Great Journey

Keep hunting, or head back

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.

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.

Ever farther

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.

One score, two axes

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

The lands of the Great Journey

One land per element: you know what you’ll face, and you prepare your party accordingly.

Endless Furnace

Stalactite Rift

Thunderstruck Moor

Lagoon of Springs

Canyon of Turbulence

Clay Terraces

Alabaster Sanctuary

Pit of the Void

Shattered Arenas

Gorge of Blades

Forbidden Forest

9 affixes

Empowered enemies

The farther you go, the more affixes enemies carry. Each one changes how you fight them.

  • Swift

    A much faster creature.

  • Colossal

    A creature with much more health.

  • Armored

    A far better armored creature.

  • Headsman

    A creature that hits harder.

  • Revenant

    A creature that gets back up once.

  • Unyielding

    A creature immune to debuffs.

  • Elusive

    A creature untouchable by melee and area attacks.

  • Cornered

    A creature that turns deadly when wounded.

  • Thorned

    A creature that hurts those who attack it.

Leaderboards

How far will your build take you?

See the leaderboards