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V Rising Guide by gamepressure.com

V Rising Guide

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V Rising: All Bosses V Rising guide, tips

This page of the V Rising guide contains information about bosses. You will learn how to find them, eliminate them and what defeating them will give you.

Last update: 10 May 2024

The world of V Rising is full of dangerous bosses - the so-called V blood carriers. These are powerful opponents whose defeat will reward you with new powers, spells, building diagrams, etc. While you may come across them randomly in the game world, you can also locate them from the V Blood menu tab by following the red streak that will occasionally appear on the screen. This page of the guide lists all the bosses in the game, where to find them, how to fight them and what rewards you will receive for defeating them.

Alpha, the White Wolf (Act I, Level 16)

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  1. Location: Near the wolf's den in the south of Farbane Woods;
  2. Rewards: Wolf Form (Vampire Power - you transform into a wolf, which increases your movement speed by 60%. The transformation continues until you attack or are attacked);
  3. Attacks: Paw swing (has a very short range and attacks are directed forward only), Jump forward (the wolf freezes in place for a moment preparing to jump and cannot change the direction of the attack, making it easy to avoid it), Howl (summons smaller wolves);
  4. Strategy: The strategy is very simple - keep a moderate distance, avoid its leaps and try to get to the boss from the side. Also remember to defeat the summoned wolves. The boss shouldn't cause you any trouble.

Keely the Frost Archer (Act I, Level 20)

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  1. Location: In the bandit trapper camp in the northeast of Farbane Woods;
  2. Rewards: Frost - Spell Point (enables you to buy a new spell from the frost tree), Tannery (building used for processing animal skins), Traveler's Wrap (cloak);
  3. Attacks: Triple shot (shoots a spray of three projectiles - stay close and move around her as she aims, or stay far away and move between the shots), Arrow rain (shoots upwards - leave the red circles on the ground that mark where the shots will hit), Invisibility (disappears for a few seconds and reappears a little later);
  4. Strategy: As befits an archer, Keely fights mainly from a distance. Mid-range combat is extremely dangerous because you won't have much room to avoid the arrows. Stay as close to the boss as possible and circle around her. Also eliminate the bandits who join the fight, because they may be more dangerous than the boss. The area is also very open, so don't try to fight Keely during the day as you will have no shelter from the sun.

Errol the Stonebreaker (Act I, Level 20)

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  1. Location: In the bandit copper mine near the center of Farbane Woods;
  2. Rewards: Chaos - Spell Point (enables you to buy a new spell from the Chaos Tree), Storage (buildings for storing items, gems and materials);
  3. Attacks: Hammer uppercut (very short range preceded by a rather long swing from below), Spin swing (long range around the boss preceded by a sideways swing), Shockwave (preceded by a swing from above, fires a purple shockwave that stays on the ground and after a while explodes), Cross shockwave (after losing half of its health, fires four shockwaves at once in four directions), Whistle (summons lesser miners);
  4. Strategy: Fight Errol from a distance - his shockwave is the only ranged attack he has. Use the spear - it will enable you to stab the boss from a relatively safe distance. The safest way to attack him is after his hammer uppercuts and spinning swings - you have to be more careful with the shockwave, because it explodes with a slight delay.

Rufus the Foreman (Act I, Level 20)

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  1. Location: In the bandit logging camp in the southeast of Farbane Woods;
  2. Rewards: Blood - Spell Point (enables you to buy a new spell from the blood tree), Woodworking Bench (buildings used to create items from wood), Crossbows (allows you to craft crossbows);
  3. Attacks: Crossbow shot (a single crossbow shot followed by a long aiming time), Net throw (reaches into his pocket and throws a web to immobilize you - avoid the red circle on the ground), Bolt rain (shoots upwards - lower the red circles on the ground that mark where the bolts will hit), Automatic fire (after losing half of its health, it fires a long series of bolts);
  4. Strategy: Rufus is not a very dangerous opponent, as his attacks are very slow. The most dangerous moment of the fight is his series of shots - stay away from him and go sideways to avoid his bolts. Also keep a close eye out for his fastest attack, which is the net throw.

Goreswine the Ravager (Act I, Level 27)

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  1. Location: In the desecrated cemetery in the southern part of Farbane Woods;
  2. Rewards : Unholy Magic - a spell point (allows you to buy a new spell from the Unholy Magic tree), Tomb (a structure that generates undead that can be killed for resources), Cemetery decorations (candles, fences, gate), Gravedigger Ring (a magical artifact that provides a bonus to power spells), Grave Dust (alchemical ingredient to be prepared at the grinder), Raise Skeletons & Ghuls (the ability to summon the undead after placing flowers on the tomb).
  3. Attacks: Summoning a poisonous bulb (the bulb growing under the player's feet will explode after a while, dealing poisonous damage and leaving a poisonous stain on the ground), Shooting green projectiles (the cultist will shoot a green beam from time to time, but it flies slowly and is easy to avoid), Teleportation (this slow enemy will try to move away from you by teleporting a short distance), Shield (from time to time Goreswine will cover himself with a protective shield and start throwing a few poisonous bulbs).
  4. Strategy: Goreswine is not very fast, but he is very good at controlling space. His poisonous bulbs and teleportation will make it difficult for you to get close, so it is worth arming yourself with, for example, a crossbow. The smaller undead in the cemetery may also be a problem. To avoid being overwhelmed by enemies, try to stay on the move and "clear" the next wave of enemies from time to time. However, the Ravager should remain your priority. Try to attack the boss right after his attacks and bombard him with a barrage of arrows and ranged attacks.

Grayson the Armourer (Act I, Level 27)

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  1. Location: In the central part of Farbane Woods;
  2. Rewards: Illusion - spell point (allows you to buy a new spell from the Illusion magic tree), Workshop Floors (floors that increase the efficiency of construction in the castle workshop), Assortment of Storage Shelves (a set of small compartments for various reagents and tools), Target Dummies (dummies in various shapes), Whetstone (a stone produced in a kiln for sharpening weapons and tools).
  3. Attacks: Spread traps (Grayson scatters sharp spikes throughout the arena, which temporarily immobilize you when stepped on), Charge (quick attack with an axe, knocks back on impact), Throw (boss throws three projectiles that fly quite slowly and are easy to avoid) , Summon a henchman (Grayson summons a single bandit archer), Spinning strike (the bandit takes a wide swing and makes a wide slash).
  4. Strategy: Grayson is a much easier opponent than Goreswine. The main difficulty while fighting him will be avoiding the traps scattered around the arena. Activating one of them will temporarily immobilize you, leaving you vulnerable to attacks. However, you can move around the traps quite easily, and you can also jump over them using the vampire jump skill (press the spacebar). Before each attack, Grayson also performs a fairly distinct swing, which will make it easier for you to prepare to dodge. Ranged weapons, such as a crossbow, will also help you in combat. Warning! Moving outside the forge area will reset the boss and restore his health.

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