The Primal Lands

**The Primal Lands** is a completely new dungeon separate from the original Castle dungeon. It is located far in the past, where many strange and dangerous creatures guard their valuable treasures.

There are 5 new areas to explore, all with brand new enemies and powerful loot. The dungeon also features a side story with 10 more story bosses every 100 levels.

## Unlocking

Staring Dimension 2, you will see a strange fellow in front of the Wizard's Hut. Talking to them will grant access to Primal Lands after a short cutscene. Once unlocked, you can access Primal Lands from the dungeon Warp Screen, where either dungeon can be selected by pressing the arrows.

In the Primal Lands, your progress is limited by your current max floor in the Castle. After reaching the Warrior's Dimension, this restriction is lifted.

## Visiting Order

*See also: Primal Lands Story § Difficulty Order*

Although the Primal Lands can be visited immediately when entering Dimension 2, it is rather difficult so early on. Also the depth is limited to only a single floor at this point!

A sensible order is to finish dimensions 1 to 10 in the Castle and then do the same in the Primal Lands. This makes it easier to follow the story, and you can keep any good items. Alternatively, after getting to e.g. dimension 5 in the Castle, you could go to the Primal Lands for items such as a Jade Talisman, or a Ruby to complete Paying It Forward.

After reaching the Warrior Dimension, it is possible to play entirely in the Primal Lands or entirely in the Castle. But the only way to get each kind of ore is to visit the other dungeon occasionally with a Mining team.

Diving deep in both is unnecessary. Mythic items are only found in the Primal Lands, so in 1.2.2 that is where most people dive. Other than ore, the only items unique to the Castle are materials that you can get enough of anyway while mining.

## New Mechanics

Primal Lands is designed to be harder than Castle, rewarding those who are brave enough to enter.

### Ambushes

* You cannot be ambushed in the Tar Swamp or River Area.
	+ Instead of an ambush, you may encounter a swarm in these areas. Swarms have 7 enemies and have a 25% chance to appear on floors that end in 8 (e.g. 18 and 48).
* After floor 1000, you can now get ambushed twice in the same area.

### Portals

* Before floor 1000, portals work as normal.
* After floor 1000, alternate paths now cost 2 keys instead of 1, unless your party has a Gatekeeper Gem.

### Enemy Stats

* After floor 1000, enemies get a 1.3x stat multiplier.
* Every 10k floors, enemy stat multiplier increases by 0.1
* Use Withering, a new stat, to combat the powerful enemies.

### Mythic Items

* **NOTE: MYTHIC ITEMS WILL NOT DROP IN QUICK BATTLE MODE**
* After floor 1000, non-Unique Mythic items begin to drop.
* After floor 5000, Unique Mythic Items begin to drop.
* After floor 15k, Gravedigger Shovel begins to drop.
* Every area in Primal Lands has a special armor that drops only in that area.

### Status Effects

* MP Drain - Lose 10% of MP every tick. Caused by Tar Ball.
* Delirium - 50% Chance to perform a default attack on a random ally instead of the character's original action. Caused by Chromaburst.
	+ Damage Reflection works as normal, which can result in the delirious character to kill an ally and themself if they can deal enough damage.

### New Stats

Some of the gear found in Primal Lands provide new stats.

* Withering
* Enemy Stat Boost
* Battle Credits Per Boss Defeated

## Areas and Enemies

Same as the Castle, every 100 levels there are 5 areas consisting of 20 levels, and each area has its own set of enemies. Every 10 levels, there is a boss, and floor numbers ending in 5 have minibosses.