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LocationL Castle Light LocationR
TERRITORY OF The Divers
A hidden operating base for the Divers of the First Layer, where many apprentices come to learn the harsh reality of the Depths.


Castle Light Closer Print


Castle Light is a location belonging to The Divers. It is a sub-location in the Celtor Wastes.

It is a starting location for those using the Deepbound origin.

Overview[]

Castle Light is a (relatively) safe area within the First Layer belonging to The Divers. It is a castle with multiple lanterns floating around, brightening the surrounding area and making it visible from the outside. It's guarded by Journeyman Diver NPCs and stationary light-armed turrets that fire at monsters and hostile players. Additionally, it also has a Life Barrier preventing entry. Entry will only be granted if the player has entered The Depths through a whirlpool and does not have the vacant flaw, or is using the Deepbound Origin. However, you can still enter if you died in Trial of One with the Lone Warrior origin. It is also the only place to descend into Layer 2 with friends and with a safety net through the form of the Light Hook.

It is also the only place the First Layer of the depths in which you can regenerate sanity / not go insane naturally, only if you are deepbound. It also features a stove, which functions as a campfire. It is the only natural campfire in the entirety of the depths. (Which, of course, you have to be Deepbound in order to use it.)

Contents[]

Light hook

The entrance to the second layer of the depths.

Entrance to the second layer[]

Main Entrance

The Library[]

The library

An image showcasing the library.

The Armory[]

  • Players can find the Blacksmith here
  • Contains a locker that functions as a campfire without the healing
DepthsBlacksmith

The Armory.

Vendors and Notable NPCs[]

Items[]

  • Weapon Manual
  • Encyclopedia
  • How to Make Friends
  • Self-Conducting Loop
  • Pure Heart
  • Ferrofluid
  • Hemafrost
  • Gale Kata
  • Hearthgem
  • Dumbbell
  • Praying Beads
  • Training Vest
  • Ankle Weights
  • Cloth
  • Fiber
  • Boulder (located next to the tree near the door)
  • Accordion
  • Violin
  • Drums
  • Trumpet
  • Pickaxe

Sanity Regen Aura[]

If you are deepbound and within Castle Light's radius, You will passively regain sanity.

Notes[]

  • While considered a "safe zone" to some extent, monsters CAN enter the barrier. Journeymen Diver NPC's may kill some monsters, but stronger monsters, such as King threshers or Mudskipper Broodlords, will quickly kill the divers.
  • Occasionally, three black diver npcs can spawn. This happens when there are too many monsters or a player with bad reputation with the Divers enters.
  • Castle Light has the only blacksmith in the depths, making it very useful if you need to repair your armor after farming.
    • If killed with a death ID (Text reading You died to), you will not be able to enter Castle Light, unless you are Deepbound.
    • Castle Light can be entered if the player went through a whirlpool or used Call of the Deep.
  • Castle Light can be considered the safest area in The Depths to take a break in, featuring a Deepbound exclusive stove, multiple vendors and sanity regeneration for those using Deepbound.
  • That said, Castle Light is a common spot for ganks, it is advised to be wary of large groups of players.
  • Castle Light is the only place where along with guards, there are also turrets that attack hostiles.
  • Larger mobs (King Threshers, King Jellyfish, etc) are often unable to enter the rooms of Castle Light due to the small entrances.
  • It is advised to not attack the guards as they have a large amount of health and can quickly become a problem even for experienced players.
  • Castle Light used to have normal divers guarding, then got replaced by Black divers, then got replaced with Journeyman Divers.
  • The Antiquarian can only be interacted with if you are Deepbound. Any player that is not Deepbound cannot use the Antiquarian, regardless of their reputation with the Divers.
  • It is possible to enter despite drowning, but requires the assistance of another player.
    • Do note that if you defeat Chaser after doing this glitch, you will be allowed to pass through the barrier as if you entered the Depths via a whirlpool.
  • Defeating Ethiron spawns you in Castle Light if you entered via the Layer 1 void, but you still will not be allowed to pass through the barrier, forcing you to reset.
The Kingdom of Etrea Etris Isle of Vigils The Lord Regent Evengarde Rest Polis Etrean Guardsmen Etrean Royal Guard Etrean Soldier Blade Instructor Blade Temple Guard Vigil Swordsman
The Central Authority Fort Merit Vice Warden Morredh Authority Soldier Authority Peacekeeper Authority Officer Authority Lieutenant Authority Captain Authority Commander Chainwarden
The Hive Greathive Aratel Hive Scout Hive Guard Hive Construct Hive Adjudicator
The Divers Castle Light Klaris Akira Chaser Karliah Nell Funke Pleeksty Apprentice Diver Diver Journeyman Diver Black Diver Dawnwalker
The Ignition Union Miner's Landing Saramaed Hollow The Chariot's Spire The Frontier Furnace Alpha Epsi Llevyn Sunway Deepdelver Gamma Renau Adar Ignition Union Fighter Ignition Union Guard Ignition Union Arcwarder Mechalodaunt Arcwarder
Summer Company Summer Isle The Guy Summer Company Guard Summer Manager Summer Goon Summer Dragoon
The Children of Navae Meteor Isle Eastern Tribe Nomad Navaen Hostage Eastern Tribal Leader
The Hundred Legions Viper's Jaw Camp Kingmaker's Isle Amara Brutus Legion Soldier Legion Captain Legion Sniper
The Knives of Eylis Voidheart Eylis Voidmother Knife of Eylis Subtle Knife of Eylis Knife Guard Old Knife of Eylis
The Ministry Minityrsa The Understrand The Fourth Prophet The Crimson Scholar Nostor Ministry Scout Ministry Footpad Ministry Captain Ministry Necromancer Ministry Agent Ministry Enforcer Contractor
The Lost City of Celtor The City of the Drowned Celtorian Guard Tideknights

Green: Owned Territories, Cyan: Passive NPCs, Silver: Possibly Hostile NPCs, Purple: Bounty Hunters, Orange: Oaths, ‡: Formerly, †: Deceased.

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