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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
|-
|-
| Grasslands || Sunlit Grotto || 1 || 30 ||
| {{Icon|grasslands}} Grasslands || Sunlit Grotto || 1 || 30 || Glowworm Lantern
|-
|-
| Redwood Wilds || Rootway Hollow || 10 || 70 || Cavern Charm (trinket)
| {{Icon|redwood-wilds}} Redwood Wilds || Rootway Hollow || 10 || 70 || Cavern Charm (trinket)
|-
|-
| Murkwater Swamp || Drowned Cavern || 20 || 100 || Flickerfang Spear (weapon)
| {{Icon|murkwater-swamp}} Murkwater Swamp || Drowned Cavern || 20 || 100 || Flickerfang Spear (weapon)
|-
|-
| Cavern Depths || Echoing Deep || 30 || 130 || Mosslit Crown (head)
| {{Icon|cavern-depths}} Cavern Depths || Echoing Deep || 30 || 130 || Mosslit Crown (head)
|-
|-
| Scorched Badlands || Cinder Vault || 40 || 170 ||
| {{Icon|scorched-badlands}} Scorched Badlands || Cinder Vault || 40 || 170 || Emberglass Idol
|-
|-
| Coral Shallows || Tidewrack Cave || 50 || 195 || Pearlscale Vest (chest)
| {{Icon|coral-shallows}} Coral Shallows || Tidewrack Cave || 50 || 195 || Pearlscale Vest (chest)
|-
|-
| Frozen Wastes || Glacier Hollow || 60 || 220 || Stalker's Greaves (legs)
| {{Icon|frozen-wastes}} Frozen Wastes || Glacier Hollow || 60 || 220 || Stalker's Greaves (legs)
|-
|-
| Ashen Peaks || Ashen Gallery || 70 || 260 || Aegis of the Deep (shield)
| {{Icon|ashen-peaks}} Ashen Peaks || Ashen Gallery || 70 || 260 || Aegis of the Deep (shield)
|-
|-
| Skyreach Plateau || Skyvein Chasm || 80 || 310 || Glowstone Talisman (trinket)
| {{Icon|skyreach-plateau}} Skyreach Plateau || Skyvein Chasm || 80 || 310 || Glowstone Talisman (trinket)
|-
|-
| 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"
! Unique !! Slot !! From cave !! Notes
! Unique !! Slot !! From cave !! Notes
|-
|-
| Cavern Charm || Trinket || Rootway Hollow || An early-game trinket (attack and defense).
| {{Icon|cavern-charm}} Cavern Charm || Trinket || Rootway Hollow || An early-game trinket (attack and defense).
|-
|-
| Flickerfang Spear || Weapon || Drowned Cavern || A strong mid-game weapon.
| {{Icon|flickerfang-spear}} Flickerfang Spear || Weapon || Drowned Cavern || A strong mid-game weapon.
|-
|-
| Mosslit Crown || Head || Echoing Deep || Crown of living glow moss.
| {{Icon|mosslit-crown}} Mosslit Crown || Head || Echoing Deep || Crown of living glow moss.
|-
|-
| Pearlscale Vest || Chest || Tidewrack Cave || Cave-pearl-scaled hide armor.
| {{Icon|pearlscale-vest}} Pearlscale Vest || Chest || Tidewrack Cave || Cave-pearl-scaled hide armor.
|-
|-
| Stalker's Greaves || Legs || Glacier Hollow || The finest legwear known.
| {{Icon|stalkers-greaves}} Stalker's Greaves || Legs || Glacier Hollow || The finest legwear known.
|-
|-
| Aegis of the Deep || Shield || Ashen Gallery || No shield surpasses it.
| {{Icon|aegis-of-the-deep}} Aegis of the Deep || Shield || Ashen Gallery || No shield surpasses it.
|-
|-
| Glowstone Talisman || Trinket || Skyvein Chasm || Tops the Amber Pendant; no trinket surpasses it.
| {{Icon|glowstone-talisman}} Glowstone Talisman || Trinket || Skyvein Chasm || Tops the Amber Pendant; no trinket surpasses it.
|-
|-
| Fang of the Depths || Weapon || Vale Abyss || The mightiest weapon in the game.
| {{Icon|fang-of-the-depths}} Fang of the Depths || Weapon || Vale Abyss || The mightiest weapon in the game.
|}
|}


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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>

Latest revision as of 20:50, 9 September 2026

Caves are the eleven deep sites explored through the Delving skill — one per 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 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.

Unlocking a cave

[edit | edit source]

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 eleven caves

[edit | edit source]
Biome Cave Delving level Difficulty Unique gear
Grasslands Sunlit Grotto 1 30 Glowworm Lantern
Redwood Wilds Rootway Hollow 10 70 Cavern Charm (trinket)
Murkwater Swamp Drowned Cavern 20 100 Flickerfang Spear (weapon)
Cavern Depths Echoing Deep 30 130 Mosslit Crown (head)
Scorched Badlands Cinder Vault 40 170 Emberglass Idol
Coral Shallows Tidewrack Cave 50 195 Pearlscale Vest (chest)
Frozen Wastes Glacier Hollow 60 220 Stalker's Greaves (legs)
Ashen Peaks Ashen Gallery 70 260 Aegis of the Deep (shield)
Skyreach Plateau Skyvein Chasm 80 310 Glowstone Talisman (trinket)
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

[edit | edit source]

The Amber Door is an eleventh cave — a second, deeper site in the Sundered Vale that opens only once you hold 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 dig runs itself for free.

Cave uniques

[edit | edit source]

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.

Unique Slot From cave Notes
Cavern Charm Trinket Rootway Hollow An early-game trinket (attack and defense).
Flickerfang Spear Weapon Drowned Cavern A strong mid-game weapon.
Mosslit Crown Head Echoing Deep Crown of living glow moss.
Pearlscale Vest Chest Tidewrack Cave Cave-pearl-scaled hide armor.
Stalker's Greaves Legs Glacier Hollow The finest legwear known.
Aegis of the Deep Shield Ashen Gallery No shield surpasses it.
Glowstone Talisman Trinket Skyvein Chasm Tops the Amber Pendant; no trinket surpasses it.
Fang of the Depths Weapon Vale Abyss The mightiest weapon in the game.

Cave loot

[edit | edit source]

Beyond the uniques, every cave pays out:

  • Cave materials (common) — Stalactite Chip, Glow Moss, Cave Pearl, and Echo Shard; sellable and used later in crafting.
  • Gems (uncommon) — Rough Garnet, Deep Sapphire, Ember Topaz, and Sky Opal, tiering up by depth; pure Amber income.
  • Expedition Set pieces — caves drop the biome's 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. 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.

See also

[edit | edit source]
  • Delving — how cave runs actually work.
  • Biomes — clearing a biome opens its cave.
  • Arenas — Artifacts come from caves.