
Veilwater Basin Hollow Halls
The Veilwater Basin Hollow Halls is the group-content dungeon beneath Veilwater Basin. Push through its Barrier Doors and Reanimator swarms to the final chamber at the end, and it pays out in Ectoplasm, exclusive gear, and collectible artifacts.
- Biome
- Veilwater Basin
- Level
- 35 - 45
- Bone Key
- None needed
- Start quest
- The Veilwater Basin Hollow Halls (Collector)
- Veilwater Basin
- In-game 5146, 4786






- Hollow Halls entrance
- Veilwater Basin Ancient Spire
Where the Veilwater Basin Hollow Halls entrance is
Open the Hall on the mapHow to unlock the Veilwater Basin Hollow Halls
Start quest: The Veilwater Basin Hollow Halls (from the Collector).
Key required: None — no Bone Key needed for this Hall.
Before you go in
- No key needed here — finish the start quest and walk straight in.
- Hit at least the top of the Veilwater Basin band (Lv 35 - 45) so the final-chamber fight is survivable.
- Slot poison resistance — Toxic Slime chips your health across the whole dungeon.
- Bring AoE or fast single-target for Reanimator bone-piles; they spawn endless Hollow until smashed.
- Hollow-family weapons roll Sacred Enhancement (+10% vs Hollow) — carry one if you have it.
- Pack healing food + a repair kit; there's no workbench once the Barrier Doors seal behind you.
Bosses & enemies
The Veilwater Basin Hall fields the standard Hollow roster; the run ends against a final-chamber fight no source names yet.
Walkthrough & mechanics
Every Hollow Halls run reads the same four beats — clear the room to drop the Barrier Doors, kill Reanimators on sight, mind the Toxic Slime, and save resources for the Cyclops.
Barrier Doors
Runed doors stay sealed until you clear the room's enemies or track down the hidden runes that power them. No shortcut — the dungeon gates your progress on combat.
Reanimators
Bone piles that spawn an endless stream of Hollow until you destroy the pile itself. Prioritise them or you'll be swarmed while the real fight stalls.
Toxic Slime
Green poison coats floors and walls, chipping your health while you stand in it. It can be mined with a pickaxe for crafting — but clear a safe path first.
Hollow Cyclops
One or more one-eyed giants guard the final chamber — the gear-check that ends every run. Bring the resistances your build is weakest against.
Loot from the Veilwater Basin Hollow Halls
Hollow weapon pool (8)
Shared across every Hall — each rolls Sacred Enhancement (+10% vs Hollow) and the Hollow Echo property.
Builds for the Veilwater Basin Hollow Halls
Preset loadouts whose level band overlaps this Hall — a clean clear leans on burst damage plus sustain against the endless Hollow.
- Berserker BarbarianWarrior
Greatsword melee: Titan Edge and Slasher at full rank for its cutting damage, Veteran for crits, Blood Rage after kills, Relentless for crit chains, Whirlwind Crescendo and the two-handed special ability.
- Wand ArchmageMage
A Mage built on the wand: Wand Specialization, plus Aerial Wand Attack and Wand Evasion Attack, both new in 1.0. Wand Mastery, Sting and Arcane Proliferation add wand damage, Wizard adds magic crits for Chain Hit, Mass Destruction and Blast and Cast, and Thunder covers the shock wand.
- Necromancer Glass CannonMage
Shroud damage and crits from a staff: Dark Arts at full rank for Shroud spells, Spellslinger for staff damage, Necromancer for skull companions, Bloodletting and Terror on crits, Blood Magic and Chain Hit. Abyss is not on the 1.0 tree, so this is the rebuilt version.







