Caves: Difference between revisions

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'''Caves''' are the ten deep sites — one per [[Biomes|biome]] — explored through the [[Delving]] skill. Each cave opens as a '''second reward''' for fully clearing its biome, sitting beyond the [[Expeditions|Guardian]] fight, and offers cave materials, gems, and a handful of uncraftable, best-in-slot gear pieces found nowhere else.
'''Caves''' are the eleven deep sites explored through the [[Delving]] skill — one per [[Biomes|biome]], plus '''the Amber Door''' hidden beyond the [[Sundered Vale]]. Each biome cave opens as a '''second reward''' for fully clearing its biome, sitting beyond the [[Expeditions|Guardian]] fight, and offers cave materials, gems, and a handful of uncraftable, best-in-slot gear pieces found nowhere else.


For the full mechanics of running caves (torches, injuries, XP, drop layers), see [[Delving]]. This page lists the caves themselves and their signature unique drops.
For the full mechanics of running caves (torches, injuries, XP, drop layers), see [[Delving]]. This page lists the caves themselves and their signature unique drops.
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A cave opens once its biome is '''100% cleared''' — the same milestone that unlocks the next biome. Each cave also has a [[Delving]] level requirement that staggers up the biome chain, from level 1 in the Grasslands to level 90 in the Sundered Vale. A cave's difficulty sits between its biome's patrol and its Guardian, so it is a step up from casual patrolling but short of a boss fight.
A cave opens once its biome is '''100% cleared''' — the same milestone that unlocks the next biome. Each cave also has a [[Delving]] level requirement that staggers up the biome chain, from level 1 in the Grasslands to level 90 in the Sundered Vale. A cave's difficulty sits between its biome's patrol and its Guardian, so it is a step up from casual patrolling but short of a boss fight.


== The ten caves ==
== The eleven caves ==


{| class="wikitable sortable"
{| class="wikitable sortable"
! Biome !! Cave !! Delving level !! Difficulty !! Unique gear
! Biome !! Cave !! Delving level !! Difficulty !! Unique gear
|-
|-
| {{Icon|grasslands}} Grasslands || Sunlit Grotto || 1 || 30 ||
| {{Icon|grasslands}} Grasslands || Sunlit Grotto || 1 || 30 || Glowworm Lantern
|-
|-
| {{Icon|redwood-wilds}} Redwood Wilds || Rootway Hollow || 10 || 70 || Cavern Charm (trinket)
| {{Icon|redwood-wilds}} Redwood Wilds || Rootway Hollow || 10 || 70 || Cavern Charm (trinket)
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| {{Icon|cavern-depths}} Cavern Depths || Echoing Deep || 30 || 130 || Mosslit Crown (head)
| {{Icon|cavern-depths}} Cavern Depths || Echoing Deep || 30 || 130 || Mosslit Crown (head)
|-
|-
| {{Icon|scorched-badlands}} Scorched Badlands || Cinder Vault || 40 || 170 ||
| {{Icon|scorched-badlands}} Scorched Badlands || Cinder Vault || 40 || 170 || Emberglass Idol
|-
|-
| {{Icon|coral-shallows}} Coral Shallows || Tidewrack Cave || 50 || 195 || Pearlscale Vest (chest)
| {{Icon|coral-shallows}} Coral Shallows || Tidewrack Cave || 50 || 195 || Pearlscale Vest (chest)
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|-
|-
| the Sundered Vale || Vale Abyss || 90 || 380 || Fang of the Depths (weapon)
| the Sundered Vale || Vale Abyss || 90 || 380 || Fang of the Depths (weapon)
|-
| the Sundered Vale || '''The Amber Door''' || 95 || 450 || Echo of the First Warden
|}
|}
=== The Amber Door ===
The '''Amber Door''' is an eleventh cave — a second, deeper site in the Sundered Vale that opens only once you hold '''[[Chronicles|The Sigil]]''', the reward for completing the Chronicles. It does not burn an ordinary [[Torch]]: each delve consumes a '''Deeplight Lantern''' instead. Its unique drop, the '''Echo of the First Warden''', is a live-effect relic — while held, roughly every fifth [[Excavation|dig]] runs itself for free.


== Cave uniques ==
== Cave uniques ==


Eight of the ten caves each hold one '''unique''' gear piece — a rare drop on a winning run that cannot be crafted, bought, or found anywhere else. Each is best-in-slot for its tier, making them the endgame completionist chase. The Sunlit Grotto and Cinder Vault have no unique of their own.
Every cave now holds a '''unique''' — a rare drop (about 0.2% per winning run) that cannot be crafted, bought, or found anywhere else. The gear uniques below are best-in-slot for their tier, making them the endgame completionist chase. The Sunlit Grotto (Glowworm Lantern) and Cinder Vault (Emberglass Idol) each gained a unique as well, and the Amber Door drops the relic '''Echo of the First Warden'''.


{| class="wikitable sortable"
{| class="wikitable sortable"
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* '''Gems''' (uncommon) — Rough Garnet, Deep Sapphire, Ember Topaz, and Sky Opal, tiering up by depth; pure [[Items|Amber]] income.
* '''Gems''' (uncommon) — Rough Garnet, Deep Sapphire, Ember Topaz, and Sky Opal, tiering up by depth; pure [[Items|Amber]] income.
* '''Expedition Set pieces''' — caves drop the biome's [[Expeditions|set]] pieces at a higher rate than patrols.
* '''Expedition Set pieces''' — caves drop the biome's [[Expeditions|set]] pieces at a higher rate than patrols.
* '''Arena Artifacts''' — a biome's cave is the '''only''' source of its Arena Artifact, the key used at the [[Arenas]]. See [[Delving]].
* '''Arena Artifacts''' — a biome's cave is the '''only''' source of its Arena Artifact, the key used at the [[Arenas]]. A dry streak is now capped: if the artifact hasn't dropped in 20 winning runs, the 20th run guarantees it. See [[Delving]].
* '''Dig Site Maps''' — caves are the best drop rate for a biome's [[Excavation]] map.
* '''Dig Site Maps''' — caves are the best drop rate for a biome's [[Excavation]] map.


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* [[Biomes]] — clearing a biome opens its cave.
* [[Biomes]] — clearing a biome opens its cave.
* [[Arenas]] — Artifacts come from caves.
* [[Arenas]] — Artifacts come from caves.
{{Nav}}


[[Category:Caves]]
[[Category:Caves]]
[[Category:Delving]]
[[Category:Delving]]
[[Category:Progression]]
[[Category:Progression]]
<div class="pi-pageimage" style="display:none">[[File:Icon-cavern-depths.png|128px]]</div>