V Rising’s Vardoran is divided into nine regions, each serving a different progression purpose. Start in southern Farbane Woods, move north to Dunley Farmlands for iron and cotton, then choose specialized routes through Gloomrot, Silverlight Hills, the Cursed Forest and Hallowed Mountains. The eastern Ruins of Mortium is an endgame zone, while Oakveil Woodlands is the northwest region added in Update 1.1.
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This guide uses the current map structure that includes Secrets of Gloomrot and Update 1.1. Boss placements, resources and routes can change with patches, so confirm map markers in your game version when planning a trip.
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Region order is flexible after the opening hours, but the map’s geography creates a practical progression. Farbane Woods teaches every core system and is the safest place for a first castle. Dunley Farmlands is the central road-and-farm hub where many players establish a larger production base. Gloomrot forms a polluted industrial band north of Dunley, with separate South and North sections. Silverlight Hills lies west of Dunley and is a high-danger source of silver and gold-related loot. The Cursed Forest occupies the northeast, Hallowed Mountains is a compact eastern detour, and Ruins of Mortium occupies the far-east endgame frontier. Oakveil Woodlands fills the northwest on the Update 1.1 map.
| Region | Practical progression role | Signature resources or rewards | Named bosses or V Blood | Settlements, merchants and travel notes | Main activity |
|---|---|---|---|---|---|
| Farbane Woods | Starting zone and early game | Basic gathering materials and early crafting inputs | Early V Blood targets; individual names vary by map and patch | Initial castle sites, bandit camps and early waygate access | Build, learn systems and hunt introductory targets |
| Dunley Farmlands | Central mid-game step | Scrolls, Wool Thread, Cotton, Iron Ore and Regular Gems | Christina the Sun Priestess; Vincent the Frostbringer; Bane the Shadowblade; Jade the Vampire Hunter | Farms, mills, settlements, roads and an iron mine | Resource production, travel hub and mid-game bosses |
| Gloomrot South | Industrial progression zone | Industrial materials and loot; exact resource tables are patch-sensitive | Map-dependent V Blood targets | Polluted valleys, laboratories and damaged industrial sites | Explore, fight mutations and advance technology |
| Gloomrot North | Harder northern industrial route | Industrial loot and progression materials; exact list not stated | Map-dependent V Blood targets | Lightning-exposed hills and hazardous points of interest | High-risk exploration and combat |
| Silverlight Hills | High-danger western zone | Silver Ore, Gold Jewelry and Goldsun Coins | High-purity blood targets; individual roster is patch-sensitive | Brighthaven, Fortress of Light and the Brighthaven Trade District | Silver runs, elite human enemies and merchant access |
| Cursed Forest | Advanced northeastern wilderness | Ghost Crystals, Silkworms and Ghost Shrooms | Creature-heavy encounters; complete roster not stated | Werewolf village connection; few conventional settlements | Resource gathering, fishing and exploration |
| Hallowed Mountains | Compact boss detour | No broad resource table established | Frostmaw the Mountain Terror and Terrorclaw the Ogre | Connections toward Dunley and Farbane; relatively few points of interest | Boss hunting and traversal |
| Ruins of Mortium | Eastern endgame | Stygian Shards and Greater Stygian Shards | Dracula’s Legion and Rift Incursions | Vampire Merchants trade for Rare and Epic Ancestral Weapon Shards | Endgame events and weapon progression |
| Oakveil Woodlands | Update 1.1 northwest addition | Emery and Ember Glass | Complete authoritative boss list not established here | Complete merchant and sublocation list not established here | New-region exploration and resource collection |
How to plan progression between regions
- Finish the Farbane foundation. Unlock your first castle, establish basic crafting and storage, learn blood hunting and become comfortable with daytime travel, feeding and castle defense.
- Use Dunley as the first major expansion. When your gear and unlocked recipes meet the region’s mid-game threshold, move north along roads and establish access to farms, mills, the iron mine and settlements.
- Choose a specialization. Go to Gloomrot for industrial hazards and technology, Silverlight for silver and gold-related loot, the Cursed Forest for rare wilderness materials, or Hallowed Mountains for its named bosses.
- Reserve Mortium for endgame progression. Rift Incursions and Dracula’s Legion are not a normal farming loop for a fresh character; they are built around Stygian currency and Ancestral Weapon upgrades.
- Check Oakveil against your patch. Update 1.1 adds the region, but available map coverage does not provide a complete authoritative list of every boss, merchant or sublocation.
Farbane Woods: the starting region
Farbane Woods covers the southern part of Vardoran and is the intended onboarding area. It combines basic gathering, early enemy camps and the first V Blood objectives with enough open space for a starter castle. Because travel distances are manageable and threats are comparatively readable, it is the best place to learn the game’s linked systems rather than rushing north.
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What to do first
- Gather the basic materials needed for your first production loop and castle rooms.
- Clear bandit camps to learn how patrols, ranged enemies and camp rewards work.
- Track early V Blood carriers to unlock recipes and systems that determine your next region.
- Use the area’s initial waygates and roads to create repeatable routes between your castle and hunting grounds.
Farbane is also the safest place to test castle placement. Leave room for production buildings and servant-related expansion instead of filling the first plot with temporary structures. You can return later for basic materials, but the region’s main value is the foundation it lets you build before enemies become more specialized.
Dunley Farmlands: the central mid-game hub
Dunley Farmlands sits north of Farbane and is the natural next step once your equipment reaches the region’s mid-game threshold. Farms, mills, roads and settlements make it easier to run several resource routes from one base. The region’s iron mine is especially important because iron changes the scale of weapons, tools and production compared with the opening tier.
Resources and production
The named Dunley resources are Scrolls, Wool Thread, Cotton, Iron Ore and Regular Gems. Cotton supports textile progression, while iron is the material most players notice immediately when upgrading equipment and crafting stations. Scrolls and gems reward regular settlement and camp clearances rather than a single one-time trip.
V Blood targets
Four named carriers are associated with Dunley Farmlands: Christina the Sun Priestess, Vincent the Frostbringer, Bane the Shadowblade and Jade the Vampire Hunter. Their encounters cover different combat pressures, so track them when your current equipment and blood quality can support a longer fight rather than treating the region as a simple resource stop.
Why build or stage here
Dunley’s central position makes it a practical staging area for western Silverlight runs, northern Gloomrot routes and eastern travel toward the mountains. Farms and mills also make the landscape useful for sustained production. If Farbane is your tutorial base, Dunley is the first region that can function as a durable operational headquarters.
Gloomrot South and Gloomrot North: the industrial hazard band
Secrets of Gloomrot added a two-part northern region defined by lightning, pollution and damaged industry. Treat South and North as connected but distinct travel targets: the map route, enemy density and points of interest can differ, and entering the northern section without preparation can turn a short materials run into a recovery mission.
Gloomrot South
Southern Gloomrot introduces polluted valleys, toxic slime, mutated wildlife, laboratories and industrial sites damaged by severe weather. Its visual theme is also a mechanical warning: hazards are part of the route, not decoration. Scout approaches before committing to a fight, keep an exit route in mind and avoid pulling mutated groups into narrow spaces where environmental damage and enemy attacks overlap.
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Gloomrot North
Northern Gloomrot extends the industrial danger into lightning-exposed hills and harder points of interest. Use it when your build can handle concentrated damage and when you are pursuing northern progression rather than merely collecting basic materials. Exact resource tables and boss placements are patch-sensitive, so rely on current in-game map markers for a particular recipe or V Blood target.
Preparation checklist
- Carry enough healing and blood sustain for a route with fewer safe pauses.
- Use terrain and line-of-sight to separate mutated enemies instead of fighting entire groups.
- Mark a nearby waygate or castle before entering a laboratory or industrial landmark.
- Expect weather and pollution to change how long you can remain in exposed areas.
Silverlight Hills: silver, gold and high-purity blood
Silverlight Hills lies west of Dunley and is one of the most dangerous regions on the map. Human patrols, soldiers and clerics make roads and settlements more heavily contested than the forests. Brighthaven and the Fortress of Light are its defining landmarks, and the Brighthaven Trade District is the key merchant-oriented destination.
What you find
Silver Ore is the signature material, joined by Gold Jewelry and Goldsun Coins. These are not interchangeable with Dunley’s iron and cotton loop: plan a dedicated trip when a recipe or upgrade calls for silver or gold-related currency. Blood targets in this region are noted for very high purity, but reaching them means managing disciplined human groups and the region’s unusually strong defensive presence.
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How to approach Brighthaven
Do not treat Brighthaven as a routine settlement clear. Scout the perimeter, identify patrol timing and keep a retreat route open before entering the Trade District or pushing toward the Fortress of Light. A silver run is most efficient when you combine it with a specific merchant visit or boss objective, because repeated exposure to the region’s patrols carries more risk than a comparable Dunley route.
Cursed Forest: the northeastern wilderness
The Cursed Forest occupies the far northeast and connects toward Dunley through the werewolf village. It has fewer conventional settlements and a stronger wilderness identity than the farming regions. Dangerous creatures, concealment and long stretches without obvious shelter make preparation more important than raw travel speed.
Resources and activities
Ghost Crystals, Silkworms and Ghost Shrooms are the region’s named materials. They support specialized crafting and alchemical progression rather than the opening production loop. The area is also described as one of the better fishing locations, making it useful when you need fish for blood, consumables or other systems that reward sustained time away from a castle.
Survival approach
- Enter with a clear return route through the werewolf-village connection or a nearby travel point.
- Carry spare supplies because creature encounters can chain together while you gather.
- Use the forest for targeted resource trips instead of wandering without a destination.
- Plan fishing sessions separately from boss attempts so a death does not combine two expensive objectives.
The Cursed Forest is a resource and exploration destination, not a replacement for Dunley’s roads and farms. Visit when you need its rare materials or fishing opportunities and your character can handle prolonged wilderness combat.
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Hallowed Mountains: a compact boss detour
Hallowed Mountains is the smallest region and contains comparatively few points of interest. Its value is concentrated in two named encounters: Frostmaw the Mountain Terror and Terrorclaw the Ogre. The region sits east of the central lands and connects toward Dunley and Farbane, so it works better as a planned boss detour than as a permanent farming base.
When to visit
Travel there when a tracked V Blood objective points to one of the two bosses or when your route naturally passes through the mountain connections. Bring a build suited to focused boss damage and enough recovery supplies for a return trip; the limited number of landmarks means there are fewer alternate objectives if a fight goes badly.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Ruins of Mortium: the eastern endgame
Ruins of Mortium is Vardoran’s eastern endgame region. Its defining loop is not ordinary ore gathering: Dracula’s Legion and Rift Incursions generate the activity and rewards that support the final progression tier.
Stygian currency and merchants
Rift activity supplies Stygian Shards and Greater Stygian Shards. Vampire Merchants exchange these currencies for Rare and Epic Ancestral Weapon Shards. Because the rewards are tied directly to endgame weapon progression, Mortium becomes efficient only after your character can survive its events consistently.
How to run the zone
- Arrive with a build that can handle repeated waves rather than a single short encounter.
- Clear Rift Incursions with enough inventory space to keep Stygian rewards.
- Return to a Vampire Merchant to convert the currency into the Ancestral Weapon Shards your build needs.
- Prioritize Greater Stygian Shards when your upgrade path specifically requires the higher-tier exchange.
Do not judge Mortium by its basic material density. Its purpose is event combat and weapon advancement, making it a late-game destination rather than an area to visit immediately after Dunley.
Oakveil Woodlands: the Update 1.1 addition
Oakveil Woodlands is the current northwest addition identified with Update 1.1. It is described as a once-pristine wooded sanctuary affected by corruption. Emery and Ember Glass are the named resources associated with the region.
Available coverage does not establish a complete authoritative list of Oakveil bosses, merchants or sublocations. That means a responsible route guide can identify the region and its known materials, but should not invent a full landmark catalogue. Use the in-game map and current patch notes for exact V Blood markers, waygates and settlement names before committing to a long expedition.
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Waygates, caves and route planning
Waygates and cave passages determine whether a region is convenient or expensive to farm. A route that looks short on the world map can become inefficient when it forces a long return to your castle, while a cave connection can turn a dangerous cross-country trip into a predictable circuit.
Build routes around objectives
- Resource route: choose one material, identify the nearest waygate or cave connection and leave inventory space for only that objective.
- V Blood route: place a temporary staging point near the target, then return after the fight instead of carrying a full farming load.
- Merchant route: combine Brighthaven Trade District visits or Mortium Vampire Merchant exchanges with a planned combat objective.
- Recovery route: note the safest road back before entering a polluted laboratory, cleric-held settlement or creature-heavy forest.
Map markers are version-sensitive. If a waygate, cave entrance or boss marker does not match a guide, trust the map for your installed build rather than forcing an old route.
Which region should you choose next?
| Your immediate goal | Best region | Reason |
|---|---|---|
| Learn systems and build a first castle | Farbane Woods | Safest early hunting and gathering environment |
| Find iron or cotton | Dunley Farmlands | Central farms, roads and an iron mine |
| Advance through polluted industry | Gloomrot South or North | Laboratories, mutations, lightning and industrial points of interest |
| Mine silver or collect gold-related loot | Silverlight Hills | Silver Ore, Gold Jewelry and Goldsun Coins |
| Gather rare wilderness materials or fish | Cursed Forest | Ghost resources, Silkworms, Ghost Shrooms and strong fishing opportunities |
| Hunt a compact set of named bosses | Hallowed Mountains | Frostmaw and Terrorclaw are the region’s main reason to visit |
| Upgrade endgame weapons | Ruins of Mortium | Rift Incursions and Stygian currency feed Ancestral Weapon exchanges |
| Explore the newest northwest content | Oakveil Woodlands | Update 1.1 region with Emery and Ember Glass |
Common route mistakes and fixes
Going to Silverlight before you need silver
Silverlight’s patrols and clerics make casual exploration costly. Fix this by setting a specific silver, Gold Jewelry or Goldsun Coin objective before leaving Dunley.
Treating Gloomrot as one uniform biome
South and North share the polluted industrial identity but do not guarantee identical routes or encounters. Check the section of the map you are entering and prepare for its hazards separately.
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Using Mortium as a normal farming zone
Mortium’s value comes from Rift Incursions, Dracula’s Legion and Stygian exchanges. If you are not ready to run those events, the eastern trip is unlikely to improve your progression.
Assuming every Oakveil detail is documented
Oakveil is a current Update 1.1 region, but a complete boss, merchant and sublocation list is not established here. Verify those markers in your game version instead of relying on an incomplete route.
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