Ocean Trench
Underwater caves of ocean floor in coral rock, where your air runs out unless you stand on the bubbling Ocean Vents. Fishman Warriors with their Fishmen, Sea Mares ridden round by Sea Horses, Giant Squids trailing ink, Grey Sea Slurps round their home, and Thessal the Mermaid Goddess in a round cavern whose four vents her Deep Sea Beasts keep. The portal drops from every Hermit God in the realm, as in the original.
Getting in
- Portal:
Ocean Trench Portal - Key:
Ocean Trench Key — type /key ocean trenchin chat to get one, use it, walk in. - The portal drops from
Hermit God (100%)
How the Ocean Trench plays
Underwater caves joined by narrow passages, opened by killing a
Hermit God in the realm (its portal always drops). A hard dungeon: bring a level 20 character with maxed or nearly maxed defense.
Air
Under water you have an air bar, the blue bar under your character. It starts full and empties in about 10 seconds while you swim. Stand on an Ocean Vent (the bubbling cracks in the floor, about two in every cave) and it fills again in a couple of seconds. When it runs out the screen flashes red and you lose about 50 HP a second, whatever your defense, until you reach a vent. Plan each fight around the nearest vent, and remember that Paralyzed, Confused and Slowed keep you off one.
The caves
Fishman Warriors run you down with harpoons, a confusing boomerang and rings of coral arrowheads, and call up little
Fishmen, who stay where they were called and ambush you round corners.
Sea Mares alternate wide spreads with a whirl of paralysing spinners. A school of
Sea Horses rides round each one and keeps coming back; being paralysed far from a vent is the trench's classic death.
Giant Squids chase you leaving a trail of sucker bubbles that hang where they were for three seconds: don't run back along your own path. Now and then a squid stops and lets out
Ink Bubbles, which blind.
Grey Sea Slurps crowd round their
Sea Slurp Home, spitting; every few seconds they all stop and fire a ring together.
Thessal the Mermaid Goddess
The last cave is Thessal's round cavern, with four vents. When you come near, a
Deep Sea Beast rises onto each vent and stays there; kill one and another takes its place a few seconds later. Wear them down instead of killing them if you need the vents.
- Rings of gold slashes that break armor, bursts of tridents, and heavier tridents.
- Coral bombs thrown at you burst into spikes and five smaller bombs that burst again: never fight armor-broken next to one.
- Sometimes she darts at the nearest player, flashes gold and lets loose rings of great shockwaves. Don't hug her.
- Her HP grows with the party. She drops T9-T11 gear, Potions of Mana, Coral Juice and the Coral Huntress set:
Coral Bow,
Coral Silk Armor,
Coral Venom Trap and
Coral Ring.
Is King Alexander alive? Now and then, as Thessal dies, she rises again over her loot and asks. Type He lives and reigns and conquers the world in time and she thanks you and leaves three Coral Gifts, which drop more of her loot. Answer wrongly, or not at all, and she cries "You speak LIES!!" and lets loose everything she has: standing on her then is death. Keep the answer ready before the last blows.
Boss: Thessal the Mermaid Goddess
| HP | 40,000 (+25% per other player here) |
|---|---|
| Defense | 60 |
| Level | 20 |
| Hits up to | 120 |
| XP multiplier | 0.22 |
| Immune to | stasis |
The goddess of the trench, who made the Hermit God with Oryx. Waits in the middle of her cavern; once you come near, her Deep Sea Beasts take its four air vents and she fights by turns: rings of armor-breaking gold slashes and bursts of tridents, then heavier tridents, coral bombs thrown at you all the while (each bursts and splits into five that burst again). Sometimes she darts at the nearest player, flashes and lets loose rings of great golden shockwaves, then drifts back to the middle. Now and then, as she dies, she rises again over her loot and asks whether King Alexander is alive.
Phases
waitingfightswirlstridentspickrushflashwavesdrift
Drops
| Loot | Chance | Bag |
|---|---|---|
| 5% | own bag, each player with 2% of the damage | |
| 5% | own bag, each player with 2% of the damage | |
| 5% | own bag, each player with 2% of the damage | |
| 5% | own bag, each player with 2% of the damage | |
| T11 weapon | 5% | own bag, each player with 2% of the damage |
| T10 weapon | 15% | own bag, each player with 2% of the damage |
| T10 armor | 15% | own bag, each player with 2% of the damage |
| T9 weapon | 30% | own bag, each player with 2% of the damage |
| T9 armor | 30% | own bag, each player with 2% of the damage |
| T5 ability | 10% | own bag, each player with 2% of the damage |
| T4 ability | 20% | own bag, each player with 2% of the damage |
| T4 ring | 15% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 100% | shared bag | |
| 50% | own bag, each player with 2% of the damage · 1 guaranteed | |
| 30% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Boss: Thessal the Mermaid Goddess
| HP | 10,000 |
|---|---|
| Defense | 60 |
| Level | 20 |
| Hits up to | 120 |
| XP multiplier | 0.0 |
| Immune to | stasis |
Thessal risen again over her loot. Untouchable: she asks her question. Answer "He lives and reigns and conquers the world" in time and she thanks you and leaves three Coral Gifts; otherwise she cries LIES and lets loose everything she has from where she floats. Whoever stands on her then does not live.
Phases
riseaskthanksleaveliesburst
Lines
Is King Alexander alive?
Thank you, kind sailor.
You speak LIES!!
Drops
| Loot | Chance | Bag |
|---|
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Unique drops
130 MP · Trap: 350 damage in 4 tiles, Paralyzed 3.5s · +2 DEX, +2 SPD
From Thessal the Mermaid Goddess 5%, Coral Gift 3%
Enemies
| Enemy | HP | DEF | Hits up to | On map | Notes |
|---|---|---|---|---|---|
| 69,000 | 60 | 120 | 4 | The goddess of the trench, who made the Hermit God with Oryx. Waits in the middle of her cavern; once you come near, her Deep Sea Beasts take its four air vents and she fights by turns: rings of armor-breaking gold slashes and bursts of tridents, then heavier tridents, coral bombs thrown at you all the while (each bursts and splits into five that burst again). Sometimes she darts at the nearest player, flashes and lets loose rings of great golden shockwaves, then drifts back to the middle. Now and then, as she dies, she rises again over her loot and asks whether King Alexander is alive. | |
| 10,000 | 60 | 120 | summoned | Thessal risen again over her loot. Untouchable: she asks her question. Answer "He lives and reigns and conquers the world" in time and she thanks you and leaves three Coral Gifts; otherwise she cries LIES and lets loose everything she has from where she floats. Whoever stands on her then does not live. | |
| 15,000 | 60 | 64 | – | Called up by Thessal onto her cavern's air vents and kept there: chases you a little way off its vent with a quick run of four growing waves, aimed where you are going. Another takes the place of one killed. | |
| 10,000 | 52 | 80 | 21 | Runs you down with narrow spreads of harpoons and a confusing boomerang; now and then a ring of coral arrowheads. Calls little Fishmen round it. | |
| Deep Sea Beast Spawner | 8,000 | 50 | – | – | |
| 6,000 | 60 | 100 | 23 | Chases you, by turns wide spreads of white shots and a whirl of paralysing spinners all round; a school of Sea Horses keeps coming to ride round it. | |
| 6,000 | 40 | 85 | 14 | Chases you with spreads of shots, leaving a trail of sucker bubbles that sit where it was for three seconds; now and then it stops and lets out Ink Bubbles round itself. | |
| 5,000 | 40 | 60 | 6 | Never moves and never attacks: lets out Grey Sea Slurps, and now and then they all fire together. | |
| 2,500 | 40 | 65 | 65 | Chases with spreads of little spears and a confusing boomerang, which it stops throwing up close. | |
| 2,000 | 40 | 50 | summoned | Hangs where it was let out, spilling blinding ink all round. | |
| 1,200 | 5 | – | summoned | The gifts Thessal leaves a sailor who answers her truly. Never moves, never attacks. | |
| 1,000 | 20 | 40 | 98 | Keeps near its Sea Mare and at a little distance from you, blowing bubbles fast. | |
| 1,000 | 20 | 40 | 37 | Crowds round its home spitting purple; when the home bursts, every slurp stops and fires a ring of waves. | |
| 1,000 | 200 | 40 | summoned | Thrown by Thessal: lands, and a moment later bursts into a ring of coral spikes and five small bombs. | |
| 1,000 | 200 | 40 | summoned | ...which burst in turn. |