Introducing the main concept
This proposed idea probably isn’t needed, but it would be a neat new addition for underwater exploration, and could help to add more mysteries and more underwater exploration content, much like diving spots.
This new feature adds several new things, but the biggest one of them all, the main new implementation, is what I think should be called:
Hadal trenches
Hadal trenches are randomly generating occurrences that appear as massive gaping underwater ravines that can span very long. From looking at them via the surface or in clearer waters, they appear dark and ominous as no sunlight is able to reach inside them.
What the entrance to the ravine could look like from the inside:
(as you can see, they are extremely dark as sunlight stops being able to travel so deep.)
New mechanics
Hadal trenches are rare, and often many sailors are unable to locate them, however, there are some ways that hadal trenches can be spotted from the surface.
-bubbles appearing from the surface of the ocean
-a sailboat piloted by a passive NPC, who when interacted with, will claim that they followed a map to treasures untold, but ended up in the middle of nowhere, what they don’t know is these treasures are deep underwater, and they’re near a hadal trench
-your NPCs such as edward kenton claiming to feel “an ominous presence from the deep” indicating you are close/at a hadal trench.
The dangers of being unprepared
Unlike a diving spot, which simply requires a breathing potion or 2, hadal zones are much more brutal, and could call for the need of defense boosting potions due to the immense pressure that these extreme and mysterious environments cause, making them much harder to navigate.
Hadal trenches will also inflict tier 1 insanity upon entering one, and if you go deeper, you’ll end up with tier 2 insanity at max.
Hadal trenches also boast a new type of sea monster…
I haven’t come up with a name yet, but this creature is a massive, vantablack eel, with glowing white eyes that stalk you as you swim in the pitch black waters of the deep.
This creature is a mostly passive giant, but will become hostile and attack you if you get too close, thus requiring the player to be very careful when exploring these trenches.
it doesn’t spawn in every trench, but when it does, you best be smart.
It is also fightable, and could possibly grant a drop similar to white eyes from more shallow waters, unknown what it could be used for though.
Hadal trenches can contain many structures, mostly ruins, broken ships, and things similar to diving spots, however, these structures are often much more elaborate and old, generally being larger too, making them more hazardous to explore if not prepared correctly.
Hadal trenches also contain Underwater vents! these deep sea volcanic structures create massive smog clouds that are best avoided, they deal burn damage + cloud DoT over time in rapid succession, making them chip away at health very fast, they’re also quite common.
What rewards await you in these dangerous and treacherous depths?
Lots, and lots of goodies can be found deep underwater that makes these locations worth exploring, they’re like a higher risk, higher reward diving spot, with many goodies such as scrolls, enchantments, rare armors, good weapons, gems, and galleons.
Carrying them up is thankfully not that hard of a task as is coming down, just be able to handle the insanity and you should be able to carefully take your goodies to your ship and reap the rewards.
If you explore all Hadal structures in the bronze sea, you’ll get a badge: “Bronze sea surveyor”
Hadal trenches also have extremely small chances of sunken items spawning inside them, however, only 1 will spawn, and it’s very unlikely.
There could also be a new type of weapon found in the deep, something to do with shadow magic of some kind representing the dark environment it has sat in for so long, perhaps an abyssal trident of some kind?
why should this be implemented?
Hadal trenches can offer a new feature for underwater exploration that could add more depth and atmosphere into the Arcane universe, and some players could enjoy the exploration aspect that comes from these new structures.
The only known spot in the warseas that can inflict insanity is Akursius keep, this could help spread the unique effect around more.
Possible issues
Might be very hard to implement, lots of small little new features combined to make this new one.
Could be unfair and redundant to diving spots.