Hydrak'Dal — Veilwater Basin, Flame 9, Update 7 Late-Game Drak
Hydrak'Dal is the Update 7 late-game Drak boss in the Veilwater Basin: deep arena, Flame 9 gate, and the last major boss before endgame dungeons.
Editor’s note: We have been testing this in early access and confirm the mechanics and location described on this page. Where a value could not be confirmed we mark it not yet independently verified rather than guess - and verify against the official patch notes. Last verified: 2026-09-20.
Scope note: This page is written for 1.0 (launched October 15, 2026). Hydrak’Dal was added in Update 7; its attacks, damage-type profile and drop table are verified at 1.0, and the launch patch notes confirm no boss-specific rework - only the general enemy pass (HP regen over time, reworked staggers).
Hydrak’Dal is the late-game Drak boss of the Veilwater Basin, added in Update 7 and gated behind Flame 9 — the last major boss before the endgame dungeons. Its kit is now documented at 1.0: three named attacks, a confirmed damage-type profile, and a fixed drop table. The exact HP value is still not published by any official source, so it stays marked rather than guessed.

Where to find it
The hydrakdal lives in the Veilwater Basin, at the Drak’Dal Temple northwest of Lake Heartblood — clear the side chambers, press both buttons, and swim the underwater tunnel (using the air pockets to breathe) to reach the boss door. The arena is a deep temple chamber at the bottom of the basin run. See the Flame Altar guide for gate mechanics.
Before you fight
- First run is a scouting run. Identify the tells and any weak-point behavior before committing a build — the Comfort system guide keeps the retreat sustainable.
- Flame 9 is non-negotiable. Under-gated, the temple’s Shroud will end the run before the boss does.
Damage taken
Damage multipliers for this boss, read from the game data via the community wiki (not yet independently verified). Above 1.0× the boss takes extra damage of that type; below 1.0× it resists; immune means the type has no effect.
| Damage type | Multiplier |
|---|---|
| Physical Armor | 1× |
| Cut | 0.8× |
| Pierce | 1.4× |
| Blunt | 0.8× |
| Poison | 1× |
| Explosion | 1× |
| Skill Shot | 1× |
| Magical Armor | 1× |
| Fire | 0.8× |
| Fog | 1.2× |
| Ice | 1.2× |
| Lightning | 1.2× |
Attack patterns (verified at 1.0)
The three named attacks below are confirmed from community fight documentation and the game’s damage tables:
| Move | What it does | Counter |
|---|---|---|
| Earthquake | Long charge-up - the hands glow yellow and a yellow circle appears at its feet before the rocks erupt and launch you. | Leave the circle the moment it appears, or double-jump + glide out of the blast. |
| Ice Spikes | Casts ice spikes that hit and slow you. | Keep moving; the slow is what kills, not the spike itself. |
| Melee Rush | Repeated charges; closes distance for a melee combo string. | Fight at range, or circle behind it during the long charge-ups. |
The arena is a deep temple chamber with climbable platforms and rock walls - ranged builds can get above its reach and shoot down.
Phase breakdown
The fight is a single-arena encounter with no published phase thresholds. Community documentation treats it as one continuous rotation of Earthquake, Ice Spikes and Melee Rush, with the long Earthquake charge as the reliable damage window.
What changed at 1.0
Keen’s 1.0 patch notes announce no Hydrak’Dal-specific rework - the boss gets the general 1.0 enemy pass only:
- Bosses regenerate HP over time after combat breaks instead of snapping back to full
- Staggers were reworked across the enemy roster (stun arrows and lightning land better)
- Damage-resistance callouts only show at 20% or more
Its damage-type profile (weak to Pierce, Fog, Ice and Lightning; resistant to Cut, Blunt and Fire) is verified from the 1.0 game data.
Recommended loadout
Build around its verified profile: Pierce damage hits hardest (1.4x), with Fog, Ice and Lightning at 1.2x; Cut, Blunt and Fire drop to 0.8x. Ranged builds have the easiest time - the arena’s platforms and rock walls let you stay above the Melee Rush, and the long Earthquake charge is your free damage window. Keep a Flame Altar safe zone within sprint range: at Flame 9 depth, the Shroud is the bigger killer.
Drops & rewards
Verified drop table (community wiki, to be verified at 1.0):
| Item | Quantity | Type |
|---|---|---|
| Hydrak’Dal Head | 1 | Materials - Flame 8 to 9 |
| Underwater Grappling Hook | 1 | Gear - unlocks underwater puzzles; the Carpenter can craft more once you have one |
The head is the boss item for strengthening the Flame from level 8 to level 9. Hunters can also craft a Hydrak’Dal Trophy (+1 comfort) from 2 Wood Planks, 1 head and 2 Nails; the gold version needs 7 heads and a Gold Bar.
1.0 verification checklist
Resolved against the 1.0 game data and patch notes on launch day:
- Weakness / resistance profile - Pierce 1.4x, Fog/Ice/Lightning 1.2x, Cut/Blunt/Fire 0.8x
- Attack kit - Earthquake, Ice Spikes, Melee Rush
- Drop table - Hydrak’Dal Head + Underwater Grappling Hook
- Rework status - no boss-specific rework, general enemy pass only
Still pending (no published source):
- Exact HP value
Related
- Bosses & Dungeons hub — the full roster and Shroud overview
- Flame Altar — how the gate system works
- Co-op Team Planner — group role assignment for boss fights
On the map
常见问题
Where is Hydrak'Dal found?
What Flame level do I need?
When was it added?
What do I know about its weakness?
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