B010 Veinscour Reach

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B010 Veinscour Reach

Field Value
BiomeID 010
Biome name Veinscour Reach
Climate RIFT_TECTONIC
Difficulty 6
Starting control Riftwalker Brotherhood (VANISHED)
Primary hazard Mineral Collapse
Signature resource Resonance Crystal
MysteryZone False
Continent ARCH_SHARDRIM
Region Shardrim Archipelago — Eastern Island
Elevation_m 800
Status LIVE_CANON
Source LIVE/DATA/biome_registry_v5.7.4.json

Ground

A tectonically fractured landscape echoing with mineral resonance and laced with pulsing veins of exposed ore. The earth groans underfoot and mineral deposits shift with each tremor. Ore-eating fauna have carved intricate tunnel systems.

Settlements

Name Type Population Controlling faction
Ore Vein Network primary N/A Riftwalker Brotherhood (VANISHED)
Resonance Shaft secondary N/A Riftwalker Brotherhood (VANISHED)
Veinscour Settlement Faction Outpost 1500 Riftwalker Brotherhood (VANISHED)

Factions present

Faction Where recorded
F05 Riftwalker Brotherhood Home faction of this biome. Controlling faction on every recorded settlement row, shown there as vanished. All six NPC rows.

No other faction is recorded on a Veinscour Reach 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

  • Ancient Tectonic Shard (GATHERABLE, Legendary)
  • Crystal Vein Ore (Veins) (GATHERABLE, Common)
  • Fault Sediment (Veins) (GATHERABLE, Uncommon)
  • Refined Prism Crystal (GATHERABLE, Uncommon)
  • Refined Seismic Clay (GATHERABLE, Uncommon)
  • Refined Tectonic Fiber (GATHERABLE, Common)
  • Refined Tectonic Shard (GATHERABLE, Uncommon)
  • Resonance Stone (Veins) (GATHERABLE, Uncommon)
  • Rift Glass (Veins) (GATHERABLE, Common)
  • Veinsc Prism Crystal (GATHERABLE, Common)
  • Veinsc Rift Dust (GATHERABLE, Rare)
  • Veinsc Tectonic Shard (GATHERABLE, Common)


Signature, primary, secondary, and minerals

These rows are recorded on the B010 resource table and were not in the gatherable list above.

ID Name Type Rarity
SIG-010 Resonance Crystal SIGNATURE Rare–Legendary
PRI-010 Scoured Vein Ore PRIMARY Uncommon–Rare
SEC-010 Mineral Resin SECONDARY Common–Uncommon
MIN-COM-VEI Veinite Common Mineral Common
MIN-COM-ORE Ore Slate Common Mineral Common
MIN-COM-MIN Mineral Stone Common Mineral Common
MIN-RARE-RES Resonance Shard Rare Mineral Rare
MIN-RARE-VEI Vein Crystal Rare Mineral Rare

Harvest

The harvestable index records counts for biome 010 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 Veinscour Reach:

ID Name Harvestable
FLORA-CRYS-010 Crystalweed Yes
FLORA-TECT-010 Tectonmoss Yes
FLORA-CRYS-010 Crystal Weed No — Protected
FLORA-TECT-010 Tectomoss No
FLORA-RIFT-010 Rift Spore No
FLORA-SPIN-010 Spine Grass No
FLORA-FISS-010 Fissure Bloom No
FLORA-TECT-010 Tecton Root Yes

Three named flora rows are marked harvestable. That does not match the harvestable index count of 4. Duplicate flora ids are left as separate recorded rows. Both figures are left as recorded. The ecological-role cell says PROTECTED SPECIES on Crystal Weed, Tectomoss, Rift Spore, Spine Grass, and Fissure Bloom. The harvestable cell says No — Protected on Crystal Weed and No on Tectomoss, Rift Spore, Spine Grass, and Fissure Bloom. 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 Veinscour — Deep Vein Convergence
Layout Crystal Canyon Run
Max players 6
Lockout hours 72
Boss name Ancient Vein Walker — Deep Form
Ground note The Deep Vein Convergence 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 Ancient Vein Walker, Ancient of Biome 010
Difficulty T3_Heroic
Recommended party 4
Damage type Sonic
Arena {'location': 'Ore Vein Network', 'description': "The boss encounter takes place in the heart of Veinscour Reach's most extreme terrain feature. The arena is shaped by rift tectonic 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': 108, 'special_terrain': 'Mineral vein-exposed scoured rock', 'hazard_active': 'Mineral Collapse'}
Ground blurb The Fault Prowler the Ancient is the apex expression of Veinscour Reach's ecosystem — a creature that has been shaped by rift tectonic conditions across centuries of adaptation in 0.68g. It is not simply dangerous. It is what Veinscour Reach would be if the biome could choose to fight.

Weather

The atmosphere row records weather patterns Mineral Mist and Ore Dust Storm. Those two names are not rows in the weather table. Six weather rows are recorded for this biome.

ID Name Code Recorded effect
WX-010-STORM Storm STORM Severe visibility reduction. Player movement restricted. Pack predators shelter. Ambush predators peak activity.
WX-010-ASH Ashfall ASH Reduces visibility. Ash-adapted creatures +15% aggro. Node guardian activity increases. Resonance Crystal harvest modified.
WX-010-SNOW Cold Event SNOW Winter only. Fauna density minimum. Node guardians reduced patrol. Resource yield -20% all types.
WX-010-ANY Any Weather ANY Weather-independent spawn — present in all conditions.
WX-010-RAIN Rain/Mist RAIN Rare moisture event. Suppresses primary hazard temporarily. Most comfortable traversal conditions.
WX-010-CLEAR Clear Sky CLEAR Maximum K3V amber light. Visibility maximum. Best navigation conditions. Standard resource yields.

Spawn entries recorded on those rows: Storm 18, Ashfall 13, Cold Event 9, Any Weather 10, Rain/Mist 9, Clear Sky 11. Night-multiplier entries above 2.0 recorded on those rows: Storm 5, Ashfall 3, Cold Event 5, Any Weather 1, Rain/Mist 1, Clear Sky 3.

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 14 corrupted variants and 0 event overrides. Its weather distribution cells are all zero.

ID Name Archetype HP Creature ID Node guardian
MOB-010-01 Veinscour Large Herbivore 157 CR00631 False
MOB-010-02 Orehorn Swift Scout 77 CR00632 False
MOB-010-03 Crystalbore Pack Predator 93 CR00633 False
MOB-010-04 Mineralclaw Ambush Predator 103 CR00634 False
MOB-010-05 Deepvein Elemental Creature 120 CR00635 False
MOB-010-06 Veinripper Ancient Walker 222 CR00636 False
MOB-010-07 Scourmantle Scavenger 100 CR00637 False
MOB-010-08 Orefang Node Guardian 176 CR00638 True

Nodes

Eleven network nodes are recorded. Four are positive and seven are negative. The node profile records dominant NEGATIVE, density very_high, base respawn 44 minutes, and modifier 1.45x.

ID Name Type Location Signature resource growth Guardian
NODE_010_P01 Veinscour Primary Anchor POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Ore Vein Network zone. No None
NODE_010_P02 Veinscour Light Node 2 POSITIVE Located within the main resource cluster, feeding crystal growth. Within the Resonance Shaft zone. No None
NODE_010_P03 Veinscour Light Node 3 POSITIVE Located at the convergence of the two largest named locations. Within the Resonance Shaft zone. No None
NODE_010_P04 Veinscour Light Node 4 POSITIVE Located near the biome's primary water source or geological anchor. Within the Resonance Shaft zone. No None
NODE_010_N01 Veinscour Void Node 1 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Mineral Collapse) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_010_N02 Veinscour Void Node 2 NEGATIVE Located at the most hazardous point of the primary hazard zone. The primary hazard (Mineral Collapse) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_010_N03 Veinscour Void Node 3 NEGATIVE Located beneath the primary ambush predator territory centre. The primary hazard (Mineral Collapse) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_010_N04 Veinscour Void Node 4 NEGATIVE Located at the outer boundary of the biome, where it transitions to adjacent terrain. The primary hazard (Mineral Collapse) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_010_N05 Veinscour Void Node 5 NEGATIVE Located within the node guardian's primary patrol circuit centre. The primary hazard (Mineral Collapse) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_010_N06 Veinscour Void Node 6 NEGATIVE Located at the lowest point of any geological feature — voids sink. The primary hazard (Mineral Collapse) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_010_N07 Veinscour Void Node 7 NEGATIVE Located where the primary hazard is most intense — negative nodes amplify hazards. The primary hazard (Mineral Collapse) 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 eleven nodes. Those strings are not rows in the named mob list above. The biome file, used in this table, records no guardian on the four positive nodes and a guardian present on the seven 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
WE0028 Mineral Surge Veinscour Re Environmental Event Environmental 15min 4hr FALSE RANDOM 45-90 minutes real-time
WE0029 Vein Collapse Veinscour Re Resource Event Resource 15min 4hr FALSE PLAYER_COUNT 30 minutes real-time
WE0030 Resonance Bloom Veinscour Re Major Transformation Event Major Transformation 0min 0hr TRUE WEATHER 3-8 hours real-time

WE0028 notes: Resonance Crystal 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 NODE_GUARDIAN_ELITE. WE0029 notes: Resonance Crystal nodes surge, triple yield during the event. Resource bonus on that row is TRUE. Affects territory is FALSE. Spawn override on that row is ANCIENT_WALKER. WE0030 notes: Resonance Crystal 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 NODE_GUARDIAN_ELITE. Biome state change recorded as Veinscour Reach_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.

NPCs

Six NPCs are recorded with location Veinscour Reach. 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
NPC0065 Brix Obsidianwatch merchant Ore Vein Network, Veinscour Reach F05 Riftwalker Brotherhood
NPC0066 Aldric Quarrystone trainer Ore Vein Network, Veinscour Reach F05 Riftwalker Brotherhood
NPC0067 Dravin Stonecleft lore_keeper Ore Vein Network, Veinscour Reach F05 Riftwalker Brotherhood
NPC0068 Enna Umbrafen blacksmith Ore Vein Network, Veinscour Reach F05 Riftwalker Brotherhood
NPC0069 Fyren Whispervale quest_giver Ore Vein Network, Veinscour Reach F05 Riftwalker Brotherhood
NPC0070 Gael Yarrow merchant Ore Vein Network, Veinscour Reach F05 Riftwalker Brotherhood

Items

Sixteen crafted items are recorded for Veinscour Reach. All are crafted at Ore Press. The item table records Resonance Crystal as the primary material on every row.

Item ID Name Type Slot Rarity Primary material
B010_WPN_01 Veinscour Resonance Edge Weapon Weapon Rare Resonance Crystal
B010_HLM_01 Resonance Ward Helm Armor Helm Uncommon Resonance Crystal
B010_CHS_01 Resonance Breastplate Armor Chest Rare Resonance Crystal
B010_HND_01 Veinscour Grips Armor Hands Uncommon Resonance Crystal
B010_LEG_01 Veinscour Greaves Armor Legs Uncommon Resonance Crystal
B010_FET_01 Veinscour Treads Armor Feet Uncommon Resonance Crystal
B010_TRK_01 Resonance Relic Trinket Necklace Rare Resonance Crystal
B010_REL_01 Veinscour First-Stone Trinket Relic Epic Resonance Crystal
B010_CON_01 Veinscour Draught Consumable Common Resonance Crystal
B010_SAL_01 Veinscour Salve Consumable Uncommon Resonance Crystal
B010_MAT_01 Refined Veinscour Grit Material Common Resonance Crystal
B010_BAR_01 Resonance Ingot Material Rare Resonance Crystal
B010_TOL_01 Veinscour Node Pick Tool Tool Uncommon Resonance Crystal
B010_KIT_01 Veinscour Field Kit Tool Tool Uncommon Resonance Crystal
B010_UPG_01 Resonance Catalyst Upgrade Component Rare Resonance Crystal
B010_FOC_01 Veinscour Focus Weapon Off-Hand Uncommon Resonance Crystal

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_B010_WPN_01 Veinscour Resonance Edge Ore Press Resonance Crystal x9; Refined Veinscour Grit x1 T3 Honoured
RCP_B010_HLM_01 Resonance Ward Helm Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_CHS_01 Resonance Breastplate Ore Press Resonance Crystal x9; Refined Veinscour Grit x1 T3 Honoured
RCP_B010_HND_01 Veinscour Grips Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_LEG_01 Veinscour Greaves Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_FET_01 Veinscour Treads Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_TRK_01 Resonance Relic Ore Press Resonance Crystal x9; Refined Veinscour Grit x1 T3 Honoured
RCP_B010_REL_01 Veinscour First-Stone Ore Press Resonance Crystal x11; Refined Veinscour Grit x1 T4 Honoured
RCP_B010_CON_01 Veinscour Draught Ore Press Resonance Crystal x5; Refined Veinscour Grit x1 T1 Known
RCP_B010_SAL_01 Veinscour Salve Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_MAT_01 Refined Veinscour Grit Ore Press Resonance Crystal x5; Refined Veinscour Grit x1 T1 Known
RCP_B010_BAR_01 Resonance Ingot Ore Press Resonance Crystal x9; Refined Veinscour Grit x1 T3 Honoured
RCP_B010_TOL_01 Veinscour Node Pick Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_KIT_01 Veinscour Field Kit Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted
RCP_B010_UPG_01 Resonance Catalyst Ore Press Resonance Crystal x9; Refined Veinscour Grit x1 T3 Honoured
RCP_B010_FOC_01 Veinscour Focus Ore Press Resonance Crystal x7; Refined Veinscour Grit x1 T2 Trusted

Image prompt

Text only. No file is uploaded. The prompt below is the recorded overview prompt for B010, followed by the ground description and settlement names already on this page.

Recorded overview prompt: ABERNON game concept art, Biome 010 Veinscour Reach, K3V amber light, rift_tectonic environment, 0.68g low gravity, Riftwalker Brotherhood (VANISHED) 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 Veinscour Reach, biome 010, rift tectonic, under K3V amber light at 0.68g. A tectonically fractured landscape echoing with mineral resonance and laced with pulsing veins of exposed ore. The earth groans underfoot and mineral deposits shift with each tremor. Ore-eating fauna have carved intricate tunnel systems. Terrain recorded as mineral vein-exposed scoured rock. Unstable ground. Crystal formations erupt and collapse. The fissures pulse with residual tectonic energy. Mineral Collapse is the recorded primary hazard. Resonance Crystal is the signature resource. Recorded colour palette: fractured grey, cyan ene. The Riftwalker Brotherhood settlement Veinscour Settlement is visible, with Ore Vein Network and Resonance Shaft 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, IMG00181 through IMG00200. Each uses this recorded stem, with the type name in place of the scene type: AAA game concept art, Veinscour Reach, rift tectonic biome, [type], crystal formations, tectonic rifts, amber energy pulses, Mineral Collapse environmental hazard visible, Unreal Engine 5 quality, painterly, cinematic lighting, amber K3V star palette, alien yet familiar world aesthetic.

ID Type Status
IMG00181 hero_landscape UNGENERATED
IMG00182 apex_creature UNGENERATED
IMG00183 weather_event UNGENERATED
IMG00184 flora_closeup UNGENERATED
IMG00185 faction_outpost UNGENERATED
IMG00186 loading_screen UNGENERATED
IMG00187 ambient_day UNGENERATED
IMG00188 ambient_night UNGENERATED
IMG00189 energy_node UNGENERATED
IMG00190 hazard_event UNGENERATED
IMG00191 npc_portrait UNGENERATED
IMG00192 creature_combat UNGENERATED
IMG00193 resource_gather UNGENERATED
IMG00194 world_event UNGENERATED
IMG00195 sky_atmosphere UNGENERATED
IMG00196 underground_entrance UNGENERATED
IMG00197 coastal_view UNGENERATED
IMG00198 mystery_fragment UNGENERATED
IMG00199 faction_landmark UNGENERATED
IMG00200 player_action UNGENERATED

Canonical URL: https://wiki.abernon.com/index.php?title=B010_Veinscour_Reach