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LocationL Cathedral of the Interstice LocationR
Lawless Territory of Lost Celtor


Cathedral of the Interstice

Overview[]

The Cathedral of the Interstice is a sub-location in The City of the Drowned located in the First Layer. It is the main way for a player to escape the Depths through the Depths Trial. It contains the Shrine of Courage and NPCs named Andrea and Petris, although Petris is technically outside the Cathedral. Inside the Trial also contains the Voices of the Depths, God-like beings who are seemingly testing the player on whether they are worthy of escaping The Depths.

Objects of Interest[]

Entering the Cathedral[]

There are 2 ways to enter the Cathedral. From the map, there are 2 entrance points: One on the West and one on the East, also called the Elevator and Gate, respectively. There are also other, more unorthodox ways to enter the Cathedral.

West Entrance: Elevator[]

This is the preffered method of escaping the First Layer

A small sub-elevator is located within the city section entered through the flat gate. Nearby is a lever that can be interacted with. By interacting with the lever, the sub-elevator will rise to the main elevator. Note that if you drown when your power is lower than 10 you will be spawn right in the West side of the city near the elevator.

Warning: Directly in front of this elevator is a set Nautilodaunt spawn, a mob that can easily wipe players who are unprepared to fight it. Take caution when nearing the sub-elevator. If it is present, your best chances for survival is to simply leave and find a new server. Although due to the elevator's popularity and long spawn cooldown, it is likely that the Nautilodaunt will not be present.

East Entrance: City Bells[]

There are 2 bells located in the District of Commerce, the district on the East side of The City of the Drowned, whose entrance has a sloped gate. Once the 2 bells are rung, a bell choir will be heard across Scyphozia, possibly signaling the salvation of the souls trapped within. The metal gate located in the District of Commerce will then open for 10 minutes.

You can locate the 2 bells by listening a soft humming that gets louder the closer you are to the bell. Once the bell is rung, it will stop making any noises until the large gate closes down again.

Alternate Methods[]

The Trial[]

“ As a quasi-metaphysical realm, the Depths is believed to exert a pulling force on one's soul, based on one's proximity to the deep. So to say, once one is in the Depths, their soul experiences a constant downward pull. If one tries to leave the Depths by simply physically exiting it upwards, without the aid of ritual or other preparation, they will cross what is known as 'the boundary' - a limit beyond which a soul cannot continue physically travelling in your body. Ergo, the body continues upwards, while the soul is pulled downwards, until the two are wholly separated, and the person dies. ”
TheTrialArena

The Voices of the Depths have you prove your worth by putting forth a difficult fight, dependent on your current strength. Upon entering the Trial, the voices will speak to one another, commenting on the player who just entered. Their dialogue can be found on the Voices of the Depths page.

Once the trial is completed, players are also granted total immunity to damage until they are teleported out of the Depths. Note that escaping will always cleanse the health bar. Upon first completion of the Trial, the player will gain a Whisper Draw. Though, you may not receive this if you have already completed one of the requirements for an extra Whisper Draw. More information can be found on the Whisper Draw page.

Difficulty Calculation[]

Your Difficulty Score is calculated by "(Power x 3) + Drowns". This dictates the type of enemy you will be faced with when initiating the Trial. Total times drowned can be viewed at a campfire (in the summary page); the number increases each time you are sent to the Depths through death (not Whirlpools or Deepbound's "Call of the Deep").

Some things can add extra Difficulty Score, alongside making the Trial a bit harder:

  • The Deepbound Origin has an innate 50 Difficulty Score, so they must always fight an Enforcer or Nautilodaunt, regardless of Power. Deepbounds are still affected by other modifiers, and normal difficulty calculations returns after they have achieved at least 50 Difficulty Score.
  • The Deep Champion Echo Modifier will always enable every enemy to be Corrupted, regardless of Difficulty Score or Power.
  • The Vow Of Thorns Echo Modifier adds 30 Difficulty Score to the Trial.
  • The Shrine of Courage adds 50 Difficulty Score to the Trial. This is similar to Vow of Thorns, though it can only be activated once. Additionally, once the player completes the harder Trial, they will be rewarded with 15 Attribute points.
Difficulty Score Estimated Power
(It may be worse)*
Enemy(ies)
1-14 Power 1-4 Nothing (you are sent up without a fight)
15-19 Power 5-6 Mudskipper Knight
20-29 Power 7-9 Hollow Angel
30-39 Power 10-13 Megalodaunt (which has chances of being Corrupted)
40-49 Power 14-16 Corrupted Megalodaunt
50-79 Power 17-20 Enforcer (Low chance to be replaced with a Nautilodaunt)
80+ Power 20 + 20 drowns 2 waves of enemies will spawn, each consisting of one Monster: Bone Keeper, King Thresher, or Fury Nautilodaunt (Only the Bone Keeper and King Thresher can spawn in Corrupted)

The number of Monsters that the player will have to fight will increase with how many people are in the trial, but the waves will always remain at 2.
5 or more players, one having a Difficulty Score of 60+ 5 players, at least 1 with Power 20 Heart of Enmity, a boss for punishing those escaping the Depths in sheer numbers

* Estimated Power section assumes that you have 0 drowns and no modifiers. Depending on your drowns and other factors, you could be facing worse enemies. Check the Difficulty Score calculation formula above for more specifics.

General Info[]

Since the trial takes place inside the First Layer, almost all enemies have a chance of being Corrupted when spawned. The exception to this rule is Nautilodaunts, Fury Nautilodaunts, Enforcers, Mudskipper Knights, and Hollow Angels, though if the player has Deep Champion, these enemies will be Corrupted regardless. Though, all enemies in the Trial have a chance to be Attuned. This gives a chance of enemies spawning BOTH being Corrupted and Attuned.

In the case of 2 or more players entering the Trial, the monster spawn will calculated by the highest Difficulty score among the players, and then spawn that many enemies corresponding to the amount of players. For example, if one player with Power 17 and 2 players with Power 10 enters the trial, it will spawn 3 Enforcers. Players with the Deep Champion Echo Modifier will also make every enemy Corrupted, regardless of whether or not they had the highest Difficulty Score.

Though, weirdly enough, in contradiction to the previous paragraph, a Power 1 Deepbound and a Power 20 Non-Deepbound will spawn just one Enforcer.

Tips on Survival[]

Note that leaving through the main menu or closing roblox while you are inside the Cathedral of the Interstice will always place you outside of the gate on the East side of the map.

  • You can climb the walls of the Trial and stand on one of the ceiling chains before the Trial starts, effectively giving you breathing room and allowing you to make sure of which enemy that you're going to fight.
  • Once the Trial starts, you will automatically be put into a PvE Combat Tag for 10 minutes.
    • If you are atop the chains, you can leave without issue, so long as you have above 60% health. See the Combat Tag page for more specifics.
    • Although you cannot use main menu to leave the game, you can close the game through Ctrl + L + Enter. This is not recommended as your character lingers for a few seconds before leaving, so make sure you are absolutely safe beforehand.
  • In regards of other players, be wary of everyone.
    • Players can wait near or above the elevator leading to the Trial, jumping down to backstab or sneak attack you.
    • Players who are seemingly harmless may possess modifiers that add to your Difficulty Score, causing you to die to a Trial much stronger than your current strength. It is best not to enter the elevator with a random player, unless you are sure that they do not have any modifiers.
    • There are also cases of players using the Disguise Mantra, or Murmur: Tacet to discreetly enter the Trial with another player while possessing modifiers that make the Trial much harder. Note that real barrels will despawn prior to reaching the top, so any barrels that remains is a player using Disguise. This can also be counteracted by having the Blindseer Oath.

Trivia[]

  • An old preferred method of entering the Cathedral was climbing Celtor City's walls, either through using a Glider from a high vantage point, or by stacking Barrels and climbing the wall that way, and then dropping down to the entrance.
  • The west entrance of the Cathedral, where the elevator is, used to cost 25 Notes2 Notes as a toll for each use.