The Sunken Shrine
A party of four, level 99/70 transcendent. Easy, Normal, Hard and Hell.
Getting in
- Professor Wren, by the Buddha statue in the Payon archer village (pay_arche 138, 30).
- Story first: every member has finished the first part of the chapter 1 story (Old Beggar in Prontera, then Wren's book from the Payon inn).
- Party of exactly 4, all online, base 99, job 70, transcendent. No entry fee.
- The leader picks the mode and speaks to Wren; each member then speaks to him to go down. 60 minutes per run.
- One run per account per day (resets midnight GMT+8). Premium VIP: two.
Modes
| Mode | Easy | Normal | Hard | Hell |
|---|---|---|---|---|
| Monster strength | 70% | 100% | 120% | 150% |
| Dangers | hurt | hurt | hurt more | kill outright |
| Friend revives per run | 3 | 2 | 2 | 1 |
| Tokens of Siegfried per run | 4 | 2 | 2 | 1 |
Provoke reworked while in the Shrine
- Taunts every monster around the tank, bosses included, for 15 s. 4 s cooldown.
Falling
- Stay down. A friend revives you with Resurrection, a Yggdrasil Leaf, or by clicking your body from beside it.
- Free revives are limited per run (table). After that, only Resurrection or a Leaf.
- The run is lost only when the whole party is down or gone.
Stages
Wren explains each room; every hint is also in the Dungeon Log chat tab
- Prayer Hall: put every undead to rest. Two carry amulets.
- Ancestral Tombs: carry the flame from the entrance urn and light the urns in order. One hit drops the flame. No player lights two urns in a row. The carrier cannot attack.
- Hall of Chants: find the Sutra Master among the dead (Ruwach or Sight if he vanishes). Pull him out of his circle of light. The branded player runs from the party. Step off red floor.
- The Trial: survive five minutes of waves and traps. Kill the odd-looking Cursed One to end each wave; the first two drop the last two amulets.
- The Altar: all four lay an amulet at the same moment to call Grandmaster Aldric.
Aldric
- "KNEEL! THIEVES!": sit at once until the bell rings.
- Hell's Judgement: leave the red area.
- Golden barrier: put out the five spirit flames and their Wardens.
- The chant: hold him in the white circles until it breaks.
- Meteor mark: move away from the marked player.
- Spell shield: use weapons. Weapon shield: use spells.
- Gold bars are worthless. Keep fighting.
- Undead wizards: kill them all before he can be hurt again.
- Pinning him with walls or traps does not hold.
Rewards
- Aldric's drops: Ashen Coins, Old Blue Boxes, Yggdrasil Berries, Oridecon, Elunium and more, with a small chance at one of six rare hats: Snake Head Hat, Ulle's Cap, Magic Eyes, Fricca's Circlet, Feather Beret, Rideword Hat.
- Offering Chest: every member opens it after the fight. Keep bag room; overflow is held for you.
| Chest | Easy | Normal | Hard | Hell |
|---|---|---|---|---|
| Rare hat | 0.05% | 2.5% | 5% | 10% |
| Top prize | 2.5% | 5% | 10% | 15% |
| Middle prize | 10% | 20% | 15% | 10% |
| Basic prize | 87.45% | 72.5% | 70% | 65% |
| Prize amount | x0.7 | x1 | x1.5 | x2.5 |
| Sunken Shrine Tokens | 0 | 1 | 2 | 3 |
- Wandering Peddler: sometimes appears when the chest opens. One of the six hats for 20 Sunken Shrine Tokens; 2,000,000 zeny swaps the hat on offer, once per run. Tokens are account-bound.
Leaderboard
- Signboard beside Wren (pay_arche 139, 34): three fastest clears per mode with the party's names. Top-three clears are announced in game and on Discord.
- After every run: clear time, highest damage, most damage taken, most healing.