
Veil Riftstone
Rare
- Eligible chest chance
- 5%
- Native gold value
- 300 Gold
Opens Veil act bosses
Riftstones, Colossus hunts, medals, reward chests and the Circle from the QuestAway 0.8.0 client.

Rare
Opens Veil act bosses

Mythic
Opens Breach act bosses

Eternal
Opens Abyss act bosses
A stone opens an act-boss fight on its matching map. A victory spends one stone, using the bag first and then the stash, and awards an act-boss chest. If held act-boss chests are at their cap, the fight does not start and the stone is retained.
Each stone occupies bag space. The listed gold amounts are the client's sell/reclaim values, not live market prices. See Chests & loot for probability details and World & Maps for act bosses.
The installed 0.8.1 client schedules 12 hunts per Brasília day, every 2 hours, each open for 1 hour. Entry requires a hero at level 20. Your party temporarily leaves its stage to join the hunt; up to 6 players share a local fight, including your account.
Hunters contribute damage toward the shared Colossus. Your recorded damage is the score used for ranking. The base combat specification comes from the act boss closest to your best hero's level; the Colossus adds its own affix and attack set. One Colossus type is selected per Brasília day, cycling through the ten types in order.
The schedule below is BRT (UTC−3), UTC and WIB (UTC+7). “+1 day” is relative to the Brasília date. Server availability and online hunt state determine whether you can actually join.
| BRT · UTC−3 | UTC | WIB · UTC+7 |
|---|---|---|
| 01:00 | 04:00 | 11:00 |
| 03:00 | 06:00 | 13:00 |
| 05:00 | 08:00 | 15:00 |
| 07:00 | 10:00 | 17:00 |
| 09:00 | 12:00 | 19:00 |
| 11:00 | 14:00 | 21:00 |
| 13:00 | 16:00 | 23:00 |
| 15:00 | 18:00 | 01:00 (+1 day) |
| 17:00 | 20:00 | 03:00 (+1 day) |
| 19:00 | 22:00 | 05:00 (+1 day) |
| 21:00 | 00:00 (+1 day) | 07:00 (+1 day) |
| 23:00 | 02:00 (+1 day) | 09:00 (+1 day) |
Colossus Fury advances every 30 seconds after your group arrives or the boss spawns, whichever is later. Damage multiplier = 0.5 × 2^step, with step capped at 40.
| Time in fight | Damage multiplier |
|---|---|
| 0s | ×0.5 |
| 30s | ×1 |
| 60s | ×2 |
| 120s | ×8 |
| 180s | ×32 |
| 300s | ×512 |
A defeated group recovers after 40 × clamp(level / 30, 0.1, 1) seconds, rounded to milliseconds: between 4 and 40 seconds. A 2.4-second return animation follows this wait. The recovery timer is separate from the re-entry cooldown; Fury restarts when the group returns. The attack factors listed below are native coefficients before Fury, defenses and live balance; they are not final hit-damage promises.
Each type uses its biome's native boss artwork, its own affix and four signature attacks. The Circle stat and maximum bonus below use a full Eternal outer talisman, with or without a full Eternal center.
IslesEvery 15 seconds a wave hits the whole party, harder as his fury grows.
Regen · +15% outer / +20% with center
SwampEach hero who falls gives him back 5% of the damage he took.
Health · +15% outer / +20% with center
ForestIn the quicksand, nobody dodges.
Defense · +15% outer / +20% with center
DesertHis armor halves the physical damage that gets through.
Max Resistance · +3.5% outer / +5% with center (percentage points)
CanyonHe flies over the front line and strikes the heroes behind it.
Move Speed · +15% outer / +20% with center
MountainsHeroes who strike him attack slower.
Healing Received · +15% outer / +20% with center
GlaciersHe blocks every elemental hit, halving it.
Cast Speed · +15% outer / +20% with center
VolcanoEvery hero burns 1.5% of max health per second.
Gold Find · +22.5% outer / +30% with center
Floating IslesEach skill that hits him echoes back: the caster loses 4% of max health.
Crit Chance · +15% outer / +20% with center
DeadlandsEach time he arrives, he strikes with the element your party resists least.
Crit Damage · +15% outer / +20% with center
Medals use fighting time relative to the boss's recorded alive-time, with a ranking override for Diamond. They are not the old fixed 30/60-minute thresholds.
Any positive fighting time below the Silver threshold.
Fight for at least 50% of the Colossus alive-time recorded for that hunt.
Fight for at least 75% of the recorded alive-time.
Deal damage and rank in the top 5% of hunters (at least one place; round the cutoff up). This takes priority over the time medal.
Silver, Gold and Diamond correspond to the reward-chest tiers below. Online reward delivery determines eligibility.



Each Silver, Gold or Diamond Colossus Chest gives one equipment item, plus independent rolls for a talisman, one or two minor runes, a major rune, and the two Colossus materials. The percentages below are per opened reward chest and are not mutually exclusive: several rewards can arrive together.
Each successful Circle-piece roll has a 10% chance to become a Convergence piece instead of the hunt's own Colossus piece. Then its rarity is rolled separately. Equipment uses the dedicated Colossus rarity weights shown below, not an ordinary act chest's rarity table. Its item bracket comes from the nearest act-boss specification to the best hero level. If the bag is full, the reviewed reward function places equipment in the stash.
The missing-piece guarantee tracks talismans and major runes separately for each Colossus. With the default 20 threshold, after 20 openings without owning the matching piece, the next opening forces that missing piece if its ordinary roll did not already award one. Loose, account-bound or set pieces count as owned. This is separate from Riftstone pity.
Reward chests and additional gold are delivered through the online hunt system. The static tables describe client defaults; the server determines eligibility and the resolved reward.
| Roll per reward chest | Silver Colossus Chest | Gold Colossus Chest | Diamond Colossus Chest |
|---|---|---|---|
| Equipment | 100% · one item | 100% · one item | 100% · one item |
| Talisman | 6% | 9% | 13.5% |
| Minor rune · first roll | 30% | 50% | 60% |
| Minor rune · second roll | — | 25% | 40% |
| Major rune | 6% | 9% | 13.5% |
| Colossus Fragment | 13% | 20% | 30% |
| Colossus Core | 4% | 6% | 9% |
For example, Gold has independent minor-rune rolls of 50% and 25%: it can award zero, one or two minor runes. Core and Fragment rolls are additional material rolls. Colossus Core · Colossus Fragment.
Each column totals 100% within that reward family. Common and Uncommon have zero weight in these native Colossus pools.
| Rarity | Equipment | Talisman | Minor / major rune |
|---|---|---|---|
| Rare | 87.9435% | 38% | 40% |
| Heroic | 10% | 29% | 30% |
| Mythic | 1.5% | 17% | 20% |
| Legendary | 0.55% | 7.7% | 9% |
| Eternal | 0.0065% | 8.3% | 1% |

Set the talisman before adding its matching runes. The center opens after all ten outer talismans are set.

Each talisman has 10 minor-rune slots. A rune only fits the talisman of its own Colossus or Convergence.

Requires all minor-rune slots to be filled first.
The Circle has ten outer talismans and Convergence at the center. Set all ten outer talismans to open the center; add 10 matching minor runes before the major rune. Piece rarity affects the bonus in the current client, retaining the 0.8.0 scoring rules.
Piece score = kind weight × rarity multiplier. Add the talisman, its minor runes and its major rune to get that talisman's score.
| Piece | Kind weight |
|---|---|
| Talisman | 20 |
| Minor rune | 4 |
| Major rune | 40 |
| Rarity | Score multiplier |
|---|---|
| Rare | ×4 |
| Heroic | ×5 |
| Mythic | ×6 |
| Legendary | ×7 |
| Eternal | ×8 |
For each outer talisman's stat: bonus (basis points) = round((outer scale × outer score + center scale × center score) / 800). A full Eternal talisman scores 800; a full Eternal center also scores 800. Center contributions add to each installed outer talisman rather than multiplying the outer score.
The roster below lists each talisman's stat, its maximum outer bonus and the total with a full Eternal center. These are account-wide percentage bonuses; Max Resist values are percentage points. They join the game's corresponding percentage modifier pools.
Setting a piece binds it to your account. In 0.8.1 you can take it out and set it again, or sell it through the game market, but it cannot return to the Steam Community Market. Remove the center before removing an outer talisman, and remove a major rune before removing its minor runes.
In 0.8.1, surplus loose talismans, minor runes and major runes can be recycled for gold. Remove an installed piece from the Circle before recycling it. Select its stack and quantity in the salvage interface; the operation consumes loose pieces from the bag and/or stash.
The return is based on piece rarity, with the same per-piece rate for each kind. Configured recycling prices take precedence over the fallback amounts below. These are salvage returns, not a purchase price or a Market valuation.
| Rarity | Gold per piece |
|---|---|
| Rare | 2,000 gold |
| Heroic | 6,000 gold |
| Mythic | 20,000 gold |
| Legendary | 60,000 gold |
| Eternal | 200,000 gold |
Verified against the installed QuestAway 0.8.1 client and shipped settings. The current defaults differ from 0.7.3: level-20 entry, twelve one-hour hunts, participation-based medals plus Diamond ranking, independent bonus rewards, and rarity-scaled Circle stats. This page does not display live boss HP, player rankings, market prices or account state.