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The Drowned Archive

Dungeon

  • Level 40+
  • 1–5 players
  • The Drowned Court

The Royal Archive under the drowned palace. The Drowned Chamberlain keeps its flooded halls, Aldous's Shade counts the shelves, and Inkblight has grown out of the ink in the dry room, over the chest that holds the ceremony copy.

Getting in

Down the palace's main stair on the island in the lake (Maud's boat from Bellwater).

Loot and the daily lock

Everyone in the party who took part in the fight (a blow in it, or a heal) gets their own chest, however far above the boss your level is. Gear 5 times a day: kill it a sixth time the same day and only gold and materials come out. The tries renew every day at 04:00.

Alone or in a group

Players12345
Health×1×1.5×2×2.5×3
Blows×1×1.25×1.5×1.75×2

The creatures inside grow with the party: health and blows by the number of players. A boss calls more helpers and marks more circles for a bigger party (the counts in its fight read alone / 2–3 / 4–5). Fought alone, a boss's chest holds less gold and is less likely to hold gear.

Floors and who lives there

The Flooded Halls

The Shelves

The Dry Room

Bosses

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (38), in place of the blow multiples below: a move you could dodge 442 damage, a hazard 386 damage, its signature failed 607 damage, burning ground 132 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Stomp

    It draws a red ring round itself (radius 3 tiles); 1.5 s later it hits everyone inside for 2 × a normal blow. It stands still while the mark lasts.

    WhenIn turn: Charge and Stomp; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s. The ring grows (radius 3.6 tiles).

    TipAs soon as the ring appears, move away from the boss: walking, you cover 5.3 tiles in 1.5 s, enough even from right beside it. Then come back and keep hitting.

  • Charge

    It lowers its head and marks a lane through the player farthest from it (1.9 tiles wide, 5–11 tiles long); 1.3 s later it runs the lane (18.8 tiles a second) and hits everyone in its path for 2.1 × a normal blow.

    WhenIn turn: Charge and Stomp; one move every 7.5 s, the first 5 s into the fight.

    EnragedMoves every 5.5 s. It runs faster (21.9 tiles a second).

    TipStanding far off doesn't help: it runs at the farthest one. Step to the side of the lane, not to its end; 0.9 tiles sideways is enough.

  • The Drowned Guards

    It calls its guards up to 3 tiles round itself (Drowned Guard; 1/2/3 for 1, 2–3 and 4–5 players). While any of them stands, it takes 60% less damage.

    WhenWhen the fight starts, and again at 50% health.

    TipBring the guards down first: the shield falls with the last one.

  • Shield Rush

    He aims a gold lane at the one farthest from him (2 s). The first one in the lane takes the whole rush (1.8 × a normal blow; a shield blocks 60%). Nobody in it: the one he aimed at takes 607 damage and is knocked flat for 2 s. Alone, the lane is red: get out (442 damage).

    WhenOne of his turns

    TipThe tank steps into the gold lane between him and the target.

  • Broken Wall

    His wall of drowned guards is counted over him; when the last falls he reels for 3 s.

    WhenWhen his last guard falls

    TipKill the guards, then strike while he reels.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    EnragedMoves every 5.5 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (39), in place of the blow multiples below: a move you could dodge 452 damage, a hazard 396 damage, its signature failed 622 damage, burning ground 136 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Pools of Ink

    Ink spatters under 1/2/3 of the party (radius 1.9 tiles); 1.4 s later it pools there for 10 s: whoever stands in it is hurt every 1 s, 0.45 × a normal blow, slowed, and the dark closes in on their eyes.

    When5 s into the fight, then every 10 s.

    EnragedEvery 7.5 s.

    TipNever fight standing in the ink: you will not see the next mark coming.

  • The Record Stones

    He draws back into the ink at his desk (85% less damage, no blows) and lights the 4 record stones round it one by one: that is the order. It stays written on his desk and in the top line ([ ] marks the next stone). Read them in that order (tap each), all within 24 s. Read them all and he is forgiven a while: he reels for 5 s and his shield falls. A wrong stone lashes its reader (396 damage); after 2 wrong tries the next stone glows, after 4 the order is shown again. If time runs out the ink bursts on everyone (622 damage) and he gains 8% health back.

    WhenAt 66% and 33% health.

    TipSplit the stones between you: each read by a different player, he reels longer. The ledger on his desk always shows the order.

  • The Order Shown

    Before the stones are read he writes their order in the air: each lights gold for 0.8 s in turn, and its numeral goes onto the ledger on his desk, where the order stays. Alone, only 3 stones. Each stone read by a different player: he reels 7 s.

    WhenWhen the stones are called

    TipWatch the numerals over the stones, then split the stones between you.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 25% of its health; it lasts to the end of the fight.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (40), in place of the blow multiples below: a move you could dodge 485 damage, a hazard 425 damage, its signature failed 667 damage, burning ground 146 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Blow

    It draws a red circle under its main target's feet (the player who angers it most; radius 2.5 tiles); 1.5 s later it hits everyone inside for 2.3 × a normal blow. It stands still while the mark lasts.

    When4 s into the fight, then every 8.5 s.

    EnragedEvery 6.5 s, and the circle grows (radius 3.1 tiles).

    TipWhen the red circle appears, get out of it within 1.5 s. Whoever holds the boss keeps it away from the group, so the circle reaches no one else.

  • Spore Clouds

    Spores billow under 1/2/3 of the party (radius 2 tiles); 1.4 s later a cloud hangs there for 8 s, hurting whoever stands in it every 1 s, 0.4 × a normal blow, and holding their steps short.

    WhenFrom 66% health, every 9 s.

    EnragedEvery 7 s.

    TipWalk out of the cloud at once: inside it you can hardly run.

  • (Drops of ink tear loose from Inkblight!)

    It shouts: "(Drops of ink tear loose from Inkblight!)" 2/3/4 Ink Drop (level 39) come and attack the boss's target.

    WhenAt 90% and 75% of its health, once each.

    TipCut down the newcomers first: whoever holds the boss keeps holding it, the others turn on the helpers. Use your area skills here.

  • The Carried Light

    The candles die and one lantern is left: whoever steps on it carries it, its light 3.5 tiles round them. Every 15 s the dark comes (4.5 s warning): 667 damage to everyone outside the light. Its ink drops crawl to the lantern; one that reaches it shrinks the light to 2 tiles for a while.

    WhenFrom 33%

    TipThe tank carries the lantern, the others stay close in its light; kill the drops before they reach it.

  • Hard enrage

    Its time is up: it goes berserk, its blows 2 × as often and 200 % harder, to the end of the fight.

    When8:30 into the fight, whatever its health (its bar counts it down).

    TipBring it down before the time runs out.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 20% of its health; it lasts to the end of the fight.

    EnragedBlow every 6.5 s.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.