Sunken Temple¶
Sunken Temple is a four-level water-filled ruin being prepared for exploration: 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 dungeon's scenery is permanent. Logging out does not remove its floors or walls. Update and restart through the launcher before your first visit. Walls block spells and teleport targeting, including around diagonal corners. Pools are not walkable.
All four floor plans appear on the Felucca world map even when you are elsewhere. Pan to the dungeon to see its routes and pools. Pale teal squares mark the planned entry and exit sites; they do not indicate that a public teleporter is open yet. Area names use the map's normal marker and name-display settings.
Scenery follows the camera, including when you zoom out. Creatures, players and other moving objects still follow the normal visibility range.
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.
Carved chalice fountains now sit at selected pool centers, with arcing streams, fine translucent falling streams, moving basin water and small splash rings. Each stream lands in expanding ripples, soft foam and rising droplets. Waterfall bases share these animated splash effects without adding obstacles to the water. Round carved bowls rise above concentric submerged stonework. Bank corners blend into wider sloping water edges. Additional circular inlays mark the Aqueduct and Sanctum; a larger ornamental seal marks the Tideheart's central fighting floor.
The Tideheart has a wider continuous outer running lane, with at least three tiles of clear passage around the ring. The two southern piers now stand in the water and both spill southward into the lake. The change preserves the previously walkable floor. Update and restart the client before returning.
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 remain separate from Pale Cathedral and Wilderness.
These creatures are available for staff to place throughout the temple. Regular creature warnings give you about 2.4 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 silently 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. The Tideheart Sovereign has its own deep call. Visual warnings remain 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 3 seconds of warning.
- 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 area going inactive also resets the encounter; expired warnings never become catch-up hits. A server restart starts a fresh encounter, not a partly completed shield phase.
Tamable wildlife¶
Six temple-specific beasts are available for staff placement on dry paths. Their required taming skill tops out at 120 on the deepest farming floor.
| 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.
Access remains arranged by staff while entrances, level connections and creature placements are prepared. Public entrances will be announced when ready.