Saramaed Hollow

Saramaed Hollow is a dungeon in Deepwoken. It is a sub-location of Miner's Landing,
== Description ==
This dungeon, taking place deep underground beneath Miner's Landing and its Saramaed Summit, is the primary method of progression for the Ignition Delver Origin. However, anyone can partake in this dungeon as long as they have above neutral reputation with the Ignition Union. 
Saramaed Hollow can be entered by interacting with Deepdelver Tau in Miner's Landing behind the watermill, if you're part of the Divers (aka the origin), Deepdelver Tau will tell you to scram, but this can be overwritten by increasing your rep slightly (it took me one of the Summer's Dusk quests to be allowed). You can choose to work solo or as a team of up to 5 players. To start the dungeon, you need to enter the Union Drill and pull the lever. Saramaed Hollow has four types of maps, which are selected randomly. You may encounter mobs, and killing all of them will spawn chests near the Union Drill. None of the mobs are corrupted; they can only be Attuned. 
Note that all the maps contain lava as an environmental hazard, which deal an extreme amount of damage for both new and more experienced players and for the new players it could burn you to death. 
== Dungeon Features ==
Saramaed Hollow features 20 Floors in 100 meter increments. Floor 0/0 Meter is a lobby area that features a campfire, training gear, an Antiquarian, a Mystic and a Blacksmith. 
Each floor of the dungeon has you go down 100 meters (IE: floor 10 is 1000m, floor 20 is 2000m). To travel through each floor, the Ignition Deepdrill is used, fitted with a lever to go to the next floor and a radio to return to the lobby, which can notably be used anytime, even while in danger. 
You start at a different depth on your first time going down depending on what power you are. If you go up and go back down, you will go down half of how far you were before you went up. The higher power you are, the farther down you start. The monster presets get harder as you go down farther.
You can't get past 2km / 2000m. 
There are 4 room layouts, featuring randomized enemy spawns: 
* The bridge
* The canyon
* The rail tracks
* The open field
Strictly speaking, to progress within this dungeon, players must mine and deposit fuel ore into the fuel hatch, located on the left of the door. A progress bar will show how much fuel was added. It takes 5 ores (+2 per player after the first, up to a max of 13) to refuel the drill. Once the fuel hatch shows a green bar, the drill is fueled and ready to go to the next floor. Fuel Ore can be stacked on top of each other when mining for easier carrying. You can also use mobility mantras and critical attacks while carrying Fuel Ore.
Do note that carrying these ores will not allow you to slide or dodge, you may use mobility mantras though. Using your weapon makes you drop the ore. 
To actually be rewarded during this activity, players are required to kill every monster in a given floor. Doing so will grant a large amount of EXP, along with attribute training EXP and chests spawning near the Ignition Deepdrill. 
It is worth noting that the lava is not as deadly as one might expect. Falling into it is not a death sentence, one can easily climb up on a nearby rock to go back to the main area. However, they deal quick damage over time, making it not so ideal to fight monsters down there. 
== Monster adaptations ==
Monsters within the Saramaed Hollow have adapted to the fiery heat of their domain, gaining 1 of 2 (or both) abilities. The deeper one go, the more adapted monsters will appear, eventually culminating in monsters with both adaptations. 
* Magma Guard - The monster becomes immune to DvM. These monsters have a rocky exterior. (Note that this only nullifies DvM from gear. Innate PvE scaling, such as from your Power level, isn't affected.)
* Magma Flow - The monster procs an effect on hit that weakens your armor and nullifies your Monster Armor temporarily. These monsters will drip with molten lava.
== Monsters ==
Monster shown here will start showing up and replacing other monsters the deeper one goes in the order shown, but may show up much earlier or even show up later on. A Mudskipper Broodlord can appear in Floor 5 for example, while a regular Megalodaunt might show up in Floor 20.
File:Skipper.png|link=Mudskipper|Mudskipper
File:Mudskipperbruteicon.png|link=Megalodaunt|Mudskipper Brute
File:Carbuncle3.png|Carbuncle
File:MegalodauntIcon.png|Megalodaunt
File:AlphsharkoIcon.png|Alpha Megalodaunt
File:MechalodauntIcon.png|Mechalodaunt
File:Crimson Sharko.png|Crimson Megalodaunt
File:ThresherIcon.png|Thresher
File:Stoneknighticon.png|Desert Knight
File:Broodlord Closeup.png|Mudskipper Broodlord
== Loot ==
Loot is based on the type of mob you kill. Some of the loot confirmed to drop from Saramaed Hollow can be found in the table below. 
Weapons	Equipment	Misc.	Schematics (NEEDS EDITING!)
* Rosen's Hellflame
* Iron Requiem
* Ignition Deepcrusher
* Quartztone Pickaxe
* Rosen's Peacemaker
* Inquisitor's Thorn
* Darksteel Greatsword
* Trident Spear
* Crucible Rapier
* Sovereign's Punishment
* Dormant Splinter
* Champion's Sword
* Old World Greatshield	
* Delver's Duster
* Ironsinger Heavy Plate
* Ignition Gauntlets
* Simmerbloom Diadem
* Abyss Wanderer Plate
* Abyss Wanderer Boots
* Citadel Frames
* Ten-Gallon Hat
* Assassin's Hood
* Blackleaf Helm
* Grand Pathfinder's Backpack
* Fur Pauldrons
* Headband
* Tracker's Boots
* Scarf
* Bluesteel Boots
* Khan Helmet
* Parkas
* Vanguard Boots
* Moon Ring
* Ring of Pestilence
* Nomad Pendant
* Etrean Siege Sabatons
* Etrean Siege Cuirass
* Ring of Wisps
* Duelist's Mask
* Star Boots
* Captain's Kabuto
* Diver's Ring
* Smith's Gloves
* Windmill Ring
* Curseblood Pendant
* Big Alchemist's Hat
* Light Eater Ring
* Smith's Goggles
* Crystal Pendant Earrings
* Ranger's Boots
* Bloodiron Ring
* Heavy Hands Ring
* Dazed Band
* Woodland Boots
* Purifying Ring
* Autumn Boots
* Sandrunner Wraps
* Mercenary's Garb
* Rebel's Bandana
* Legion Phalanx Plate
* Strapped Hat
* Star Duster
* Providence Coat
* Deepwoken Cloak
* Warden Pauldrons
* Deepfire Ring
* Finisher's Ring
* Rosen's Ring
* Akira's Ring
* Armorer's Ring
* Maestro's Ring
*	
* Almost every Enchant Stone (exluding Astral)
* Any Deep Gems
* Armorer's Needle
* Pluripotent Alloy
* Smith's Alloy
* Void Spire
* Rain Spire
* Sinner's Ash (Only after 1.2km)
* Mantra Modifiers
* Every ore but Rock and Iron	
* Ignition Union Uniform
* Ignition Trailblazer
* Martial Artist
* Legion Centurion
* Prophet's Cloak
 
The mobs that currently drop the best loot are the Mudskipper Broodlord and Mudskipper Brute due to dropping a chest with loot from The Depths. 
More loot will appear if bringing more players, but naturally, this will also result in more monsters. Be cautious! 
Relics and enchant stones can drop from any chest at any floor. 
Floors at 1.50km or higher have a higher chance at rarer loot, only when 1-3 Threshers Spawn. 
==Gallery==
File:Molten Rocks Stacking.png|An example image of the ability to stack ores.
File:Cave Drawing .png|A drawing of a humanoid being and a larger unknown beast
File:Cave drawing 2.png|A large humanoid control 3 metal rod ( look like how Metal Rain work)
== Tips ==
* The Saramaed Hollow is a fairly low-risk, high-reward dungeon as you have the chance of getting most relics, enchant stones, and godroll gear just from killing medium level mobs like Megalodaunts and Threshers.
* Additionally, if you are low / about to die, you can easily escape by running back to the Deepdrill and interacting with the radio inside to pull you up. This can be used even if you are in danger, to quickly help you escape. Do note that if you do successfully escape, you will be sent back up to 0m and will have to restart the delving all over again. 
** Do note that if you are doing it with one or more friends, you need to wait for all of them to be near / inside the Deepdrill before you can use the radio to call you up. 
* The Saramaed Hollow is also a good grinding fodder for if you're NOT low-level, having weak mobs like Mudskippers and Megalodaunts to boost early game progression. However, Brutes spawn earlier than Megalodaunts despite being much harder to handle. Threshers and Desert Knights help you progress midgame, and Broodlords and Megalodaunt variants to give you that final push to max level.
* It is recommended to stockpile the ores to get to skip a floor that is a hustle dealing with.
* Try and crouch down; this will reduce the monsters detection rate and prevent you from getting attacked by other monsters.
* Despite all these upsides, it is very time consuming and the drops are very RNG based, meaning you can either get REALLY lucky and hit the jackpot, or go back up to the surface practically empty-handed.
* The Saramaed Hollow can be used to very easily farm notes, since the first layers are relatively easy and give large chests that give a ton of equipment. The equipment can then be sold to the antiquarian above, leading to over a thousand notes a minute.
== Trivia ==
* This is the first source of Pluripotent Alloy outside of bosses.
* There is a rare chance for the drill to bring you to 666m, this is visual, as the layer will still act as your first delve, being 800m
* The more people you have, the more ores you need.
** 1 Person, 5 Ores
** 2 People, 7 Ores,
** 3 People, 9 Ores
* Rarely, there may be a floor that usually comes after or at 1.5km that requires you to kill just one thresher in turn for amazing loot.
** Uncommonly, there may also be a floor that requires you to kill just two threshers in exchange for amazing loot.
* The cave paintings show that civilization has once been here long before the Union have.
** The cave painting on the first image depicts a humanoid being encountering a large, unknown beast. (Possibly a Megalodaunt?)
** The cave painting on the second image depicts what seems to be three Gremors (identified by their large horns) near a larger, humanoid figure, which seems to be speaking.
Category:Dungeons