List of All Dungeons: Caverns and Sealed Realms

Palworld's dungeons come in two flavors: caverns — repeatable cave dungeons that rotate their entrances around each region — and Sealed Realms, one-off shrines that each guard a powerful boss. Here's every named dungeon in the game and what's waiting inside.

The Door Is on a Timer

A cavern entrance is not a permanent feature of the world. One opens, sits on the map for a shade under five hours of real time, then seals itself and another opens somewhere else in the same region. The clock is wall-clock, not play time — it keeps counting while the game is shut, so a door you noted at the end of a session is usually gone before the next one. Fly to the region, not to a remembered pin.

What that costs you is travel, not the farm. The pin moves; the dungeon behind it does not. Every entrance in a region leads to that region's cavern, with the same spawn pool, the same schematic line and the same XP multiplier as the door that just closed — which is why the tables further down are keyed by cavern and not by location. Entrances are cut into rock: look for a dark opening at the base of a cliff or mountain face, and check the map for the ones already pinned.

Inside, the map is gone — no pins, no minimap, no marker for where you came in. Navigate by the corridors themselves (the flooded-branch tell is below). You are never sealed in: walking back out the way you entered ends the run at any time and keeps everything already in your bags, which is the right call the moment the enemy levels read higher than you expected. If you are lost deep in the tunnels, the respawn option in the settings menu sends you back to your last respawn point rather than making you retrace the route. The portal that skips you straight out only lights up once the boss at the end is dead.

All Sealed Realms

Each Sealed Realm is a fixed shrine sealing a single powerful Pal — the Alpha bosses. Beat them for Ancient Civilization Parts.

Sealed Realm of the Frozen Wings
Sealed Realm of the Ardent
Sealed Realm of the Myriad Flames
Sealed Realm of the Swordmaster
Sealed Realm of the Frost Flower
Sealed Realm of the Frigid Fox
Sealed Realm of the Luxurious Thicket
Sealed Realm of the Sorcerer
Sealed Realm of the Guardian
Sealed Realm of the Swift
Sealed Realm of the Esoteric
Sealed Realm of the Pristine
Sealed Realm of the Wardenstone
Sealed Realm of the Little Hero
Sealed Realm of the Indigo
Sealed Realm of the Soul
Sealed Realm of the Glacial Core
Sealed Realm of the Astral Vow

Which Caverns Pay the Most XP

Every cavern carries an experience multiplier set by the region it sits in, and it is a straight ladder — the same clear takes more than twice the XP in the sky that it does in the Grasslands. Once you can survive a tier, there is no reason to keep farming the one below it.

RegionCavern tierXP multiplier
Sunreach IsleSkyland001×8
YakushimaYakushima001×7.5
Viking ruinsViking001×7
SakurajimaSakura001×6.5
SnowfieldsSnow001×6
Mount ObsidianVolcano001×5.5
DesertDessert001×5
ForestForest002×4.5
ForestForest001×4
GrasslandsGrass002×3.5
the small islandsIsland003×3
the small islandsIsland002×3
the small islandsIsland001×3
GrasslandsGrass001×3

All Caverns

Enemy and boss lineups below are each cavern's actual spawn pools, with their level ranges — one boss group is picked per run. Every cavern ends in a boss room with a chance at Technology Books — including Ancient Technology Books. Loot below is what the treasure chests inside can hold.

CavernEnemiesBoss RoomInsideChest Loot
Astral Mountains Cavern
Lv 3845
Boss Lv 4245
Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests
Cavern of the Dunes
Lv 3040
Boss Lv 3740
Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests
Cherry Blossom Cave
Lv 4052
Boss Lv 4752
Dungeon Elixir
Feybreak Cavern
Lv 5058
Boss Lv 5658
Dungeon Elixir
Hillside Cavern
Lv 513
Boss Lv 1013
Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests
Isolated Island Cavern
Lv 513
Boss Lv 1013
Dungeon Elixir
Mountain Stream Grotto
Lv 2029
Boss Lv 2729
Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests
Ravine Grotto
Lv 1219
Boss Lv 1719
Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests
Sunreach Skies
Lv 6569
Boss Lv 6569
Dungeon Elixir
Volcanic Cavern
Lv 3238
Boss Lv 3638
Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests

The Schematic Chest Nobody Mentions

The loot column above is the everyday chest — spheres, souls, food, coin. It is not the whole story, because dungeon chests are graded, and in every cavern one grade drops its consumable table entirely and rolls gear schematics instead. In that container a schematic is very nearly a guarantee: about nine rolls in ten come back as a blueprint rather than an item. Which blueprints is fixed by the cavern, so the door you pick is the gear line you are farming — luck only decides which piece of it.

CavernSchematic line its chests carryCoin per ordinary chest
Hillside Cavern · Isolated Island Cavern · Ravine GrottoFeathered Hair Band 5.9% · Cloth Outfit 3.2% · Tropical and Tundra Outfit 1.6% each — cosmetic-tier, and the only caverns whose schematic slot is mostly not a schematic700–1,000
Mountain Stream GrottoMusket 15.3% · Crossbow and Pelt Armor 9.6% · Sword, Makeshift Assault Rifle, Makeshift Shotgun 9.5% each1,200–1,600
Cavern of the DunesOld Revolver 21.7% · Handgun 13.8% · Metal Armor and SMG 10.4% · Metal Helm and Double-Barreled Shotgun 6.9%1,700–2,300
Volcanic CavernThe same Metal line, weighted differently — Old Revolver 19.1% · Handgun 15.3% · Metal Armor 11.4% · Single-Shot Rifle 9.4%1,500–2,100
Astral Mountains CavernSemi-Auto Shotgun 18.5% · Pump-Action Shotgun, Metal Bat, Katana, Semi-Auto Rifle, Assault Rifle 10.2% each · Refined Metal Armor 6.8%2,000–2,500
Cherry Blossom CavePump-Action Shotgun, Katana and Assault Rifle 16.6% each · Refined Metal Armor 11.1% · Refined Metal Helm 8.3%2,500–3,500
Feybreak CavernLaser Rifle and Flamethrower 19.2% each · Hexolite Armor 12.8% · Rocket Launcher 6.4%3,000–3,500
Sunreach SkiesCombat SMG, Prototype Shotgun, Mechanical Bow, Laser Sword 11.7% each · Ancient Armor 7.8% · Ancient Helm 1.2%, the rarest headline roll in any cavern3,500–4,000

Those percentages are all for rung 1 of a schematic, and the rungs collapse fast — each step up is worth roughly a fifth of the one below it. Metal Armor out of the Dunes runs 10.4% → 2.1% → 0.41% → 0.083% across its four rungs. Farm for the schematic and craft it; farming the same chest for a high rung is a four-figure number of runs.

The Stand at the End Is Its Own Table

The technology-book stand in the boss chamber does not draw from the chest pool at all. It always pays coin, plus one draw from a short list that changes with the region — and in six caverns that list includes a raid summon slab, which is the cheapest way there is to get one.

CavernWhat the stand can drawCoin
Hillside Cavern · Isolated Island Cavern · Ravine Grotto · Mountain Stream GrottoAdvanced Technical Manual and Ancient Technical Manual, 75% each — two draws off a two-item list, so most stands hand over both. No slab down here.1,000–2,200
Cavern of the DunesAncient Technical Manual 32% · Innovative Technical Manual 32% · Bellanoir's Slab 25% · Treasure Map 10%2,500–2,800
Volcanic CavernSame four slots, same weights — Ancient 32% · Innovative 32% · Bellanoir's Slab 25% · Treasure Map 10%2,200–2,500
Astral Mountains CavernAncient 32% · Innovative 32% · Bellanoir Libero's Slab 25% · Treasure Map 10%2,800–3,100
Cherry Blossom CaveAncient 32% · Futuristic Technical Manual 32% · Blazamut Ryu Slab 25% · Treasure Map 10%3,100–3,400
Feybreak CavernAncient 32% · Futuristic 32% · Xenolord Slab 25% · Treasure Map 10%3,400–3,700
Sunreach SkiesAncient 33% · Futuristic 33% · Hartalis Slab 33% — a three-way split with no map in it, the best slab rate in the game4,000–4,300

Two things to take from that. If you want to run Bellanoir repeatedly, the Dunes and Volcanic Cavern are the same slab from two doors and roughly one stand in four gives you a slab — four clears per summon, and the clears pay their own way in coin and schematics. And the low four caverns are the only place an Advanced Technical Manual comes out of a stand at all; every cavern above them has dropped it from the list, so unlock what needs one before you move up.

Six Caverns Grow Skill Fruit — and the Best One Is Not the Deepest

"Skill fruits" in the Inside column above is a real spawn point, not scenery, but only six caverns place one. Isolated Island Cavern, Cherry Blossom Cave, Feybreak Cavern, Sunreach Skies and the Terraria dungeon have no fruit tree at all, so clearing harder does not get you closer to a fruit. The tree that does appear draws its region's wild list, and those lists split into two grades that behave nothing alike.

The three low caverns share the Grasslands list — 39 fruits, every one of them common or uncommon. A top-rarity fruit cannot come out of them, however many runs you put in. From the Dunes up, the list changes shape: the same eleven top-rarity fruits sit in the Dunes, Volcanic and Astral pools, identical in all three. Only the filler around them differs, so pool size alone sets the odds — and the smallest pool is in the snow, not at the top of the ladder.

CavernFruits in its poolChance a fruit is top-rarityChance it is one you named
Hillside Cavern · Ravine Grotto · Mountain Stream Grotto390% — none in the list2.6% for any common or uncommon fruit
Cavern of the Dunes3729.7%2.7%
Volcanic Cavern3828.9%2.6%
Astral Mountains Cavern3135.5%3.2%

So the snowfield cavern is the best fruit farm in the game's dungeons on both counts, and it is also the last one that has a tree — there is nothing to trade up to. The eleven it can hand you are Pal Blast, Solar Blast, Hydro Laser, Ignis Rage, Fire Ball, Lightning Bolt, Lightning Strike, Rock Lance, Blizzard Spike, Dark Laser and Dragon Meteor. Two entries are worth knowing about in the mid pools: the Dunes and Volcanic Cavern each double the weight on a handful of ordinary fruits — Tri-Lightning, Stone Blast, Flare Storm, Lock-on Laser and Dragon Breath — which is what pushes their rare share below the snow's. Full lists and the other routes: skill fruits.

Rerolling the Boss Room

The boss at the end of a cavern is drawn from that cavern's pool when you walk into the chamber, and the draw is not final. Back off far enough that the boss unloads, then return — the game picks again. You can repeat that until the Pal you actually want is standing there, without abandoning the run or losing the chests you have already opened. The pools carry no visible weighting, so treat every return trip as a fresh even draw.

That makes pool size the number that decides whether hunting a specific alpha here is sane. It is not close to constant: the two level 5–13 caverns share the widest lottery in the game, while the sky cavern runs the narrowest one — and a narrow pool is exactly what you want when you are chasing a name rather than a level.

CavernBosses in the poolChance a given reroll is your target
Sunreach Skies71 in 7 · about 14%
Cavern of the Dunes151 in 15 · about 7%
Mountain Stream Grotto151 in 15 · about 7%
Ravine Grotto161 in 16 · about 6%
Feybreak Cavern181 in 18 · about 6%
Volcanic Cavern181 in 18 · about 6%
Astral Mountains Cavern191 in 19 · about 5%
Cherry Blossom Cave191 in 19 · about 5%
Hillside Cavern301 in 30 · about 3%
Isolated Island Cavern301 in 30 · about 3%

Two practical reads. In Sunreach Skies a named boss lands roughly every seventh walk-in, so rerolling is a real farming method there. In Hillside Cavern and Isolated Island Cavern — the same 30-Pal pool behind two different doors — you will average thirty attempts for one specific name, which is worth it only for something you cannot get any other way this early. On the way to the chamber, a flooded stretch of corridor is the tell: water underfoot means you are on the branch that ends at the boss, so at a fork take the wet path.

Three Pals Live Behind These Doors and Nowhere Else

153 Pals turn up on the rosters above, and all but three of them can also be hunted in the open world. The exceptions are Mau, Katress Ignis and Eidrolon — none of the three sits in a wild spawn table anywhere on the map. They are not equally easy to walk out with, because two of them are in a boss pool and one is not.

PalWhere it appearsWhat it takes
Mau
Lv 5–15
Hillside Cavern · Isolated Island Cavern · Ravine GrottoOne of only four enemy types in each of those three, so it is on the route of nearly every run down there. It also sits in the 30-Pal boss pools of Hillside and Isolated Island — roughly one reroll in thirty — but not in Ravine Grotto's 16.
Katress Ignis
Lv 40–52
Cherry Blossom CaveOne of five enemies on the route and one of the 19 names in the boss pool, so rerolling the chamber lands it about one walk-in in nineteen. The only one of the three you can farm deliberately.
Eidrolon
Lv 65–69
Sunreach SkiesOne of five enemies, and not in the seven-Pal boss pool at all — however narrow that pool looks, rerolling the chamber will never stand one in front of you. Corridor spawns are the whole draw.

The door is still not the only route, which is worth knowing before you commit an evening to it. Eidrolon has a body above ground: one fixed alpha at Lv 69 standing in its own spot on the map, and an alpha can be caught rather than killed. Katress Ignis can walk up and ask to join on its own — it is in the recruiter pool from Base Camp Lv 14 at 1.25%, and neither of the other two is on that list at any base level.

All three also breed, and Mau is the case that makes the label soft. It has nine parent pairs, seven of which use nothing but Grasslands starters — Chikipi with Sparkit, Jolthog with Lamball, Lifmunk with Vixy — so a hatched Mau digging up coin on a ranch with Gold Digger is available to a player who has never stood in a cavern entrance. The other two are late enough that you already own the parents by the time their cavern is survivable: Katress Ignis has 228 pairs, Eidrolon 219, Anubis with Eidrolon Ignis among them.

If the Cavern You Are Looking For Is Not on This List

Three caverns carry an English name that matches no other language in the game, so a guide, a video or a friend on a non-English client can send you hunting for a dungeon that is already above under a different label. The names are stored per language and they diverge — these are the same three doors, not missing ones.

On this pageWhat every other language calls it
Astral Mountains CavernSome form of Sacred Mountain Cavern — sacred peak in Spanish, French, German, Italian, Portuguese and Russian, spirit peak in Chinese and Korean. English is the odd one out, so "Sacred Mountain Cavern" and this snowfield cavern are one and the same.
Feybreak CavernTenraku Cavern in Spanish and Russian, which keeps the original island name, and Fallen Paradiseor Cavern of Ruin in French, Italian and Portuguese. Only English and German coined "Feybreak."
Sunreach SkiesReworded everywhere: Celuxia airspace in Spanish, Astral Isles in French, a celestial-splendour airspace in Portuguese. The French name is the trap — it puts astral on the sky cavern, while English puts it on the snow one.

The other seven translate straight across — hillside, ravine, mountain stream, volcano, dune, isolated island, cherry blossom — so if the name you were given describes a landscape, it is the cavern that obviously matches it.

The Terraria Dungeon (Sealed Realm of Terraria)

The collab dungeon on Yakushima is in neither list above, and that is the game's doing, not ours. Its entrance carries no name — the name slot for it holds the string "???" — and the files class it as a rotating cavern rather than a Sealed Realm, even though the map region around it reads Sealed Realm of Terraria. It is the ×7.5 row labelled Yakushima in the XP table above, one rung under Sunreach Skies and above every cavern on the mainland.

It is also the only dungeon in the game built as a run of four zones instead of one spawn pool. Each zone has its own enemy table and its own level band, and the bands do not overlap — you walk the difficulty up as you go in, ending at a fixed Lv 45 boss room. The crossover monsters carry most of the weight in every zone; the wild Pals below are roughly one spawn group in six near the entrance and one in five in the deeper zones, so a Pal you want here is a patient farm, not a walk-in.

ZoneLevelsWild Pals in that zone
Forest (first)33–35Herbil · Dazzi · Dumud Gild
Cavern36–38Tombat
Mushroom39–41Jellroy · Shroomer · Shroomer Noct
Hallow (last)42–44Killamari Primo · Starryon · Icelyn
Boss room45Eye of Cthulhu — one of it, alone

The loot is split in two, and the split is the whole reason to run this place. Ordinary chests along the route roll a pool that is gear schematics roughly a third of the time; the chest at the end rolls a pool no other dungeon has. Every other cavern's end-of-run slot points at a table that is Gold Coin about 97 times out of 100 with a single point of weight on each technical manual. This one throws that table out — there is no Gold Coin in it at all.

Chests along the routeOdds per roll
Hallowed Bar21% — the single most common roll in the dungeon
Any one of the six gear schematics — Excalibur, Hallowed Plate Mail, Hallowed Mask, Hallowed Headgear, Hallowed Helmet, Hallowed Hood31% combined · about 5% each
Medium Pal Soul10%
Giga Sphere · Coarse Ammo7% each
Hyper Sphere · Silver Key5% · 4%
Training Manual (L) · Training Manual (XL)4% · 2%
Chest at the endOdds per roll
Celestial Sigil Schematic — the summon that starts the Moon Lord raid25% — tied for the most common roll here
Hallowed Bar25%
Any one of Terra Blade, Terraprisma, Vortex Beater, Nightglow25% combined · about 6% each
Ancient Technical Manual · Futuristic Technical Manual7% each
A skill fruit (any of 31) · an Applied work handbook (any of 12)8% · 3%

Two things follow from those tables. Farm the route chests for the Hallowed set and Excalibur — the end chest cannot drop them at all. And every schematic in this dungeon has five rarity rungs: on the route pool the common rung is about a 4% roll while the top rung is roughly 1 in 15,000, so chase the drop first and the rung never. The end chest is far kinder on that count — its four weapon schematics barely taper across the five rungs, about 2.1% for the common rung down to 0.6% for the top one, which makes it the only realistic place to pull a max-rung Terraprisma. Background on the whole collab: Tides of Terraria.

The four World Tree dungeons are literally named "This Dungeon is under investigation." in-game — Pocketpair's little joke. Related: Pal Expeditions · all Alpha bosses · interactive map.