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Clockwork Nightmare

A 6-12 player Veil instance for levels 50-99: a toy factory that will not stop, the Nightmare Doppelganger and the Clockwork Knight.

Updated 4 October 2026instance12-manpartyLv50-99
The Veil found a toy factory and the clock tower that runs it, and wound them both up again. Nothing in there has stopped since.
It works like Echoes of Glast Heim: the party leader forms the run at the Veil Muster, members enter there, monsters grow with the party, the fallen are raised after 60 seconds (except before the final boss), and every boss leaves a Veil Spoils chest. It is the first Veil instance most players will see.

The four stages

  1. The toy halls:
    Clockwork Mimic
    ,
    Clockwork Rideword
    ,
    Clockwork Punk
    .
  2. The clock works:
    Nightmare Clock
    ,
    Nightmare Alarm
    ,
    Nightmare Manager
    .
  3. The nightmare gallery:
    Nightmare Joker
    ,
    Nightmare Elder
    and the mid-boss
    Nightmare Doppelganger
    . At half health it calls the gallery's crowd.
  4. The great hall:
    The Clockwork Knight
    .
    • At half health it calls the clocks and alarms.
    • At 20 % health it enrages (35 % with the Enraged affix).
    • Every 30 seconds it spits venom at a random player: 2.5 seconds later a pool bursts where they stood, for 30 % of max HP to everyone within 3 cells. Step out and keep apart. It never kills on its own.

Rewards

Once a week per character:
  • 200 Hunting Coin (through the daily Hunting Coin cap)
  • 2 Veil Essence I (account-bound)
  • Heroic adds 100 more Hunting Coins.
Your week starts at the first boss you see fall, exactly as in Echoes of Glast Heim. A quest in your quest window, "[Veil] Clockwork Nightmare: weekly clear", shows it. Characters above Lv109 help without rewards or rolls.