Worloxy

Game Modes

Guides and tips for every game mode in Watcher of Realms.

Campaign

The main story mode. Progress through chapters and stages to unlock features, heroes, and resources. Each chapter spans multiple stages and can be replayed at higher difficulties once cleared.

NormalHardNightmare

Arena

Asynchronous PvP. Two players compete to kill waves of monsters while protecting their Soul Core. When you clear a wave your opponent's Soul Core takes damage — and vice versa. Rank on the weekly leaderboard for Diamond rewards. Three separate arenas each favour a different type of hero.

Single-Target DPS ArenaAoE DPS ArenaAnti-Air DPS Arena

Void Rift

A roguelite exploration mode set across multiple interconnected maps. Navigate by tapping the ground to move and trigger events — challenges, item discoveries, and boss encounters. Defeat each map's boss to unlock the portal to the next. Resets weekly, except the permanent Epilogue mode.

NormalHardNightmareEliteEpilogue

Drake's Chasm

The daily guild boss. All guild members attack the same boss with their personal teams. Every 10,000 damage dealt earns 1 Dragon Blood — a currency whose daily total determines how good tomorrow's rewards are. If the guild collectively drains the boss to 0 HP, rewards are doubled.

Raton Barr (Easy–Nightmare I)Foras Belial (Nightmare II–IV)Abyss

Titanic Ruins

The weekly guild boss. All guild members collaborate to damage Semrah, a colossal monster with three distinct Battle Modes. Every 10,000 damage earns 1 Mech Fragment. Rewards are distributed the following Monday based on total Mech Fragments collected by the guild.

Titan's SawTitan's ShieldTitan's Drake

Guild War

Guild vs Guild PvP. Each guild controls 30 fortifications split across 1 Guild Fortress and 4 outer Strongholds. You must destroy all Stronghold positions before attacking the Guild Fortress. Fortifications consist of Keeps (120 HP) and Towers (90 HP), each with custom hero defences. Attackers send Demon Soldiers in a reversed tower-defence format — each soldier that reaches the Crystal reduces HP by 10 (Demon Captains deal 20).

Defence PhaseAttack Phase

Gear Raid

Solo farming mode with 18 stages per variant. Each Gear Raid variant has a distinct enemy composition requiring a different hero strategy. Clearing Stage 18 of all three variants is required to unlock the Gear Dungeon and Malrik's Halls of Illusion endgame modes.

Gear Raid IGear Raid IIGear Raid III

Gear Dungeon

An endgame gear farming mode unlocked after clearing Stage 18 of all three Gear Raids. Each round offers two different series of stages. Rewards include Gear Forge Materials (Sanguine Fabrics, Smouldering Scales), Dungeon Crystals, and Unidentified Gear — used to forge and obtain the latest advanced and Variant gear sets. No stamina cost.

Gear Dungeon IGear Dungeon II

Immortal Codex

A time-limited competitive mode where players challenge rotating bosses to score points and climb a global leaderboard. Each boss has two phases: an initial phase you must clear to reach the Boss Rush phase. Points can only be earned during Boss Rush. At the end of the event players receive Ranking Rewards based on their position and tier (F through SSS). Each boss yields up to 2,500 Immortal Sovereigns.

Hellfire EmperorMother of CrowsFurious TorrentWasteland Titan

Malrik's Halls of Illusion

An endgame roguelite dungeon mode unlocked after clearing Stage 18 of all three Gear Raids. Players use Trial Keystones — dropped from Gear Raids and other modes — to enter Trials. Each Keystone has 10 energy; exiting or failing costs 1 energy. When all energy is spent the Keystone breaks. Keystones determine how many waves appear, whether bosses spawn, what Special Effects are active, and which rewards can drop. Completing Trials earns Gems for Gem Enhancement and Artifact Augmentation.

Uncommon KeystonesRare KeystonesLegendary KeystonesMythic Keystones