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Sunken Temple

Sunken Temple is a four-level water-filled ruin: The Drowned Vestibule, The Broken Aqueduct, The Tidal Sanctum and The Tideheart. The first three levels have distinct farming routes. The Tideheart is a broad boss chamber with a water ring, wide causeways and a dry central fighting floor. Carved fountains, worn stone inlays and temple piers mark its rooms and pools. The temple is not yet open to players.

Temple creatures use blue and teal body colors, not the reserved Glacial color. Existing creatures and pets keep their stats, skills and ownership when recolored.

The paving carries pale mineral deposits and patches of old damp staining. Weathered rock, pitted fountain stone and uneven bronze patina give all four levels a worn appearance without changing their open walking routes.

The place

Walls block spells and teleport targeting, including around diagonal corners. Pools are not walkable. Scenery stays visible as you zoom out; creatures, players and other moving objects still follow the normal visibility range.

All four floor plans appear on the world map even when you are elsewhere. Pan to the dungeon to see its routes and pools. Pale teal squares mark the travel sites; the boss chamber has only its southern entrance. Area names use the map's normal marker and name-display settings.

Water laps softly near pools and rivers, with a stronger rush near waterfalls. These sounds fade with distance and follow your sound-volume and background-audio settings. Leaving a level stops its ambience.

Near flowing waterfalls and fountain rims, rounded translucent light-blue water beads drift slowly down your view, with a soft wet-glass haze around the edges. The spray reaches nearby dry banks and fades as you move away. Larger drops stay away from the center, and menus remain clear. You can disable the effect with Waterfall screen spray under Options > Video > Misc. This setting is saved for each character.

Carved chalice fountains sit at selected pool centers, overflowing almost all the way around their rims in broad falling curtains with two narrow breaks. Moving basin water spills into expanding ripples, soft foam and rising droplets, and waterfall bases share the same splash effects without adding obstacles to the water. Round carved bowls rise above concentric submerged stonework, and bank corners blend into wider sloping water edges. A circular inlay marks the Aqueduct; a larger ornamental seal marks the Tideheart's central fighting floor.

The Tidal Sanctum surrounds one great circular reservoir. The Tidal Crown rises from its waters, a monumental fountain of blue-green stone, bronze-edged basins and tiered falling water. Broad dry routes, with more fighting space to the east and west, circle the pool and connect its surrounding chambers. Each side atrium has one centered fountain. These are scenery, not creatures or encounters.

Temple piers carry basket flames with warm local light, set clear of the waterfall outlets. Six shallow-water exhibits per level reveal skulls, rib cages, spines and scattered limb bones beneath moving, translucent water over darker stone beds. These remains are scenery, not lootable corpses, and leave the dry walking and fighting routes unchanged.

Water-bordered stone stairs mark the travel sites on every level, with approaches seven tiles wide. Southern entrances descend north into each room and rise south toward the previous area. On the first three levels, northern stairs descend directly below the room floor into dark thresholds toward the next depth, with water surrounding the approaches and darkness confined to the onward passage. Southern arrivals on all four levels sit against the outer boundary, surrounded by enclosed pools. The boss chamber has no northern staircase. The stairs are scenery: standing on them does not move you between levels.

The Tideheart has a continuous outer running lane with at least three tiles of clear passage around the ring. Its two southern piers stand in the water and spill southward into the lake.

Creatures

All four levels, including The Tideheart, share the Sunken Temple dungeon talent pool. Eligible creature kills build that pool from their corpse-gold value. Points and allocations stay separate from Pale Cathedral and Wilderness.

Regular creature warnings give you about 1.2 seconds to move. Step clear of the marked ground before the attack lands; walls and elevation still protect you.

Creature Watch for
Sunken reefstalker A direct melee hunter
Sunken tideguard Breaker Sweep, a forward cone
Sunken currentweaver Riptide, a straight-line strike
Drowned oracle Undertow Step, a warned blink attack
Coral warden Coral Fracture, a cross-shaped strike
Undertow revenant Undertow Ring, a ring-shaped strike
Brinefang Brine Spit, a straight-line strike
Barnacle brute Barnacle Breaker, a forward cone
Pearl sentinel Pearl Fracture, a cross-shaped strike
Abyss watcher Abyss Step, a warned blink attack
Tideheart Sovereign A three-stage raid encounter, described below

Warnings are fixed when the attack begins. Moving out of the warning matters; it does not follow you during the windup. A creature that dies or leaves the area cannot leave its pending attack behind.

Watery warning and impact sounds accompany these attacks, and the Tideheart Sovereign has its own deep call. The visual warnings are your timing guide, including when sound is muted or several creatures attack together.

The Tideheart Sovereign

The Sovereign has 20,000-24,000 health and three combat stages. Bring a group and leave space to move. Its special attacks give 1.5 seconds of warning. Read the ground markers and watery cues: the Sovereign no longer calls out instructions or announces its attacks and seal phases in overhead text.

  • Stage 1, above 70%: dodge the forward Breaker Wave. Tidal Reversal alternates between a close safe pocket inside a dangerous ring and a blast that forces you out.
  • At 70% and 40%: the boss becomes immune. Destroy both tide conduits within 12 seconds of each other, while avoiding directional surges. Split damage between them and coordinate the finishing blows. If the window is missed, both reform at half health, allowing another attempt. A seal phase lasting 90 seconds resets the encounter.
  • Stage 2, 70%-40%: Cross-current adds four dangerous streams with gaps between them. Brine Wells mark up to three players' positions; leave that ground before impact.
  • Stage 3, below 40%: the full attack rotation becomes faster and harder-hitting. Finish the boss while keeping the same movement discipline.

Burst damage cannot skip the seal phases. Conduits provide no loot. Marked attacks respect walls and elevation, affect players and their pets, and never double-hit a player just because two wells overlap. Moving the boss cancels its current warning. Pulling it too far from its starting position or leaving no living players nearby for 15 seconds resets the fight and restores its health. An emptied chamber also resets the encounter, and an expired warning never lands late. A server restart starts a fresh encounter.

Tamable wildlife

Six temple-specific beasts live on the dry paths. Their required taming skill tops out at 120 on the deepest farming floor.

They appear among each floor's ordinary enemies, not in separate pet encounters. All six attack nearby players while wild, do not flee, and strike with melee pressure suited to that floor. Taking any actual damage during a tame immediately fails the attempt. Misses and fully prevented damage do not interrupt it. The extra wild melee damage ends when controlled; existing pet stats and growth are unchanged.

Creature Level Required taming Follower slots
Sunken reed frog Drowned Vestibule 35 1
Reef crocodile Drowned Vestibule 55 1
Coral serpent Broken Aqueduct 75 2
Deepwater stalker Broken Aqueduct 95 2
Tide drake Tidal Sanctum 110 3
Abyss serpent Tidal Sanctum 120 3

All eat fish or meat and use the normal pet growth, bonding, abilities and stable systems. They travel on land, not through the dungeon's pools. None carries the Sovereign's raid mechanics after taming. The required skill is the entry requirement, not a guaranteed successful tame. See Taming for control requirements and progression.

Warden's jobs

Take these jobs from the Warden's Commission in your Crown Ledger before hunting. Each pays once per account per week. Only kills inside Sunken Temple count.

Job Target Crown Marks
Break the Sunken Guard 25 tideguards or coral wardens 20
Silence the Current 25 currentweavers or drowned oracles 20
Still the Undertow 15 undertow revenants 20
The Tideheart Crown Defeat the Tideheart Sovereign 25
Sunken Riches 50,000 gold worth of creatures 30
Treasury of the Tides 100,000 gold worth of creatures 45
Reclaim the Deep 200,000 gold worth of creatures 60

Kill credit and corpse-gold value are split between contributing accounts. Pets credit their owner. Tamed and summoned victims do not count. You keep the loot; these are hunting quotas, not gold deliveries.

Wild tameable creatures also contribute their corpse-gold value to these quotas. The jobs award Warden standing toward regalia sockets as well as Crown Marks.