B015 Irontide Reaches
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.
- Brine Crystal (Iront) (GATHERABLE, Common)
- Ironti Coral Ore (GATHERABLE, Uncommon)
- Ironti Iridescent Scale (GATHERABLE, Uncommon)
- Ironti Tide Salt (GATHERABLE, Common)
- Refined Iridescent Scale (GATHERABLE, Common)
- Refined Marine Fiber (GATHERABLE, Uncommon)
- Refined Shore Stone (GATHERABLE, Common)
- Refined Tide Salt (GATHERABLE, Rare)
- Salt Resin (Iront) (GATHERABLE, Common)
- Sea Glass (Iront) (GATHERABLE, Uncommon)
- Tidal Sediment (Iront) (GATHERABLE, Common)
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 |
|---|---|---|---|---|---|---|---|---|
| WE0043 | 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 |
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.
Quests
Nine quests are recorded for this biome. Listed as id, title, layer, and giver id only. No quest prose is added here.
- Q0127 The Irontide Toll — Main — giver NPC0099
- Q0128 Irontide Watch — Surface — giver NPC0099
- Q0129 Irontide Vault Count — Underground — giver NPC0104
- Q0130 The Tide-Cut Shard — Irontide Reaches — Aquatic — giver NPC0102
- Q0131 Tidal Iron Shard for the Verdania Collective — Main — giver NPC0099
- Q0132 Drag Season — Surface — giver NPC0101
- Q0133 What the Irontide Vault Hums — Underground — giver NPC0102
- Q0134 After the Tide-Cut Draw — Irontide Reaches — Aquatic — giver NPC0104
- Q0135 Verdania Collective on the Irontide Line — Main — giver NPC0099
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.
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