's own kit. Rewards are a little copper and stolen glyph fragments, and each fight moves morality (see open questions).

Encounter idEnemiesWhereActDifficultyXP
roof_drop4 roof_glintAny tunnelAct 32.855
drowned_hymndrowned_chorister x2The flooded nave under the old MereAct 33.875
forsworn_tollforsworn_mender + 2 roof_glintA toll gate run by forsworn mendersAct 34.285
hoard_raidhollow_cutA glyph hoard behind a false wallAct 34.085
undermere_duel_1, _2, _3undermere_outlaw: the Evane kit, the Facet kit, then the thread kitThe den's duelling pit, in the Upside Market (Idea): the outlaws' trading cave (Act 3 scene 6.2)Act 33.2, 3.8, 4.665, 80, 95
undermere_diggers2 undermere_outlaw (digger kit)The diggings under Corran's warp, if the player breaks the props and the diggers turn hostile (Act 3 scene 6.4)Act 32.655
undercrack_outlawsforsworn_mender, then hollow_cutThe Undercrack, the climb to the Pane's underside (Act 4 scene 4.4, evil path; can be avoided by talking)Act 46.0130

The Heart Pane (and the deep Shardfield around it)

The deep Shardfield opens in Act 3; the Pane is Act 4. On the approach: sky_shoal, mirror_double, shard_sentinel, plus every glint variant leaking from new warps. Finale: mirrored_chorus (or, guarded, mirrored_chorus_ally against culet_cutter), then iver_kest or prelate_ondine.

Encounter idEnemiesWhereActDifficultyXP
shard_guardianshard_sentinelA Facet cache in the deep shardsAct 34.5100
inner_glints5 shard_glintThe inner ring, at two warps on the path (scene 4.3), and at Dace's wagon (scene 4.10)Act 42.450
deep_shoal2 sky_shoalDeep ShardfieldAct 43.575
deep_doublemirror_doubleA shard showing the player's own reflectionAct 44.090
pane_guardshard_sentinel + sky_shoalThe Pane's rim, Iver's campAct 46.0130
pane_chorus_breakmirrored_chorusThe Pane arena (scene 4.14), Help Iver and Stop bothAct 410.0300
pane_chorus_guard3 culet_cutter, in waves; ally mirrored_chorus_allyThe Pane arena (scene 4.14), Help OndineAct 48.0260
pane_shatter_stopiver_kestThe Pane arena (scene 4.16), Help Ondine and Stop bothAct 411.0320
pane_shatter_joinprelate_ondine, with allied cutsThe Pane arena (scene 4.16), Help IverAct 49.0280

The finale and the open ending (Idea). The finale follows Act 4 (Story Bible section 4): two phases on every path, the mirrored chorus first and the asymmetric shattering second. What changes is whether the player is with each rite or against it.

PathPhase onePhase twoThen
Help Ondinepane_chorus_guard: guard the chorus from the Culet cutpane_shatter_stop: stop IverThe last note
Help Iverpane_chorus_break: break the choruspane_shatter_join: cut beside Iver while Ondine holds the last wardThe last cut
Stop bothpane_chorus_break: break the choruspane_shatter_stop: stop IverThe hold (Act 4 scene 4.17)

The hold is a field-cast sequence with no enemy: the player threads Evane into Facet until the Pane steadies, and can't lose. Both phases run on Act 4's Pane gauge (Still at −100, Shattered at +100): mirrored casts push it towards Still, asymmetric casts towards Shattered, cross-side threads back to the middle. Every finale fight can be lost (canLose: true, allowFlee: false), and a loss restarts that phase. That fits "the story picks no canonical outcome": every path fights both phases.

How difficulty climbs

ActTypical difficultyPeak (set piece)Player's tools by then
Prologue0.3–1.01.0 (golem)Repel, Coil
Act 10.6–2.65.0 (Wyrm)+ Brace, Mend (both optional)
Act 20.6–3.65.5 (the wind pass, all three fights)+ Gale, Facet Seal, Weigh (main); Tally, Wither, Root, Hush, Echo, Calm, Listen, Drift, Table Mend (optional); Tailwind, Squall (Waymaker side quest); Bevel Lash only if both halves are found. Threads: Headwind (main), Tempest, Bulwark, Thornshield, Wellspring
Act 31.0–6.09.0 (colossus)+ Linger, Hasten, Pavilion Wake (main); Crown Surge (warp-born, fades mid-act), Toll, Recall, Prism Snare, Girdle Gate (optional); Bevel Lash, if not yet whole. Threads: Thaw (main), Blight, Rebound, Deep Cut
Act 42.4–6.010.0 and 11.0 (finale)Everything. No new spell, only the First Pair thread (Brace into Facet Seal)

Within an act, difficulty climbs through three things, in this order:

  1. More bodies: packs grow from 3 to 6.
  2. One new trait per region: packs in the Sallow, fliers on the Long Road, shields in the Shardfield, mirrored resistance in Twinhold, silence and slowness in Hushfold, adds in Corran, enemy casters in the Undermere.
  3. Mixing: two traits in one fight.

Story fights stay at their act's numbers. Optional fights in an earlier region rise to the player's level in later acts (an open question below).

From Bestiary › Regions and encounters