B093 Soulglass Divide

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B093 Soulglass Divide

Field Value
BiomeID 093
Biome name Soulglass Divide
Climate ARCANE_ANOMALY
Difficulty 9
Starting control F12 Soulglass Circle
Contested by F06 Cogmist Engineers
Primary hazard Psychic Overload
Signature resource Memory Glass Crystal
MysteryZone False
Continent ARCH_COGRIM_PLATEAU
Region Ashara — Cogrim Plateau South
Elevation_m 1700
Status LIVE_CANON
Source LIVE/DATA/biome_registry_v5.7.4.json

Ground

A deep canyon carved through obsidian soulglass. The cliffs pulse with spectral energy and memory fragments while psychic storms warp perception in the depths. The soulglass formed when a mass death event fused souls with volcanic glass.

Settlements

Name Type Population Controlling faction
Divide Seat Arcane Research Sanctuary 9000 F12 Soulglass Circle
Memory Glass Hollow secondary N/A F12 Soulglass Circle
Soul Cliff Network primary N/A F12 Soulglass Circle

Settlement pages: Divide Seat, Memory Glass Hollow, Soul Cliff Network. All settlements: Settlements.

Factions present

Faction Where recorded
F12 Soulglass Circle Home faction of this biome. Controlling faction on every recorded settlement row. Seven NPC rows.
F02 Verdania Collective Three NPC rows.
F06 Cogmist Engineers One NPC row.
F03 Skyreach Covenant One NPC 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. The faction table also gives F06 Cogmist Engineers a foothold here, so the biome is contested.

Resources

  • Arcane Ore (Soulg) (GATHERABLE, Rare)
  • Energy Sediment (Soulg) (GATHERABLE, Uncommon)
  • Reality Glass (Soulg) (GATHERABLE, Common)
  • Refined Arcane Clay (GATHERABLE, Common)
  • Refined Prism Dust (GATHERABLE, Epic)
  • Refined Rune Fiber (GATHERABLE, Common)
  • Refined Runic Shard (GATHERABLE, Common)
  • Soulgl Aether Crystal (GATHERABLE, Common)
  • Soulgl Prism Dust (GATHERABLE, Uncommon)
  • Soulgl Runic Shard (GATHERABLE, Uncommon)
  • Void Rune (Soulg) (GATHERABLE, Common)


Signature, primary, secondary, and minerals

These rows are recorded on the B093 resource table and were not in the gatherable list above.

ID Name Type Rarity
SIG-093 Memory Glass Crystal SIGNATURE Rare–Legendary
PRI-093 Soulglass Ore PRIMARY Uncommon–Rare
SEC-093 Spectral Resin SECONDARY Common–Uncommon
MIN-COM-SOU Soulite Common Mineral Common
MIN-COM-GLA Glass Ore Common Mineral Common
MIN-COM-SPE Spectral Slate Common Mineral Common
MIN-RARE-SOU Soul Crystal Rare Mineral Rare
MIN-RARE-SPE Spectral Glass Rare Mineral Rare

Harvest

The harvestable index records counts for biome 093 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 Soulglass Divide:

ID Name Harvestable
FLORA-VOID-093 Voidbloom Yes
FLORA-AETH-093 Aethermoss Yes
FLORA-HARM-093 Harmonic Crystal Plant No
FLORA-ARCA-093 Arcane Moss No
FLORA-PRIS-093 Prism Fern No
FLORA-COGR-093 Cogrim Orchid No
FLORA-VOID-093 Void Tendril No
FLORA-SURG-093 Surge Bloom No

Two 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 Harmonic Crystal Plant, Arcane Moss, Prism Fern, Cogrim Orchid, Void Tendril, and Surge Bloom.

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 Soulglass — Soulglass Core
Layout Resonance Vault
Max players 6
Lockout hours 72
Boss name Spectralhorn — Deep Form
Ground note The Soulglass Core 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 Spectralhorn, Ancient of Biome 093
Difficulty T3_Heroic
Recommended party 4
Damage type Nature
Arena {'location': 'Soul Cliff Network', 'description': "The boss encounter takes place in the heart of Soulglass Divide's most extreme terrain feature. The arena is shaped by arcane anomaly 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': 132, 'special_terrain': 'Psychic overload divide', 'hazard_active': 'Psychic Overload'}
Ground blurb The Reality Prowler the Ancient is the apex expression of Soulglass Divide's ecosystem — a creature that has been shaped by arcane anomaly conditions across centuries of adaptation in 0.68g. It is not simply dangerous. It is what Soulglass Divide would be if the biome could choose to fight.

Weather

The atmosphere row records weather patterns Psychic Wind and Soul Rain. Those two names are not rows in the weather table. Six weather rows are recorded for this biome.

ID Name Code Recorded effect
WX-093-STORM Storm STORM Severe visibility reduction. Player movement restricted. Pack predators shelter. Ambush predators peak activity.
WX-093-ASH Ashfall ASH Reduces visibility. Ash-adapted creatures +15% aggro. Node guardian activity increases. Memory Glass Crystal harvest modified.
WX-093-SNOW Cold Event SNOW Winter only. Fauna density minimum. Node guardians reduced patrol. Resource yield -20% all types.
WX-093-ANY Any Weather ANY Weather-independent spawn — present in all conditions.
WX-093-RAIN Rain/Mist RAIN Rare moisture event. Suppresses primary hazard temporarily. Most comfortable traversal conditions.
WX-093-CLEAR Clear Sky CLEAR Maximum K3V amber light. Visibility maximum. Best navigation conditions. Standard resource yields.

Spawn entries recorded on those rows: Storm 15, Ashfall 12, Cold Event 7, Any Weather 13, Rain/Mist 14, Clear Sky 9. Night-multiplier entries above 2.0 recorded on those rows: Storm 3, Ashfall 3, Cold Event 1, Any Weather 1, Rain/Mist 4, Clear Sky 0.

Mobs

Seven named mobs are recorded. One further row records 63 additional spawn-table entries that are not named. Those 63 are not listed as species here. That summary row records 11 corrupted variants and 0 event overrides. Its weather distribution cells are all zero. Glasswatcher has archetype Node Guardian but the node-guardian cell reads False. Both are left as recorded.

ID Name Archetype HP Creature ID Node guardian
MOB-093-01 Souldividehorn Large Herbivore 162 CR06441 False
MOB-093-02 Glasscale Swift Scout 78 CR06442 False
MOB-093-03 Spectralmant Pack Predator 96 CR06443 False
MOB-093-04 Souldividestalker Ambush Predator 115 CR06444 False
MOB-093-05 Spectralhorn Ancient Walker 249 CR06445 False
MOB-093-06 Souldividecoil Scavenger 115 CR06446 False
MOB-093-07 Glasswatcher Node Guardian 193 CR06447 False

Nodes

Sixteen network nodes are recorded. Eight are positive and eight are negative. The node profile records dominant CHAOTIC, density extreme, base respawn 48 minutes, and modifier 1.90x.

ID Name Type Location Signature resource growth Guardian
NODE_093_P01 Soulglass Primary Anchor POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Soul Cliff Network zone. No None
NODE_093_P02 Soulglass Light Node 2 POSITIVE Located within the main resource cluster, feeding crystal growth. Within the Memory Glass Hollow zone. No None
NODE_093_P03 Soulglass Light Node 3 POSITIVE Located at the convergence of the two largest named locations. Within the Memory Glass Hollow zone. No None
NODE_093_P04 Soulglass Light Node 4 POSITIVE Located near the biome's primary water source or geological anchor. Within the Memory Glass Hollow zone. No None
NODE_093_P05 Soulglass Light Node 5 POSITIVE Located at the highest-traffic prey corridor, where ecological energy concentrates. Within the Memory Glass Hollow zone. No None
NODE_093_P06 Soulglass Light Node 6 POSITIVE Located inside the faction settlement perimeter, co-opted for faction infrastructure. Within the Memory Glass Hollow zone. No None
NODE_093_P07 Soulglass Light Node 7 POSITIVE Located at the boundary of the biome's two primary terrain types. Within the Memory Glass Hollow zone. No None
NODE_093_P08 Soulglass Light Node 8 POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Memory Glass Hollow zone. No None
NODE_093_N01 Soulglass Void Node 1 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N02 Soulglass Void Node 2 NEGATIVE Located at the most hazardous point of the primary hazard zone. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N03 Soulglass Void Node 3 NEGATIVE Located beneath the primary ambush predator territory centre. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N04 Soulglass Void Node 4 NEGATIVE Located at the outer boundary of the biome, where it transitions to adjacent terrain. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N05 Soulglass Void Node 5 NEGATIVE Located within the node guardian's primary patrol circuit centre. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N06 Soulglass Void Node 6 NEGATIVE Located at the lowest point of any geological feature — voids sink. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N07 Soulglass Void Node 7 NEGATIVE Located where the primary hazard is most intense — negative nodes amplify hazards. The primary hazard (Psychic Overload) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_093_N08 Soulglass Void Node 8 NEGATIVE Located at the scavenger's primary feeding zone — death concentrates void energy. The primary hazard (Psychic Overload) 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 sixteen nodes. Those strings are not rows in the named mob list above. The biome file, used in this table, records no guardian on the eight positive nodes and a guardian present on the eight 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
WE0277 Psychic Storm Season Soulglass Di Environmental Event Environmental 120min 12hr FALSE PLAYER_COUNT 45-90 minutes real-time
WE0278 Soul Bloom Soulglass Di Resource Event Resource 30min 24hr FALSE RANDOM 30 minutes real-time
WE0279 Memory Storm Soulglass Di Major Transformation Event Major Transformation 0min 0hr TRUE RANDOM 3-8 hours real-time

WE0277 notes: Memory Glass 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. WE0278 notes: Memory Glass 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 ELITE_SURGE. WE0279 notes: Memory Glass 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 ANCIENT_WALKER. Biome state change recorded as Soulglass Divide_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

Twelve NPCs are recorded with location Soulglass Divide. 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
NPC0645 Lund Voidwatch quest_giver Divide Seat F12 Soulglass Circle
NPC0646 Gael Xenstone merchant Divide Seat F12 Soulglass Circle
NPC0647 Faeron Zephyrcroft trainer Divide Seat F12 Soulglass Circle
NPC0648 Holt Bleakwood lore_keeper Divide Seat F12 Soulglass Circle
NPC0649 Gorath Duskhollow blacksmith Divide Seat F12 Soulglass Circle
NPC0650 Elara Frostmark quest_giver Divide Seat F12 Soulglass Circle
NPC0651 Faeron Hollowbane merchant Divide Seat F12 Soulglass Circle
NPC0704 Ilex Ashveil blacksmith Soul Cliff Network, Soulglass Divide F02 Verdania Collective
NPC0708 Holt Emberfall lore_keeper Soul Cliff Network, Soulglass Divide F02 Verdania Collective
NPC0712 Juno Ashveil trainer Soul Cliff Network, Soulglass Divide F02 Verdania Collective
NPC0716 Idris Emberfall merchant Soul Cliff Network, Soulglass Divide F06 Cogmist Engineers
NPC0720 Kaell Ashveil quest_giver Soul Cliff Network, Soulglass Divide F03 Skyreach Covenant

Items

Sixteen crafted items are recorded for Soulglass Divide. All are crafted at Soul Forge. The item table records Memory Glass Crystal as the primary material on every row.

Item ID Name Type Slot Rarity Primary material
B093_WPN_01 Soulglass Memory Edge Weapon Weapon Rare Memory Glass Crystal
B093_HLM_01 Memory Ward Helm Armor Helm Uncommon Memory Glass Crystal
B093_CHS_01 Memory Breastplate Armor Chest Rare Memory Glass Crystal
B093_HND_01 Soulglass Grips Armor Hands Uncommon Memory Glass Crystal
B093_LEG_01 Soulglass Greaves Armor Legs Uncommon Memory Glass Crystal
B093_FET_01 Soulglass Treads Armor Feet Uncommon Memory Glass Crystal
B093_TRK_01 Memory Relic Trinket Necklace Rare Memory Glass Crystal
B093_REL_01 Soulglass First-Stone Trinket Relic Epic Memory Glass Crystal
B093_CON_01 Soulglass Draught Consumable Common Memory Glass Crystal
B093_SAL_01 Soulglass Salve Consumable Uncommon Memory Glass Crystal
B093_MAT_01 Refined Soulglass Grit Material Common Memory Glass Crystal
B093_BAR_01 Memory Ingot Material Rare Memory Glass Crystal
B093_TOL_01 Soulglass Node Pick Tool Tool Uncommon Memory Glass Crystal
B093_KIT_01 Soulglass Field Kit Tool Tool Uncommon Memory Glass Crystal
B093_UPG_01 Memory Catalyst Upgrade Component Rare Memory Glass Crystal
B093_FOC_01 Soulglass Focus Weapon Off-Hand Uncommon Memory Glass 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_B093_WPN_01 Soulglass Memory Edge Soul Forge Memory Glass Crystal x9; Refined Soulglass Grit x1 T3 Honoured
RCP_B093_HLM_01 Memory Ward Helm Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_CHS_01 Memory Breastplate Soul Forge Memory Glass Crystal x9; Refined Soulglass Grit x1 T3 Honoured
RCP_B093_HND_01 Soulglass Grips Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_LEG_01 Soulglass Greaves Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_FET_01 Soulglass Treads Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_TRK_01 Memory Relic Soul Forge Memory Glass Crystal x9; Refined Soulglass Grit x1 T3 Honoured
RCP_B093_REL_01 Soulglass First-Stone Soul Forge Memory Glass Crystal x11; Refined Soulglass Grit x1 T4 Honoured
RCP_B093_CON_01 Soulglass Draught Soul Forge Memory Glass Crystal x5; Refined Soulglass Grit x1 T1 Known
RCP_B093_SAL_01 Soulglass Salve Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_MAT_01 Refined Soulglass Grit Soul Forge Memory Glass Crystal x5; Refined Soulglass Grit x1 T1 Known
RCP_B093_BAR_01 Memory Ingot Soul Forge Memory Glass Crystal x9; Refined Soulglass Grit x1 T3 Honoured
RCP_B093_TOL_01 Soulglass Node Pick Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_KIT_01 Soulglass Field Kit Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted
RCP_B093_UPG_01 Memory Catalyst Soul Forge Memory Glass Crystal x9; Refined Soulglass Grit x1 T3 Honoured
RCP_B093_FOC_01 Soulglass Focus Soul Forge Memory Glass Crystal x7; Refined Soulglass Grit x1 T2 Trusted

Image prompt

Text only. No file is uploaded. The prompt below is the recorded overview prompt for B093, followed by the ground description and settlement names already on this page.

Recorded overview prompt: ABERNON game concept art, Biome 093 Soulglass Divide, K3V amber light, arcane_anomaly environment, 0.68g low gravity, Soulglass Circle 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 Soulglass Divide, biome 093, arcane anomaly, under K3V amber light at 0.68g. A deep canyon carved through obsidian soulglass. The cliffs pulse with spectral energy and memory fragments while psychic storms warp perception in the depths. The soulglass formed when a mass death event fused souls with volcanic glass. Terrain recorded as psychic overload divide. Reality bends. Geometry is unreliable. Arcane energy surges without warning. Psychic Overload is the recorded primary hazard. Memory Glass Crystal is the signature resource. Recorded colour palette: violet, prismatic, si. The Soulglass Circle settlement Divide Seat is visible, with Memory Glass Hollow and Soul Cliff Network 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, IMG01841 through IMG01860. Each uses this recorded stem, with the type name in place of the scene type: AAA game concept art, Soulglass Divide, arcane anomaly biome, [type], reality distortion, arcane energy surges, amber and void contrast, Psychic Overload environmental hazard visible, Unreal Engine 5 quality, painterly, cinematic lighting, amber K3V star palette, alien yet familiar world aesthetic.

ID Type Status
IMG01841 hero_landscape UNGENERATED
IMG01842 apex_creature UNGENERATED
IMG01843 weather_event UNGENERATED
IMG01844 flora_closeup UNGENERATED
IMG01845 faction_outpost UNGENERATED
IMG01846 loading_screen UNGENERATED
IMG01847 ambient_day UNGENERATED
IMG01848 ambient_night UNGENERATED
IMG01849 energy_node UNGENERATED
IMG01850 hazard_event UNGENERATED
IMG01851 npc_portrait UNGENERATED
IMG01852 creature_combat UNGENERATED
IMG01853 resource_gather UNGENERATED
IMG01854 world_event UNGENERATED
IMG01855 sky_atmosphere UNGENERATED
IMG01856 underground_entrance UNGENERATED
IMG01857 coastal_view UNGENERATED
IMG01858 mystery_fragment UNGENERATED
IMG01859 faction_landmark UNGENERATED
IMG01860 player_action UNGENERATED

Canonical URL: https://wiki.abernon.com/index.php?title=B093_Soulglass_Divide