Caves: Difference between revisions
Primal wiki (talk | contribs) CI sync from e04c3b3269c4ab1e49512baafc27d3bbbb6f5e0e |
Primal wiki (talk | contribs) CI sync from a8ad76793c4b1670e5fa7c367b2ec274b4847c66 |
||
| Line 1: | Line 1: | ||
'''Caves''' are the | '''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. | ||
| Line 7: | Line 7: | ||
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 | == 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) | ||
| Line 20: | Line 20: | ||
| {{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) | ||
| Line 31: | Line 31: | ||
|- | |- | ||
| 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 == | ||
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" | ||
| Line 64: | Line 70: | ||
* '''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. | ||