hunting_ground_guide
Published On: May 11, 2026

Void Hunters Hunting Grounds Guide

Hunting Grounds are a core part of Void Hunters. Not only for resources but they also bring a bit of fun being a rogue-like. Each run could potentially be wildly different from the previous, depending on the luck of the draw and that’s exciting.

But they can also be frustrating. Why do runs feel REALLY hard towards the end, particularly at higher levels. What happens when a Hunting Grounds mission is telling you find Holy Order Patrols or maybe to buy something from “The Scavenger” and you have no idea what they look like.

Well in this guide we are going to break down everything. We will explain the basics you need to know as well as list ALL the different Hunting Ground tiles, showing you exactly what they look like on the map.

Lets get into it!

What are Hunting Grounds?

Lets start with the obvious.

We touched on it just a second ago but Hunting Grounds are Void Hunters Rogue-like mode.

Rogue-like means that there is no meta progression and every run starts from scratch. These modes in game are usually quite fun as you can power up and enable units to do things that would normally be able to do.

Such as a rare healer like Lysadorea dealing massive damage any time she heals or Besemin becomes a crowd control monster by stunning anyone she hits with her basic (seriously this is really strong as she hits up to 3 enemies).

Each Hunting Ground has different restrictions and you can find out more about some of the nuances by visiting our dedicated pages to each individual hunting ground.

Do I Have To Follow A Certain Path?

Tiles In Hunting Grounds

No.

You can go in any direction that you see fit. However, what we would suggest is picking tiles that are part of your Hunting Ground quests (we’ll show you how to indentify that in a moment) or picking tiles that give a boons for your strongest characters.

You can usually tell which character will get the boon as their portrait will be beneath the tile you are selecting. Once selected the characters will also be displayed on the right hand side of your screen, like pictured here.

Some Of The Tiles Show No Rewards, Is This Right?

Mystery Reward In Hunting Grounds

Yes.

Some of the different tiles in Hunting Grounds wont show you a portrait on the map. Upon selection you will see that there is no boon reward, or the boon doesn’t show a specific hunter and has a question mark.

This is perfectly normal. You will find some tiles will give healing or Void cleansing instead of a hunter boon. Some tiles, like Holy Order Patrol, will give a boon for ALL Holy Order Allies. The Void Hunter tiles will give boon rewards to other certain groups. So do not worry, no battle goes completely unrewarded.

When Do I Get To Pick My Boon Rewards?

Besemin Hunting Ground Boosts

For tiles that offer boons to your Hunters, you only get the boons after beating the stage. Players are given a choice of 3 to choose from, so there is some variety. The choices given are random, although sometimes your previous selections may effect what is shown to you. For example if you took a boon that gave your Hunter the ability to place Bleeds on basic. You might find further down the road you are given the option to take a boon that lets your Hunter heal equal to the damage enemies take from Bleeds.

For tiles where there is no fight, such as Safe Place, Hunters Blaze or if you choose to pay the Holy Order Patrol. You get your reward straight away.

Why Do Hunting Grounds Feel Harder Towards The End?

Have you ever asked yourself “Why does this feel likes its getting harder with all of these boons?”

The answer to that question is The Void. More specifically Void Menace.

We have talked about the Void, Void Menace and other Void mechanics in depth in another guide which you can see here.

But I will take a snippet from that article and paste it here. Think of Void Menace as the difficulty rating for a battle. It ranges from level 0 to 4 and plays a much bigger role than most players initially realise.

Inside a single physical fight, Void Menace remains fixed. But across a full Hunting Grounds run, it builds progressively as you advance.

Each step through the Hunt adds progress toward the next Void Menace level, in my experience playing each step I take adds 3 or 4 initially. But once you reach higher Hunting Ground levels this can be 5 or 6.

Once you reach or go over 10 the level increases. This repeats all the way up to a maximum Void Menace level of 4. That means the further you go, the more dangerous everything becomes. As you progress your Hunting Grounds levels by mastering them, the amount of steps needed to complete increases, so you will inevitably hit Void Menace 4. So if it feels like the final stages of a Hunting Grounds run are significantly harder than the beginning, that’s because they genuinely are.

At higher Void Menace levels, Void-related enemies gain the Void Minion effect. This significantly boosts their stats:

  • +10% Attack, Defense, and Max HP per level
  • +5% Speed per level

By the time you reach Void Menace 4, enemies can have up to +40% Attack, +40% Defense, +40% Max HP and +20% Speed.

That’s a massive jump in power and a big reason why stages and bosses at the end of a Hunt feel dramatically tougher than earlier encounters.

Theres more. On top of that, Void Menace also increases how often Void Touch is applied and reduces overall healing effectiveness.

What are Curses?

Curses are boons, but are team wide negative effects that players will gain throughout the Hunting Ground. These are generally gained once enough steps have been taken for the Void Menace level to increase. There are other ways to gain Curses as well, such as failing to beat the Shadow Imperative within 20 turns.

The Curses are given randomly, with some being worse for certain teams than others. For example the Curse that gives Void Touch for every buff a players Hunters are under, is more game ending against Holy Order than it is against Free Tribes. So players will need to think about which one they will remove when the opportunity arrises.

Speaking of Curse Removal…

How To Remove Curses & Rest Meter

Hunting Ground Rush Forward

There are currently 2 ways for players to remove Curses from their party in Hunting Grounds.

The first is to visit a Holy Order Shrine (pictured). When visiting this tile players can either remove one Curse of their choice or rush forward to fill their “Rest Meter” (also pictured).

Hunting Ground Rest Meter

Filling the Rest Meter is the other way players can remove Curses. In the earlier Hunting Grounds, players will start with 1 full rest which can be used to remove a Curse or Revive a fallen hunter at any time. As you progress through to the harder Hunting Grounds, players will start with 50% Rest meter, 25% Rest meter and 0.

Players can gain progress towards their Rest meter by “Rushing Forward” at different tiles. These tiles include Safe Place, Holy Order Shrine, Hunters Sign, Massacre Remains and Ancient Remains.

Hunting Ground Rest Recover
Hunting Ground Rest Remove Curse

Once a players Rest Meter is 100% full they can then Rest to do one of the following.

  1. Fully heal and cleanse one hunter. If the hunter is dead it will also revive them.
  2. Remove one Curse

How Do I know If A Tile Is Part Of My Hunting Grounds Quests?

Void Hunt Quest Location

You may have noticed that before you physically enter a Hunting Ground. On the right hand side of the screen there might be some missions such as “Find the Scavenger” or “Trade with the Holy Order Renegade”.

In some instances, Void Hunters have made it easy for you to locate these by placing an exclamation point above the tile. So its easily seen and you can plan your route to get their accordingly.

However, some Hunting Grounds have a lot of fog of war (where you cant see ahead) or the tile you need might be hidden by a question mark. So you don’t always get to see where they are, but this yellow mark as pictured above. Will help you if its there.

All The Locations In Hunting Grounds

We are now going to list ALL the different locations in Hunting Grounds. The banner image will show you what the tile looks like on the map and we will give a brief description on what rewards you can expect. Where necessary we will go into a bit more depth on certain tiles with their own section such as Void Hunters.

Hunting Ground Abandoned Ruins

This tile gives players the opportunity to win either 1 or 3 random Hunter boons.

If you “sneak in”, players will get increase speed and turn meter on their Hunters but only gain 1 random Hunter boon at the end of the fight.

If you “rush in”, the enemy will gain increase speed and turn meter but if you win, you get 3 random Hunter boons.

Hunting Ground Ancient Remains

This tile gives players the option to either remove Void Touch on their Hunters or rush forward to gain some progress into the Rest Meter.

Hunting Ground Holy Order Inquisition

This tile players will face Inquisition Holy Order Enemies. Players can skip this fight by “Paying their respects” with gold or fight. Beating this tile grants a unique “team-wide” boon that is more effective if your team are Holy Order Hunters.

Hunting Ground Holy Order Patrol

This tile players will face Holy Order Enemies. Players can skip this fight by “Paying their respects” with gold or fight. Beating this tile grants a unique “team-wide” boon that is more effective if your team are Holy Order Hunters.

Hunting Ground Holy Order Renegade

This tile gives players a choice.

You can either sacrifice 1 boon on one of your Hunters, to gain 2 different random boon. Useful if you don’t really like a particular boon gained so far.

Or you can swap 1 boon from one Hunter in your party to another. This can be amazing, particular if your Nathaniel has “Single target attacks Stun enemies” and you swap this over to your multi hit Besemin.

Hunting Ground Holy Order Shrine

This tile gives players the option to either remove a curse or rush forward to gain some progress into the rest meter.

Hunting Ground Hunters Blaze

This tile allows players to reduce their Void Menace. You can reduce by a small amount or sacrifice a Hunter bonus to reduce it by a larger amount. These are great when it comes to reducing the difficulty of hunts.

Hunting Ground Hunters Map

This tile gives players visibility of tiles further on in the Hunting Ground. Players can either see 3 steps ahead or gain Void Menace to see 6 steps ahead.

It will clear all fog of war and any tile with a question mark will be revealed to players. Potentially revealing Hunting Ground quest tiles as well.

Hunting Ground Hunters Sign

This tile lets players heal their party or rush forward to gain progress to their Rest Meter.

Hunting Ground Lost Soul

One of the more interesting tiles.

Players can permanently reduce the size of their party by sending one Hunter away with the lost soul. In doing so your Void Menace reduces by 4, remaining allies gain 15% Void Touch reduction and you gain 2 random Hunter boons. The Hunter you send away must be alive.

Alternatively, players can take the Lost Soul with them. But in doing so gain Void Touch menace and 1 random boon.

Hunting Ground Massacre Remains

This tile lets players heal their party or rush forward to gain progress to their Rest Meter.

Hunting Ground Powerful Void Thrall

This tile is a harder version of the basic Void Thrall tile. Enemies are tough but players will get 2 Hunter Boons and lose 1 progress from the Void Menace Meter total.

Hunting Ground Safe Place

This tile lets players heal their party or rush forward to gain progress to their Rest Meter.

Hunting Ground Scavenger

The tile is a bit like shopping.

Players can gain up to 3 Hunter boons at the cost of Void Menace progress.

Players are given a choice of 6 random Hunter boons. The first boon is always free, the 2nd will cost 3 Void Menace progress and the 3rd will cost 6.

Hunting Ground Shadow Imperative

This tile is similar to the Holy Order Inquisition tile but there is a catch. If players do not beat this tile within 20 turns, they will get a random curse.

In higher level Hunting Grounds where you consistently get 4 or 5 Curse’s naturally. Gaining one from this tile can be game ending.

Hunting Ground Void Boss

This tile is always found at the end of the Hunting Ground. The boss is hidden on the map but players will know who they are facing before they enter the Hunting Ground.

Hunting Ground Void Lair

This tile is one of the more tricky, but very rewarding.

If a player successfully clears all stages of this tile, they lose 8 points deducted from the Void Menace progress, as well as gain up to 6 Hunter Boons.

However, to get these rewards you must defeat all 3 stages within this tile, with each one getting harder than the last. Also upon defeating an enemy they will be revived. This happens twice before enemies will remain dead.

Hunting Ground Void Thrall

The most simple tile you will find in all Hunting Grounds. Simply fight some enemies for 1 Hunter boon.

Hunting Ground Bandits

This tile has two parts to it. I have separated it from the above because it requires a bit more explanation.

At first glance this is no different from some of the other tiles such as Void Thrall or the Holy Order Patrol. You fight the enemies and upon Victory gain a boon for your Hunters.

However, some Hunting Ground quests require you to “Enter the Bandits Hideout” or worded something similar. You will never see an exclamation mark on the map because its hidden behind the regular bandit tile.

Hunting Ground Bandit Quest

As pictured above, you can see to enter the Bandit’s Hideout players are required to inflict a Control debuff on all enemies.

Control debuffs include Fear or Stun. There number of Hunters than can do this are few (Aedwulf, Galen, Besemin to name a few), however Boons can grant these effects to Hunters to keep an eye out for those.

As a side note, you do not need AoE control. You only need to end your turn with control on all remaining enemies. So if only one enemy is left alive and you are able to Control them, you will still be able to enter the Bandits Hideout.

If successful, the victory screen animation will take place (even though all enemies are alive) and players will then see this new screen pictured below.

Hunting Ground Bandit Hideout

Having located Bandits Hideout, if this is your Hunting Ground Quest you will now see the exclamation mark next to both options.

The Bandits Hideout is different to other tiles where picking the “attack” option is actually better. As you have the advantage on your enemy choosing this grants you turn meter and increase speed. Where as if you “sneak by” the enemy will gain the turn meter and speed.

Hunting Ground Void Hunters

This tile can be one of two options. Friendly Hunters or Enemy Hunters.

Players will get quests that will require them to see both. I have had experiences where there was no exclamation mark to show it was the one I was looking for so the only way of knowing was visiting.

Upon selecting this tile. Players will see one of the two images below.

Hunting Ground Friendly Hunters
Hunting Ground Enemy Hunters

Green Hunters are friendly and Red Hunters are enemy. If your quest is related to either of these you will see the exclamation mark appear next to the one of the options. If I recall correctly I believe you need to “Share Experiences” with friendly hunters and “Stand Up” to enemy hunters.

“Sharing Experiences” with friendlies and “Run Away” from enemy hunters will skip all fighting. The friendly will grant you a random team wide boon that may or may not be useful (sometimes they effect knights only or dwarves only etc…) and running away from enemies will result in a drop of your HP pool.

Final Thoughts

That is the end of our comprehensive guide to hunting grounds. We hope that you have found this useful and it assists you in navigating one of the more fun game modes with in Void Hunters!

Anything we missed or got slightly incorrect? Let us know down in the comments!

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