Prelude Dark Pain Battle Bonuses: Valour Points and v0.3.9 Objectives

Prelude Dark Pain battle on a moving carriage with heroes and enemies positioned near the edge

In v0.3.14, visit the Valor Quartermaster in Birka to replay unlocked battles and complete missed Battle Bonuses. You can focus on different bonuses across separate replays. Once the Quartermaster records a bonus as complete, replaying it does not award that bonus’s Valour Points again.

The mission conditions in the table come from the August 7, 2026 v0.3.9 notes. Replay became available in the October 1 Demon Hunters Awakening update, v0.3.14. The reward and completion-record rules below include the developer’s email clarifications. We have not playtested v0.3.14; follow the live bonus panel if a later build changes a condition.

Check your Valour Points and completion record

Battle Bonuses are optional objectives. Harder objectives award more Valour Points, and completing an objective adds its points directly to your inventory. All points earned before and after the Demon Hunters update are kept. Equipment and hero exchange through the Quartermaster remains a planned feature; an unspendable balance does not mean that the reward failed.

The Quartermaster’s completion record begins with the Demon Hunters update. He does not recognize objectives completed before his introduction, so an older objective can appear unfinished in his record. You can replay that battle to complete the objective for his record and earn its reward again. After it is registered there, the same objective cannot award its points again.

Replay missed bonuses through the Quartermaster

  1. Visit the Valor Quartermaster in Birka and select an unlocked battle to replay.
  2. Check his completion record and choose the unfinished bonus you want to attempt. Plan the squad and actions around that condition.
  3. Complete one or several bonuses in the replay. Previously registered bonuses remain complete, so you can return for a different objective in another attempt.
  4. Check the objective’s completion record and your Valour Point inventory. Replaying a battle for practice does not pay again for goals already registered as complete.

You can repeat an unlocked battle as often as needed. If combining a round limit with a target-order or survival condition makes the attempt unreliable, work on those bonuses in separate replays.

Use the corrected v0.3.9 objective ledger

Battle Corrected v0.3.9 objective What the condition demands
A Neverending Search Bonus 2: eliminate 4 enemies with Rufio Reserve four finishing blows for Rufio; damage from other heroes is useful only if it leaves a legal Rufio finish.
A Neverending Search Bonus 3: defeat the Reaper first No other enemy may be defeated before the Reaper; control or weaken them without finishing.
Everlasting Blessing Bonus 1: finish within 13 rounds, not 10 The v0.3.9 limit is thirteen. Check the live panel before planning the attempt.
A Matter of Honor Bonus 1: Gala must survive Gala can act, move, and take damage; the tracked failure is her defeat.
A Matter of Honor Bonus 2: end in 4 rounds or less The battle must finish by the end of round four; a fast setup with no closing damage does not qualify.
A Matter of Honor Bonus 3: defeat the Hooded Ifure last Keep that named target alive until every other required enemy is down.
The Traitor’s Trail Bonus 2: no heroes must be defeated A revival plan does not satisfy the wording; prevent every defeat.
The Traitor’s Trail Bonus 3: Konrad only takes damage from Gala All direct and area damage touching Konrad must come from Gala.
The Great Train Robbery Bonus 2: push 6 enemies off the grid Six separate enemies must be removed by a valid off-grid push, not merely displaced.
Hello, Rayder, My Old Friend! Bonus 3: all heroes survive without using healings Both clauses matter: no defeat and no healing use.
Saving Hegoa Bonus 3: no heroes must be defeated Finish with the full hero roster undefeated.
The Depths of the Veil Bonus 3: no heroes must be defeated Finish with the full hero roster undefeated.

Protect target order before chasing damage

“First” and “last” objectives are lost by an accidental finishing blow. At deployment, separate enemies into three mental groups: the required first target, enemies that may be controlled or softened, and the target that must remain alive. Re-check health before every area attack.

For A Neverending Search, the Reaper-first condition takes priority over convenient low-health enemies. Move control toward those lesser targets while the squad concentrates damage on the Reaper. Once it is defeated, switch to the Rufio counter. Let other heroes lower health, but stop before damage-over-time, a reaction, or an area effect can claim the elimination.

You can complete the Reaper-first and Rufio-four-kills bonuses on separate replays. For a combined attempt, watch each tracker. If the Reaper can count as one of Rufio’s four eliminations in your live battle, let Rufio take that finishing blow. If the combination is unsafe, focus on the first-kill condition and return for the Rufio objective in another replay.

For A Matter of Honor, mark the Hooded Ifure as the final target. Area attacks are the main risk: an attack aimed at a nearby enemy can clip the protected target below zero. Rotate the camera, read the template, and use single-target actions when its health becomes low.

Build the four-round clear around travel, not only burst

A four-round limit measures wasted movement as harshly as low damage. In Battle Formation, place the heroes that must reach separate lanes where they can begin work immediately. Keep Gala alive without hiding her so far back that the squad loses a full round bringing her into range.

Before round one, decide:

  1. Which enemy blocks access to the larger group?
  2. Which hero can remove or displace that blocker without occupying the next attacker’s tile?
  3. Which actions damage multiple necessary targets without killing the Hooded Ifure early?
  4. Where can Gala finish the round without becoming the easiest enemy target?

End each round by comparing remaining enemy health with the activations left before round five. If the math no longer works, protect the normal victory and return through the Quartermaster for a separate four-round attempt. You can work on Gala’s survival and the Hooded Ifure-last objective in other replays.

Keep Konrad outside every non-Gala damage template

“Konrad only takes damage from Gala” is stricter than “Gala lands the final hit.” Other heroes can handle additional enemies, control routes, defend, or support Gala, but they must not damage Konrad. Before confirming an area skill, inspect every highlighted tile. Do the same for environmental damage and persistent zones if the preview shows Konrad inside them.

A safe division of labor is:

  • Gala handles all attacks that reduce Konrad’s health.
  • Durable heroes keep other enemies from surrounding her.
  • Controllers move or delay adds without placing damaging areas across Konrad.
  • Finishers spend their damage on adds, never on a shared template that overlaps the named target.

When attempting the no-defeat and Gala-only damage bonuses together, keep the roster alive while Gala handles Konrad. If she needs another turn, defend instead of having another hero damage him. A finishing blow from Gala does not repair damage already dealt by another hero.

Count six actual ringouts on the train

The official community starter guide confirms the underlying rule: enemies pushed from certain surfaces are removed instantly, even at full health, and enemies can do the same to your heroes. For The Great Train Robbery, the v0.3.9 objective requires six enemies pushed off the grid.

Arturo Martín confirmed that this objective has always required six enemies. He also clarified that the train push-off bug fixed in v0.3.14 concerned a specific tile. Check the live bonus counter for each valid push.

Build a ringout lane instead of taking every available kill:

  1. Open Strategic View with Space Bar and identify edges that accept a push.
  2. Keep enemies near those edges alive; a normal kill removes one of the six candidates.
  3. Move the pusher so the displacement arrow points outside the playable surface, with no unit or obstacle stopping it.
  4. Confirm that the enemy disappears and the live bonus counter advances.
  5. Move your pusher away from the same edge before an enemy copies the tactic.

If a target slides but remains on the battlefield, it was displacement, not an off-grid elimination. Do not count it yourself; trust the objective tracker. Preserve enough remaining enemies to reach six before finishing the battle.

Separate “no defeat” from “no healing”

Saving Hegoa and The Depths of the Veil ask only that no heroes be defeated. Healing is compatible with that wording unless the live panel adds another restriction. Hello, Rayder, My Old Friend! explicitly adds “without using healings,” so survival must come from prevention: formation, focus fire, control, Defend, and avoiding exposed edges.

Constraint Allowed plan Failure signal
No hero defeated Heal before health reaches zero, reduce incoming actions, and retreat exposed heroes. Any hero reaches the defeated state, even if a recovery action is available later.
All survive without healing Prevent damage, defend, control, and finish threats before they act. A healing action is used or any hero is defeated.
Named hero survives Keep Gala protected while still contributing to the clear. Gala is defeated; damage alone is not the stated failure.

Do not blur the three. An item, skill, regeneration effect, or other action described by the game as healing is risky in the no-healing battle even when it seems passive. Read the live tooltip and the bonus tracker before using it.

When a corrected bonus still does not credit

  1. Check the client version: the objective table is based on v0.3.9, while Quartermaster replay was introduced in v0.3.14.
  2. Compare the live bonus panel with the table. If a later build shows a different condition, use that build’s current requirement.
  3. For kill-owner objectives, verify who receives the elimination, not who dealt the most damage.
  4. For target-order objectives, check whether damage-over-time, a reaction, or an area effect produced an earlier kill.
  5. For ringouts, require the enemy to leave the grid and the tracker to advance.
  6. For survival objectives, distinguish “damaged,” “healed,” and “defeated” according to the exact clause.
  7. After completing a bonus, check the Quartermaster’s completion record and your Valour Point inventory. An objective already registered in his record does not pay again.
  8. If an objective was completed before the Demon Hunters update, compare it with the Quartermaster’s record. Earlier completions are not recognized there, while the points you already earned are kept.

This table covers the eight named story battles in the v0.3.9 corrections. It does not list the new Valor objectives for the Demon Hunters encounters added in v0.3.14. Read those encounters’ live bonus panels for their requirements.

Official sources and developer clarification

Prelude Dark Pain on Steam · Official v0.3.9 Battle Bonus changes

Arturo Martín, Art/Creative Director of Prelude Dark Pain, clarified the replay, reward, and older-save tracking rules by email on October 7, 2026, and confirmed the unchanged six-enemy train requirement on October 8.