Overview[1]
Blessings and Caves redirect here. Technically the game calls it "Caves" on the Daily Quests board, but this wiki uses "Caverns" to distinguish this location from the smaller caves:* Locked Caves (aka Child Caves):* Frog Cave:* Polar Bear Cave:* Bat Cave (no longer in the game, essentially being replaced by these caverns) The Caverns were added in the 22 Nov 2025 update and expanded in the 17 Jan 2026 update. It is a series of caves inhabited by the Bat Entity and various Cultists. It is divided into 4 sections, and completing each section will unlock a blessing.
The caverns can be accessed via entrances found around the Forest, with only the first one being unlocked at first (determined by the roman numeral on the entrance). Upon activating a blessing, another cave entrance will be opened, however all entrances lead to the same cavern system, so players can theoretically activate all blessings without leaving. Main Article: The Bat The Bat will fly down at set locations and "charge up" with a bat icon slowly filling with red, ending with a scream. When it screams, take cover behind a rock or other cover to avoid damage. The scream hitbox will be visible as an expanding red transparent sphere. It only does a little damage, but it will temporarily blur your screen and play an "ears ringing" audio, making combat with Cultists more difficult. Shadow Cultists Brute Cultists Darkstring Cultists
Stats
- Location
- Caves
- Type
- Game Mechanic
Main Caverns
The caverns are split into 4 main areas, each having their own cultists waves you must beat, and at the end of each area you get to choose between one of two blessings. Important: If players leave before clearing an area, then all the cultists in that area will respawn on your next visit. Cavern 1: 9x Shadow Cultists, no Brutes. Cavern 2: 8x Shadow Cultists, 1-2x Brute. Cavern 3: 9x Shadow Cultists, 6x Brutes. Cavern 4: 1x Shadow Cultist, 17x Brutes The entry chamber can be difficult, as the Bat and several cultists will spawn on top of you and you haven't cleared out any room to manoeuvre yet. It is best to shine your torch on the large crystal before going down the stairs, and waiting until the Bat flies away (it'll be back tho) before moving forward to spawn the first wave of cultists. Once the area is cleared, the player must walk down a thin hallway containing a cultist and into another somewhat large room with another crystal and several more cultists, before reaching the first set of blessings. Cavern 2 is arguably easier than the first cavern, being shorter and having less overall cultists. The only potential challenge is the singular Cultist Brute, who can either be flanked, or safely shot at from a distance. It starts in a small hallway with a crystal containing the first four cultists, before turning into a large room with another crystal that starts with the Cultist Brute and also contains the remaining cultists, before reaching the second set of blessings. Cavern 3 is the first cavern that can be difficult, having several cultists brutes.
Side Chambers
Every main cavern has several side chambers blocked by iron bars that need to be exploded before you can gain access. Dynamite and Impact Grenades, scattered through the caverns, are your explosive tools. Inside the side chambers you'll find Darkstring Cultists, which are armed with crossbows that fire two bolts at once, and additional Shadow Cultists. Neither the Bat nor Cultist Brutes spawn in them. You'll also find a high number of Legendary Chests, Gold Chests, Iron Chests, Ruby Chests, and the cavern-exclusive "Miner's Chest". Miner's Chests can contain
Blessings
image1= Upon completing a main cavern, the player will enter a room with a green gem set inside the wall of a structure. Activating this gem will show you two randomly chosen statues of either the Deer, Owl, Ram, or Bat, and the player must choose which one to "activate". Upon activation a serverwide blessing will be granted: Deer Blessing: Increase day length by 10 seconds and decrease night length by 10 seconds. Bat Blessing: Reduces hunger drain by 10%. Ram Blessing: Reduces the chance of lightning. Owl Blessing: Reduces the chance of rain. A statue's blessing can be received multiple times by completing multiple caverns and selecting it multiple times.
Tips & Tricks
While the caverns are often considered hard, they can be dealt with easily using the right gear. If the player is good at juking enemies, then a Scythe or Morningstar are enough to complete it easily, however getting a Tactical Shotgun for the last two main caverns is recommended. At the third statue, there is a ladder up to a side chamber. This is a good position to snipe the Cultist Brutes that lay between you and the 4th statue (if you get the Brutes to follow you back to this spot). The blessings are not created equally, it is recommend to prioritize the Day Length, followed by Hunger, then Lightning - and to never get Rain. If you're going to tackle the Caverns, make sure you have enough ammo, food, and healing to reach the next set of statues because the cultists in Chambers 1 to 4 will respawn if their Chamber wasn't fully cleared. The Deer blessing does not make the game faster, as the time it removes from nighttime is added to the daytime. It is still the best statue however, as it allows for players to explore longer without having to worry about the Deer, Ram, or Owl. Since the Deer/Owl/Ram cannot spawn in the caverns, they can be a safe place to hide for the night. In fact, they're a safe place to go AFK. Don't use all your Impact Grenades in combat until after all the side chambers have been opened. You don't want to be stuck unable to get a Legendary Chest due to lack of explosives. If you're carrying dynamite in your sack, don't empty it by the bars you want to explode.






