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How To Escape The Depths Deepwoken

LocationL.png Second Layer LocationR.png

The depths

The Eternal Gale, 2d layer of the depths.

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Overview

Layer 2 (also known as "The Eternal Gale") is the 2d layer of The Depths; consisting of 2 Floors. Players are sent here through an expedition in Castle Light or from falling into the void in the First Layer.

  • Floor 1 takes place in the Ethironal Shrine, a ruin surrounded by steep, mountainous terrain nether the blankets of parasitic "snow".
  • Floor 2 takes place in the Urban center of New Kyrsa; a place that once thrived with Scholars, Librarians and Scribes.

If y'all've entered Layer two through Castle Light, you lot'll have a low-cal hook, which is your safety net, allowing you to die in Layer 2 and be sent back to Castle Light at the cost of being unable to bring anything from Layer 2 with you. This light hook lasts 20 minutes. However, with each expedition the hook degrades, and needs to recharge. The amount of time for the light hook to be fully recharged, you need to await still long you were in layer 2 with the light hook. (For instance if you apply all twenty minutes of your light hook yous must wait xx minutes before the light hook is fully recharged.

Note: The requirement to activate the Layer 2 elevator is Ability 15.

Objectives

Each Flooring has a set up number of objectives to complete; with passageways temporarily blocked until a corresponding objective is fulfilled to prevent cut corners. Multiple quests are bachelor in Floor 1 and upon their completion, this flooring becomes easier to navigate and traverse.

Ethironal Shrine

  1. Turn on the Generators; located almost Pilgrim'due south Respite between a rickety span.
  2. Talk to Leader Erosius Wallistoshus at Firfire; traversing through Firfire Caverns.
  3. Recall a Blue Spear illuminating in Firfire Caverns, and render to Erosius. (Notation you simply have to do this part once so you go the talent, they will remember you every bit an marry on future runs after you become the spear. You still accept to talk to the leader considering he is the i that opens the door.)
  4. Traverse through the Firfire Caverns once more and into the Maw of Ethiron after.
  5. Defeat Chaser, the Scholar of the Burning Blood.

New Kyrsa, The Sleeping City

  1. Activate the 5 pylons before time collapse 2 times
  2. Defeat Scion of Ethiron
  3. Escape

Dangers

Layer 2 is filled to the brim with enemies, monsters and hostile environments; and should be briefed for players who are new to the Layer.

The Ethironal Shrine

The First Floor of Layer two-- The Ethironal Shrine.

The Eternal Gale

The Eternal Gale is a supernatural occurrence that is permanent to the geological structure of Layer 2, covering (and piling) onto the surfaces with unusual snow. Information technology origins from Ethiron; the Drowned God of Layer 2.

The Eternal Gale itself is a supernatural weather effect comprised not of snow but rather of parasitic organisms; though the Survivalist Boon, Deepbound Origin and the Ganymede Innate still proc on these effects. With all of these combined, the parasitic organisms are near unnoticeable.

  • The severity of the Eternal Gale's fog effect tin be lessened by going to Firfire by talking to the Leader Erosius Wallistoshus later on helping them call up the bluish, luminescent os spear. Upon initiating dialogue, gain the "Ethiron's Gaze" Talent.
  • To counteract the Eternal Gale'due south Winds, the Actor must motility against the flow of the air current, lest they wish to be blown abroad. This is hinted at past the Diver encountered in the Sanctuary Gatehouse, preceding the majority of the layer. It is important to annotation that you lot do not demand to confront toward the direction of the current of air to stop it's effects; just moving against information technology'southward menstruum will suffice.

Parasites

A more insidious danger of the Eternal Gale comes in the form of Parasites; a course of time limit organisation to Players that limit the exposure to the gale's harsh atmosphere. Snowball-similar eggs will slowly accrue on the Player while they are exposed to the elements, incubating on their flesh. Later the accumulation of 5 eggs, they will begin rumbling and making audio cues. If not dealt with, this leads to the hatching of the parasites, consequently instantly killing the host player.

  • The eggs will begin hatching at v stacks by a sound indicator; sounds of gore, gushing and violent bubbling of the eggs to signify fatality.

    A burning, Vesperian victim of the Eternal Gale; with parasites extruding out of the eggs.

The Parasites continue to form if the Player is in a place where The Eternal Gale is present; such as Snowfall or heavy winds. The but way of removing said Parasites is to collaborate with Lanterns crafted by the Ignition Wedlock.

  • The Lanterns distributed in certain points of the Floor are scarce and limited; Which can but exist used upwards to a number of (???) Times per Lantern.
  • In improver to the winds progressing the incubation progress of the eggs, at that place are Parasite Nests scattered both inside and exterior of the lands; discerned past their ice-like texure and visible egg clumps. Standing on the surface of a Parasite Nest will accelerate the incubation process greatly; ensuring a swift casualty for the host.

A even so-to-be doomed Vesperian standing ontop of a Parasite Nest.

Monsters

The Monsters that inhabit the Country of the Eternal Gale are Bounders, Bone Keepers, Diver Husks and Carbuncles.

New Kyrsa, The Sleeping City

The Second Floor of Layer 2-- New Kyrsa, The Sleeping Urban center.

Enemies

  • The Sleeping City consists of Lost Divers and the Kyrsgarde; roaming the desolated structures of New Kyrsa.
    • An exclusive enemy, dedicated every bit boosted enemies of the Avatar of Ethiron, are the Kyrsgarde.

Space Fourth dimension Distortion

New Kyrsa has extremely unstable infinite-time and frequently experiences distortions in it.

  • When you first arrive in New Kyrsa, yous will find an Quondam Diver's Watch in your inventory. Using the watch will give you how much time is left at the height of your screen with purple text.
  • The watch starts at 15 minutes and ticks down. When the timer reaches 0, the entirety of New Kyrsa experiences a space-time disruption. Your entire screen will fade to white and you will be sent back to the Kyrsan Shrine of Arrival. Everything except the boss activation shrines will reset.
  • When this space-fourth dimension disruption occurs to yous ii times, you lot get torn apart from reality and wipe. With 2 cycles of 15 minutes, this gives you thirty minutes to locate and actuate every shrine before your demise.
  • When all shrines are activated, space fourth dimension volition be stabilised and the watch will stop.
  • Once Scion of Ethiron is defeated, some other space-time collapse volition occur within 2 minutes. You must achieve the escape betoken at the archway of the city earlier then.

Points of Interest

  • Pilgrim'south Respite

Escaping Layer 2

At that place are methods of escaping Layer 2, all of which requiring some course of set objectives. The methods are shown below:

  • Defeating Attorney, the Scholar of the Burning Claret at the Cathedral of Ethiron. After defeating Chaser, you must enter Klaris Llfiend'southward Light (and not jump into the pigsty fabricated by Chaser).
  • Using the Light Hook given by Klaris Llfiend back at Castle Calorie-free. (Lose all boodle taken in Layer 2 before defeating Chaser.)
  • Use the Ignition Marriage's Driller to drill all the style back upwardly to the Ignition Union's base, it is located at the end of the Nest Hive corridor later talking to the NPC that informs you virtually it in their base . (Lose all boodle taken in Layer 2.)
  • In the case that y'all go downward to the second flooring of layer ii, the only known way to escape is to defeat The Scion of Ethiron and go to the entrance of the metropolis where a light hook tin exist found, procured by Klaris. There is a two minute timer to run to the calorie-free hook before the second layer collapses, killing anyone who remains. If yous still have your light hook, you lot can use it at whatever time earlier it expires.

Farming in Layer Two of The Depths

Layer Two, beingness a naturally extremely hostile location, is really difficult to survive in. From the monsters, to the parasitic snow and the violent wind that can throw you into the void, insta-killing you. Yet, the benefits of the EXP Gain and loot drops can far outweigh the dangers lurking inside Layer 2 for players who are willing to grind at the run a risk of wiping. Listed below are some things you may want to consider before heading down. These things will aid in your sustained survival in the most treacherous area in the game.

Talents & Equipment

  • Carnivore , the Talent that makes up office of the Apex Predator talent tree is good to have here, as you might be depression on hunger and thirst afterward finishing your expedition.
  • Giantslayer lets yous deal more than damage to larger foes and monsters. Pretty good as almost enemies here are bosses/large.
  • Warrior'due south Respite is the only method of efficiently healing without killing monsters, as campfires and graceful flames practice not light in Layer ii.
  • Uproar is a useful talent for fighting groups of Carbuncles, assuasive you to gain hyperarmor when being barraged by many at one time.
  • Winter'south Protection is a talent obtained from wearing a Winter Corps Parka and heightens your resistance to the parasites of the Gale.
  • Forcefulness Your Way is obtained from the Ignition Deepdelver armor and will allow yous to parry all monster attacks at the cost of armor durability, which can be extremely helpful in Layer 2. Information technology is important to notation that this talent will non piece of work if your armor is broken.
  • Impairment Vs. Monsters stat multipliers on armor will be useful, however the monsters in the second layer may have the Resilient passive (Makes Monster Damage buffs half as constructive), but this is unconfirmed.
  • The Vampirism Enchantment is an extremely useful tool during the Scion of Ethiron boss fight, allowing you to heal a bar and a half every cycle.

Quests in Layer 2

Arcwarder Oath

  • To see the requirements of this Oath, the Player must take at least 20 Fortitude, 20 Thundercall and Flamecharm (May need further research).
  • Activate the Generator, and retrace back to Sanctuary Gatehouse.
    • From where there are 3 Paths that you starting time find (Direct, Down and Right), drib to the downwards path and head straight by the start tree; you'll find a vault-similar door that is open up (Closed if you didn't actuate the Generator).
  • Ask Blastoff (Old Canor) and exhaust his dialogue; telling y'all to rescue Epsi-- Located exterior of Firfire Caverns.
    • Be sure to choice the 2d Option, "Apply Heat" to continue the questline; otherwise Epsi will succumb to the parasites embedded in him and perish.
    • Saving Epsi volition too grant positive Ignition Union reputation.
  • Speak to Alpha again; telling you to speak to Delta located in Miner'south Landing. Upon talking to Delta, you learn the Oath.

Heretic'south Sutra

  • To meet the requirements of this Utility Talent, the Histrion must have atleast 75-lxxx Willpower.
  • Go to Sanctuary Gatehouse, and accept a right towards the rock entrance (Not on the span)
  • Descend downwardly and defeat 3 Carbuncles (or ignore them), and await towards the correct side of the cliff.
  • Observe a seemingly insane Capra in rags named Kasen; talk to them with the requirement met and obtain the Talent.

Heretic's Sutra is a Talent that reduces the sanity of the user by a apartment amount; proccing Talents such equally Shared Misery.

Loot Tabular array

Delight fill this up.

Equally of now, information technology's known that Deep Gems can drop here, and enchants are not and so rare here now, and the new rifles can exist constitute hither also, likewise every bit new epic rarity weapons.

  • Enchantment Stones
  • Rifles
  • Deep Gems
  • Kyrsan Medallions
  • Chief Schematics
  • Railblade
  • Gran Sudaruska
  • Acheron's Warspear
  • Evanspear Hand Axe
  • Light's Final Toll

Tips and Tricks

Just some information to proceed in mind and remember.

  • While under the hazards of heavy winds, information technology is not recommended to jump over gaps between platforms (particularly on bridges) due to the Movement Speed penalisation. It'due south advised to wait for the Winds to die downwards before making the jumps.
  • Utilize your light hook if it is about to expire. It's not worth staying without information technology unless y'all are really confident.
  • If you're new to the 2nd layer try to get the talents one by one per expedition as it volition railroad train you bit by fleck.

Trivia

  • Afterward succumbing to the Parasites, the Player falls to the ground-- And ane after another, parasites sprout out of their flesh; killing them.
  • The Mute Regalia does non apply to whatever creatures encountered in Layer 2, yet, Murmur: Tacet does seem to affect most mobs, but not the bosses.
  • Undying Flame does non work in Layer 2.
  • Dimensional Travel is disabled in Layer 2, instead opening a dialogue with a mysterious beingness who claims that you can't escape into a "Simulated Realm", pushing yous forward with a powerful air menses that can kill you if y'all are on the edge of the void.
  • Attorney is resistant to Bloodless Gems and Vampirism.

Gallery

Source: https://deepwoken.fandom.com/wiki/Second_Layer

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