One land, one element
On these Great Journeys you will meet creatures of a single element only. Beware: the Creature Hearts you tear out are yours only if you return to the village alive.

Great Journey
The Great Journeys are HEARTREAVE’s endgame: unlocked once you clear exploration level 100, they extend your progression against enemies empowered by affixes, in single-element lands.
On these Great Journeys you will meet creatures of a single element only. Beware: the Creature Hearts you tear out are yours only if you return to the village alive.
Every step takes you farther from the village: enemies gain affixes, healing dwindles, and rewards grow. It’s up to you to decide when to head back.
A journey’s score is based on its depth and your party’s highest exploration level: going far counts, and going far with a party that has already cleared very high explorations counts more. Your best journey enters the Great Journey leaderboard.
11 lands
One land per element: you know what you’ll face, and you prepare your party accordingly.











9 affixes
The farther you go, the more affixes enemies carry. Each one changes how you fight them.
A much faster creature.
A creature with much more health.
A far better armored creature.
A creature that hits harder.
A creature that gets back up once.
A creature immune to debuffs.
A creature untouchable by melee and area attacks.
A creature that turns deadly when wounded.
A creature that hurts those who attack it.