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The Sunken Shrine

This page was last checked against game version 0.2.1; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).

The Sunken Shrine is the first dungeon of AscendMMO: 5 rooms in a row in the Mistfen Marshes, from level 20. Your HP carry over from room to room, and Drowned Abbot guards the chest at the end.

Go to the Mistfen Marshes and open the shrine. You need at least level 20.

  • Each day (UTC) you have 3 free entries.
  • With no free entries left, entering uses up one Sunken Key. Keys drop from the Fen Hag and the Mire Wyrm, can be in the chest, and are sold at the market in Dawnmere Village, see Shops.

While a run is going on you can’t start actions, travel, shop, start other fights or collect scene finds. You can use items from your bag between rooms.

  • HP carry over from room to room. There is no passive regeneration and a level up inside the dungeon does not heal you.
  • Mana and stamina carry over too, and after each cleared room you regain 30% of your max mana and 30% of your max stamina.
  • Time limit: after 1 h the run ends.
  • Leaving with Leave dungeon ends the run. The entry is used up and there is no chest.
  • Losing a fight ends the run in that room, with the usual consequences of a defeat.
  • Party: a dungeon run is always solo. Party mates can’t join your dungeon fights, and dungeon rooms give no party EXP in either direction.

The rooms come in a fixed order. The normal rooms each roll a monster from a pool, weakened for the dungeon because you fight them back to back. Monster levels follow your level, kept within the dungeon’s range; the elite and the boss are a little higher.

Rooms of The Sunken Shrine
RoomKindMonsterLevel
1RoomWeakened for the dungeon: Attack × 30%, HP × 90%Your level, kept within 20–30
2RoomWeakened for the dungeon: Attack × 30%, HP × 90%Your level, kept within 20–30
3RoomWeakened for the dungeon: Attack × 30%, HP × 90%Your level, kept within 20–30
4EliteShrine SentinelYour level (kept within 20–30) +1
5BossDrowned AbbotYour level (kept within 20–30) +2
Data from game version 0.3.0 · f8531c1 (2026-10-01)
Monsters
Stats (lowest level)Drops (chance)
Bog ToadBeastsAbilities: Toxic Spit12–17Water
  • HP 260 (+20 per level)
  • Attack 130 (+4 per level)
  • Defence 12 (+1.2 per level)
  • Speed 8 (+0.3 per level)
225+20 per level9–17
Mire LeechBeastsAbilities: Life Drain14–20Wood
  • HP 256 (+18 per level)
  • Attack 95 (+7.5 per level)
  • Defence 8 (+1 per level)
  • Speed 6 (+0.2 per level)
260+22 per level10–19
Drowned AcolyteUndeadAbilities: Life Drain18–32Water
  • HP 360 (+21 per level)
  • Attack 200 (+12 per level)
  • Defence 20 (+1.2 per level)
  • Speed 14 (+0.4 per level)
375+23 per level10–20
Shrine SentinelEliteSpiritsAbilities: Stone Slam18–32Earth
  • HP 600 (+30 per level)
  • Attack 150 (+5 per level)
  • Defence 34 (+1.6 per level)
  • Speed 8 (+0.3 per level)
790+42 per level30–60
Drowned AbbotBossUndeadAbilities: Sunken Ward, Enrage18–32Water
  • HP 520 (+26 per level)
  • Attack 200 (+6 per level)
  • Defence 24 (+1.2 per level)
  • Speed 12 (+0.4 per level)
2,450+113 per level0—
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Drowned Abbot is protected by a ward that swallows most of your damage. An elemental skill breaks it for a few rounds, and then every hit lands in full. Elemental skills are Qi Strike (with your element affinity) and class skills with an element, for example the Sorcerer’s spells. Break the ward, then hit hard before it comes back. When it is badly hurt, it becomes enraged and hits harder.

The Shrine Sentinel before it announces a heavy slam every few actions and can’t be stunned while charging. Defend or heal when you see it charge. See Monster abilities for the exact numbers.

After the boss you open the chest: Gold, materials, a chance for a Sunken Key and exactly one piece of gear. The gear rolls its rarity and affixes like loot.

Chest of The Sunken Shrine
RewardAmountSuccess chance
Gold60–120100%
Spirit Stone2–4100%
Ember Shard2–4100%
Sunken Key110%
Tidecaller Ring exactly one gear piece130%
Drowned Pendant exactly one gear piece130%
Sunken Blade exactly one gear piece120%
Scale Vest exactly one gear piece120%
Data from game version 0.3.0 · f8531c1 (2026-10-01)
  • Enter at full HP. Sleep in a stilt hut first; nothing heals you inside except your own items.
  • Bring potions and food. Heal between rooms, before the next fight starts.
  • Have an elemental skill ready. Without one, the boss’s ward makes the last fight very long.
  • Don’t leave for nothing. Leaving uses up the entry just like a defeat.