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(Created page with "{{Query area infoboxes |where=areas.id=" " |cats=yes }} The '''Trial of the Sekhemas''' is one of three Ascension Trials found in Wraeclast. It is a randomized gauntlet of rooms filled with monsters and traps that must be traversed before the player runs out of honour. __TOC__ ==Overview== To gain access, the player must first defeat Balbala, the Traitor and obtain {{il|Balbala's Barya}}. This coin can be placed within the Relic Altar to begin the trial. Do...")
 
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The '''Trial of the Sekhemas''' is one of three [[Ascension Trial]]s found in [[Wraeclast]]. It is a randomized gauntlet of rooms filled with monsters and traps that must be traversed before the player runs out of honour.
[[File:Trial of the Sekhemas loading screen.jpg|thumb|right|600px]]
The '''Trial of the Sekhemas''' is one of three [[Ascension Trial]]s, first accessible in [[Act 2]]. It is a randomized gauntlet of rooms filled with monsters, traps, and bosses that can damage and reduce a player's Honour, ending the run when empty. Players are affected by Boons and Afflictions affecting the run's difficulty and can interact with a variety of mechanics to recover their honour, improve, or change their odds. The trial is based on [[poewiki:The Forbidden Sanctum|the Forbidden Sanctum]] from [[Path of Exile 1]].


__TOC__
__TOC__


==Overview==
==Access==
To gain access, the player must first defeat [[Balbala, the Traitor]] and obtain {{il|Balbala's Barya}}. This coin can be placed within the Relic Altar to begin the trial. Doing so will grant access to the entire first floor of the Trial. Higher level coins obtained later in the game provide access to additional floors and improved rewards, and are also tradeable. Each floor contains 8 rooms, with the 8th room being a boss. There are 4 floors in total.
To gain access, the player must visit the '''Trial of the Sekhemas''' waypoint in Act 2 of the campaign and insert a {{il|Djinn Barya}} into the Relic Altar. Each trial run is independent between characters on the same account.


During the campaign, the player can acquire the {{il|Balbala's Barya}} quest item by defeating [[Balbala, the Traitor]] in [[Traitor's Passage]] of Act 2. The item works similarly to a regular {{il|Djinn Barya}}, but it is returned to the player if the challenge is failed.


Every Trial of the Sekhema's run has a number of challenges spread across 4 floors with 8 rooms each for a total of 32 rooms. The item level of the {{il|Djinn Barya|Djinn Barya}} will dictate the number of floors available in the run and whether or not completing them will award the player additional ascendancy points. Higher level keys provide improved rewards and are tradeable.


{| class="wikitable" style="text-align:center;"
|-
!   !! Floor 1 !! Floor 2 !! Floor 3 !! Floor 4
|-
! '''Trial Key'''
|| {{il|Balbala's Barya}} or<br>{{il|Djinn Barya}}<br>Area Level 20+
|| {{il|Djinn Barya}}<br>Area Level 45+
|| {{il|Djinn Barya}}<br>Area Level 60+
|| {{il|Djinn Barya}}<br>Area Level 75+
|-
! '''Bosses'''
|| [[Rattlecage, the Earthbreaker]]
|| <sub>[[Hadi of the Flaming River]] and<br>[[Rafiq of the Frozen Spring]]</sub>
|| [[Ashar, the Sand Mother]]
|| [[Zarokh, the Temporal]]
|-
! '''Ascendancy Points'''
|| 2
|| 4
|| 6
|| 8
|}


All of your progress, including Honour, Sacred Water, Boons, Afflictions, etc. are carried over between floors. A Sekhema Trial run contains 4 floors, each containing 8 rooms. The 8th room of each floor always contains a Boss.<ref>https://twitter.com/pathofexile/status/1598434028398706688</ref><ref name="RAQ"></ref> Each floor after the first also adds +1 to area level from the initial Forbidden Tome (up to +3 on the last floor), up to a maximum of area level 83.
Mousing over the key will reveal both the area level and number of trials (floors) the run will yield. It will also indicate whether or not the run may grant additional ascendancy skill points upon completion. Consult the [[Ascension Trials]] page for more information.
 


==Setup==


 
Upon inserting the {{il|Djinn Barya}} in the Relic Altar, players will be able to place relics within, items that provide beneficial modifiers that affect your run. Once a trial has started, it must be completed, failed, or forfeited to add or remove relics. Relics can be also stored at the Relic Locker which is shared between all your characters in the same league.
The trial is composed of several progressive rooms within a floor. Each room will have an objective to accomplish before the room is passed, and the floor is ended by a [[boss]]. Every room will have a reward - for example, they may reward a {{il|Bronze Key}}, {{il|Silver Key}}, or {{il|Golden Key}}, which may be used to open their respective caches at the end of the trial.
 
Damage taken during the Trial of the Sekhemas will also damage your '''Honour''', which cannot be recovered by normal means. Running out of honour will fail the trial.
 
The exile may be supported or impeded by '''Boons''' and '''Afflictions''', special buffs and debuffs that persist throughout the trial. '''Sacred Water''' may be traded with Balbala for boons and relics. 
 
At the end of the trial, the exile may access the Altar of Ascendancy. For exiles who reach it for the first time, The Altar of Ascendancy grants two ascendancy points and allows them to choose an ascendancy class.
 
 
 
To enter the Forbidden Sanctum, players must place {{il|The Mortinomicon Exitio Immortalis}} or a {{il|Forbidden Tome}} into the Relic Altar in the Forbidden Sanctum area.
Crashing during a Sanctum room will reset the room's progress, as long as the player did not fail the room due to resolve loss. However, any changes to your resolve and inspiration during the room's progress will be retained. Aureus and rewards are locked in upon successful completion of a room<ref name="RAQ"></ref>. It is possible to return back into the room from the reward room to kill any remaining enemies or open aureus chests.
 
Each Sanctum run is independent between characters on the same account.<ref name="RAQ"></ref>
 
==Relic Altar==
* The Relic Altar is unlocked in [[Act 10]] after unlocking the Forbidden Sanctum through the quest [[Aiding an Archivist]].
* Each character has its own Relic Altar and uses separate Relics. However, the Relic Locker is shared between all of your characters in the same league.<ref name="RAQ"></ref>
* Relics placed in the Relic Altar are locked in for the entire Sanctum run as soon as they are confirmed and cannot be added or removed in the middle of a run. The current run must be completed, failed, or forfeited to add or remove Relics.<ref name="RAQ"></ref>
* The Relic Altar contains 18 inventory spaces, but 12 are initially locked and can be obtained by defeating specific minibosses or floor bosses.
 
<gallery>
<gallery>
RelicAltarEmpty3.22.png|Empty Relic Altar before putting in a Forbidden Tome
RelicAltarEmpty.png|Empty Relic Altar before putting in a coin
RelicAltarLocked3.22.png|The Relic Altar in its initial state
RelicAltarLocked.png|The Relic Altar in its initial state
RelicAltarUnlocked.jpg|Fully unlocked Relic Altar
RelicAltarUnlocked.png|Fully unlocked Relic Altar
</gallery>
</gallery>
 
The Relic Altar has 18 inventory spaces, 12 of which need to be unlocked by defeating floor bosses and opening key caches within the trial. The {{il|Djinn Barya}} will not be consumed until the relics are confirmed. Floor completion required to unlock squares is depicted below:
===Unlocking===
{| class="wikitable"
 
| 3 || 1 || 1 || 2 || X
Locked inventory spaces for the Relic Altar can be unlocked by completing various rooms or floors in the Forbidden Sanctum.
 
{| class="wikitable sortable"
|-
! Row !! Column !! Unlocking Requirement
|-
| 1 || 1 || Complete the Sanctum Bellum room in the Sanctum Cathedral
|-
| 1 || 2 || Complete the Sanctum Archives
|-
| 1 || 3 || Complete the Sanctum Archives
|-
| 1 || 4 || Complete the Sanctum Vaults
|-
| 2 || 1 || Complete the Sanctum Vaults
|-
| 2 || 5 || Complete the Sanctum Cathedral
|-
| 3 || 1 || Complete the Sanctum Cathedral
|-
|-
| 3 || 5 || Complete the Sanctum Necropolis
| 2 ||  ||  || || 3
|-
|-
| 4 || 2 || Complete the Sanctum Necropolis
| 3 ||  ||  || || 4
|-
|-
| 4 || 3 || Complete the Scriptorium room in the Sanctum Archives
| X || 4 || 1 || 2 || 4
|-
| 4 || 4 || Complete the Reliquary room in the Sanctum Vaults
|-
| 4 || 5 || Complete the Mausoleum room in the Sanctum Necropolis
|}
|}


==Mechanics==
Unlocking the Ritual Altar for the first time will reward the player with a magic rarity {{il|Urn Relic}}. These non-unique relics can have up to 2 modifiers and can be modified with a {{il|Orb of Augmentation}}. The pool of modifiers relics can roll depends on the total number of inventory slots it takes up, ranging from 2/3/4 or small/medium/large respectively.
===Resolve===
 
==Navigation==
[[File:SekhemaTrialMap.png|An example of a Trial Map|thumb|right|600px]]
All of your progress, including Honour, Sacred Water, Boons, Keys, and Afflictions are carried over between rooms and floors unless otherwise stated. If a player's client crashes during a trial, it will reset the room's progress as long as the player did not fail the room due to honour loss. However, any changes to the player's honour that happened in the room will be retained.


* Resolve is an additional stat player characters have while exploring the Sanctum, somewhat similar to [[Ruin]] from [[Ultimatum league]].
Sacred Water and rewards are locked in upon successful completion of a room. It is possible to return back into a completed room from the reward room to kill any remaining enemies or open chests. Opening the door to the next floor in the reward room will prevent you from interacting with the merchant in that room any further.
* The default maximum Resolve is 300. Resolve is maintained between rooms, and the player is ejected from the Sanctum if it hits 0, resetting all floors and rooms. Being ejected does not count as a death, nor does it remove [[experience]].
* Resolve is lost from hits from monsters or traps in the Sanctum. Closer proximity to monsters reduces the Resolve lost on hit.<ref name="RAQ"></ref>
* Minions and non-party allies do not cause Resolve to be lost if hit.
* A fixed amount of Resolve can be restored in Fountain rooms.
* Gaining additional Maximum Resolve will also cause the character to gain current Resolve of the same amount. Losing Maximum Resolve will not further affect the current Resolve.
* Accursed Pacts that cause you to {{c|prophecy|Lose #% Maximum Resolve}} and the Minor Affliction "Spiked Exit" can be safely taken even with only 1 Maximum Resolve, and will have no effect (they cannot fail a run by itself).
* Maximum Resolve is soft capped at 1000; however, it is possible to exceed these values from sources that modify maximum Resolve at the start of a room/floor.


====Resolve defences====
Upon successfully completing a room, a door will lead to a safe area to collect the room's rewards. Players must select the next room by interacting with the trial map which will show a preview of room connections of the current floor. While by default, players are able to see 1 room ahead of their current position in the map, this number can be increased or reduced by boons and afflictions. Each room that is visible shows their their '''objective''' (name), '''reward''' (icon), and whether or not an affliction is inflicted on the player upon entry. All room types other than boss rooms can become Afflicted. Afflicted rooms are indicated by a purple border and cause the character to gain an Affliction on entry.
[[File:Resolve defence scaling graph.png|right|thumb|Estimated scaling of resolve mitigation/avoidance based on sampled values in [[version 3.22.0]].]]
[[File:Resolve aegis scaling graph2.png|right|thumb|Estimated scaling of resolve aegis based on sampled values in [[version 3.22.0]].]]
Defensive mechanics such as evade/[[dodge]] chance, [[damage reduction]], [[block]], [[spell suppression]], and [[avoidance]] do not directly affect the loss of Resolve. However, the primary [[defence]] stats scale certain Resolve-specific defences found exclusively in the Sanctum:
* '''Resolve Mitigation''': {{c|help|Mitigation prevents a portion of Resolve loss and scales with your [[Armour]].}} {{c|mod|#% Resolve Mitigation from Enemy Hits}}
** Resolve mitigation scales approximately logarithmically, up to 40% at ~3 million armour.
* '''Resolve Avoidance''': {{c|help|This scales with your Evasion Rating.}} {{c|mod|#% chance to Avoid Resolve loss from Enemy Hits}}
** Resolve avoidance scales approximately logarithmically, up to 40% at ~3 million evasion rating.
* '''Resolve Aegis''': {{c|help|Up to 50% of Resolve loss from Enemy Hits is removed from the Aegis before Resolve or Inspiration. Aegis is broken when any Resolve is lost from Enemy hits. Aegis is instantly restored after 4 seconds of no Resolve being lost. Resolve Aegis scales with your maximum Energy Shield.}} {{c|mod|# Resolve Aegis}}
** Resolve avoidance scales approximately logarithmically, up to ~65 at ~160 thousand energy shield.


===Aureus===
===Room Objective Types===
* Aureus is a type of non-tradeable currency similar to [[Azurite]] which can be found in the Sanctum from chests or from killed enemies. Aureus is collected automatically when the player is near it.
Each trial room contains one of the following objectives which must be completed to move forward:
* Aureus can be traded to the merchant for a small amount of Resolve recovery, various Boons, or [[relic]]s.
* Aureus is maintained between rooms and floors, and is reset when the Sanctum run ends.
* Aureus drops from Templar Stash [[chest]]s, as well as from Guards and Bosses when killed.


===Inspiration===
{| class="wikitable" style="text-align:left;"
* Inspiration acts as a buffer over your maximum Resolve, somewhat similar to [[Energy Shield]] in comparison to [[life]].
* Inspiration cannot be recovered like Resolve.
* Inspiration is soft capped at 1000; however, it is possible to exceed these values from sources that modify Inspiration at the start of a room/floor.
===Boon===
* Above your inspiration bar, major boons are grouped in a symbol with a very thick and bright yellow bordered boon symbol, while all minor boons are grouped in a plain yellow bordered boon symbol. Boons are shown when hovering the according symbol.
* Boons grant various benefits to your Sanctum run and can help recover or mitigate damage to your Resolve, increase your Aureus and rewards, debuff monsters, grant Inspiration, or provide other helpful buffs.
<div class="responsive-table-container">
{| class="wikitable sortable"
! Boon Type !! Image !! Boon Name !! Description
|-
|-
| Major Boons || [[File:BoonAll-SeeingEyeIcon.png]] || All-Seeing Eye || The Sanctum Map is fully revealed<br><sup>''editor's note: overrides all afflictions and modifiers that hide parts of the Sanctum map, including {{il|The Chains of Castigation}}''</sup>
! Trial !! Objective !! Description
|-
|-
| Major Boons || [[File:BoonBronzeCoinIcon.png]] || Bronze Coin || Picking up Aureus coins recovers Resolve<br><sup>''editor's note: recovers the same amount of Resolve as Aureus obtained; scaled by modifiers to Resolve recovery''</sup>
| '''Chalice'''
|| Defeat the rare monsters
|| Activate the chalice and defeat all rare monsters in the room. Clearing 50% of the rare monsters will cause an indicator to appear, pointing toward those remaining.
|-
|-
| Major Boons || [[File:BoonBronzeDescryIcon.png]] || Bronze Descry || Ignore Resolve lost for 1 second after losing Resolve from a Hit
| '''Escape'''
|| Disable the crystals
|| Disable all the death crystals in the room before the timer expires. Activating crystals will lengthen the timer and indicate the direction of the next crystal.
|-
|-
| Major Boons || [[File:BoonCrystalChaliceIcon.png]] || Crystal Chalice || You cannot receive any more Minor Afflictions<br><sup>''editor's note: Crystal Shard's Affliction to Boon transformation can still occur with this Boon''</sup>
| '''Ritual'''
|| Defeat the ritual casters
|| Defeat ritual casters to close the portals spawning reinforcements.
|-
|-
| Major Boons || [[File:BoonCrystalShardIcon.png]] || Crystal Shard || The next Affliction you gain is converted into a random Minor Boon<br><sup>''editor's note: This Boon's Affliction to Boon transformation can still occur with Crystal Chalice''</sup>
|'''Gauntlet'''
|| Find the exit
|| Navigate the trap circuit, activating coloured levers to unlock the path forward.
|-
|-
| Major Boons || [[File:BoonGoldCoinIcon.png]] || Gold Coin || Aureus coins found are doubled
|'''Hourglass'''
|| Survive
|| Survive continuously spawning monsters until the timer expires. Killing rare monsters reduces the timer.
|-
|-
| Major Boons || [[File:BoonGoldenDescryIcon.png]] || Golden Descry || Recover +15 Resolve on room completion
|'''Boss'''
|| Defeat the floor boss
|| Kill the floor guardian to advance.
|}
 
===Room Reward Types===
Each trial room contains one of the following rewards:
 
{| class="wikitable" style="text-align:left;"
|-
|-
| Major Boons || [[File:BoonHolyDescryIcon.png]] || Holy Descry || Upon reaching 0 Resolve, revive with full Resolve, lose 50% of your current Maximum Resolve, and remove a random Boon<br><sup>''editor's note: this is the only Boon that can save a run with "Cannot Recover Resolve" or "Maximum Resolve is 1" modifiers, as long as the player has Boons to remove''</sup>
! Reward !! Description
|-
|-
| Major Boons || [[File:BoonHolyWaterIcon.png]] || Holy Water || Gain a random Minor Boon when you use a Fountain
| '''Merchant'''
|| Merchant rooms contain the NPC [[Balbala, the Released]] who sells you Boons or [[relic]]s or restores your Honour in exchange for Sacred Water. Boons cost have individual prices, while relics cost 300, 400, or 500 Sacred Water based on their size. Balbala is also guaranteed to appear at the end of each floor in the reward cache room after defeating a floor boss.
|-
|-
| Major Boons || [[File:BoonImperialSealIcon.png]] || Imperial Seal || Traps are Disabled
| '''Sacred Water Fountain'''
|| A fountain containing an amount of Sacred Water, a non-tradeable currency used within the trial.
|-
|-
| Major Boons || [[File:BoonMustyWineIcon.png]] || Musty Wine || At the start of each room, a random [[Shrine]] effect is applied to you
| '''Marakesh Shrine'''
|| Spend 5 Sacred Water to venerate a shrine and restore your Honour.
* Honour Tabina: Spend 5 Sacred Water to Restore 10% of your Honour.
* Honour Balbala: Spend 5 Sacred Water to Restore 10% of your Honour and gain a random Boon.
* Honour Ahkeli: Spend 5 Sacred Water to Restore 25% of your Honour and gain a random Minor Affliction.
* Honour Galai: Spend 5 Sacred Water to Restore 50% of your Honour before increases, gain a random Boon, and cleanse a random Affliction.
|-
|-
| Major Boons || [[File:BoonPriest'sDescryIcon.png]] || Priest's Descry || Upon reaching 0 Resolve, revive with 75% of Maximum Resolve once<br><sup>''editor's note: does not work on no-hit runs''</sup>
| '''Pledge'''
|| Spend 5 Sacred Water to select one of three random Pledges.
|-
|-
| Major Boons || [[File:BoonSacredMirrorIcon.png]] || Sacred Mirror || Duplicate up to 3 random Offer Rewards<br><sup>''editor's note: only applies to rewards deferred to end of Floor/Sanctum; can apply to same reward more than once; applies immediately once obtained to your current rewards''</sup>
| '''Cache'''
|| A bonus cache of the specified type will be located in the room which can be opened by using any acquired keys.
|-
|-
| Major Boons || [[File:BoonSilverCoinIcon.png]] || Silver Coin || Gain 20 Aureus coins when you lose Resolve from a Hit
| '''Key'''
||Awards the player with a {{il|Bronze Key}}, {{il|Silver Key}}, or {{il|Gold Key}} that can be used to open caches in cache rooms or the reward room after a floor boss. All types of Keys can be infrequently obtained from defeating monsters or opening chests and other loot containers in trial areas. Key drop rate can also be influenced by some non-unique relic modifiers. Keys can also be obtained by converting all remaining Sacred Water in the Keth Forge in the cache reward room after a floor boss.
|-
|-
| Major Boons || [[File:BoonSilverDescryIcon.png]] || Silver Descry || Ignore the first Resolve lost from Hits in each room
|}
 
===Bosses===
{| class="wikitable" style="text-align:left;"
|-
|-
| Minor Boons || [[File:BoonAdrenalineVialIcon.png]] || Adrenaline Vial || Recover 50% of your Maximum Resolve on entering Boss Room
! Boss Name !! Boss Room !! Floor name !! Description !! Useful tips
|-
|-
| Minor Boons || [[File:BoonArcaneAegisIcon.png]] || Arcane Aegis || Trigger Arcane Buffer when your Inspiration reaches 0
| '''[[Rattlecage, the Earthbreaker]]'''
|| Collapsing Cavern
|| Test of Strength
|| Four-legged golem that uses fiery slam attacks.
||
* Avoid staying near Rattlecage at the very start of the fight as he triggers a large area of effect explosion which Balbala will call out.
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 10 Guards you Hit are killed Instantly
| '''[[Hadi of the Flaming River]]''' and<br>'''[[Rafiq of the Frozen Spring]]'''
|| Ceremonial Chamber
|| Test of Will
|| Two large melee sentinels that use fire and ice melee attacks.
||  
* Try damaging both bosses equally or killing the second quickly after the first one is down, otherwise the second boss will quickly heal to full hit points.
* Once the fight ends, elemental explosions trigger at the edges of the arena that can damage your honour, so do your best to avoid them.
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 9 Guards you Hit are killed Instantly
| '''[[Ashar, the Sand Mother]]'''
|| Sand Pit
|| Test of Cunning
|| A large scorpion that burrows and inflicts poison attacks.
||  
* Ignore Balbala's frequent call for you to get to one of the platforms as it will trigger one of several traps that may include spawning adds or shooting barrages of poison darts from the walls.
* Avoid the swirling pits of quicksand as these will heavily slow you and make it more difficult to avoid the Ashar's attacks.
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 8 Guards you Hit are killed Instantly
| '''[[Zarokh, the Temporal]]'''
|-
|| Outside of Time
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 7 Guards you Hit are killed Instantly
|| Test of Time
|| A floating chronomancer with several gimmicks related to [[action speed]] and time. Cannot pause the game against this boss.
||  
* Zarokh will enter a lightning phase where they teleport to the center of the arena and start firing crackling lightning tendrils while turning, always in a counter-clockwise direction, up to 3 times. During this phase, you may either avoid the time-stop bubbles littered throughout the arena and go around Zarokh to avoid the beams, or retreat to one of the corners and dodge roll when the lightning passes you.
* Consider having a 30%+ movement speed modifier minimum before attempting the fight. Speed is crucial in his hourglass collection phase which will one-shot if the magic timer completes a full turn.
* Most of Zarokh's direct abilities can be evaded and dodge-rolled.
|}
 
{{#ev:youtube|l1_dUFdN1AA|500}}
 
==Mechanics==
{{tooltip info
| name = Honour
| description = Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
}}
{{tooltip info
| name = Honour Resistance
| description = Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
}}
 
===Sacred Water===
Sacred water is a type of non-tradeable currency used to trade with the Merchant to recover Honour, purchase Boons and [[relic]]s, to venerate Marakesh Shrines to recover Honour, or it converted into Keys at the Keth Forge in the cache reward room after a floor boss. Fountains can be either regular or large. Sacred Water also can be found from chests or slain rare enemies and bosses. It appears as light blue droplets of water and is collected automatically when the player is near it.
 
===Honour===
Honour is a resource players have while participating in the Trial of the Sekhemas.
 
* '''Honour pool:'''
** A player's honour is based on the sum of the player's default maximum [[life]] and [[energy shield]] when starting the trial. If a character has the [[Mind over Matter]] [[keystone]] active, maximum [[mana]] will be added to this total as well.
** Honour can be further increased or reduced by modifiers from [[relic]]s, Boons, and Afflictions. It can be recovered by trading with the Merchant or venerating certain Marakesh Shrines.
 
* '''Honour loss:'''
** Players lose honour by suffering hits from monsters or traps in the Trial. Minions and non-party allies do not cause Honour to be lost if hit. Closer proximity to monsters reduces the Honour lost on hit, up to 35% less in close range.
** Damage to honour is mitigated by Honour Resistance, an important stat players should invest into through [[relic]] modifiers that can reduce honour loss up to a maximum of 75%.
** Honour is maintained between rooms, and the player automatically fails the trial when Honour is reduced to 0. Failing a trial does not count as a death, nor does it affect a character's [[experience]].
 
* '''Other interactions:'''
** If a player [[level]]s up within the Trial, causing the player to gain additional life, an equivalent amount of Honour and maximum Honour will also be increased.<ref>https://youtu.be/I68bBRA8aa8?si=Aupuun4wCnB8HhFa&t=598</ref>
** Gaining maximum honour through boons will also cause the character to gain current Honour of the same amount. Losing Maximum Honour will not further affect the current Honour.
 
===Boons===
Boons grant various benefits to your Trial run and can help recover or mitigate damage to your Honour, increase your Sacred Water and rewards, debuff monsters, and more:
<div class="responsive-table-container">
{| class="wikitable sortable"
! Boon Type !! Image !! Boon Name !! Description !! Merchant cost
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 6 Guards you Hit are killed Instantly
| Major Boon || [[File:Boonsmallclaygolemicon.png]] || Ahkeli's Guard || You cannot be Damaged for 1 second after taking Damage from an Enemy Hit ||
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 5 Guards you Hit are killed Instantly
| Major Boon || [[File:Boonallseeingeyeicon.png]] || All-Seeing Eye || The Trial Map is fully revealed<br>''Note: This overrides the Black, Golden, and Red Smoke afflictions.'' || 300-600
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 4 Guards you Hit are killed Instantly
| Major Boon || [[File:Booncrystalshardicon.png]] || Crystal Shard || The next Affliction you gain is converted into a random Minor Boon ||
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 3 Guards you Hit are killed Instantly
| Major Boon || [[File:Boondekharasresolveicon.png]] || Dekhara's Necklace || You cannot receive any more Minor Afflictions ||  
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 2 Guards you Hit are killed Instantly
| Major Boon || [[File:Boonwarriorstatueicon.png]] || Earned Honour || Restore # of your Honour on room completion<br>''Note: This also restores all Life and Mana on room completion.'' || 600
|-
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next Guard you Hit is killed Instantly
| Major Boon || [[File:Boongarukhanstatueicon.png]] || Garukhan's Favour || Ignore the first Damage taken from an Enemy Hit in each Room (note: this stacks between rooms) ||
|-
|-
| Minor Boons || [[File:BoonBlackPearlIcon.png]] || Black Pearl || Traps impact 50% reduced Resolve<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
| Major Boon || [[File:Boonholywatericon.png]] || Holy Water || Gain a random Minor Boon when you venerate a Maraketh Shrine ||  
|-
|-
| Minor Boons || [[File:BoonChippedDiceIcon.png]] || Chipped Dice || The Merchant's Shop can be Rerolled
| Major Boon || [[File:Boonimperialsealicon.png]] || Imperial Seal || Traps are Disabled || 600
|-
|-
| Minor Boons || [[File:BoonDivinia'sGiftIcon.png]] || Divinia's Gift || Your next purchase from the Merchant has no cost
| Major Boon || [[File:Boonmarakethleatherarmouricon.png]] || Orbala's Leathers || Upon reaching 0 Honour, revive once with 50% less Honour ||  
|-
|-
| Minor Boons || [[File:BoonEnchantedUrnIcon.png]] || Enchanted Urn || 30% increased Effect of your non-Unique Relics
| Major Boon || [[File:Boonraincallingstafficon.png]] || Raincaller || Sacred Water found is doubled ||  
|-
|-
| Minor Boons || [[File:BoonEngravedOrbIcon.png]] || Engraved Orb || 100% increased Resolve recovered while Resolve is below 50%
| Major Boon || [[File:Boongoldfragmentgifticon.png]] || Reparations || Gain 2 Sacred Water when you take Damage from an Enemy Hit ||
|-
|-
| Minor Boons || [[File:BoonFountainOfYouthIcon.png]] || Fountain of Youth || Gain +40 Maximum Resolve each time you use a Fountain
| Major Boon || [[File:Boonholydescryicon.png]] || Sekhema's Cloak || Upon reaching 0 Life, revive once with Full Honour
|-
|-
| Minor Boons || [[File:BoonFrightMaskIcon.png]] || Fright Mask || Monsters deal 40% less Damage
| Minor Boon || [[File:Boonadrenalinevialicon.png]] || Adrenaline Vial || Restore 30% of your Honour on entering a Boss Room || 220-320
|-
|-
| Minor Boons || [[File:BoonGildedLyreIcon.png]] || Gilded Lyre || Gain +100 Inspiration at the start of each floor
| Minor Boon || [[File:Boonassassinsbladeicon.png]] || Assassin's Blade || The next 10 non-Boss Monsters you Hit are killed instantly || 220-420
|-
|-
| Minor Boons || [[File:BoonGlowingOrbIcon.png]] || Glowing Orb || The next time you go below 20% Resolve, heal for 50% Resolve
| Minor Boon || [[File:Boonbalbalasmaskicon.png]] || Balbala's Gift || Your next purchase from the Merchant has no cost || 280-320
|-
|-
| Minor Boons || [[File:BoonGoldMagnetIcon.png]] || Gold Magnet || 50% more Aureus coins found
| Minor Boon || [[File:Boonblackpearlicon.png]] || Black Pearl || Traps deal 50% less damage || 280 - 320
|-
|-
| Minor Boons || [[File:BoonGoldMineIcon.png]] || Gold Mine || Aureus coins found on this floor are doubled
| Minor Boon || [[File:Boongoldfragmentriverbentrivericon.png]] || Diverted River || Sacred Water found on this floor is doubled || 220-360
|-
|-
| Minor Boons || [[File:BoonGoldTrophyIcon.png]] || Gold Trophy || Your aureus coins are increased by 10% on room completion<br>(removed when you purchase something from the Merchant)
| Minor Boon || [[File:Boonenchantedurnicon.png]] || Enchanted Urn || 30% increased Effect of your Non-Unique Relics || 220
|-
|-
| Minor Boons || [[File:BoonHareFootIcon.png]] || Hare Foot || 60% increased [[Movement Speed]]
| Minor Boon || [[File:Boongoldfragmentrivericon.png]] || Flooding Rivers || 50% more Sacred Water found || 220-420
|-
|-
| Minor Boons || [[File:BoonLiltingMelodyIcon.png]] || Lilting Melody || Gain 150 Inspiration if you complete the next 2 rooms without losing Resolve or Inspiration
| Minor Boon || [[File:Boonfountainofyouthicon.png]] || Fountain of Youth || Restore #(2.5%?) of your Honour when you venerate a Maraketh Shrine || 280-420
|-
|-
| Minor Boons || [[File:BoonLiltingMelodyIcon.png]] || Lilting Melody || Gain 150 Inspiration if you complete the next room without losing Resolve or Inspiration
| Minor Boon || [[File:Boonfrightmaskicon.png]] || Fright Mask || Monsters deal 20% less damage || 220-320
|-
|-
| Minor Boons || [[File:BoonLustrousPearlIcon.png]] || Lustrous Pearl || Traps are slower<br><sup>''editor's note: can have negative effects - slows down the fog in Lycia's hallway sequence''</sup>
| Minor Boon || [[File:Boongloworbicon.png]] || Glowing Orb || The next time you go below 20% of Maximum Life, restore all Life, Energy Shield and 50% of Honour || 160-420
|-
|-
| Minor Boons || [[File:BoonMellifluousChorusIcon.png]] || Mellifluous Chorus || 40% less Resolve lost while you have Inspiration<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
| Minor Boon || [[File:Boonharefooticon.png]] || Hare Foot || 40% increased Movement Speed || 320
|-
|-
| Minor Boons || [[File:BoonMirrorOfFortuneIcon.png]] || Mirror of Fortune || Duplicate a random Offer Reward<br><sup>''editor's note: only applies to rewards deferred to end of Floor/Sanctum; applies immediately once obtained to your current rewards''</sup>
| Minor Boon || [[File:Boongoldfragmentheroineicon.png]] || Honoured Challenger || 50% increased Honour restored || 220-420
|-
|-
| Minor Boons || [[File:BoonOrnateDaggerIcon.png]] || Ornate Dagger || You and your minions deal 50% more Damage
| Minor Boon || [[File:Boonlustrouslacquericon.png]] || Lustrous Lacquer || You have 50% more Defences || 220-360
|-
|-
| Minor Boons || [[File:BoonPrayerBeadsIcon.png]] || Prayer Beads || Cannot lose Resolve until you complete the next room<br><sup>''editor's note: does not affect Inspiration loss''</sup>
| Minor Boon || [[File:Boonlustrouspearlicon.png]] || Lustrous Pearl || Traps are slower || 280-360
|-
|-
| Minor Boons || [[File:BoonRustedChimesIcon.png]] || Rusted Chimes || Gain +30 Inspiration when you gain an Affliction
| Minor Boon || [[File:Boonmirroroffortuneicon.png]] || Mirror of Fortune || The next Key you pick up is duplicated || 360
|-
|-
| Minor Boons || [[File:BoonRustedDescryIcon.png]] || Rusted Descry || 50% increased Resolve recovered
| Minor Boon || [[File:Boonclothfragmenttreeicon.png]] || Moment's Peace || You cannot be Damaged until you complete the next room || 220-320
|-
|-
| Minor Boons || [[File:BoonSanguineVialIcon.png]] || Sanguine Vial || Monsters have 30% less Maximum Life
| Minor Boon || [[File:Boonorbalastatueicon.png]] || Orbala Statuette || You have 25% more Maximum Life || 280-360
|-
|-
| Minor Boons || [[File:BoonScryingCrystalIcon.png]] || Scrying Crystal || You can see an additional room ahead on the Sanctum Map
| Minor Boon || [[File:Boonfancydaggericon.png]] || Ornate Dagger || You and your minions deal 50% more Damage || 220-360
|-
|-
| Minor Boons || [[File:BoonSliverChaliceIcon.png]] || Silver Chalice || The next Minor Boon you gain is converted into a random Major Boon
| Minor Boon || [[File:Boonsanguinevialicon.png]] || Sanguine Vial || Monsters have 30% less Maximum Life || 220-420
|-
|-
| Minor Boons || [[File:BoonSilverTongueIcon.png]] || Silver Tongue || 50% reduced Merchant prices<br><sup>''editor's note: stacks additively with Austerity Pact to make all Merchant items free''</sup>
| Minor Boon || [[File:Boonsliverchaliceicon.png]] || Silver Chalice || The next Minor Boon you gain is converted into a random Major Boon ||  
|-
|-
| Minor Boons || [[File:BoonTarnishedCoinIcon.png]] || Tarnished Coin || 100% increased Aureus coins gained while Resolve is below 50%
| Minor Boon || [[File:Boonsilvertongueicon.png]] || Silver Tongue || 50% reduced Merchant prices || 280-320
|-
|-
| Minor Boons || [[File:BoonTarnishedDescryIcon.png]] || Tarnished Descry || +150 to Maximum Resolve
| Minor Boon || [[File:Boonscryingcrystalicon.png]] || Scrying Crystal || You can see an additional room ahead on the Trial Map || 280-420
|-
|-
| Minor Boons || [[File:BoonUntunedLuteIcon.png]] || Untuned Lute || +100 to Inspiration
| Minor Boon || [[File:Boongoldtrophyicon.png]] || Upward Path || Your Sacred Water found is increased by 10% on room completion (removed when you purchase something from the Merchant) || 280
|-
|-
| Minor Boons || [[File:BoonViciousIchorIcon.png]] || Viscous Ichor || Monsters have 20% reduced [[Action Speed]]<br><sup>''editor's note: can affect bosses' arena effect/despawn time''</sup>
| Minor Boon || [[File:Boonviciousichoricon.png]] || Viscous Ichor || Monsters have 15% reduced Action Speed || 220-360
|-
| Minor Boons || [[File:BoonWoodenEffigyIcon.png]] || Wooden Effigy || Monsters impact 25% less Resolve<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
|-
| Minor Boons || [[File:BoonLustrousLacquerIcon.png]] || Lustrous Lacquer || 50% more Defences<br><sup>''editor's note: affects Resolve Mitigation, Resolve Avoidance, and Resolve Aegis''</sup>
|}
|}
</div>
</div>


===Affliction===
===Afflictions===
* Above your inspiration bar, major afflictions are grouped in a symbol with a very thick and bright purple bordered boon symbol, while all minor afflictions are grouped in a plain purple bordered affliction symbol. Afflictions are shown when hovering according symbol.
Afflictions grant various downsides to your Trial run such as preventing or reducing Honour recovery, increasing the damage or speed of traps, buff monsters, reduce or disable your acquisition of Sacred Water, hide rooms or rewards on the Trial Map, and more:
* Afflictions grant various downsides to your Sanctum run and can reduce or prevent Resolve recovery, spawn additional traps, buff monsters, affect your Aureus generation, or hide rooms or rewards on the Sanctum Map.
 
<div class="responsive-table-container">
<div class="responsive-table-container">
{| class="wikitable sortable"
{| class="wikitable sortable"
! Affliction Type !! Icon !! Affliction Name !! Description
! Affliction Type !! Icon !! Affliction Name !! Description
|-
|-
| Major Afflictions || [[File:CurseAnomalyAttractorIcon.png]] || Anomaly Attractor || Rooms spawn Volatile Anomalies
| Major Affliction || [[File:Cursecorrosiveconcoctionicon.png]] || Corrosive Concoction || You have no defences
|-
| Major Afflictions || [[File:CurseChiselledStoneIcon.png]] || Chiselled Stone || Monsters [[Petrify]] on Hit<br><sup>''editor's note: free for Trickster/Juggernauts with minimum Action Speed''</sup>
|-
| Major Afflictions || [[File:CurseCutpurseIcon.png]] || Cutpurse || You cannot gain Aureus coins
|-
| Major Afflictions || [[File:CurseDeadlySnareIcon.png]] || Deadly Snare || Traps impact infinite Resolve<br><sup>''editor's note: some persistent skills from Sanctum monsters (e.g. Undying Archmage's floating balls' projectiles and explosion) count as traps and will end the run immediately on hit''</sup>
|-
| Major Afflictions || [[File:CurseDeathTollIcon.png]] || Death Toll || Lose 250 Resolve after completing 8 rooms<br><sup>''editor's note: this Resolve loss is considered similar to taking a hit, and will remove Inspiration before Resolve''</sup>
|-
| Major Afflictions || [[File:CurseDemonicSkullIcon.png]] || Demonic Skull || Cannot recover Resolve
|-
| Major Afflictions || [[File:CurseGhastlyScytheIcon.png]] || Ghastly Scythe || Losing Resolve ends your Sanctum<br>(removed after 3 rooms)
|-
| Major Afflictions || [[File:CurseGhastlyScytheIcon.png]] || Ghastly Scythe || Losing Resolve ends your Sanctum<br>(removed after 2 rooms)
|-
| Major Afflictions || [[File:CurseGhastlyScytheIcon.png]] || Ghastly Scythe || Losing Resolve ends your Sanctum<br>(removed after 1 room)
|-
|-
| Major Afflictions || [[File:CurseGlassShardIcon.png]] || Glass Shard || The next Boon you gain is converted into a random Minor Affliction<br><sup>''editor's note: This Affliction's Boon to Affliction transformation can still occur with Unassuming Brick''</sup>
| Major Affliction || [[File:Curseheightenedsecurityicon.png]] || Deadly Snare || Traps deal Triple Damage
|-
|-
| Major Afflictions || [[File:CurseOrbOfNegationIcon.png]] || Orb of Negation || Non-Unique Relics have no Effect
| Major Affliction || [[File:Cursedeathtollicon.png]] || Death Toll || Take # Physical Damage after completing 8 rooms (Note: this affliction is removed after it activates)
|-
|-
| Major Afflictions || [[File:CurseUnassumingBrickIcon.png]] || Unassuming Brick || You cannot gain any more Boons<br><sup>''editor's note: Glass Shard's Boon to Affliction transformation can still occur with this Affliction''</sup>
| Major Affliction || [[File:Curseghastlyscytheicon.png]] || Ghastly Scythe || Losing Honour ends the Trial (removed after 3 rooms)
|-
|-
| Major Afflictions || [[File:CurseVeiledSightIcon.png]] || Veiled Sight || Rooms are unknown on the Sanctum Map<br><sup>''editor's note: superseded by All-Seeing Eye''</sup>
| Major Affliction || [[File:Curseglassshardicon.png]] || Glass Shard || The next Boon you gain is converted into a random Minor Affliction
|-
|-
| Major Afflictions || [[File:CurseCorrosiveConcoctionIcon.png]] || Corrosive Concoction || No Resolve Mitigation, chance to Avoid Resolve loss or Resolve Aegis
| Major Affliction || [[File:Curseorbofnegationicon.png]] || Orb of Negation || Non-Unique Relics have no Effect
|-
|-
| Minor Afflictions || [[File:CurseAccursedPrismIcon.png]] || Accursed Prism || When you gain an Affliction, gain an additional random Minor Affliction
| Major Affliction || [[File:Curseunassumingbrickicon.png]] || Unassuming Brick || You cannot gain any more Boons
|-
|-
| Minor Afflictions || [[File:CurseBlackSmokeIcon.png]] || Black Smoke || You can see one fewer room ahead on the Sanctum Map<br><sup>''editor's note: superseded by All-Seeing Eye''</sup>
| Major Affliction || [[File:Afflictionunquenchedthirsticon.png]] || Unquenched Thirst || You cannot gain Sacred Water
|-
|-
| Minor Afflictions || [[File:CurseBluntSwordIcon.png]] || Blunt Sword || You and your Minions deal 25% less Damage
| Major Affliction || [[File:Curseveiledsighticon.png]] || Veiled Sight || Rooms are unknown on the Trial Map
|-
|-
| Minor Afflictions || [[File:CurseChainsOfBindingIcon.png]] || Chains of Binding || Monsters inflict [[Binding Chains]] on Hit <br>(Binding Chains: You are slowed by Binding Chains. Move to break the chains)<br><sup>''editor's note: 20% reduced Movement Speed per stack''</sup>
| Minor Affliction || [[File:Curseblacksmokeicon.png]] || Black Smoke || You can see one fewer room ahead on the Trial Map
|-
|-
| Minor Afflictions || [[File:CurseCharredCoinIcon.png]] || Charred Coin || 50% less Aureus coins found
| Minor Affliction || [[File:Cursebluntswordicon.png]] || Blunt Sword || You and your Minions deal 40% less Damage
|-
|-
| Minor Afflictions || [[File:CurseConcealedAnomalyIcon.png]] || Concealed Anomaly || Guards release a Volatile Anomaly on Death
| Minor Affliction || [[File:Afflictionbrandedbalbalakhicon.png]] || Branded Balbalakh || Cannot restore Honour
|-
|-
| Minor Afflictions || [[File:CurseCorruptedLockpickIcon.png]] || Corrupted Lockpick || Chests in rooms explode when opened
| Minor Affliction || [[File:Cursechainofbindingicon.png]] || Chains of Binding || Monsters inflict [[Binding Chains]] on hit
|-
|-
| Minor Afflictions || [[File:CurseDarkPitIcon.png]] || Dark Pit || Traps impact 100% increased Resolve<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
| Minor Affliction || [[File:Cursechiselledstoneicon.png]] || Chiselled Stone || Monsters Petrify on Hit
|-
|-
| Minor Afflictions || [[File:CurseDeceptiveMirrorIcon.png]] || Deceptive Mirror || You are not always taken to the room you select<br><sup>''editor's note: can randomly take player to a different connected room in the same column''</sup>
| Minor Affliction || [[File:Afflictioncostlyaidicon.png]] || Costly Aid || Gain a random Minor Affliction when you venerate a Maraketh Shrine
|-
|-
| Minor Afflictions || [[File:CurseDoorTaxIcon.png]] || Door Tax || Lose 30 Aureus coins on room completion
| Minor Affliction || [[File:Cursedarkpiticon.png]] || Dark Pit || Traps deal 100% increased Damage
|-
|-
| Minor Afflictions || [[File:CurseEmptyTroveIcon.png]] || Empty Trove || Chests no longer drop Aureus coins<br><sup>''editor's note: includes Reward Chests''</sup>
| Minor Affliction || [[File:Cursemirroricon.png]] || Deceptive Mirror || You are not always taken to the room you select
|-
|-
| Minor Afflictions || [[File:CurseFiendishWingsIcon.png]] || Fiendish Wings || Monsters' [[Action Speed]] cannot be slowed below base<br>Monsters have 30% increased Attack, Cast and Movement Speed
| Minor Affliction || [[File:Afflictiondishonouredtattooicon.png]] || Dishonoured Tattoo || 100% increased Damage Taken while on Low Life
|-
|-
| Minor Afflictions || [[File:CurseFloorTaxIcon.png]] || Floor Tax || Lose all Aureus on floor completion
| Minor Affliction || [[File:Cursefiendishwingsicon.png]] || Fiendish Wings || Monsters' Action Speed cannot be slowed below base
Monsters have 25% increased Attack, Cast, and Movement speed
|-
|-
| Minor Afflictions || [[File:CurseGargoyleTotemIcon.png]] || Gargoyle Totem || Guards are accompanied by a Gargoyle
| Minor Affliction || [[File:Afflictionforgottentraditionsicon.png]] || Forgotten Traditions || 50% reduced Effect of your Non-Unique Relics
|-
|-
| Minor Afflictions || [[File:CurseGoldenSmokeIcon.png]] || Golden Smoke || Rewards are unknown on the Sanctum Map<br><sup>''editor's note: superseded by All-Seeing Eye''</sup>
| Minor Affliction || [[File:Cursegoldensmokeicon.png]] || Golden Smoke || Rewards are unknown on the Trial Map
|-
|-
| Minor Afflictions || [[File:CurseHaemorrhageIcon.png]] || Haemorrhage || You cannot recover Resolve<br>(removed after killing the next Floor Boss)
| Minor Affliction || [[File:Cursehaemorrhageicon.png]] || Haemorrhage || You cannot restore Honour (removed after killing the next Boss)
|-
|-
| Minor Afflictions || [[File:CurseHonedClawsIcon.png]] || Honed Claws || Monsters deal 25% more Damage
| Minor Affliction || [[File:Cursehonedclawsicon.png]] || Honed Claws || Monsters deal 30% more Damage
|-
|-
| Minor Afflictions || [[File:CurseHungryFangsIcon.png]] || Hungry Fangs || Monsters impact 25% more Resolve<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
| Minor Affliction || [[File:Cursehungryfangsicon.png]] || Hungry Fangs || Monsters remove 3% of your Life, Mana, and Energy Shield on Hit
|-
|-
| Minor Afflictions || [[File:CurseLiquidCowardiceIcon.png]] || Liquid Cowardice || Lose 10 Resolve when you use a [[Flask]]<br><sup>''editor's note: removes Inspiration before Resolve; bricks a run with Ghastly Scythe; can also brick during Lycia's second form if flasks unless flasks are unequipped''</sup>
| Minor Affliction || [[File:Curseironmanaclesicon.png]] || Iron Manacles || You have no Evasion
|-
|-
| Minor Afflictions || [[File:CurseMarkOfTerrorIcon.png]] || Mark of Terror || Monsters inflict Resolve Weakness on Hit<br>(Resolve Weakness: Hits against you impact 50% more Resolve)<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
| Minor Affliction || [[File:Afflictionleakingwaterskinicon.png]] || Leaking Waterskin || Lose 20 Sacred Water when you take Damage from an Enemy Hit
|-
|-
| Minor Afflictions || [[File:CursePhantomIllusionIcon.png]] || Phantom Illusion || Every room grants a random Minor Affliction<br>(Afflictions granted this way are removed on room completion)
| Minor Affliction || [[File:Afflictionlowriversicon.png]] || Low Rivers || 50% less Sacred Water found
|-
|-
| Minor Afflictions || [[File:CursePoisonedWaterIcon.png]] || Poisoned Water || Gain a random Minor Affliction when you use a Fountain
| Minor Affliction || [[File:Cursepurplesmokeicon.png]] || Purple Smoke || Afflictions are unknown on the Trial Map
|-
|-
| Minor Afflictions || [[File:CursePurpleSmokeIcon.png]] || Purple Smoke || Afflictions are unknown on the Sanctum Map<br><sup>''editor's note: superseded by All-Seeing Eye''</sup>
| Minor Affliction || [[File:Curserapidquicksandicon.png]] || Rapid Quicksand || Traps are faster
|-
|-
| Minor Afflictions || [[File:CurseRapidQuicksandIcon.png]] || Rapid Quicksand || Traps are faster<br><sup>''also affects Skull traps and Lycia's hallway fog''</sup>
| Minor Affliction || [[File:Curseredsmokeicon.png]] || Red Smoke || Room types are unknown on the Trial Map
|-
|-
| Minor Afflictions || [[File:CurseRedSmokeIcon.png]] || Red Smoke || Room types are unknown on the Sanctum Map<br><sup>''editor's note: superseded by All-Seeing Eye''</sup>
| Minor Affliction || [[File:Cursesharpenedarrowheadicon.png]] || Sharpened Arrowhead || You have no Armour
|-
|-
| Minor Afflictions || [[File:CurseRustedCoinIcon.png]] || Rusted Coin || The Merchant only offers one choice<br><sup>''supersedes additional option Relic modifiers''</sup>
| Minor Affliction || [[File:Curseshatteredshieldicon.png]] || Shattered Shield || You have no Energy Shield
|-
|-
| Minor Afflictions || [[File:CurseSpikedExitIcon.png]] || Spiked Exit || Lose 5% of current Resolve on room completion<br><sup>''editor's note: ignores Inspiration. Bricks a run with Ghastly Scythe. Cannot reduce Resolve below 1''</sup>
| Minor Affliction || [[File:Cursespikedentranceicon.png]] || Spiked Exit || Take 25 Physical Damage upon Room Completion
|-
|-
| Minor Afflictions || [[File:CurseSpikedShellIcon.png]] || Spiked Shell || Monsters have 30% more Maximum Life
| Minor Affliction || [[File:Cursespikedshellicon.png]] || Spiked Shell || Monsters have 50% increased Maximum Life
|-
|-
| Minor Afflictions || [[File:CurseSpiltPurseIcon.png]] || Spilt Purse || Lose 20 Aureus coins when you lose Resolve from a Hit<br><sup>''editor's note: does not apply when losing Inspiration''</sup>
| Minor Affliction || [[File:Afflictionsuspectedsympathisericon.png]] || Suspected Sympathiser || 50% reduced Honour restored
|-
|-
| Minor Afflictions || [[File:CurseTatteredBlindfoldIcon.png]] || Tattered Blindfold || 90% reduced [[Light Radius]]<br>Minimap is hidden
| Minor Affliction || [[File:Cursetatteredblindfoldicon.png]] || Tattered Blindfold || 90% reduced Light Radius<br>Minimap is hidden
|-
|-
| Minor Afflictions || [[File:CurseTightCollarIcon.png]] || Tight Choker || You can have a maximum of 5 Boons
| Minor Affliction || [[File:Afflictiontradetariffficon.png]] || Trade Tariff || 50% increased Merchant prices
|-
|-
| Minor Afflictions || [[File:CurseUnhallowedAmuletIcon.png]] || Unhallowed Amulet || The Merchant offers 50% fewer choices
| Minor Affliction || [[File:Afflictiontraditionsdemandicon.png]] || Tradition's Demand || The Merchant only offers one choice
|-
|-
| Minor Afflictions || [[File:CurseUnhallowedRingIcon.png]] || Unhallowed Ring || 50% increased Merchant prices
| Minor Affliction || [[File:Afflictionuntouchableicon.png]] || Untouchable || You are Cursed with [[Enfeeble]]
|-
|-
| Minor Afflictions || [[File:CurseUnholyUrnIcon.png]] || Unholy Urn || 50% reduced Effect of your non-Unique Relics
| Minor Affliction || [[File:Afflictionweakenedfleshicon.png]] || Weakened Flesh || 25% less Maximum Honour
|-
|-
| Minor Afflictions || [[File:CurseUnquenchedThirstIcon.png]] || Unquenched Thirst || 50% reduced Resolve recovered
| Minor Affliction || [[File:Afflictionwinterdroughticon.png]] || Winter Drought || Lose all Sacred Water on floor completion
|-
|-
| Minor Afflictions || [[File:CurseVoodooDollIcon.png]] || Voodoo Doll || 100% more Resolve lost while Resolve is below 50%<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
| Minor Affliction || [[File:Cursewornsandalsicon.png]] || Worn Sandals || 30% less Movement Speed if you've been Hit by an Enemy Recently
|-
|-
| Minor Afflictions || [[File:CurseWeakenedFleshIcon.png]] || Weakened Flesh || -100 to Maximum Resolve<br><sup>''editor's note: cannot reduce Resolve below 1''</sup>
|-
| Minor Afflictions || [[File:CurseWornSandalsIcon.png]] || Worn Sandals || 40% reduced [[Movement Speed]]
|-
| Minor Afflictions || [[File:CurseShatteredShieldIcon.png]] || Shattered Shield || Cannot have Resolve Aegis
|}
|}
</div>
</div>


==Trial objectives==
===Pledges===
Each room contains one of the following trial objectives:
Players may sometimes be able to take on a Pledge to Kochai the Inscrutable at a Shrine, allowing the player to pick one of three random Pledges which provide significant upsides and downsides:
 
* Defeat the Rare Monsters: The player must defeat all of the rare monsters in the room. Clearing 50% of the rare monsters will cause an indicator to appear, pointing towards remaining rare monsters.
* Disable the Crystals: The player must disable all of the Death Crystals in the room. Any Crystals still active when the timer expires will deal damage.
 
 
* Find the Exit (locate the exit door)
** Linear: The exit door is located at the the end of a series of traps.
** Four corners: The exit door is located randomly in one of four directions on the map.
* Defeat all the Guards (defeat every rare monster and Unique Guard)
** Arena: Guards will spawn in waves in a small arena with traps.
** Linear: Guards are located in packs along a set path.
* Defeat the Boss (defeat minibosses based on map bosses)
 
{| class="wikitable"
|+ Sanctum Layout
|-
! Room Goal !! Defeat all the Guards<br>(Linear) !! Defeat all the Guards<br>(Arena) !! Find the Exit<br>(Four corners) !! Find the Exit<br>(Linear) || Defeat the Boss<br>(Miniboss)
|-
| '''Floor 1:'''<br>Sanctum Archives|| Chambers of Inscription|| Templar Annals<br>''1 central Skull, walls'' and "2 lasers"|| Abandoned Library<br> ''Ice Traps''|| Holy Trials<br>''Mana Rune Squares'' || Scriptorium<br>''[[Crimson Archbishop]]''
|-
| '''Floor 2:'''<br>Sanctum Vaults|| Derelict Caverns|| Battlegrounds<br>''1 central Skull, no walls'', "lasers, donut", and "meteors, no walls"|| Decrepit Cellar<br>''Ice Traps''  ||Gauntlet<br>''Fireballs''  || Reliquary<br>''[[Greater Wraith]]''
|-
| '''Floor 3:'''<br>Sanctum Cathedral|| Unholy Lair|| Infernum<br>''2 Skulls, dividing wall'', "4 lasers, dividing wall", and "meteors, ∞ arena"||Halls of Worship<br>''Ice Traps'' || Crucible<br>''Mana Rune Squares'' and ''Skull'' || Sanctum Bellum<br>''[[Aureate Guardian]]''
|-
| '''Floor 4:'''<br>Sanctum Necropolis|| Lost Catacombs|| Desecrated Crypt<br>''1 Skull, 90 degree arc'', "4 lasers", and "meteors"|| Undercroft<br>''Ice Traps'' and ''Skull''|| Entombment<br>''Fireballs'' or<br>''Mana Rune Squares + Lasers'' || Mausoleum<br>''[[Colossal Lithomancer]]''
|}
 
Note: most "Find the Exit" rooms have shortcuts that require movement skills.
 
==Room Reward Types==
Note: All room types other than boss rooms can become Afflicted. Afflicted rooms are indicated by a purple border and cause the character to gain an Affliction on entry.
===Item Reward Room===
[[File:Sanctum offer icon.png|50px]] When players are offered rewards, they have three options:
* Receive #x <item1> now
* Receive #x <item2> at end of the Floor ("at end of the next Floor" if on room 8)
* Receive #x <item3> on completing the Sanctum
 
The quantity and/or types of items improve based on the area level of the zone, the current floor, and how long you defer the reward, at the cost of risking the reward entirely if the player fails the run. Item chests have a 5 Aureus fee to open.
 
Rarer items like {{il|Mirror of Kalandra}}, {{il|Divine Orb}}, {{il|Exalted Orb}}, and {{il|Sacred Orb}} become available on Floor 3 and 4.
 
===Treasure Reward Room===
[[File:Sanctum minor treasure icon.png|50px]][[File:Sanctum major treasure icon.png|50px]] Contains chests of [[Aureus]]; comes in 2 types: Minor Treasure Reward (2 chests) or Major Treasure Reward (5 chests).
----
===Fountain===
[[File:Sanctum fountain icon.png|50px]] Fountain rooms contain an interactable Fountain which grants {{c|stat|Recover 25% of Maximum Resolve}} for a 5 Aureus fee.
 
====Benevolent Fountain====
[[File:Sanctum benevolent fountain icon.png|50px]] Benevolent Fountain rooms contain an interactable Benevolent Fountain which grants {{c|stat|Gain a Random Boon}} for a 150 Aureus fee.
 
====Afflicted Fountain====
[[File:Sanctum afflicted fountain icon.png|50px]] Afflicted Fountain rooms contain an interactable Afflicted Fountain which grants {{c|stat|Recover 50% of Maximum Resolve}}, but also inflicts a random minor Affliction on you, for a 5 Aureus fee.
 
====Radiant Fountain====
[[File:Sanctum radiant fountain icon.png|50px]] Radiant Fountain rooms contain an interactable Radiant Fountain which grants a random Boon, removes a random Affliction, and grants 200 Inspiration for a 5 Aureus fee. Rerolls Afflictions on Afflicted Rooms on the current floor if an Affliction was removed.
 
----
 
===Merchant===
[[File:Sanctum Merchant icon.png|50px]] Merchant rooms contain the NPC [[Sister Divinia]] who sells you Boons or [[relic]]s in exchange for Aureus. She can also recover 50 Resolve once per encounter for a 200 Aureus fee.
 
===Accursed Pact===
[[File:Sanctum accursed pact icon.png|50px]] Accursed Pact rooms allow you to accept any of three random Accursed Pacts which grants both an upside and downside, as well as an item reward upon accepting at least 1 Accursed Pact.


{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Accursed Pact outcomes
|-
|-
! Icon !!  Upside !! Downside
! Icon !!  Upside !! Downside
|-
|-
| [[File:Gain b 25.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Lose 25% Maximum Resolve}}
| [[File:Gain b 25.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Lose 25% Maximum Honour}}
|-
|-
| [[File:Gain B 50.png|70px]]  || {{c|lightning|Gain a random Major Boon}} || {{c|prophecy|Lose 50% Maximum Resolve}}
| [[File:Gain B 50.png|70px]]  || {{c|lightning|Gain a random Major Boon}} || {{c|prophecy|Lose 50% Maximum Honour}}
|-
|-
| [[File:Gain bb 50.png|70px]] || {{c|lightning|Gain 2 random Minor Boons}} || {{c|prophecy|Lose 50% Maximum Resolve}}
| [[File:Gain bb 50.png|70px]] || {{c|lightning|Gain 2 random Minor Boons}} || {{c|prophecy|Lose 50% Maximum Honour}}
|-
|-
| [[File:Gain b+a.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Gain a specific Minor Affliction}}
| [[File:Gain b+a.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Gain a specific Minor Affliction}}
|-
| [[File:Lose b+a.png|70px]] || {{c|lightning|Lose a specific Minor Boon}} || {{c|prophecy|Lose a specific Minor Affliction}}
|-
|-
| [[File:Gain b+Ra.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Gain a random Minor Affliction}}
| [[File:Gain b+Ra.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Gain a random Minor Affliction}}
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|-
|-
|  [[File:Lose Rbbb + Gain B.png|70px]]  || {{c|lightning|Gain a random Major Boon}} || {{c|prophecy|Lose 3 random Minor Boons}}
|  [[File:Lose Rbbb + Gain B.png|70px]]  || {{c|lightning|Gain a random Major Boon}} || {{c|prophecy|Lose 3 random Minor Boons}}
|-
| [[File:Pact Gain Inspiration.png|70px]]  || {{c|lightning|Gain 100 Inspiration}} || {{c|prophecy|Lose 200 Resolve}}
|-
| [[File:Pact 1 Resolve.png|70px]] || {{c|lightning|All but 1 Maximum Resolve is converted to Inspiration}} || {{c|prophecy|Maximum Resolve is 1}}
|-
| [[File:Pact Inspiration to Coin.png|70px]] || {{c|lightning|Gain Aureus coins equal to the amount of Inspiration removed}} || {{c|prophecy|Remove all Inspiration}}
|-
| [[File:Pact Resolve to Coin.png|70px]] || {{c|lightning|Gain 50% of current Resolve as Aureus coins}} || {{c|prophecy|Lose 50% of current Resolve}}
<!--|-
| || {{c|lightning|Your Afflictions and Boons are randomised}} || {{c|prophecy|Lose all current Afflictions and Boons}}-->
|-
| [[File:Pact Boss.png|70px]]<br>Apex Pact || {{c|lightning|50% less Resolve lost in Boss Rooms}} || {{c|prophecy|100% more Resolve lost in non-Boss Rooms}}
|-
| [[File:Pact Merchant.png|70px]]<br>Austerity Pact  || {{c|lightning|Merchant prices are reduced by 50%}} || {{c|prophecy|Monsters do not drop Aureus coins}}
|-
| [[File:Pact_Twin.png|70px]]<br>Doubling Pact || {{c|lightning|Guards are Twinned}} || {{c|prophecy|Guards are Twinned}}
|-
| [[File:Pact Reset Inspiration.png|70px]]<br>Indomitable Pact  || {{c|lightning|Gain 30 Inspiration at the start of every room}} || {{c|prophecy|Inspiration resets every room}}
|-
| [[File:Pact Resolve Max Down.png|70px]]<br>Pyrrhic Pact  || {{c|lightning|Resolve recovered is doubled}} || {{c|prophecy|Maximum Resolve is lowered by 50% of recovered Resolve}}
|-
| [[File:Pact_Rare.png|70px]]<br>Dauntless Pact || {{c|lightning|50% more Rare Monsters}} || {{c|prophecy|Rare Monsters have an additional Modifier}}
|-
|}
|}


The options that state "Lose #% Maximum Resolve" will not fail the run if Maximum Resolve is 1.
===Traps===
 
* '''Spike Trap''': Several large spikes will shoot out of the ground periodically, indicated by rumbling and dust.
Attempting to use the Gain 200 Inspiration, Lose 200 Resolve Pact when you have less than 200 Resolve will cause an error, stating "Not enough Resolve".
* '''Flamethrower Trap''': A four-way flamethrower spins around in a circle. Some ruined walls may provide paths to avoid them. Inflicts a fire damage over time effect on health and honour.
* '''Poison gas pressure plate''': A pressure plate that releases poison gas when the player steps on it. Deals high chaos damage if stood on.
* '''Poison gas pressure plate that activates a colored lock''': Similar to the above, except these will be connected to a colored lock and release gas after a short delay.
* '''Poison dart pressure plate''': A pressure plate that causes poison darts to be fired.
* '''Fixed fireball turret''': Slow-moving fireballs are shot out of the wall in a sequential pattern, with a short reload.
* '''Rotating fireball turret''': Slow-moving fireballs are shot out sequentially while the turret rotates, with a short reload.
* '''Fire mine''': Indicated by an orange circle on the ground. When stepped on it activates after a very quick delay, dealing high fire damage.
* '''Quicksand''': Standing on it builds the quicksand debuff, slowing the player's action and movement speed. Deals no damage.
* '''Time mine''': Standing on it inflicts the temporal rift debuff, teleporting the player back to the mine's location, then exploding after a short delay. Sometimes next to other traps.
* '''Fixed portal turret''': Fires slow moving projectiles through portal in a straight line. Inflicts shock.


===Boss Room===
Note: Most traps can be dodge-rolled through, with immunity for the entire animation.
[[File:Sanctum floor 1 boss icon.png|50px]][[File:Sanctum floor 2 boss icon.png|50px]][[File:Sanctum floor 3 boss icon.png|50px]][[File:Sanctum floor 4 boss icon.png|50px]] Always the 8th room of any floor.


==Enemies==
==Boss Reward Room==
Each room in the Sanctum contains a number of normal and rare enemies. All rare enemies must be killed before being able to complete the room.
The boss reward room can be accessed after defeating any of the floor bosses. Other than containing a [[stash]], the Ascension Shrine, and the Keth Shrine to convert leftover Sacred Water to keys, this room contains Balbala as a Merchant and a trove of caches.


===Sanctum Guards===
The quality of caches spawned can vary between regular, superior, and prime, seemingly increasing the rarity of items within. Small and medium caches also refer to the quantity of items contained. Type of caches include:
Each room contains several unique Sanctum Guards. All Guards must be killed before being able to complete the room.
* '''Gear Caches''': Helmets, Body Armour, Gloves, Boots, Shields, Jewellery, Amulet, Rings, and Belts.
* '''Relic Caches:''' Small and Medium Relics
* '''Reward Type Caches:'''
** Arcanist's Cache: Contains basic [[currency]]
** Hoarder's Cache: Contains random stacks of gold
** Mysterious Cache: Contains a random selection of [[gold]] and items including relics and keys
** Cartographer's Cache: Contains [[waystone]]s
* '''Archetype Caches''':
** Warrior's: Melee weapons
** Mage's: Caster weapons and Foci
** Ranger's: Bows and Crossbows
* '''Jewel Caches:'''
** Royal: Sapphires, Emeralds, and Rubies
** Time-lost: Contains time-lost jewels
** Gold Spectrum Cache: Contains a random [[Grand Spectrum]] unique jewel


{| class="wikitable sortable"
==Party play interactions==
|+ Sanctum Guards
Party play within the trials are governed by the following set of rules:
|-
! Guard type !! Identifying features !! Skills
|-
| [[Entombing Warden]] || {{il|Coldsnap Bow}} || Ice {{il|Snipe}}, Cold {{il|Rain of Arrows}}
|-
| [[Masked Combatant]] || Gray hood || Proximity Bomb, {{il|Smoke Mine}}, Mirror Image on Hit
|-
| [[Azure Assassin]] || {{il|Arcane Lightning Helmet}} || Decelerating Projectile into Lightning {{il|Vortex}}, {{il|Galvanic Arrow}}
|-
| [[Templar Marksman]] || {{il|Dragon Hunter Bow}}, {{il|Heritage Helmet}} || Dodge Roll, Flare Arrow, {{il|Blast Rain}}
|-
| [[Infernal Sentinel (Sanctum Guard)|Infernal Sentinel]] || {{il|Dawnbreaker}} || Slash, Fire Thrust, Projectile {{il|Cleave}} , {{il|Shield Charge}}
|-
| [[Obsidian Sentinel]] || {{il|Kongor's Undying Rage}} || {{il|Consecrated Path}}, {{il|Summon Holy Relic|Summon Unholy Relic}}
|-
| [[Crimson Archmage]] || {{il|Witchhunter's Judgment}}, skull head || {{il|Flameblast}}, {{il|Fireball}}, Fire {{sl|Twister}}
|-
| [[Deathly Archmage]] || Skull head || {{il|Ice Spear}} Volley, Spike Wave, {{il|Ice Crash}}
|-
| [[Undying Archmage]] || {{il|Mystic Staff}}, skull head || Projectile Bolt, [[Vorana]] orbs, {{il|Storm Burst}}
|-
| [[Deadly Bladedancer]] || {{il|Crypt Sword}} || Sweep {{il|Cleave}}, {{il|Flicker Strike}}
|}
 
===Minibosses===
{| class="wikitable sortable"
|+ Sanctum Minibosses
|-
! Boss name !! Boss room name !! Based on:
|-
| [[Crimson Archbishop]] || Sanctum Archives: Scriptorium || [[Kadaris, Crimson Mayor]]; cannot be hurt directly - defeat all the Crimson Priest clones while avoiding his spells. The spells' coverage increases as more clones are defeated.
|-
|  [[Greater Wraith]]|| Sanctum Vaults: Reliquary|| [[The Restless Shade]]; creates several rows of coffins and uses {{il|Soulrend}}
|-
| [[Aureate Guardian]] || Sanctum Cathedral: Sanctum Bellum || [[The Purifier]]; uses [[Divine Flare]] and rune slams.
|-
|  [[Colossal Lithomancer]]|| Sanctum Necropolis: Mausoleum || [[High Lithomancer]]; can create a small ring or cover a quarter or the entire arena in floating rocks that explode in an area after a delay.
|}
 
===Floor Bosses===
{| class="wikitable sortable"
|+ Sanctum Bosses
|-
! Boss Name !! Boss Room !! Description
|-
| [[Rattlecage]] || Trial of Strength ||
|-
| [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] ||
|-
| [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] ||
|-
| [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] ||
|}
 
==Rewards==
===Jewels===
[[Jewel]]s are items which can be found randomly throughout the trial from monsters or chests. These jewels are craftable items that can be socketed into jewel sockets on the [[passive skill tree]] to grant various stats or modify the effects of other passives in the jewel's radius.
 
===Relics===
{{main|Relic}}
 
Relics are a type of item that is exclusive to the Trial of the Sekhemas. They can be placed in the [[Relic Altar]] to provide buffs various beneficial stats that can make the run easier or more rewarding.
* Relics can be found within the Trial of the Sekhemas from monsters or purchased for Sacred Water.
* They can be stored in a special separate stash called the Relic Locker, which can also be placed as a hideout decoration.
* To equip a relic, they must be placed in the [[Relic Altar]] on a 5x4 grid with two of the corner slots blocked off. Additional grid slots can be unlocked as you progress, up to a total of 18 slots.
* Relics are craftable. {{c|magic|Magic}} relics can have up to two modifiers. They cannot become {{c|rare|rare}}.
* The pool of modifiers relics can roll depends on the total number of inventory slots it takes up, ranging from 2/3/4 or small/medium/large respectively.
 
{{:List of relics}}
 
==Party mechanics==
* The Trial of the Sekhema's choices are made by the area's instance owner.
* The Trial of the Sekhema's choices are made by the area's instance owner.
* All party members share Honour.
* All party members share Honour.
* If a party member joins midway through the trial, their relics apply to calculate their maximum honour, and then the flat amount of honour damage lost by the instance owner is applied to them. This can lead to instant death for the joining party member if, for example, the instance owner has 6000/7000 honour, and the newly joining party member has 1000 max honour.


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.3.0|
* Failing to collect all the hourglasses during the [[Zarokh, the Temporal]] boss fight no longer fails your Trial of the Sekhemas, now instead only damaging your Honour. If you fail to collect the hourglasses, Zarokh, the Temporal now enters a secondary phase where the hourglasses and slow debuff persists but at a much slower rate.
* You are now able to respawn at [[checkpoint]] from the Escape Menu in the Trial of the Sekhemas and [[Trials of Chaos]], which will take you back to the entrance of the respective Trial.
}}
{{Version history table row|0.2.1|
* The Affliction in Trial of the Sekhemas that caused you to have no [[Energy Shield]] now instead applies 50% less Energy Shield, so that it isn't immediately dead on arrival when you are [[Chaos Inoculation]].
}}
{{Version history table row|0.2.0g|
* Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
* Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
* Arcanist's Chests have had the same improvements to drop composition as Researcher's Strongboxes.
* Arcanist's Chests (Currency) and Royal Chests (Jewels) are much more common.
* The chance of getting {{il|Silver Key|Silver}} and {{il|Gold Key|Gold keys}} as room rewards instead of {{il|Bronze Key|Bronze keys}} has been significantly increased.
}}
{{Version history table row|0.2.0|
* The Worn Sandals Trial of the Sekhemas Affliction now grants 30% less Movement Speed if you've been Hit by an Enemy Recently (previously 25% reduced Movement Speed).
}}
{{Version history table row|0.1.1e|
* Added a Quick-Travel button to the Waypoint Map for Trial of Sekhemas.
}}
{{Version history table row|0.1.1|
* Added keyword for Honour Resistance.
}}
{{Version history table row|0.1.0e|
* (Hotfix 5) You can no longer use the instance manager to create multiple instances of the Trial of the Sekhemas.
* Honour Damage now scales down based on distance to enemies, you now take up to 35% less Honour Damage when in close range, tapering as you are further away from Monsters.
* Fixed a bug where Damage over Time was dealing three-times as much damage to Honour as intended in the Trial of the Sekhemas, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage taken. (This got confusing for us too).
* Skitter Golems no longer use basic attacks and instead now just explode as their attacks were largely unavoidable when in Melee Range.
* Serpent Clan burrow and ambush attacks now have improved visual telegraphing and cannot be used from as far away.
* Volcanoes created by Rattlecage's Fissure Slam now last half the duration.
* Added keyword hover for the Honour mechanic in the Trial of the Sekhamas.
}}
{{Version history table row|0.1.0|
* Introduced to the game.
}}
{{Version history table end}}
{{Version history table end}}


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{{reflist|refs=
{{reflist|refs=
}}
}}
{{Navbox Trial of the Sekhemas}}


[[Category:Ascension trials]]
[[Category:Ascension trials]]
{{sister|poewiki=The Forbidden Sanctum}}
{{sister|poewiki=The Forbidden Sanctum}}

Latest revision as of 05:56, 29 August 2025

The Trial of the Sekhemas is one of three Ascension Trials, first accessible in Act 2. It is a randomized gauntlet of rooms filled with monsters, traps, and bosses that can damage and reduce a player's Honour, ending the run when empty. Players are affected by Boons and Afflictions affecting the run's difficulty and can interact with a variety of mechanics to recover their honour, improve, or change their odds. The trial is based on the Forbidden Sanctum from Path of Exile 1.

Access

To gain access, the player must visit the Trial of the Sekhemas waypoint in Act 2 of the campaign and insert a Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.
into the Relic Altar. Each trial run is independent between characters on the same account.

During the campaign, the player can acquire the Balbala's BaryaBalbala's BaryaArea Level: 22
Number of Trials: 1
"Why are you standing there gawking at me?
We must go to the Trial of the Sekhemas!"
Take this item to the Trial of the Sekhemas. Right-click to listen to Balbala.
quest item by defeating Balbala, the Traitor in Traitor's Passage of Act 2. The item works similarly to a regular Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.
, but it is returned to the player if the challenge is failed.

Every Trial of the Sekhema's run has a number of challenges spread across 4 floors with 8 rooms each for a total of 32 rooms. The item level of the Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.
will dictate the number of floors available in the run and whether or not completing them will award the player additional ascendancy points. Higher level keys provide improved rewards and are tradeable.

  Floor 1 Floor 2 Floor 3 Floor 4
Trial Key Balbala's BaryaBalbala's BaryaArea Level: 22
Number of Trials: 1
"Why are you standing there gawking at me?
We must go to the Trial of the Sekhemas!"
Take this item to the Trial of the Sekhemas. Right-click to listen to Balbala.
or
Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.

Area Level 20+
Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.

Area Level 45+
Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.

Area Level 60+
Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.

Area Level 75+
Bosses Rattlecage, the Earthbreaker Hadi of the Flaming River and
Rafiq of the Frozen Spring
Ashar, the Sand Mother Zarokh, the Temporal
Ascendancy Points 2 4 6 8

Mousing over the key will reveal both the area level and number of trials (floors) the run will yield. It will also indicate whether or not the run may grant additional ascendancy skill points upon completion. Consult the Ascension Trials page for more information.

Setup

Upon inserting the Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.
in the Relic Altar, players will be able to place relics within, items that provide beneficial modifiers that affect your run. Once a trial has started, it must be completed, failed, or forfeited to add or remove relics. Relics can be also stored at the Relic Locker which is shared between all your characters in the same league.

The Relic Altar has 18 inventory spaces, 12 of which need to be unlocked by defeating floor bosses and opening key caches within the trial. The Djinn BaryaDjinn BaryaArea Level: #
Number of Trials: #
"Take me to the Trial of the Sekhemas.
I will serve."
Take this item to the Relic Altar at the Trial of the Sekhemas.
will not be consumed until the relics are confirmed. Floor completion required to unlock squares is depicted below:

3 1 1 2 X
2 3
3 4
X 4 1 2 4

Unlocking the Ritual Altar for the first time will reward the player with a magic rarity Urn RelicUrn RelicPlace this item on the Relic Altar at the start of the Trial of the Sekhemas. These non-unique relics can have up to 2 modifiers and can be modified with a Orb of AugmentationOrb of AugmentationStack Size: 30Augments a Magic item with a new random modifierRight click this item then left click a magic item to apply it. Magic items can have up to two random modifiers.. The pool of modifiers relics can roll depends on the total number of inventory slots it takes up, ranging from 2/3/4 or small/medium/large respectively.

Navigation

An example of a Trial Map

All of your progress, including Honour, Sacred Water, Boons, Keys, and Afflictions are carried over between rooms and floors unless otherwise stated. If a player's client crashes during a trial, it will reset the room's progress as long as the player did not fail the room due to honour loss. However, any changes to the player's honour that happened in the room will be retained.

Sacred Water and rewards are locked in upon successful completion of a room. It is possible to return back into a completed room from the reward room to kill any remaining enemies or open chests. Opening the door to the next floor in the reward room will prevent you from interacting with the merchant in that room any further.

Upon successfully completing a room, a door will lead to a safe area to collect the room's rewards. Players must select the next room by interacting with the trial map which will show a preview of room connections of the current floor. While by default, players are able to see 1 room ahead of their current position in the map, this number can be increased or reduced by boons and afflictions. Each room that is visible shows their their objective (name), reward (icon), and whether or not an affliction is inflicted on the player upon entry. All room types other than boss rooms can become Afflicted. Afflicted rooms are indicated by a purple border and cause the character to gain an Affliction on entry.

Room Objective Types

Each trial room contains one of the following objectives which must be completed to move forward:

Trial Objective Description
Chalice Defeat the rare monsters Activate the chalice and defeat all rare monsters in the room. Clearing 50% of the rare monsters will cause an indicator to appear, pointing toward those remaining.
Escape Disable the crystals Disable all the death crystals in the room before the timer expires. Activating crystals will lengthen the timer and indicate the direction of the next crystal.
Ritual Defeat the ritual casters Defeat ritual casters to close the portals spawning reinforcements.
Gauntlet Find the exit Navigate the trap circuit, activating coloured levers to unlock the path forward.
Hourglass Survive Survive continuously spawning monsters until the timer expires. Killing rare monsters reduces the timer.
Boss Defeat the floor boss Kill the floor guardian to advance.

Room Reward Types

Each trial room contains one of the following rewards:

Reward Description
Merchant Merchant rooms contain the NPC Balbala, the Released who sells you Boons or relics or restores your Honour in exchange for Sacred Water. Boons cost have individual prices, while relics cost 300, 400, or 500 Sacred Water based on their size. Balbala is also guaranteed to appear at the end of each floor in the reward cache room after defeating a floor boss.
Sacred Water Fountain A fountain containing an amount of Sacred Water, a non-tradeable currency used within the trial.
Marakesh Shrine Spend 5 Sacred Water to venerate a shrine and restore your Honour.
  • Honour Tabina: Spend 5 Sacred Water to Restore 10% of your Honour.
  • Honour Balbala: Spend 5 Sacred Water to Restore 10% of your Honour and gain a random Boon.
  • Honour Ahkeli: Spend 5 Sacred Water to Restore 25% of your Honour and gain a random Minor Affliction.
  • Honour Galai: Spend 5 Sacred Water to Restore 50% of your Honour before increases, gain a random Boon, and cleanse a random Affliction.
Pledge Spend 5 Sacred Water to select one of three random Pledges.
Cache A bonus cache of the specified type will be located in the room which can be opened by using any acquired keys.
Key Awards the player with a Bronze KeyBronze KeyUsed to open Bronze Caches within the Trials, Silver KeySilver KeyUsed to open Silver Caches within the Trials, or Gold KeyGold KeyUsed to open Gold Caches within the Trials that can be used to open caches in cache rooms or the reward room after a floor boss. All types of Keys can be infrequently obtained from defeating monsters or opening chests and other loot containers in trial areas. Key drop rate can also be influenced by some non-unique relic modifiers. Keys can also be obtained by converting all remaining Sacred Water in the Keth Forge in the cache reward room after a floor boss.

Bosses

Boss Name Boss Room Floor name Description Useful tips
Rattlecage, the Earthbreaker Collapsing Cavern Test of Strength Four-legged golem that uses fiery slam attacks.
  • Avoid staying near Rattlecage at the very start of the fight as he triggers a large area of effect explosion which Balbala will call out.
Hadi of the Flaming River and
Rafiq of the Frozen Spring
Ceremonial Chamber Test of Will Two large melee sentinels that use fire and ice melee attacks.
  • Try damaging both bosses equally or killing the second quickly after the first one is down, otherwise the second boss will quickly heal to full hit points.
  • Once the fight ends, elemental explosions trigger at the edges of the arena that can damage your honour, so do your best to avoid them.
Ashar, the Sand Mother Sand Pit Test of Cunning A large scorpion that burrows and inflicts poison attacks.
  • Ignore Balbala's frequent call for you to get to one of the platforms as it will trigger one of several traps that may include spawning adds or shooting barrages of poison darts from the walls.
  • Avoid the swirling pits of quicksand as these will heavily slow you and make it more difficult to avoid the Ashar's attacks.
Zarokh, the Temporal Outside of Time Test of Time A floating chronomancer with several gimmicks related to action speed and time. Cannot pause the game against this boss.
  • Zarokh will enter a lightning phase where they teleport to the center of the arena and start firing crackling lightning tendrils while turning, always in a counter-clockwise direction, up to 3 times. During this phase, you may either avoid the time-stop bubbles littered throughout the arena and go around Zarokh to avoid the beams, or retreat to one of the corners and dodge roll when the lightning passes you.
  • Consider having a 30%+ movement speed modifier minimum before attempting the fight. Speed is crucial in his hourglass collection phase which will one-shot if the magic timer completes a full turn.
  • Most of Zarokh's direct abilities can be evaded and dodge-rolled.

Mechanics

Honour
Tooltip
Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
Honour Resistance
Tooltip
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.

Sacred Water

Sacred water is a type of non-tradeable currency used to trade with the Merchant to recover Honour, purchase Boons and relics, to venerate Marakesh Shrines to recover Honour, or it converted into Keys at the Keth Forge in the cache reward room after a floor boss. Fountains can be either regular or large. Sacred Water also can be found from chests or slain rare enemies and bosses. It appears as light blue droplets of water and is collected automatically when the player is near it.

Honour

Honour is a resource players have while participating in the Trial of the Sekhemas.

  • Honour pool:
    • A player's honour is based on the sum of the player's default maximum life and energy shield when starting the trial. If a character has the Mind over Matter keystone active, maximum mana will be added to this total as well.
    • Honour can be further increased or reduced by modifiers from relics, Boons, and Afflictions. It can be recovered by trading with the Merchant or venerating certain Marakesh Shrines.
  • Honour loss:
    • Players lose honour by suffering hits from monsters or traps in the Trial. Minions and non-party allies do not cause Honour to be lost if hit. Closer proximity to monsters reduces the Honour lost on hit, up to 35% less in close range.
    • Damage to honour is mitigated by Honour Resistance, an important stat players should invest into through relic modifiers that can reduce honour loss up to a maximum of 75%.
    • Honour is maintained between rooms, and the player automatically fails the trial when Honour is reduced to 0. Failing a trial does not count as a death, nor does it affect a character's experience.
  • Other interactions:
    • If a player levels up within the Trial, causing the player to gain additional life, an equivalent amount of Honour and maximum Honour will also be increased.[1]
    • Gaining maximum honour through boons will also cause the character to gain current Honour of the same amount. Losing Maximum Honour will not further affect the current Honour.

Boons

Boons grant various benefits to your Trial run and can help recover or mitigate damage to your Honour, increase your Sacred Water and rewards, debuff monsters, and more:

Boon Type Image Boon Name Description Merchant cost
Major Boon Ahkeli's Guard You cannot be Damaged for 1 second after taking Damage from an Enemy Hit
Major Boon All-Seeing Eye The Trial Map is fully revealed
Note: This overrides the Black, Golden, and Red Smoke afflictions.
300-600
Major Boon Crystal Shard The next Affliction you gain is converted into a random Minor Boon
Major Boon Dekhara's Necklace You cannot receive any more Minor Afflictions
Major Boon Earned Honour Restore # of your Honour on room completion
Note: This also restores all Life and Mana on room completion.
600
Major Boon Garukhan's Favour Ignore the first Damage taken from an Enemy Hit in each Room (note: this stacks between rooms)
Major Boon Holy Water Gain a random Minor Boon when you venerate a Maraketh Shrine
Major Boon Imperial Seal Traps are Disabled 600
Major Boon Orbala's Leathers Upon reaching 0 Honour, revive once with 50% less Honour
Major Boon Raincaller Sacred Water found is doubled
Major Boon Reparations Gain 2 Sacred Water when you take Damage from an Enemy Hit
Major Boon Sekhema's Cloak Upon reaching 0 Life, revive once with Full Honour
Minor Boon Adrenaline Vial Restore 30% of your Honour on entering a Boss Room 220-320
Minor Boon Assassin's Blade The next 10 non-Boss Monsters you Hit are killed instantly 220-420
Minor Boon Balbala's Gift Your next purchase from the Merchant has no cost 280-320
Minor Boon Black Pearl Traps deal 50% less damage 280 - 320
Minor Boon Diverted River Sacred Water found on this floor is doubled 220-360
Minor Boon Enchanted Urn 30% increased Effect of your Non-Unique Relics 220
Minor Boon Flooding Rivers 50% more Sacred Water found 220-420
Minor Boon Fountain of Youth Restore #(2.5%?) of your Honour when you venerate a Maraketh Shrine 280-420
Minor Boon Fright Mask Monsters deal 20% less damage 220-320
Minor Boon Glowing Orb The next time you go below 20% of Maximum Life, restore all Life, Energy Shield and 50% of Honour 160-420
Minor Boon Hare Foot 40% increased Movement Speed 320
Minor Boon Honoured Challenger 50% increased Honour restored 220-420
Minor Boon Lustrous Lacquer You have 50% more Defences 220-360
Minor Boon Lustrous Pearl Traps are slower 280-360
Minor Boon Mirror of Fortune The next Key you pick up is duplicated 360
Minor Boon Moment's Peace You cannot be Damaged until you complete the next room 220-320
Minor Boon Orbala Statuette You have 25% more Maximum Life 280-360
Minor Boon Ornate Dagger You and your minions deal 50% more Damage 220-360
Minor Boon Sanguine Vial Monsters have 30% less Maximum Life 220-420
Minor Boon Silver Chalice The next Minor Boon you gain is converted into a random Major Boon
Minor Boon Silver Tongue 50% reduced Merchant prices 280-320
Minor Boon Scrying Crystal You can see an additional room ahead on the Trial Map 280-420
Minor Boon Upward Path Your Sacred Water found is increased by 10% on room completion (removed when you purchase something from the Merchant) 280
Minor Boon Viscous Ichor Monsters have 15% reduced Action Speed 220-360

Afflictions

Afflictions grant various downsides to your Trial run such as preventing or reducing Honour recovery, increasing the damage or speed of traps, buff monsters, reduce or disable your acquisition of Sacred Water, hide rooms or rewards on the Trial Map, and more:

Affliction Type Icon Affliction Name Description
Major Affliction Corrosive Concoction You have no defences
Major Affliction Deadly Snare Traps deal Triple Damage
Major Affliction Death Toll Take # Physical Damage after completing 8 rooms (Note: this affliction is removed after it activates)
Major Affliction Ghastly Scythe Losing Honour ends the Trial (removed after 3 rooms)
Major Affliction Glass Shard The next Boon you gain is converted into a random Minor Affliction
Major Affliction Orb of Negation Non-Unique Relics have no Effect
Major Affliction Unassuming Brick You cannot gain any more Boons
Major Affliction Unquenched Thirst You cannot gain Sacred Water
Major Affliction Veiled Sight Rooms are unknown on the Trial Map
Minor Affliction Black Smoke You can see one fewer room ahead on the Trial Map
Minor Affliction Blunt Sword You and your Minions deal 40% less Damage
Minor Affliction Branded Balbalakh Cannot restore Honour
Minor Affliction Chains of Binding Monsters inflict Binding Chains on hit
Minor Affliction Chiselled Stone Monsters Petrify on Hit
Minor Affliction Costly Aid Gain a random Minor Affliction when you venerate a Maraketh Shrine
Minor Affliction Dark Pit Traps deal 100% increased Damage
Minor Affliction Deceptive Mirror You are not always taken to the room you select
Minor Affliction Dishonoured Tattoo 100% increased Damage Taken while on Low Life
Minor Affliction Fiendish Wings Monsters' Action Speed cannot be slowed below base

Monsters have 25% increased Attack, Cast, and Movement speed

Minor Affliction Forgotten Traditions 50% reduced Effect of your Non-Unique Relics
Minor Affliction Golden Smoke Rewards are unknown on the Trial Map
Minor Affliction Haemorrhage You cannot restore Honour (removed after killing the next Boss)
Minor Affliction Honed Claws Monsters deal 30% more Damage
Minor Affliction Hungry Fangs Monsters remove 3% of your Life, Mana, and Energy Shield on Hit
Minor Affliction Iron Manacles You have no Evasion
Minor Affliction Leaking Waterskin Lose 20 Sacred Water when you take Damage from an Enemy Hit
Minor Affliction Low Rivers 50% less Sacred Water found
Minor Affliction Purple Smoke Afflictions are unknown on the Trial Map
Minor Affliction Rapid Quicksand Traps are faster
Minor Affliction Red Smoke Room types are unknown on the Trial Map
Minor Affliction Sharpened Arrowhead You have no Armour
Minor Affliction Shattered Shield You have no Energy Shield
Minor Affliction Spiked Exit Take 25 Physical Damage upon Room Completion
Minor Affliction Spiked Shell Monsters have 50% increased Maximum Life
Minor Affliction Suspected Sympathiser 50% reduced Honour restored
Minor Affliction Tattered Blindfold 90% reduced Light Radius
Minimap is hidden
Minor Affliction Trade Tariff 50% increased Merchant prices
Minor Affliction Tradition's Demand The Merchant only offers one choice
Minor Affliction Untouchable You are Cursed with Enfeeble
Minor Affliction Weakened Flesh 25% less Maximum Honour
Minor Affliction Winter Drought Lose all Sacred Water on floor completion
Minor Affliction Worn Sandals 30% less Movement Speed if you've been Hit by an Enemy Recently

Pledges

Players may sometimes be able to take on a Pledge to Kochai the Inscrutable at a Shrine, allowing the player to pick one of three random Pledges which provide significant upsides and downsides:

Icon Upside Downside
Gain a specific Minor Boon Lose 25% Maximum Honour
Gain a random Major Boon Lose 50% Maximum Honour
Gain 2 random Minor Boons Lose 50% Maximum Honour
Gain a specific Minor Boon Gain a specific Minor Affliction
Lose a specific Minor Boon Lose a specific Minor Affliction
Gain a specific Minor Boon Gain a random Minor Affliction
Lose a specific Minor Affliction Gain a random Minor Affliction
Gain a random Minor Boon Gain a random Minor Affliction
Lose a random Minor Affliction Lose a random Minor Boon
Gain 3 random Minor Boons Gain a specific Major Affliction
Lose 3 random Minor Afflictions Gain a random Major Affliction
Gain a random Major Boon Lose 3 random Minor Boons

Traps

  • Spike Trap: Several large spikes will shoot out of the ground periodically, indicated by rumbling and dust.
  • Flamethrower Trap: A four-way flamethrower spins around in a circle. Some ruined walls may provide paths to avoid them. Inflicts a fire damage over time effect on health and honour.
  • Poison gas pressure plate: A pressure plate that releases poison gas when the player steps on it. Deals high chaos damage if stood on.
  • Poison gas pressure plate that activates a colored lock: Similar to the above, except these will be connected to a colored lock and release gas after a short delay.
  • Poison dart pressure plate: A pressure plate that causes poison darts to be fired.
  • Fixed fireball turret: Slow-moving fireballs are shot out of the wall in a sequential pattern, with a short reload.
  • Rotating fireball turret: Slow-moving fireballs are shot out sequentially while the turret rotates, with a short reload.
  • Fire mine: Indicated by an orange circle on the ground. When stepped on it activates after a very quick delay, dealing high fire damage.
  • Quicksand: Standing on it builds the quicksand debuff, slowing the player's action and movement speed. Deals no damage.
  • Time mine: Standing on it inflicts the temporal rift debuff, teleporting the player back to the mine's location, then exploding after a short delay. Sometimes next to other traps.
  • Fixed portal turret: Fires slow moving projectiles through portal in a straight line. Inflicts shock.

Note: Most traps can be dodge-rolled through, with immunity for the entire animation.

Boss Reward Room

The boss reward room can be accessed after defeating any of the floor bosses. Other than containing a stash, the Ascension Shrine, and the Keth Shrine to convert leftover Sacred Water to keys, this room contains Balbala as a Merchant and a trove of caches.

The quality of caches spawned can vary between regular, superior, and prime, seemingly increasing the rarity of items within. Small and medium caches also refer to the quantity of items contained. Type of caches include:

  • Gear Caches: Helmets, Body Armour, Gloves, Boots, Shields, Jewellery, Amulet, Rings, and Belts.
  • Relic Caches: Small and Medium Relics
  • Reward Type Caches:
    • Arcanist's Cache: Contains basic currency
    • Hoarder's Cache: Contains random stacks of gold
    • Mysterious Cache: Contains a random selection of gold and items including relics and keys
    • Cartographer's Cache: Contains waystones
  • Archetype Caches:
    • Warrior's: Melee weapons
    • Mage's: Caster weapons and Foci
    • Ranger's: Bows and Crossbows
  • Jewel Caches:
    • Royal: Sapphires, Emeralds, and Rubies
    • Time-lost: Contains time-lost jewels
    • Gold Spectrum Cache: Contains a random Grand Spectrum unique jewel

Party play interactions

Party play within the trials are governed by the following set of rules:

  • The Trial of the Sekhema's choices are made by the area's instance owner.
  • All party members share Honour.
  • If a party member joins midway through the trial, their relics apply to calculate their maximum honour, and then the flat amount of honour damage lost by the instance owner is applied to them. This can lead to instant death for the joining party member if, for example, the instance owner has 6000/7000 honour, and the newly joining party member has 1000 max honour.

Version history

Version Changes
0.3.0
  • Failing to collect all the hourglasses during the Zarokh, the Temporal boss fight no longer fails your Trial of the Sekhemas, now instead only damaging your Honour. If you fail to collect the hourglasses, Zarokh, the Temporal now enters a secondary phase where the hourglasses and slow debuff persists but at a much slower rate.
  • You are now able to respawn at checkpoint from the Escape Menu in the Trial of the Sekhemas and Trials of Chaos, which will take you back to the entrance of the respective Trial.
0.2.1
  • The Affliction in Trial of the Sekhemas that caused you to have no Energy Shield now instead applies 50% less Energy Shield, so that it isn't immediately dead on arrival when you are Chaos Inoculation.
0.2.0g
  • Regular Bronze chests now have the same base balance as Rare chests do in the Normal Difficulty campaign, including guaranteeing a Rare Item.
  • Silver and Gold chests increase Item Rarity and Item Quantity by values significantly higher than before.
  • Arcanist's Chests have had the same improvements to drop composition as Researcher's Strongboxes.
  • Arcanist's Chests (Currency) and Royal Chests (Jewels) are much more common.
  • The chance of getting SilverSilver KeyUsed to open Silver Caches within the Trials and Gold keysGold KeyUsed to open Gold Caches within the Trials as room rewards instead of Bronze keysBronze KeyUsed to open Bronze Caches within the Trials has been significantly increased.
0.2.0
  • The Worn Sandals Trial of the Sekhemas Affliction now grants 30% less Movement Speed if you've been Hit by an Enemy Recently (previously 25% reduced Movement Speed).
0.1.1e
  • Added a Quick-Travel button to the Waypoint Map for Trial of Sekhemas.
0.1.1
  • Added keyword for Honour Resistance.
0.1.0e
  • (Hotfix 5) You can no longer use the instance manager to create multiple instances of the Trial of the Sekhemas.
  • Honour Damage now scales down based on distance to enemies, you now take up to 35% less Honour Damage when in close range, tapering as you are further away from Monsters.
  • Fixed a bug where Damage over Time was dealing three-times as much damage to Honour as intended in the Trial of the Sekhemas, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage taken. (This got confusing for us too).
  • Skitter Golems no longer use basic attacks and instead now just explode as their attacks were largely unavoidable when in Melee Range.
  • Serpent Clan burrow and ambush attacks now have improved visual telegraphing and cannot be used from as far away.
  • Volcanoes created by Rattlecage's Fissure Slam now last half the duration.
  • Added keyword hover for the Honour mechanic in the Trial of the Sekhamas.
0.1.0
  • Introduced to the game.

References