- What to know
- Kalkonyx and early tuning checklist
- Kalkonyx node in Valley IV Hub (The Hub)
- Kalkonyx node in Aburrey Quarry
- Kalkonyx node in Originium Science Park
- Kalkonyx node in Valley Pass (quest cave)
- How to plan a repeatable route (6-node loop)
- Rewards and progression tracking
- Keeping Kalkonyx stocked for steady upgrades
What to know
- Kalkonyx is a base-tier rare ore used for weapon tuning from level 20 to 40.
- Weapon tuning to break past level 20 specifically needs 5 Cast Die and 3 Kalkonyx (plus weapon EXP).
- Known Kalkonyx nodes are spread across Valley IV Hub (multiple), Aburrey Quarry, Originium Science Park, and a Valley Pass cave node tied to a rescue quest.
- Kalkonyx must be collected manually from rare ore nodes (not from standard mining rigs).
In Arknights: Endfield, Kalkonyx is one of the first “rare ore” bottlenecks that shows up once weapons start hitting their early cap, and efficient routing matters because each node is a single pickup that must be revisited after it respawns.

Kalkonyx and early tuning checklist
| Goal | What to prepare |
|---|---|
| Tune weapon past Lv.20 | 5x Cast Die and 3x Kalkonyx per weapon |
| Avoid “half-ready” upgrades | Collect Kalkonyx first via Hub/Quarry/Science Park nodes, then fill Cast Die via exploration/Protocol Space/trade |
Kalkonyx is described as the base tier material used to tune Operators’ weapons from level 20 to 40.
Tuning is the weapon “promotion” step needed to raise the maximum weapon level past 20, and the Lv.20 tuning requirement includes Cast Die and Kalkonyx.
Kalkonyx node in Valley IV Hub (The Hub)

Kalkonyx appears at “Rare Ore” gathering nodes across several early-to-mid areas.
Some nodes are available immediately in Valley IV Hub, while others are gated behind main story progress, area questlines, or a specific rescue quest in Valley Pass, and these are the earliest reliable nodes and should be the first stops in any farming loop.
| Area | Nearest landmark / access note | Availability gate |
|---|---|---|
| Valley IV Hub | Walkable from Originium Byproduct Processing Center teleport point | Available anytime once the area is open |
| Valley IV Hub (Woodland Fringes ridge) | Approachable from the south via a slope (north side blocked by a permanent enemy camp); rope can help future access | No explicit gate listed beyond reaching the area |
| Valley IV Hub (Rockhill Passage slope) | A node hidden on the mountain side near Rockhill Passage; reached after the slope unlock | Requires completing Valley IV Hub main story to unlock Rockhill Passage slope |
Kalkonyx node in Aburrey Quarry

Aburrey Quarry contains a straightforward node reachable from a nearby teleport, making it a good add-on once that area is unlocked.
| Area | Nearest landmark / access note | Availability gate |
|---|---|---|
| Aburrey Quarry | Very close to Stockpile Area teleport point, “hop and a skip” over a ledge | Requires access to Aburrey Quarry (area unlock) |
Kalkonyx node in Originium Science Park

Originium Science Park has an additional node behind the Research Center building, making it an efficient stop when running that region’s routes.
| Area | Nearest landmark / access note | Availability gate |
|---|---|---|
| Originium Science Park | Behind the main building of the Research Center; best accessed from Mountain Slope teleport point | Requires access to Originium Science Park |
Kalkonyx node in Valley Pass (quest cave)
This is the most “missable” node early on because it’s tied to a rescue quest chain.
| Area | Nearest landmark / access note | Availability gate |
|---|---|---|
| Valley Pass (cave under settlement) | Inside a cave system under the settlement; afterwards accessed via Refugee Camp sub-PAC | Only accessible after starting a rescue quest featuring Arclight |
How to farm Kalkonyx efficiently
Kalkonyx farming is mostly about minimizing travel time between teleports and ensuring each gated node is unlocked as soon as possible.
A practical loop starts in Valley IV Hub (multiple nodes), then branches to Aburrey Quarry, then Originium Science Park, and finally Valley Pass once the rescue quest cave node is available.
How to plan a repeatable route (6-node loop)
Step 1

Start in Valley IV Hub at the Originium Byproduct Processing Center teleport point and collect the nearby node first, since it’s described as the easiest access.
Step 2

Move to the Woodland Fringes ridge node by approaching from the south-side slope (the north side is blocked by a permanent enemy camp), and set up rope access if available to speed up future runs.
Step 3

If story progress allows, fast travel to Rockhill Passage and grab the mountain-side node unlocked after completing the Valley IV Hub main story (Rockhill Passage slope unlock).
Step 4

Travel to Aburrey Quarry and collect the node near the Stockpile Area teleport point (short ledge hop).
Step 5

Head to Originium Science Park and collect the node behind the Research Center building from the Mountain Slope teleport approach.
Step 6
If the Arclight rescue quest has been started and progressed far enough, enter the Valley Pass cave system under the settlement for the quest-linked node; afterward, use Refugee Camp sub-PAC access for quicker repeat visits.
Tips for reducing bottlenecks while tuning
Cast Die is the other key requirement for Lv.20 weapon tuning, and it can come from exploration, chests, sidequests, Protocol Space missions, or trading at the AIC.
Because tuning needs both materials, it helps to run Kalkonyx nodes while also clearing exploration objectives and Protocol Space content that can feed Cast Die supply.
Rewards and progression tracking
This simple tracker helps plan how many node clears are needed per batch of tuned weapons.
| Target | Kalkonyx needed | Cast Die needed | Notes |
|---|---|---|---|
| Tune 1 weapon (Lv.20) | 3 | 5 | Exact tuning requirement |
| Tune 2 weapons (Lv.20) | 6 | 10 | Multiply the Lv.20 tuning costs |
| Tune 4 weapons (Lv.20) | 12 | 20 | Useful for a full early squad set |

Keeping Kalkonyx stocked for steady upgrades
Kalkonyx is best treated as a route-based resource: clear the Valley IV Hub nodes first, then add Aburrey Quarry and Originium Science Park, and only count the Valley Pass cave node once the rescue quest unlocks it.
With a consistent loop and a parallel plan for Cast Die, weapon tuning past level 20 becomes a routine step instead of a progression wall.