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.
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.
| Region | Cavern tier | XP multiplier |
|---|---|---|
| Sunreach Isle | Skyland001 | ×8 |
| Yakushima | Yakushima001 | ×7.5 |
| Viking ruins | Viking001 | ×7 |
| Sakurajima | Sakura001 | ×6.5 |
| Snowfields | Snow001 | ×6 |
| Mount Obsidian | Volcano001 | ×5.5 |
| Desert | Dessert001 | ×5 |
| Forest | Forest002 | ×4.5 |
| Forest | Forest001 | ×4 |
| Grasslands | Grass002 | ×3.5 |
| the small islands | Island003 | ×3 |
| the small islands | Island002 | ×3 |
| the small islands | Island001 | ×3 |
| Grasslands | Grass001 | ×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.
| Cavern | Enemies | Boss Room | Inside | Chest Loot |
|---|---|---|---|---|
| Astral Mountains Cavern Lv 38–45 | Boss Lv 42–45 | Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests | ||
| Cavern of the Dunes Lv 30–40 | Boss Lv 37–40 | Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests | ||
| Cherry Blossom Cave Lv 40–52 | Boss Lv 47–52 | Dungeon Elixir | ||
| Feybreak Cavern Lv 50–58 | Boss Lv 56–58 | Dungeon Elixir | ||
| Hillside Cavern Lv 5–13 | Boss Lv 10–13 | Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests | ||
| Isolated Island Cavern Lv 5–13 | Boss Lv 10–13 | Dungeon Elixir | ||
| Mountain Stream Grotto Lv 20–29 | Boss Lv 27–29 | Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests | ||
| Ravine Grotto Lv 12–19 | Boss Lv 17–19 | Caged Pals to rescue · Dungeon Elixir · Junk piles · Lotus pickups · Mimics · Mushroom pickups · Pal eggs · Skill fruits · Treasure chests | ||
| Sunreach Skies Lv 65–69 | Boss Lv 65–69 | Dungeon Elixir | ||
| Volcanic Cavern Lv 32–38 | Boss Lv 36–38 | 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.
| Cavern | Schematic line its chests carry | Coin per ordinary chest |
|---|---|---|
| Hillside Cavern · Isolated Island Cavern · Ravine Grotto | Feathered 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 schematic | 700–1,000 |
| Mountain Stream Grotto | Musket 15.3% · Crossbow and Pelt Armor 9.6% · Sword, Makeshift Assault Rifle, Makeshift Shotgun 9.5% each | 1,200–1,600 |
| Cavern of the Dunes | Old 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 Cavern | The 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 Cavern | Semi-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 Cave | Pump-Action Shotgun, Katana and Assault Rifle 16.6% each · Refined Metal Armor 11.1% · Refined Metal Helm 8.3% | 2,500–3,500 |
| Feybreak Cavern | Laser Rifle and Flamethrower 19.2% each · Hexolite Armor 12.8% · Rocket Launcher 6.4% | 3,000–3,500 |
| Sunreach Skies | Combat SMG, Prototype Shotgun, Mechanical Bow, Laser Sword 11.7% each · Ancient Armor 7.8% · Ancient Helm 1.2%, the rarest headline roll in any cavern | 3,500–4,000 |
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.
| Cavern | What the stand can draw | Coin |
|---|---|---|
| Hillside Cavern · Isolated Island Cavern · Ravine Grotto · Mountain Stream Grotto | Advanced 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 Dunes | Ancient Technical Manual 32% · Innovative Technical Manual 32% · Bellanoir's Slab 25% · Treasure Map 10% | 2,500–2,800 |
| Volcanic Cavern | Same four slots, same weights — Ancient 32% · Innovative 32% · Bellanoir's Slab 25% · Treasure Map 10% | 2,200–2,500 |
| Astral Mountains Cavern | Ancient 32% · Innovative 32% · Bellanoir Libero's Slab 25% · Treasure Map 10% | 2,800–3,100 |
| Cherry Blossom Cave | Ancient 32% · Futuristic Technical Manual 32% · Blazamut Ryu Slab 25% · Treasure Map 10% | 3,100–3,400 |
| Feybreak Cavern | Ancient 32% · Futuristic 32% · Xenolord Slab 25% · Treasure Map 10% | 3,400–3,700 |
| Sunreach Skies | Ancient 33% · Futuristic 33% · Hartalis Slab 33% — a three-way split with no map in it, the best slab rate in the game | 4,000–4,300 |
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.
| Cavern | Fruits in its pool | Chance a fruit is top-rarity | Chance it is one you named |
|---|---|---|---|
| Hillside Cavern · Ravine Grotto · Mountain Stream Grotto | 39 | 0% — none in the list | 2.6% for any common or uncommon fruit |
| Cavern of the Dunes | 37 | 29.7% | 2.7% |
| Volcanic Cavern | 38 | 28.9% | 2.6% |
| Astral Mountains Cavern | 31 | 35.5% | 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.
| Cavern | Bosses in the pool | Chance a given reroll is your target |
|---|---|---|
| Sunreach Skies | 7 | 1 in 7 · about 14% |
| Cavern of the Dunes | 15 | 1 in 15 · about 7% |
| Mountain Stream Grotto | 15 | 1 in 15 · about 7% |
| Ravine Grotto | 16 | 1 in 16 · about 6% |
| Feybreak Cavern | 18 | 1 in 18 · about 6% |
| Volcanic Cavern | 18 | 1 in 18 · about 6% |
| Astral Mountains Cavern | 19 | 1 in 19 · about 5% |
| Cherry Blossom Cave | 19 | 1 in 19 · about 5% |
| Hillside Cavern | 30 | 1 in 30 · about 3% |
| Isolated Island Cavern | 30 | 1 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.
| Pal | Where it appears | What it takes |
|---|---|---|
| Mau Lv 5–15 | Hillside Cavern · Isolated Island Cavern · Ravine Grotto | One 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 Cave | One 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 Skies | One 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 page | What every other language calls it |
|---|---|
| Astral Mountains Cavern | Some 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 Cavern | Tenraku 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 Skies | Reworded 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.
| Zone | Levels | Wild Pals in that zone |
|---|---|---|
| Forest (first) | 33–35 | Herbil · Dazzi · Dumud Gild |
| Cavern | 36–38 | Tombat |
| Mushroom | 39–41 | Jellroy · Shroomer · Shroomer Noct |
| Hallow (last) | 42–44 | Killamari Primo · Starryon · Icelyn |
| Boss room | 45 | Eye 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 route | Odds per roll |
|---|---|
| Hallowed Bar | 21% — 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 Hood | 31% combined · about 5% each |
| Medium Pal Soul | 10% |
| Giga Sphere · Coarse Ammo | 7% each |
| Hyper Sphere · Silver Key | 5% · 4% |
| Training Manual (L) · Training Manual (XL) | 4% · 2% |
| Chest at the end | Odds per roll |
|---|---|
| Celestial Sigil Schematic — the summon that starts the Moon Lord raid | 25% — tied for the most common roll here |
| Hallowed Bar | 25% |
| Any one of Terra Blade, Terraprisma, Vortex Beater, Nightglow | 25% combined · about 6% each |
| Ancient Technical Manual · Futuristic Technical Manual | 7% 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.