B015 Irontide Reaches: Difference between revisions

From Abernon
Biome Favor rollout (Robert approved 2026-10-15): Line and Favor rows / favor section
Event ID audit: master events that clashed with wired biome IDs renumbered (wired keeps ID), per Robert
 
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! ID !! Biome-pack name !! Master name !! Type !! Duration cell !! Cooldown cell !! Broadcast !! Trigger !! Notes duration
! ID !! Biome-pack name !! Master name !! Type !! Duration cell !! Cooldown cell !! Broadcast !! Trigger !! Notes duration
|-
|-
| WE0043 || Magnetic Surge Season || Irontide Rea Environmental Event || Environmental || 30min || 4hr || FALSE || RANDOM || 45-90 minutes real-time
| WE0310 || Magnetic Surge Season || Irontide Rea Environmental Event || Environmental || 30min || 4hr || FALSE || RANDOM || 45-90 minutes real-time
|-
|-
| WE0044 || Iron Bloom || Irontide Rea Resource Event || Resource || 15min || 24hr || FALSE || TIME_CYCLE || 30 minutes real-time
| WE0044 || Iron Bloom || Irontide Rea Resource Event || Resource || 15min || 24hr || FALSE || TIME_CYCLE || 30 minutes real-time
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WE0043 notes: Tidal Iron Shard nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is FALSE. Spawn override on that row is ANCIENT_WALKER. WE0044 notes: Tidal Iron Shard nodes surge, triple yield during the event. Resource bonus on that row is TRUE. Affects territory is FALSE. WE0045 notes: Tidal Iron Shard nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is TRUE. Spawn override on that row is ELITE_SURGE. Biome state change recorded as Irontide Reaches_STATE_ALTERED.
WE0310 notes: Tidal Iron Shard nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is FALSE. Spawn override on that row is ANCIENT_WALKER. WE0044 notes: Tidal Iron Shard nodes surge, triple yield during the event. Resource bonus on that row is TRUE. Affects territory is FALSE. WE0045 notes: Tidal Iron Shard nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is TRUE. Spawn override on that row is ELITE_SURGE. Biome state change recorded as Irontide Reaches_STATE_ALTERED.


== Quests ==
== Quests ==

Latest revision as of 05:30, 23 October 2026

B015 Irontide Reaches

Field Value
BiomeID 015
Biome name Irontide Reaches
Climate COASTAL_MARINE
Difficulty 3
Starting control F07 Ironveil Compact
Primary hazard Irontide Current Drag
Signature resource Tidal Iron Shard
MysteryZone False
Continent CONT_VERDANIA
Region Verdania — Northern Coast (Ironveil)
Elevation_m 0
Status LIVE_CANON
Source LIVE/DATA/biome_registry_v5.7.4.json

Ground

Where magnetic tides reclaim shattered iron relics of forgotten wars. The shoreline clangs with moving metal fragments drawn by tidal magnetism. Flora here incorporates iron filings into its cellular structure for structural support.

Settlements

Name Type Population Controlling faction
Irontide Harbour Trade Capital / Port City 120000 F07 Ironveil Compact
Iron Relic Shore primary N/A F07 Ironveil Compact
Magnetic Shelf secondary N/A F07 Ironveil Compact

Settlement pages: Iron Relic Shore, Irontide Harbour, Magnetic Shelf. All settlements: Settlements.

Factions present

Faction Where recorded
F07 Ironveil Compact Home faction of this biome. Controlling faction on every recorded settlement row. All seven NPC rows.

No other faction is recorded on an Irontide Reaches NPC row or settlement row.

The faction named as starting control in the header holds the biome at the start. Control can change during play, and quests follow whoever controls the biome at the time.

Resources

Full table with IDs and node details: B015 Irontide Reaches/Resources.


Signature, primary, secondary, and minerals

These rows are recorded on the B015 resource table and were not in the gatherable list above.

ID Name Type Rarity
SIG-015 Tidal Iron Shard SIGNATURE Rare–Legendary
PRI-015 Iron Tide Ore PRIMARY Uncommon–Rare
SEC-015 Magnetic Resin SECONDARY Common–Uncommon
MIN-COM-IRO Iron Ore Common Mineral Common
MIN-COM-MAG Magnetite Common Mineral Common
MIN-COM-SHO Shore Stone Common Mineral Common
MIN-RARE-TID Tidal Iron Crystal Rare Mineral Rare
MIN-RARE-MAG Magnetic Shard Rare Mineral Rare

Harvest

The harvestable index records counts for biome 015 only: flora 4, ore 3, trees 3, total 10. That index does not name the rows, so those counts are not assigned to names here.

Named flora recorded for Irontide Reaches:

ID Name Harvestable
FLORA-IRID-015 Irideshrub Yes
FLORA-TIDE-015 Tidekelp Yes
FLORA-IRON-015 Irontide Kelp No
FLORA-GLIM-015 Glimmer Algae No
FLORA-SHOR-015 Shore Moss No
FLORA-SHAR-015 Shard Weed No — Protected
FLORA-STOR-015 Storm Flower No
FLORA-SALT-015 Salt Vine No

Two named flora rows are marked harvestable. That does not match the harvestable index count of 4. Both figures are left as recorded. The ecological-role cell says PROTECTED SPECIES on Irontide Kelp, Glimmer Algae, Shore Moss, Shard Weed, Storm Flower, and Salt Vine. The harvestable cell says No on Irontide Kelp, Glimmer Algae, Shore Moss, Storm Flower, and Salt Vine and No — Protected on Shard Weed. Both wordings are left as recorded.

Not recorded: a named tree list, and a named ore list that matches the index counts of 3 and 3.

Deep zone

Field Value
Deep zone Deep Irontide — Tidal Vault
Layout Sea Cave Descent
Max players 6
Lockout hours 72
Boss name Crystaldune — Deep Form
Ground note The Tidal Vault has never been accessible to surface explorers. The Deep Zone system reveals what the biome contains at its most dangerous depth.

Boss

Field Value
Boss Crystaldune, Ancient of Biome 015
Difficulty T3_Heroic
Recommended party 4
Damage type Fire
Arena Iron Relic Shore
Arena description The boss encounter takes place in the heart of Irontide Reaches's most extreme terrain feature. The arena is shaped by coastal marine conditions — no neutral ground exists. In 0.68g, player jump arcs extend 47% further than Earth-equivalent, and boss knockback sends players 35% further than expected.
Arena size (m) 84
Arena terrain Storm-surge coastline
Arena hazard Irontide Current Drag
Unique material Briny Scale
Ground blurb The Briny Prowler the Ancient is the apex expression of Irontide Reaches's ecosystem — a creature that has been shaped by coastal marine conditions across centuries of adaptation in 0.68g. It is not simply dangerous. It is what Irontide Reaches would be if the biome could choose to fight.

Weather

The atmosphere row records weather patterns Magnetic Storm, Iron Rain, and Salt. Those three names are not rows in the weather table. Six weather rows are recorded for this biome.

ID Name Code Recorded effect
WX-015-STORM Storm STORM Severe visibility reduction. Player movement restricted. Pack predators shelter. Ambush predators peak activity.
WX-015-ASH Ashfall ASH Reduces visibility. Ash-adapted creatures +15% aggro. Node guardian activity increases. Tidal Iron Shard harvest modified.
WX-015-SNOW Cold Event SNOW Winter only. Fauna density minimum. Node guardians reduced patrol. Resource yield -20% all types.
WX-015-ANY Any Weather ANY Weather-independent spawn — present in all conditions.
WX-015-RAIN Rain/Mist RAIN Rare moisture event. Suppresses primary hazard temporarily. Most comfortable traversal conditions.
WX-015-CLEAR Clear Sky CLEAR Maximum K3V amber light. Visibility maximum. Best navigation conditions. Standard resource yields.

Spawn entries recorded on those rows: Storm 9, Ashfall 11, Cold Event 15, Any Weather 11, Rain/Mist 8, Clear Sky 16. Night-multiplier entries above 2.0 recorded on those rows: Storm 1, Ashfall 3, Cold Event 5, Any Weather 2, Rain/Mist 3, Clear Sky 4.

Mobs

Eight named mobs are recorded. One further row records 62 additional spawn-table entries that are not named. Those 62 are not listed as species here. That summary row records 12 corrupted variants and 0 event overrides. Its weather distribution cells are all zero.

ID Name Archetype HP Creature ID Node guardian
MOB-015-01 Starglass Large Herbivore 136 CR00981 False
MOB-015-02 Desertcrystal Swift Scout 71 CR00982 False
MOB-015-03 Glassclaw Pack Predator 91 CR00983 False
MOB-015-04 Shimmerhorn Ambush Predator 99 CR00984 False
MOB-015-05 Glassstalker Elemental Creature 102 CR00985 False
MOB-015-06 Crystaldune Ancient Walker 213 CR00986 False
MOB-015-07 Glassfang Scavenger 101 CR00987 False
MOB-015-08 Shimmerscale Node Guardian 146 CR00988 True

Nodes

Eight network nodes are recorded. Five are positive and three are negative. The node profile records dominant POSITIVE, density low, base respawn 40 minutes, and modifier 1.00x.

ID Name Type Location Signature resource growth Guardian
NODE_015_P01 Irontide Primary Anchor POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Iron Relic Shore zone. No None
NODE_015_P02 Irontide Light Node 2 POSITIVE Located within the main resource cluster, feeding crystal growth. Within the Magnetic Shelf zone. No None
NODE_015_P03 Irontide Light Node 3 POSITIVE Located at the convergence of the two largest named locations. Within the Magnetic Shelf zone. No None
NODE_015_P04 Irontide Light Node 4 POSITIVE Located near the biome's primary water source or geological anchor. Within the Magnetic Shelf zone. No None
NODE_015_P05 Irontide Light Node 5 POSITIVE Located at the highest-traffic prey corridor, where ecological energy concentrates. Within the Magnetic Shelf zone. No None
NODE_015_N01 Irontide Void Node 1 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Irontide Current Drag) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_015_N02 Irontide Void Node 2 NEGATIVE Located at the most hazardous point of the primary hazard zone. The primary hazard (Irontide Current Drag) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_015_N03 Irontide Void Node 3 NEGATIVE Located beneath the primary ambush predator territory centre. The primary hazard (Irontide Current Drag) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present

The node-network file records a guardian name string on each of these eight nodes. Those strings are not rows in the named mob list above. The biome file, used in this table, records no guardian on the five positive nodes and a guardian present on the three negative nodes. Both records are left as recorded.

World events

Three world events are recorded. Where the duration cell and the notes cell disagree, both figures are left as recorded. The biome-pack names and the world-event master names disagree. Both name sets are left as recorded.

ID Biome-pack name Master name Type Duration cell Cooldown cell Broadcast Trigger Notes duration
WE0310 Magnetic Surge Season Irontide Rea Environmental Event Environmental 30min 4hr FALSE RANDOM 45-90 minutes real-time
WE0044 Iron Bloom Irontide Rea Resource Event Resource 15min 24hr FALSE TIME_CYCLE 30 minutes real-time
WE0045 Tidal Collapse Irontide Rea Major Transformation Event Major Transformation 0min 0hr TRUE RANDOM 3-8 hours real-time

WE0310 notes: Tidal Iron Shard nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is FALSE. Spawn override on that row is ANCIENT_WALKER. WE0044 notes: Tidal Iron Shard nodes surge, triple yield during the event. Resource bonus on that row is TRUE. Affects territory is FALSE. WE0045 notes: Tidal Iron Shard nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is TRUE. Spawn override on that row is ELITE_SURGE. Biome state change recorded as Irontide Reaches_STATE_ALTERED.

Quests

Nine quests are recorded for this biome. Listed as id, title, layer, and giver id only. No quest prose is added here.

Favor

Irontide Reaches has its own favor track. It is separate from faction reputation and does not change the ending.

  • Biome-line quests: 9. Each one gives +10 favor.
  • Finish all 9 to become Favored here (+20 bonus). Highest favor: 110.
  • Chain order: Q0127 → Q0128 → Q0129 → Q0130 → Q0131 → Q0132 → Q0133 → Q0134 → Q0135.
  • No faction contests this biome, so favor here is never lost.
  • Skipping quests gives no favor.

NPCs

Seven NPCs are recorded with location Irontide Reaches. Sex, age, items held, kinship, and the quests-given cell are blank on those rows. Quest giver ids above come from the quest table, not from the quests-given cell.

NPC ID Name Role Settlement Faction
NPC0099 Xaris Voidwatch quest_giver Irontide Harbour F07 Ironveil Compact
NPC0100 Yolande Xenstone merchant Irontide Harbour F07 Ironveil Compact
NPC0101 Aldric Zephyrcroft trainer Irontide Harbour F07 Ironveil Compact
NPC0102 Ashan Bleakwood lore_keeper Irontide Harbour F07 Ironveil Compact
NPC0103 Brix Duskhollow blacksmith Irontide Harbour F07 Ironveil Compact
NPC0104 Corra Frostmark quest_giver Irontide Harbour F07 Ironveil Compact
NPC0105 Dravin Hollowbane merchant Irontide Harbour F07 Ironveil Compact

Items

Sixteen crafted items are recorded for Irontide Reaches. All are crafted at Iron Forge. The item table records Tidal Iron Shard as the primary material on every row.

Item ID Name Type Slot Rarity Primary material
B015_WPN_01 Irontide Tidal Edge Weapon Weapon Rare Tidal Iron Shard
B015_HLM_01 Tidal Ward Helm Armor Helm Uncommon Tidal Iron Shard
B015_CHS_01 Tidal Breastplate Armor Chest Rare Tidal Iron Shard
B015_HND_01 Irontide Grips Armor Hands Uncommon Tidal Iron Shard
B015_LEG_01 Irontide Greaves Armor Legs Uncommon Tidal Iron Shard
B015_FET_01 Irontide Treads Armor Feet Uncommon Tidal Iron Shard
B015_TRK_01 Tidal Relic Trinket Necklace Rare Tidal Iron Shard
B015_REL_01 Irontide First-Stone Trinket Relic Epic Tidal Iron Shard
B015_CON_01 Irontide Draught Consumable Common Tidal Iron Shard
B015_SAL_01 Irontide Salve Consumable Uncommon Tidal Iron Shard
B015_MAT_01 Refined Irontide Grit Material Common Tidal Iron Shard
B015_BAR_01 Tidal Ingot Material Rare Tidal Iron Shard
B015_TOL_01 Irontide Node Pick Tool Tool Uncommon Tidal Iron Shard
B015_KIT_01 Irontide Field Kit Tool Tool Uncommon Tidal Iron Shard
B015_UPG_01 Tidal Catalyst Upgrade Component Rare Tidal Iron Shard
B015_FOC_01 Irontide Focus Weapon Off-Hand Uncommon Tidal Iron Shard

Recipes

Sixteen recipes are recorded, one for each item above. Output quantity is 1. The third material cell is blank on every row, so no third material is listed. Recipe unlock cells use T1 Known, T2 Trusted, T3 Honoured, and T4 Honoured. The faction reputation row names those bands T1 Neutral, T2 Friendly, T3 Honoured, and T4 Revered. Both wordings are left as recorded.

Recipe ID Output Workstation Materials Unlock reputation
RCP_B015_WPN_01 Irontide Tidal Edge Iron Forge Tidal Iron Shard x9; Refined Irontide Grit x1 T3 Honoured
RCP_B015_HLM_01 Tidal Ward Helm Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_CHS_01 Tidal Breastplate Iron Forge Tidal Iron Shard x9; Refined Irontide Grit x1 T3 Honoured
RCP_B015_HND_01 Irontide Grips Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_LEG_01 Irontide Greaves Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_FET_01 Irontide Treads Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_TRK_01 Tidal Relic Iron Forge Tidal Iron Shard x9; Refined Irontide Grit x1 T3 Honoured
RCP_B015_REL_01 Irontide First-Stone Iron Forge Tidal Iron Shard x11; Refined Irontide Grit x1 T4 Honoured
RCP_B015_CON_01 Irontide Draught Iron Forge Tidal Iron Shard x5; Refined Irontide Grit x1 T1 Known
RCP_B015_SAL_01 Irontide Salve Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_MAT_01 Refined Irontide Grit Iron Forge Tidal Iron Shard x5; Refined Irontide Grit x1 T1 Known
RCP_B015_BAR_01 Tidal Ingot Iron Forge Tidal Iron Shard x9; Refined Irontide Grit x1 T3 Honoured
RCP_B015_TOL_01 Irontide Node Pick Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_KIT_01 Irontide Field Kit Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted
RCP_B015_UPG_01 Tidal Catalyst Iron Forge Tidal Iron Shard x9; Refined Irontide Grit x1 T3 Honoured
RCP_B015_FOC_01 Irontide Focus Iron Forge Tidal Iron Shard x7; Refined Irontide Grit x1 T2 Trusted

Image prompt

Text only. No file is uploaded. The prompt below is the recorded overview prompt for B015, followed by the ground description and settlement names already on this page.

Recorded overview prompt: ABERNON game concept art, Biome 015 Irontide Reaches, K3V amber light, coastal_marine environment, 0.68g low gravity, Ironveil Compact faction territory, AAA game quality, cinematic painterly, panoramic establishing shot, biome landscape at K3V amber light, faction settlement visible, atmosphere establishes biome identity.

Detailed prompt for an image creator: Painterly cinematic establishing shot of Irontide Reaches, biome 015, coastal marine, under K3V amber light at 0.68g. Where magnetic tides reclaim shattered iron relics of forgotten wars. The shoreline clangs with moving metal fragments drawn by tidal magnetism. Flora here incorporates iron filings into its cellular structure for structural support. Terrain recorded as storm-surge coastline, iron-current zone. Tidal rhythms define life here. Salt spray, current patterns, and bioluminescent shorelines. Irontide Current Drag is the recorded primary hazard. Tidal Iron Shard is the signature resource. Recorded colour palette: Grey-green storm water, iridescent K3V surface reflection, salt-white rock. The Ironveil Compact settlement Irontide Harbour is visible, with Iron Relic Shore and Magnetic Shelf in the same territory. AAA game concept art, faction territory readable in the architecture, no text in the image.

The image-prompt table also records twenty ungenerated prompts, IMG00281 through IMG00300. Each uses this recorded stem, with the type name in place of the scene type: AAA game concept art, Irontide Reaches, coastal marine biome, [type], tidal spray, iridescent shoreline, amber K3V reflection on water, Irontide Current Drag environmental hazard visible, Unreal Engine 5 quality, painterly, cinematic lighting, amber K3V star palette, alien yet familiar world aesthetic.

ID Type Status
IMG00281 hero_landscape UNGENERATED
IMG00282 apex_creature UNGENERATED
IMG00283 weather_event UNGENERATED
IMG00284 flora_closeup UNGENERATED
IMG00285 faction_outpost UNGENERATED
IMG00286 loading_screen UNGENERATED
IMG00287 ambient_day UNGENERATED
IMG00288 ambient_night UNGENERATED
IMG00289 energy_node UNGENERATED
IMG00290 hazard_event UNGENERATED
IMG00291 npc_portrait UNGENERATED
IMG00292 creature_combat UNGENERATED
IMG00293 resource_gather UNGENERATED
IMG00294 world_event UNGENERATED
IMG00295 sky_atmosphere UNGENERATED
IMG00296 underground_entrance UNGENERATED
IMG00297 coastal_view UNGENERATED
IMG00298 mystery_fragment UNGENERATED
IMG00299 faction_landmark UNGENERATED
IMG00300 player_action UNGENERATED

Canonical URL: https://wiki.abernon.com/index.php?title=B015_Irontide_Reaches