B090 Dreadvine Hollows

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B090 Dreadvine Hollows

Field Value
BiomeID 090
Biome name Dreadvine Hollows
Climate EQUATORIAL_RAINFOREST
Difficulty 6
Starting control F02 Verdania Collective
Contested by F11 Verdant Deep Covenant
Primary hazard Psychotropic Hallucination
Signature resource Rootmaze Crystal
MysteryZone False
Continent CONT_VERDANIA
Region Verdania — Eastern Psychotropic Hollows
Elevation_m 60
Status LIVE_CANON
Source LIVE/DATA/biome_registry_v5.7.4.json

Ground

A sunken forest choked in parasitic vines and psychotropic fungi under perpetual twilight. Illusionary terrain and sentient plants deceive travelers. Bioluminescent spores cloud the air while roots slither unseen. Few escape the hollows unscathed.

Settlements

Name Type Population Controlling faction
Dreadvine Settlement Faction Outpost 1500 F02 Verdania Collective
Rootmaze Throne primary N/A F02 Verdania Collective
Sunken Veil Layer secondary N/A F02 Verdania Collective

Settlement pages: Dreadvine Settlement, Rootmaze Throne, Sunken Veil Layer. Settlement rows on the faction civilization table for this biome also have pages: Dreadvine Watch. All settlements: Settlements.

Factions present

Faction Where recorded
F02 Verdania Collective Home faction of this biome. Controlling faction on every recorded settlement row.
F03 Skyreach Covenant All seven NPC rows.

NPCs here from other factions: F03 Skyreach Covenant (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. The faction table also gives F11 Verdant Deep Covenant a foothold here, so the biome is contested.

Resources

Full table with IDs and node details: B090 Dreadvine Hollows/Resources.


Signature, primary, secondary, and minerals

These rows are recorded on the B090 resource table and were not in the gatherable list above.

ID Name Type Rarity
SIG-090 Rootmaze Crystal SIGNATURE Rare–Legendary
PRI-090 Dreadvine Resin PRIMARY Uncommon–Rare
SEC-090 Sporeblight Husk SECONDARY Common–Uncommon
MIN-COM-VIN Vinite Common Mineral Common
MIN-COM-SPO Spore Ore Common Mineral Common
MIN-COM-ROO Root Slate Common Mineral Common
MIN-RARE-VIN Vine Crystal Rare Mineral Rare
MIN-RARE-SPO Spore Glass Rare Mineral Rare

Harvest

The harvestable index records counts for biome 090 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 Dreadvine Hollows:

ID Name Harvestable
FLORA-DREA-090 Dreambloom Yes
FLORA-SPOR-090 Sporemoss Yes
FLORA-LUMI-090 Luminescent Frond Palm No
FLORA-ROOT-090 Root Bridge Moss No — Protected
FLORA-CANO-090 Canopy Spore Bloom No
FLORA-BIOL-090 Biolume Orchid No
FLORA-DAMP-090 Damp-Root Binder No — Protected
FLORA-SPOR-090 Spore-Rot Fungus 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 Luminescent Frond Palm, Root Bridge Moss, Canopy Spore Bloom, Biolume Orchid, Damp-Root Binder, and Spore-Rot Fungus. The harvestable cell says No on Luminescent Frond Palm, Canopy Spore Bloom, Biolume Orchid, and Spore-Rot Fungus and No — Protected on Root Bridge Moss and Damp-Root Binder. 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 Dreadvine — Dread Core
Layout Canopy-to-Floor Run
Max players 6
Lockout hours 72
Boss name Roothorn — Deep Form
Ground note The Dread 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 Roothorn, Ancient of Biome 090
Difficulty T3_Heroic
Recommended party 4
Damage type Void
Arena Rootmaze Throne
Arena description The boss encounter takes place in the heart of Dreadvine Hollows's most extreme terrain feature. The arena is shaped by equatorial rainforest 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
Arena terrain Psychotropic vine hollows
Arena hazard Psychotropic Hallucination
Unique material Mire Scale
Ground blurb The Mire Prowler the Ancient is the apex expression of Dreadvine Hollows's ecosystem — a creature that has been shaped by equatorial rainforest conditions across centuries of adaptation in 0.68g. It is not simply dangerous. It is what Dreadvine Hollows would be if the biome could choose to fight.

Weather

The atmosphere row records weather patterns Vine Wind and Spore 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-090-STORM Storm STORM Severe visibility reduction. Player movement restricted. Pack predators shelter. Ambush predators peak activity.
WX-090-ASH Ashfall ASH Reduces visibility. Ash-adapted creatures +15% aggro. Node guardian activity increases. Rootmaze Crystal harvest modified.
WX-090-SNOW Cold Event SNOW Winter only. Fauna density minimum. Node guardians reduced patrol. Resource yield -20% all types.
WX-090-ANY Any Weather ANY Weather-independent spawn — present in all conditions.
WX-090-RAIN Rain/Mist RAIN Rare moisture event. Suppresses primary hazard temporarily. Most comfortable traversal conditions.
WX-090-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 17, Cold Event 8, Any Weather 13, Rain/Mist 12, Clear Sky 10. Night-multiplier entries above 2.0 recorded on those rows: Storm 1, Ashfall 5, Cold Event 1, Any Weather 6, Rain/Mist 4, Clear Sky 5.

Mobs

Five named mobs are recorded. One further row records 65 additional spawn-table entries that are not named. Those 65 are not listed as species here. That summary row records 11 corrupted variants and 0 event overrides. Its weather distribution cells are all zero.

ID Name Archetype HP Creature ID Node guardian
MOB-090-01 Dreadvinehorn Large Herbivore 147 CR06231 False
MOB-090-02 Rootmantle Pack Predator 95 CR06232 False
MOB-090-03 Dreadvinestalker Ambush Predator 96 CR06233 False
MOB-090-04 Roothorn Ancient Walker 211 CR06234 False
MOB-090-05 Dreadvinecoil Scavenger 92 CR06235 False

Nodes

Ten network nodes are recorded. Seven are positive and three are negative. The node profile records dominant POSITIVE, density high, base respawn 29 minutes, and modifier 1.45x.

ID Name Type Location Signature resource growth Guardian
NODE_090_P01 Dreadvine Primary Anchor POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Rootmaze Throne zone. No None
NODE_090_P02 Dreadvine Light Node 2 POSITIVE Located within the main resource cluster, feeding crystal growth. Within the Sunken Veil Layer zone. No None
NODE_090_P03 Dreadvine Light Node 3 POSITIVE Located at the convergence of the two largest named locations. Within the Sunken Veil Layer zone. No None
NODE_090_P04 Dreadvine Light Node 4 POSITIVE Located near the biome's primary water source or geological anchor. Within the Sunken Veil Layer zone. No None
NODE_090_P05 Dreadvine Light Node 5 POSITIVE Located at the highest-traffic prey corridor, where ecological energy concentrates. Within the Sunken Veil Layer zone. No None
NODE_090_P06 Dreadvine Light Node 6 POSITIVE Located inside the faction settlement perimeter, co-opted for faction infrastructure. Within the Sunken Veil Layer zone. No None
NODE_090_P07 Dreadvine Light Node 7 POSITIVE Located at the boundary of the biome's two primary terrain types. Within the Sunken Veil Layer zone. No None
NODE_090_N01 Dreadvine Void Node 1 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Psychotropic Hallucination) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_090_N02 Dreadvine Void Node 2 NEGATIVE Located at the most hazardous point of the primary hazard zone. The primary hazard (Psychotropic Hallucination) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_090_N03 Dreadvine Void Node 3 NEGATIVE Located beneath the primary ambush predator territory centre. The primary hazard (Psychotropic Hallucination) 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 seven 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
WE0268 Spore Season Dreadvine Ho Environmental Event Environmental 30min 4hr FALSE TIME_CYCLE 45-90 minutes real-time
WE0269 Vine Bloom Dreadvine Ho Resource Event Resource 120min 8hr FALSE WEATHER 30 minutes real-time
WE0270 Vine Surge Dreadvine Ho Major Transformation Event Major Transformation 0min 0hr TRUE RANDOM 3-8 hours real-time

WE0268 notes: Rootmaze Crystal nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is FALSE. WE0269 notes: Rootmaze 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. WE0270 notes: Rootmaze 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 ELITE_SURGE. Biome state change recorded as Dreadvine Hollows_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 Dreadvine Hollows. 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
NPC0624 Quillon Ashveil quest_giver Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant
NPC0625 Idris Cindermere merchant Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant
NPC0626 Faeron Emberfall trainer Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant
NPC0627 Fyren Gloomreach lore_keeper Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant
NPC0628 Gael Ironveil blacksmith Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant
NPC0629 Vex Klarenfield quest_giver Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant
NPC0630 Wren Mirewood merchant Rootmaze Throne, Dreadvine Hollows F03 Skyreach Covenant

Items

Sixteen crafted items are recorded for Dreadvine Hollows. All are crafted at Root Forge. The item table records Rootmaze Crystal as the primary material on every row.

Item ID Name Type Slot Rarity Primary material
B090_WPN_01 Dreadvine Rootmaze Edge Weapon Weapon Rare Rootmaze Crystal
B090_HLM_01 Rootmaze Ward Helm Armor Helm Uncommon Rootmaze Crystal
B090_CHS_01 Rootmaze Breastplate Armor Chest Rare Rootmaze Crystal
B090_HND_01 Dreadvine Grips Armor Hands Uncommon Rootmaze Crystal
B090_LEG_01 Dreadvine Greaves Armor Legs Uncommon Rootmaze Crystal
B090_FET_01 Dreadvine Treads Armor Feet Uncommon Rootmaze Crystal
B090_TRK_01 Rootmaze Relic Trinket Necklace Rare Rootmaze Crystal
B090_REL_01 Dreadvine First-Stone Trinket Relic Epic Rootmaze Crystal
B090_CON_01 Dreadvine Draught Consumable Common Rootmaze Crystal
B090_SAL_01 Dreadvine Salve Consumable Uncommon Rootmaze Crystal
B090_MAT_01 Refined Dreadvine Grit Material Common Rootmaze Crystal
B090_BAR_01 Rootmaze Ingot Material Rare Rootmaze Crystal
B090_TOL_01 Dreadvine Node Pick Tool Tool Uncommon Rootmaze Crystal
B090_KIT_01 Dreadvine Field Kit Tool Tool Uncommon Rootmaze Crystal
B090_UPG_01 Rootmaze Catalyst Upgrade Component Rare Rootmaze Crystal
B090_FOC_01 Dreadvine Focus Weapon Off-Hand Uncommon Rootmaze 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_B090_WPN_01 Dreadvine Rootmaze Edge Root Forge Rootmaze Crystal x9; Refined Dreadvine Grit x1 T3 Honoured
RCP_B090_HLM_01 Rootmaze Ward Helm Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_CHS_01 Rootmaze Breastplate Root Forge Rootmaze Crystal x9; Refined Dreadvine Grit x1 T3 Honoured
RCP_B090_HND_01 Dreadvine Grips Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_LEG_01 Dreadvine Greaves Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_FET_01 Dreadvine Treads Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_TRK_01 Rootmaze Relic Root Forge Rootmaze Crystal x9; Refined Dreadvine Grit x1 T3 Honoured
RCP_B090_REL_01 Dreadvine First-Stone Root Forge Rootmaze Crystal x11; Refined Dreadvine Grit x1 T4 Honoured
RCP_B090_CON_01 Dreadvine Draught Root Forge Rootmaze Crystal x5; Refined Dreadvine Grit x1 T1 Known
RCP_B090_SAL_01 Dreadvine Salve Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_MAT_01 Refined Dreadvine Grit Root Forge Rootmaze Crystal x5; Refined Dreadvine Grit x1 T1 Known
RCP_B090_BAR_01 Rootmaze Ingot Root Forge Rootmaze Crystal x9; Refined Dreadvine Grit x1 T3 Honoured
RCP_B090_TOL_01 Dreadvine Node Pick Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_KIT_01 Dreadvine Field Kit Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted
RCP_B090_UPG_01 Rootmaze Catalyst Root Forge Rootmaze Crystal x9; Refined Dreadvine Grit x1 T3 Honoured
RCP_B090_FOC_01 Dreadvine Focus Root Forge Rootmaze Crystal x7; Refined Dreadvine Grit x1 T2 Trusted

Image prompt

Text only. No file is uploaded. The prompt below is the recorded overview prompt for B090, followed by the ground description and settlement names already on this page.

Recorded overview prompt: ABERNON game concept art, Biome 090 Dreadvine Hollows, K3V amber light, equatorial_rainforest environment, 0.68g low gravity, Verdania Collective 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 Dreadvine Hollows, biome 090, equatorial rainforest, under K3V amber light at 0.68g. A sunken forest choked in parasitic vines and psychotropic fungi under perpetual twilight. Illusionary terrain and sentient plants deceive travelers. Bioluminescent spores cloud the air while roots slither unseen. Few escape the hollows unscathed. Terrain recorded as psychotropic vine hollows. Dense canopy, bioluminescent undergrowth. Spores drift like snow. Life is abundant and dangerous. Psychotropic Hallucination is the recorded primary hazard. Rootmaze Crystal is the signature resource. Recorded colour palette: emerald, jade, deep s. The Verdania Collective settlement Dreadvine Settlement is visible, with Rootmaze Throne and Sunken Veil Layer 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, IMG01781 through IMG01800. Each uses this recorded stem, with the type name in place of the scene type: AAA game concept art, Dreadvine Hollows, equatorial rainforest biome, [type], bioluminescent spore clouds, dense canopy, amber filtered light, Psychotropic Hallucination environmental hazard visible, Unreal Engine 5 quality, painterly, cinematic lighting, amber K3V star palette, alien yet familiar world aesthetic.

ID Type Status
IMG01781 hero_landscape UNGENERATED
IMG01782 apex_creature UNGENERATED
IMG01783 weather_event UNGENERATED
IMG01784 flora_closeup UNGENERATED
IMG01785 faction_outpost UNGENERATED
IMG01786 loading_screen UNGENERATED
IMG01787 ambient_day UNGENERATED
IMG01788 ambient_night UNGENERATED
IMG01789 energy_node UNGENERATED
IMG01790 hazard_event UNGENERATED
IMG01791 npc_portrait UNGENERATED
IMG01792 creature_combat UNGENERATED
IMG01793 resource_gather UNGENERATED
IMG01794 world_event UNGENERATED
IMG01795 sky_atmosphere UNGENERATED
IMG01796 underground_entrance UNGENERATED
IMG01797 coastal_view UNGENERATED
IMG01798 mystery_fragment UNGENERATED
IMG01799 faction_landmark UNGENERATED
IMG01800 player_action UNGENERATED

Canonical URL: https://wiki.abernon.com/index.php?title=B090_Dreadvine_Hollows