B070 Crystal Caverns

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Revision as of 22:17, 9 October 2026 by Historian (talk | contribs) (Items link pass: link item, recipe, resource and boss material names; render Boss arena as readable fields)

B070 Crystal Caverns

Field Value
BiomeID 070
Biome name Crystal Caverns
Climate SUBSURFACE_CAVERN
Difficulty 4
Starting control F10 Nightroot Conclave
Primary hazard Crystal Shard Laceration
Signature resource Mega Crystal Core
MysteryZone False
Continent CONT_ASHARA
Region Ashara — Underground (Eastern Central)
Elevation_m -700
Status LIVE_CANON
Source LIVE/DATA/biome_registry_v5.7.4.json

Ground

A breathtaking underground biome where the walls are lined with massive crystal formations that have grown over millions of years. The crystals amplify and store ambient energy. Creatures here have evolved crystalline deposits in their bodies for armor.

Settlements

Name Type Population Controlling faction
Crystal Settlement Faction Outpost 1500 F10 Nightroot Conclave
Crystal Cathedral primary N/A F10 Nightroot Conclave
Deep Crystal Hollow secondary N/A F10 Nightroot Conclave

Settlement pages: Crystal Cathedral, Crystal Settlement, Deep Crystal Hollow. Settlement rows on the faction civilization table for this biome also have pages: Crystal Watch. All settlements: Settlements.

Factions present

Faction Where recorded
F10 Nightroot Conclave Home faction of this biome. Controlling faction on every recorded settlement row.
F09 Cinderwarden All seven NPC rows.

NPCs here from other factions: F09 Cinderwarden (7 NPC rows). An NPC can belong to any faction and live or work in a settlement controlled by another faction.

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: B070 Crystal Caverns/Resources.


Signature, primary, secondary, and minerals

These rows are recorded on the B070 resource table and were not in the gatherable list above.

ID Name Type Rarity
SIG-070 Mega Crystal Core SIGNATURE Rare–Legendary
PRI-070 Crystal Formation Ore PRIMARY Uncommon–Rare
SEC-070 Cavern Resin SECONDARY Common–Uncommon
MIN-COM-CRY Crystite Common Mineral Common
MIN-COM-CAV Cavern Ore Common Mineral Common
MIN-COM-CRY Crystal Common Mineral Common
MIN-RARE-CRY Crystal Formation Core Rare Mineral Rare
MIN-RARE-CAV Cavern Glass Rare Mineral Rare

Harvest

The harvestable index records counts for biome 070 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 Crystal Caverns:

ID Name Harvestable
FLORA-NIGH-070 Nightroot Yes
FLORA-CAVE-070 Cavemoss Yes
FLORA-SPOR-070 Sporeshade Mycelium No
FLORA-CAVE-070 Cave Luminweed No
FLORA-BLIN-070 Blind Root No — Protected
FLORA-FUNG-070 Fungal Shelf No
FLORA-ROOT-070 Root Siphon No — Protected
FLORA-CAVE-070 Cave Spore Ball 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 Sporeshade Mycelium, Cave Luminweed, Blind Root, Fungal Shelf, Root Siphon, and Cave Spore Ball. The harvestable cell says No on Sporeshade Mycelium, Cave Luminweed, Fungal Shelf, and Cave Spore Ball and No — Protected on Blind Root and Root Siphon. 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 Crystal — Cathedral Core
Layout Gloom Spire Chamber
Max players 6
Lockout hours 72
Boss name Crystalcoil — Deep Form
Ground note The Cathedral 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 Crystalcoil, Ancient of Biome 070
Difficulty T3_Heroic
Recommended party 4
Damage type Nature
Arena Crystal Cathedral
Arena description The boss encounter takes place in the heart of Crystal Caverns's most extreme terrain feature. The arena is shaped by subsurface cavern 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) 92
Arena terrain Crystal shard cavern
Arena hazard Crystal Shard Laceration
Unique material Spore Scale
Ground blurb The Spore Prowler the Ancient is the apex expression of Crystal Caverns's ecosystem — a creature that has been shaped by subsurface cavern conditions across centuries of adaptation in 0.68g. It is not simply dangerous. It is what Crystal Caverns would be if the biome could choose to fight.

Weather

The atmosphere row records weather patterns Crystal Wind and Cavern 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-070-STORM Storm STORM Severe visibility reduction. Player movement restricted. Pack predators shelter. Ambush predators peak activity.
WX-070-ASH Ashfall ASH Reduces visibility. Ash-adapted creatures +15% aggro. Node guardian activity increases. Mega Crystal Core harvest modified.
WX-070-SNOW Cold Event SNOW Winter only. Fauna density minimum. Node guardians reduced patrol. Resource yield -20% all types.
WX-070-ANY Any Weather ANY Weather-independent spawn — present in all conditions.
WX-070-RAIN Rain/Mist RAIN Rare moisture event. Suppresses primary hazard temporarily. Most comfortable traversal conditions.
WX-070-CLEAR Clear Sky CLEAR Maximum K3V amber light. Visibility maximum. Best navigation conditions. Standard resource yields.

Spawn entries recorded on those rows: Storm 10, Ashfall 14, Cold Event 7, Any Weather 13, Rain/Mist 16, Clear Sky 10. Night-multiplier entries above 2.0 recorded on those rows: Storm 2, Ashfall 5, Cold Event 0, Any Weather 3, Rain/Mist 6, Clear Sky 4.

Mobs

Two named mobs are recorded. One further row records 68 additional spawn-table entries that are not named. Those 68 are not listed as species here. That summary row records 15 corrupted variants and 0 event overrides. Its weather distribution cells are all zero.

ID Name Archetype HP Creature ID Node guardian
MOB-070-01 Crystalstalker Ambush Predator 95 CR04831 False
MOB-070-02 Crystalcoil Scavenger 101 CR04832 False

Nodes

Ten network nodes are recorded. Four are positive and six are negative. The node profile records dominant NEGATIVE, density high, base respawn 69 minutes, and modifier 1.15x.

ID Name Type Location Signature resource growth Guardian
NODE_070_P01 Crystal Primary Anchor POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Crystal Cathedral zone. No None
NODE_070_P02 Crystal Light Node 2 POSITIVE Located within the main resource cluster, feeding crystal growth. Within the Deep Crystal Hollow zone. No None
NODE_070_P03 Crystal Light Node 3 POSITIVE Located at the convergence of the two largest named locations. Within the Deep Crystal Hollow zone. No None
NODE_070_P04 Crystal Light Node 4 POSITIVE Located near the biome's primary water source or geological anchor. Within the Deep Crystal Hollow zone. No None
NODE_070_N01 Crystal Void Node 1 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Crystal Shard Laceration) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_070_N02 Crystal Void Node 2 NEGATIVE Located at the most hazardous point of the primary hazard zone. The primary hazard (Crystal Shard Laceration) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_070_N03 Crystal Void Node 3 NEGATIVE Located beneath the primary ambush predator territory centre. The primary hazard (Crystal Shard Laceration) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_070_N04 Crystal Void Node 4 NEGATIVE Located at the outer boundary of the biome, where it transitions to adjacent terrain. The primary hazard (Crystal Shard Laceration) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_070_N05 Crystal Void Node 5 NEGATIVE Located within the node guardian's primary patrol circuit centre. The primary hazard (Crystal Shard Laceration) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_070_N06 Crystal Void Node 6 NEGATIVE Located at the lowest point of any geological feature — voids sink. The primary hazard (Crystal Shard Laceration) 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 ten 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 six 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
WE0208 Crystal Growth Season Crystal Cave Environmental Event Environmental 30min 12hr FALSE WORLD_STATE 45-90 minutes real-time
WE0209 Crystal Bloom Crystal Cave Resource Event Resource 60min 8hr FALSE RANDOM 30 minutes real-time
WE0210 Crystal Resonance Event Crystal Cave Major Transformation Event Major Transformation 0min 0hr TRUE TIME_CYCLE 3-8 hours real-time

WE0208 notes: Mega Crystal Core 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. WE0209 notes: Mega Crystal Core nodes surge, triple yield during the event. Resource bonus on that row is TRUE. Affects territory is FALSE. Spawn override on that row is NODE_GUARDIAN_ELITE. WE0210 notes: Mega Crystal Core 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 Crystal Caverns_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

Seven NPCs are recorded with location Crystal Caverns. 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
NPC0484 Corra Quarrystone quest_giver Crystal Cathedral, Crystal Caverns F09 Cinderwarden
NPC0485 Fyren Stonecleft merchant Crystal Cathedral, Crystal Caverns F09 Cinderwarden
NPC0486 Dravin Umbrafen trainer Crystal Cathedral, Crystal Caverns F09 Cinderwarden
NPC0487 Corvus Whispervale lore_keeper Crystal Cathedral, Crystal Caverns F09 Cinderwarden
NPC0488 Brix Yarrow blacksmith Crystal Cathedral, Crystal Caverns F09 Cinderwarden
NPC0489 Holt Ashveil quest_giver Crystal Cathedral, Crystal Caverns F09 Cinderwarden
NPC0490 Ilex Cindermere merchant Crystal Cathedral, Crystal Caverns F09 Cinderwarden

Items

Sixteen crafted items are recorded for Crystal Caverns. All are crafted at Crystal Forge. The item table records Mega Crystal Core as the primary material on every row.

Item ID Name Type Slot Rarity Primary material
B070_WPN_01 Crystal Mega Edge Weapon Weapon Rare Mega Crystal Core
B070_HLM_01 Mega Ward Helm Armor Helm Uncommon Mega Crystal Core
B070_CHS_01 Mega Breastplate Armor Chest Rare Mega Crystal Core
B070_HND_01 Crystal Grips Armor Hands Uncommon Mega Crystal Core
B070_LEG_01 Crystal Greaves Armor Legs Uncommon Mega Crystal Core
B070_FET_01 Crystal Treads Armor Feet Uncommon Mega Crystal Core
B070_TRK_01 Mega Relic Trinket Necklace Rare Mega Crystal Core
B070_REL_01 Crystal First-Stone Trinket Relic Epic Mega Crystal Core
B070_CON_01 Crystal Draught Consumable Common Mega Crystal Core
B070_SAL_01 Crystal Salve Consumable Uncommon Mega Crystal Core
B070_MAT_01 Refined Crystal Grit Material Common Mega Crystal Core
B070_BAR_01 Mega Ingot Material Rare Mega Crystal Core
B070_TOL_01 Crystal Node Pick Tool Tool Uncommon Mega Crystal Core
B070_KIT_01 Crystal Field Kit Tool Tool Uncommon Mega Crystal Core
B070_UPG_01 Mega Catalyst Upgrade Component Rare Mega Crystal Core
B070_FOC_01 Crystal Focus Weapon Off-Hand Uncommon Mega Crystal Core

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_B070_WPN_01 Crystal Mega Edge Crystal Forge Mega Crystal Core x9; Refined Crystal Grit x1 T3 Honoured
RCP_B070_HLM_01 Mega Ward Helm Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_CHS_01 Mega Breastplate Crystal Forge Mega Crystal Core x9; Refined Crystal Grit x1 T3 Honoured
RCP_B070_HND_01 Crystal Grips Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_LEG_01 Crystal Greaves Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_FET_01 Crystal Treads Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_TRK_01 Mega Relic Crystal Forge Mega Crystal Core x9; Refined Crystal Grit x1 T3 Honoured
RCP_B070_REL_01 Crystal First-Stone Crystal Forge Mega Crystal Core x11; Refined Crystal Grit x1 T4 Honoured
RCP_B070_CON_01 Crystal Draught Crystal Forge Mega Crystal Core x5; Refined Crystal Grit x1 T1 Known
RCP_B070_SAL_01 Crystal Salve Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_MAT_01 Refined Crystal Grit Crystal Forge Mega Crystal Core x5; Refined Crystal Grit x1 T1 Known
RCP_B070_BAR_01 Mega Ingot Crystal Forge Mega Crystal Core x9; Refined Crystal Grit x1 T3 Honoured
RCP_B070_TOL_01 Crystal Node Pick Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_KIT_01 Crystal Field Kit Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted
RCP_B070_UPG_01 Mega Catalyst Crystal Forge Mega Crystal Core x9; Refined Crystal Grit x1 T3 Honoured
RCP_B070_FOC_01 Crystal Focus Crystal Forge Mega Crystal Core x7; Refined Crystal Grit x1 T2 Trusted

Image prompt

Text only. No file is uploaded. The prompt below is the recorded overview prompt for B070, followed by the ground description and settlement names already on this page.

Recorded overview prompt: ABERNON game concept art, Biome 070 Crystal Caverns, K3V amber light, subsurface_cavern environment, 0.68g low gravity, Nightroot Conclave 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 Crystal Caverns, biome 070, subsurface cavern, under K3V amber light at 0.68g. A breathtaking underground biome where the walls are lined with massive crystal formations that have grown over millions of years. The crystals amplify and store ambient energy. Creatures here have evolved crystalline deposits in their bodies for armor. Terrain recorded as crystal shard cavern. Underground networks stretch for kilometers. Fungal light. Memory-altering spores. Sounds travel wrong. Crystal Shard Laceration is the recorded primary hazard. Mega Crystal Core is the signature resource. Recorded colour palette: cave black, phosphores. The Nightroot Conclave settlement Crystal Settlement is visible, with Crystal Cathedral and Deep Crystal Hollow 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, IMG01381 through IMG01400. Each uses this recorded stem, with the type name in place of the scene type: AAA game concept art, Crystal Caverns, subsurface cavern biome, [type], fungal light, cavern depth, memory-haze atmosphere, Crystal Shard Laceration environmental hazard visible, Unreal Engine 5 quality, painterly, cinematic lighting, amber K3V star palette, alien yet familiar world aesthetic.

ID Type Status
IMG01381 hero_landscape UNGENERATED
IMG01382 apex_creature UNGENERATED
IMG01383 weather_event UNGENERATED
IMG01384 flora_closeup UNGENERATED
IMG01385 faction_outpost UNGENERATED
IMG01386 loading_screen UNGENERATED
IMG01387 ambient_day UNGENERATED
IMG01388 ambient_night UNGENERATED
IMG01389 energy_node UNGENERATED
IMG01390 hazard_event UNGENERATED
IMG01391 npc_portrait UNGENERATED
IMG01392 creature_combat UNGENERATED
IMG01393 resource_gather UNGENERATED
IMG01394 world_event UNGENERATED
IMG01395 sky_atmosphere UNGENERATED
IMG01396 underground_entrance UNGENERATED
IMG01397 coastal_view UNGENERATED
IMG01398 mystery_fragment UNGENERATED
IMG01399 faction_landmark UNGENERATED
IMG01400 player_action UNGENERATED

Canonical URL: https://wiki.abernon.com/index.php?title=B070_Crystal_Caverns