| Sharks
|
| Found at
|
The Sunken Isles — the trench and the water around the wreck
|
| HP
|
Can't be attacked
|
| Aggro range
|
None — a shark comes for whoever stays 45 seconds on one tile of shark water
|
| Contact damage
|
40 per bite, straight to HP
|
| Combat XP
|
None
|
| Drops
|
None
|
| Notes
|
Moving one tile starts the count again. Shields don't absorb a bite and armour doesn't reduce it. A line cast into shark water counts as you being there. A shark can kill, and a death at sea loses everything you carry.
|
Sharks hunt the deep water at The Sunken Isles: the trench in the south-east of the sea and the water around the wreck. They can't be fought, and they go for whatever sits still. Stay on one tile of shark water for 45 seconds and a shark bites you for 40 HP; it bites again every 45 seconds you stay. Moving one tile starts the count again, and that is the whole of how a bite is avoided.
How sharks work
| Rule
|
Detail
|
| Shark water
|
The trench and the water around the wreck — the Fangtooth and Grouper grounds. The Coral Reef, the open sea and the isles are safe.
|
| The count
|
45 seconds on one tile of shark water, then a bite — and another every 45 seconds you stay on that tile.
|
| Warning
|
3 seconds before each bite a fin circles you and you're told "A shark is circling you. Move!" Everyone at sea sees the fin.
|
| Escape
|
Move one tile. The count starts again on the new tile.
|
| Bite
|
40 HP, straight to your health: shields don't absorb it and armour doesn't reduce it. It shows on your HP bar like any hit.
|
| Your line
|
A line cast into shark water counts as you being there, wherever you stand: fishing the trench or the wreck from a tile beside it runs the same 45-second count on the tile you fish from, and moving a tile still starts it over.
|
| Death
|
A bite that empties your HP kills you (see below).
|
Update: Since 8 October 2026 a line cast into shark water draws the shark. Before that, sharks only watched the tile you stood on, so the trench and the wreck could be fished from the tile beside them without a shark ever coming.
Death at sea
A shark death leaves no grave. Everything in your backpack, hotbar and worn armour is lost — the gold you carry, your tools and your Wooden Raft included. Mounts, pets and cosmetics go back to their own bags, furniture is never lost, and your bank is safe. Scrolls you carry burn, as on any death. You wake up on The Shores, at the end of the dock, to "A shark got you. Everything you were carrying is lost."
Tips
- Keep moving: shifting your raft one tile now and then is all it takes.
- When the fin appears you have 3 seconds — one tile is enough.
- Fishing the trench or the wreck from the tile beside it doesn't help: the line counts.
- Shields and armour do nothing against a bite, and food and potions can't be used at sea.
- Bank what you can't afford to lose before you sail out.
Related pages
| Page
|
Why it matters
|
| The Sunken Isles
|
The only place sharks hunt.
|
| Fangtooth
|
Caught in the trench — shark water.
|
| Grouper
|
Caught at the wreck — shark water.
|
| Old Wick
|
The lighthouse keeper warns you about them.
|
| Wooden Raft
|
Lost with everything else you carry if a shark kills you.
|
| Mobs
|
Kintara's other creatures.
|