
The Glass Deep
Dungeon
- Level 70+
- 1–5 players
- Frostmere
A frozen lake under the frozen lake, its ice as smooth as glass: everything slides. The Lake Warden guards its door, Mother Pike hunts under its breathing holes, and The Glass Serpent coils in the deepest cave.
Getting in
Through the arch on the island in Lake Frostmere, down to the lake under the lake.
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
| Players | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 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 Glass Deep
Ice TrollLv 66–69 · ×2
YakLv 66 · ×1
Rimebound IcecallerLv 67–69 · ×4
The Lake Below
The Lake WardenLv 68
Snowdrift LurkerLv 68 · ×1
Hole EelLv 68 · ×1
The Breathing Holes
Mother PikeLv 69
The Glass Cave
Frost WispLv 69 · ×2
The Glass SerpentLv 70
Bosses

The fight (tap to show)
- Mechanic damage
This boss's marks deal a fixed amount set for its level (68), in place of the blow multiples below: a move you could dodge 1,061 damage, a hazard 928 damage, its signature failed 1,459 damage, burning ground 318 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.
- Ice Spears
It marks lanes from itself through the party (1/2/3 for 1, 2–3 and 4–5 players), 1.5 tiles wide; 1.8 s later it strikes down them, hitting everyone inside for 1.8 × a normal blow.
WhenIn turn: Ice Spears; one move every 12 s, the first 9 s into the fight.
EnragedMoves every 9 s.
TipStep sideways out of your lane (0.8 tiles is enough): running along it doesn't help.
- Slide and Ram
While its Ice Shield stands (3/3/4 layers) 70% of every blow does not pass. A layer breaks only under one who slid over the ice for 1 s at 85% of a walk or faster and comes within 1.5 tiles of it: the rammer bounces 2 tiles back and reels 0.6 s (one ram each every 6 s). Every layer broken, it kneels 8 s and takes 35% more; its maul stops.
WhenThe shield freezes whole again every 30 s, warned 3 s ahead; below 25% every 20 s, with 2 layers.
TipPick a lane round the pillars, build speed and run straight into it: a white snow line behind you says you're fast enough.
- The Maul
Its maul (2 × a normal blow within 4 tiles) throws whoever it hits 3 tiles back; on the ice they slide on at a walk's pace.
When5 s into the fight, then every 12 s.
EnragedEvery 9 s.
TipLet it throw you onto the ice: that's your next run's start.
- The Lake Wakes
Black water cracks the ice: whoever slides into a crack (1.3 tiles wide) trips, the slide gone, no ram.
WhenAt 50% health.
TipPick a run that crosses no black water.
- 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.
EnragedMoves every 9 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 (69), in place of the blow multiples below: a move you could dodge 1,088 damage, a hazard 952 damage, its signature failed 1,495 damage, burning ground 326 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.
- Her fry flop out of the holes
It shouts: "Her fry flop out of the holes!" 2/3/4 Pike Fry (level 68) come and attack the boss's target.
WhenAt 75%, 50% and 25% 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.
- Bite
A 70° cone 4 tiles long at the one holding it, marked 1.8 s ahead: 2.2 × a normal blow.
When4 s into the fight, then every 9 s.
EnragedEvery 7 s.
TipStep out of the cone, to the side.
- The Haul
She dives (4 s out of reach) and bursts out of a breathing hole, its bubbles marked 1.8 s ahead (2 × a normal blow within 2.3 tiles). For 8 s she stays at the hole with 1/2/3 rope handles round it: stand 0.5 s on one to hold its rope (you walk at 75% and use no skills). Each rope taut past 4 tiles from the hole fills the bar in 9 s, together faster: full, she is hauled onto the ice for 10 s, takes 50% more and can't dive. Not full, the ropes snap (1.2 × a normal blow) and drag their holders in.
When9 s into the fight, then every 20 s.
TipDecide who hauls and who strikes; walk the ropes away from the hole, all the same way.
- Deep Dive
With fewer than 2 ropes taut the bar falls back. Below 25% her fry leap out at the haulers each time she comes up.
WhenAt 50% health.
TipHaul together.
- 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.
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 (70), in place of the blow multiples below: a move you could dodge 1,156 damage, a hazard 1,012 damage, its signature failed 1,590 damage, burning ground 347 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.
- Glass Shards
It marks a circle under each of its nearest foes (1/2/3 for 1, 2–3 and 4–5 players; radius 2 tiles); 1.8 s later all of them strike at once, 1.5 × a normal blow to whoever is inside. It calls out: "Glass shards fall!"
When8 s into the fight, then every 12 s.
EnragedEvery 9 s.
TipStep out of your own circle, not into a neighbour's: keep a little apart.
- Ice Breath
A 120° cone 9.4 tiles long at the one holding it, marked 2.1 s ahead: 2 × a normal blow. 2 stack(s) of Frost.
When6 s into the fight, then every 14 s.
EnragedEvery 10 s.
TipStep out of the cone, to the side.
- Tail
A 120° cone 6.3 tiles long behind it, marked 1.8 s ahead: 1.8 × a normal blow. It throws you 3 tiles back.
When10 s into the fight, then every 13 s.
EnragedEvery 9 s.
TipDon't stand behind it.
- Glass Glare
She gathers the cave's light for 2.5 s; her eye shows red or gold. Red: whoever faces her is dazzled 3 s (you see 3 tiles round you), gains 2 Frost and takes 1,590 damage. Gold: whoever faces her catches a prism (+12% on her for 10 s); 1/2/3 of you overload her glass: she reels 3 s and takes 25% more for 6 s.
When8 s into the fight, then every 16 s.
TipYour facing is what counts: turn your back at the red, turn to her at the gold. Striking turns you to your target, so ranged fighters hold their blows at the red.
- Double Glare
The gold and the red come one after the other, 1.5 s apart: look, then turn away.
WhenAt 60% health.
TipFace her for the gold, and turn at once.
- The Coil
A ring closes in from 13.1 tiles to 6.9 tiles over 12 s: outside it, 347 damage and Frost every second.
WhenFrom 30% health, every 35 s.
EnragedRaging it closes to 5 tiles.
TipWalk inside before it closes, minding which way you face.
- 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.
EnragedGlass Shards every 9 s.
TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.