World
Water Zone
The Water Zone is the game's dungeon: 8 timed rooms and a boss, opened with a Water Scroll in three difficulties — N, M and A. Solo or with the whole party.
How to enter
- Go to the Drowned Temple, in Oathwaste (Map). It's a temple with no monsters, where the party gathers.
- Use the Water Scroll there: right-click → Use, or Quests → Water Zone.
- The whole party is pulled in, even members in a quest or another region. Any level can enter any difficulty.
- Only the party leader uses the scroll (or you, solo). It's consumed on entry.
- Inside you can't change region, enter a quest or use another scroll.
- The Water Zone only runs with the game open. At the end, everyone returns to the temple.
Rooms and rules
Each room lasts 2 min. Monsters come in from the right and push toward the party; once the room is clear, the next starts in 2 s. Fallen heroes come back in the next room. Time out or party wiped: failure. Boss defeated: every participant gets the reward.

| Room | Monster |
|---|---|
| 1 | Coral Crab |
| 2 | Electric Eel |
| 3 | Fishman |
| 4 | Spectral Jellyfish |
| 5 | Warrior Turtle |
| 6 | Shadow Siren |
| 7 | Water Elemental |
| 8 | Triton Guardian |
| Boss | Young Hydra / Abyssal Kraken / Neses, the Leviathan |
XP is fixed per room: every monster is always worth the same, whatever the heroes' level, with no level-difference rule. It's split by the party rule, and the killer's Experience Chest doubles it.
Difficulties and rewards
| Difficulty | Levels | XP per monster | Monsters/room | Boss | Reward |
|---|---|---|---|---|---|
| 150–255 | 1,305–1,830 | 10–13 | Young Hydra47,700 XP | 3,000 gold, Experience Chest ×1 | |
| 256–320 | 1,710–2,400 | 13–16 | Abyssal Kraken66,600 XP | 10,000 gold, Experience Chest ×2, Roast Chicken ×1 | |
| 321–400 | 1,895–2,625 | 16–20 | Neses, the Leviathan80,000 XP | 12,000 gold, Experience Chest ×2, Roast Chicken ×1 |
The Water M reward already includes the bonus for defeating the Kraken. Monsters are those of the same-level region, tougher, and scale with the number of heroes, like in regions.
Where scrolls drop
Scrolls are a rare drop in regions whose suggested level overlaps the difficulty's range, and much more common from those regions' bosses. The Hunting Grounds triple the odds. Everything × the drop multiplier.
| Scroll | Per monster | Per region boss |
|---|---|---|
| Water Scroll N | 0.017% | 1% |
| Water Scroll M | 0.011% | 0.66% |
| Water Scroll A | 0.009% | 0.54% |
The Kraken
Abyssal Kraken, the Water M boss, never walks up to the party: its colossal head rises from the water on the right of the strip, out of reach, and sends its tentacles. While any tentacle stands, the head is Immune.
- Kill every tentacle and the eye opens: for a few seconds the head comes down to the walkway and takes +25% damage.
- Then it dives and the tentacles come back, stronger each phase.
- Tidal Slam: every so often a tentacle rises — a 1.5 s warning, with a shadow and a red ! — and slams the whole walkway, no dodge or block. Stunning the tentacle during the warning cancels it.
- Fury: at 15% HP, or in the room's last 30 s, the tentacles attack faster and the eye stays open for less time.
| Phase | Head HP | Tentacles | Eye exposed |
|---|---|---|---|
| 1 | 100–66% | 2 × Kraken Tentacle | 8 s |
| 2 | 66–33% | 2 × Kraken Tentacle, 1 × Armored Tentacle | 6 s |
| 3 | 33–0% | 3 × Kraken Tentacle, 2 × Armored Tentacle | 5 s |
- Room time
- 4 min
- Interrupts
- Glacial Thrust (FM), Shield Bash (TK), Arcane Blink (FM) answer the Tidal Slam well
Each class's answers to boss mechanics: Skills.
Game data from October 3, 2026.