Trial of the Sekhemas: Difference between revisions

From Path of Exile 2 Wiki
Jump to navigation Jump to search
No edit summary
(Added floor boss tips)
 
(168 intermediate revisions by 26 users not shown)
Line 3: Line 3:
|cats=yes
|cats=yes
}}
}}
[[File:SekhemaTrialMap.png|thumb|right|800px|An example of a Trial Map.]]
[[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 and traps that must be traversed before the player runs out of Honour. It is based on [[poewiki:The Forbidden Sanctum|the Forbidden Sanctum]] from the first game.
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 {{il|Djinn Barya|Djinn Baryas}} 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.


The player can preview the layout and room connections of the current floor, as well as a limited number of columns of rooms ahead, including their layout, objectives, rewards, and afflictions.
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.


All of your progress, including Honour, Sacred Water, Boons, Afflictions, etc. are carried over between floors. A full Trial contains 4 floors, each containing 8 rooms. The 8th room of each floor always contains a Boss. Crashing during a Trial room will reset the room's progress, as long as the player did not fail the room due to honour loss. However, any changes to your honour during the room's progress 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.  
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.


Each Trial run is independent between characters on the same account.
{| 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
|}


==Relic Altar==
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.
* The Relic Altar is unlocked automatically when Balbala's Barya is brought into the starting area.
* 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.
* Relics placed in the Relic Altar are locked in for the entire Trial 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.
* The Relic Altar contains 18 inventory spaces, but 12 are initially locked and can be obtained by defeating specific minibosses or floor bosses.


==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.
<gallery>
<gallery>
RelicAltarEmpty.png|Empty Relic Altar before putting in a coin
RelicAltarEmpty.png|Empty Relic Altar before putting in a coin
RelicAltarLocked.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:
{| class="wikitable"
| 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 {{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.
==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.
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:
{| class="wikitable" style="text-align:left;"
|-
! 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.
|}


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
===Room Reward Types===
Each trial room contains one of the following rewards:


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.  
{| class="wikitable" style="text-align:left;"
|-
! Reward !! Description
|-
| '''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.
|-
| '''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 {{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.
|-
|}


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.
===Bosses===
{| class="wikitable" style="text-align:left;"
|-
! 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<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.
|-
| '''[[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.  
|}


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.
{{#ev:youtube|l1_dUFdN1AA|500}}


==Mechanics==
==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===
* Honour is an additional stat player characters have while participating in the Trial.  
Honour is a resource players have while participating in the Trial of the Sekhemas.  
* The default maximum Honour is #. Honour is maintained between rooms, and the player is ejected from the Trial if it hits 0, resetting all floors and rooms. Being ejected does not count as a death, nor does it remove [[experience]].
 
* Honour is lost from hits from monsters or traps in the Trial. Closer proximity to monsters reduces the Honour lost on hit.{{confirm}}
* '''Honour pool:'''
* Minions and non-party allies do not cause Honour to be lost if hit.
** 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.  
* A fixed amount of Honour can be restored in Fountain rooms.
** 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.
* Gaining additional Maximum Honour will also cause the character to gain current Resolve of the same amount. Losing Maximum Honour will not further affect the current Honour.


===Sacred Water===
* '''Honour loss:'''
* Sacred Water is a type of non-tradeable currency can be found in the Trial from chests or killed enemies. Sacred Water is collected automatically when the player is near it.
** 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.  
* Sacred Water can be traded to the merchant for a small amount of Honour recovery, various Boons, or [[relic]]s.
** 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%.
* Sacred Water is maintained between rooms and floors, and is reset when the Trial run ends.
** 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]].  


===Keys===
* '''Other interactions:'''
Completing a room may reward the player with a  {{il|Bronze Key}}, {{il|Silver Key}}, or {{il|Golden Key}}. These can be used to open their respective caches at the end of the trial for various items and rewards.  
** 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.


===Boon===
===Boons===
* 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 Trial run and can help recover or mitigate damage to your Honour, increase your Sacred Water and rewards, debuff monsters, and more:
* 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, or provide other helpful buffs.
<div class="responsive-table-container">
<div class="responsive-table-container">
{| class="wikitable sortable"
{| class="wikitable sortable"
! Boon Type !! Image !! Boon Name !! Description
! Boon Type !! Image !! Boon Name !! Description !! Merchant cost
|-
| Major Boon || [[File:Boonsmallclaygolemicon.png]] || Ahkeli's Guard || You cannot be Damaged for 1 second after taking Damage from an Enemy Hit ||
|-
| 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
|-
| Major Boon || [[File:Booncrystalshardicon.png]] || Crystal Shard || The next Affliction you gain is converted into a random Minor Boon ||
|-
| Major Boon || [[File:Boondekharasresolveicon.png]] || Dekhara's Necklace || You cannot receive any more Minor Afflictions ||
|-
| 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
|-
| 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) ||
|-
| Major Boon || [[File:Boonholywatericon.png]] || Holy Water || Gain a random Minor Boon when you venerate a Maraketh Shrine ||
|-
| Major Boon || [[File:Boonimperialsealicon.png]] || Imperial Seal || Traps are Disabled || 600
|-
| Major Boon || [[File:Boonmarakethleatherarmouricon.png]] || Orbala's Leathers || Upon reaching 0 Honour, revive once with 50% less Honour ||
|-
| Major Boon || [[File:Boonraincallingstafficon.png]] || Raincaller || Sacred Water found is doubled ||
|-
| Major Boon || [[File:Boongoldfragmentgifticon.png]] || Reparations || Gain 2 Sacred Water when you take Damage from an Enemy Hit ||
|-
| Major Boon || [[File:Boonholydescryicon.png]] || Sekhema's Cloak || Upon reaching 0 Life, revive once with Full Honour
|-
| Minor Boon || [[File:Boonadrenalinevialicon.png]] || Adrenaline Vial || Restore 30% of your Honour on entering a Boss Room || 220-320
|-
| Minor Boon || [[File:Boonassassinsbladeicon.png]] || Assassin's Blade || The next 10 non-Boss Monsters you Hit are killed instantly || 220-420
|-
| Minor Boon || [[File:Boonbalbalasmaskicon.png]] || Balbala's Gift || Your next purchase from the Merchant has no cost || 280-320
|-
| Minor Boon || [[File:Boonblackpearlicon.png]] || Black Pearl || Traps deal 50% less damage || 280 - 320
|-
| Minor Boon || [[File:Boongoldfragmentriverbentrivericon.png]] || Diverted River || Sacred Water found on this floor is doubled || 220-360
|-
| Minor Boon || [[File:Boonenchantedurnicon.png]] || Enchanted Urn || 30% increased Effect of your Non-Unique Relics || 220
|-
| Minor Boon || [[File:Boongoldfragmentrivericon.png]] || Flooding Rivers || 50% more Sacred Water found || 220-420
|-
| Minor Boon || [[File:Boonfountainofyouthicon.png]] || Fountain of Youth || Restore #(2.5%?) of your Honour when you venerate a Maraketh Shrine || 280-420
|-
| Minor Boon || [[File:Boonfrightmaskicon.png]] || Fright Mask || Monsters deal 20% less damage || 220-320
|-
| 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 Boon || [[File:Boonharefooticon.png]] || Hare Foot || 40% increased Movement Speed || 320
|-
| Minor Boon || [[File:Boongoldfragmentheroineicon.png]] || Honoured Challenger || 50% increased Honour restored || 220-420
|-
| Minor Boon || [[File:Boonlustrouslacquericon.png]] || Lustrous Lacquer || You have 50% more Defences || 220-360
|-
| Minor Boon || [[File:Boonlustrouspearlicon.png]] || Lustrous Pearl || Traps are slower || 280-360
|-
| Minor Boon || [[File:Boonmirroroffortuneicon.png]] || Mirror of Fortune || The next Key you pick up is duplicated || 360
|-
| Minor Boon || [[File:Boonclothfragmenttreeicon.png]] || Moment's Peace || You cannot be Damaged until you complete the next room || 220-320
|-
|-
| Major Boon ||   || Sekhema's Cloak || Upon reaching 0 Life, revive once with Full Honour
| Minor Boon || [[File:Boonorbalastatueicon.png]] || Orbala Statuette || You have 25% more Maximum Life || 280-360
|-
|-
| Minor Boon || || Adrenaline Vial || Restore 30% of your Honour on entering a Boss Room
| Minor Boon || [[File:Boonfancydaggericon.png]] || Ornate Dagger || You and your minions deal 50% more Damage || 220-360
|-
|-
| Minor Boon || || Honoured Challenger || 50% increased Honour restored
| Minor Boon || [[File:Boonsanguinevialicon.png]] || Sanguine Vial || Monsters have 30% less Maximum Life || 220-420
|-
|-
| Minor Boon || || Viscous Ichor || Monsters have 20% reduced Action Speed
| Minor Boon || [[File:Boonsliverchaliceicon.png]] || Silver Chalice || The next Minor Boon you gain is converted into a random Major Boon ||  
|-
|-
| Minor Boon || || Orbala Statuette || You have 25% more Maximum Life
| Minor Boon || [[File:Boonsilvertongueicon.png]] || Silver Tongue || 50% reduced Merchant prices || 280-320
|-
|-
| Minor Boon || || Flooding Rivers || 50% more Sacred Water found
| Minor Boon || [[File:Boonscryingcrystalicon.png]] || Scrying Crystal || You can see an additional room ahead on the Trial Map || 280-420
|-
| 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 Boon || [[File:Boonviciousichoricon.png]] || Viscous Ichor || Monsters have 15% reduced Action Speed || 220-360
|}
|}
</div>
</div>


===Affliction===
===Afflictions===
* 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 Trial run and can reduce or prevent Honour recovery, spawn additional traps, buff monsters, affect your Sacred Water generation, or hide rooms or rewards on the Trial 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
|-
|-
| Minor Affliction ||   || Spiked Shell || Monsters have 50% increased Maximum Life
| Major Affliction || [[File:Cursecorrosiveconcoctionicon.png]]  || Corrosive Concoction || You have no defences
|-
| Major Affliction || [[File:Curseheightenedsecurityicon.png]]  || Deadly Snare || Traps deal Triple Damage
|-
| Major Affliction || [[File:Cursedeathtollicon.png]]  || Death Toll || Take # Physical Damage after completing 8 rooms (Note: this affliction is removed after it activates)
|-
| Major Affliction || [[File:Curseghastlyscytheicon.png]]  || Ghastly Scythe || Losing Honour ends the Trial (removed after 3 rooms)
|-
| Major Affliction || [[File:Curseglassshardicon.png]]  || Glass Shard || The next Boon you gain is converted into a random Minor Affliction
|-
| Major Affliction || [[File:Curseorbofnegationicon.png]]  || Orb of Negation || Non-Unique Relics have no Effect
|-
| Major Affliction || [[File:Curseunassumingbrickicon.png]]  || Unassuming Brick || You cannot gain any more Boons
|-
| Major Affliction || [[File:Afflictionunquenchedthirsticon.png]]  || Unquenched Thirst || You cannot gain Sacred Water
|-
| Major Affliction || [[File:Curseveiledsighticon.png]]  || Veiled Sight || Rooms are unknown on the Trial Map
|-
| Minor Affliction || [[File:Curseblacksmokeicon.png]]  || Black Smoke || You can see one fewer room ahead on the Trial Map
|-
| Minor Affliction || [[File:Cursebluntswordicon.png]]  || Blunt Sword || You and your Minions deal 40% less Damage
|-
| Minor Affliction || [[File:Afflictionbrandedbalbalakhicon.png]]  || Branded Balbalakh || Cannot restore Honour
|-
| Minor Affliction || [[File:Cursechainofbindingicon.png]]  || Chains of Binding || Monsters inflict [[Binding Chains]] on hit
|-
| Minor Affliction || [[File:Cursechiselledstoneicon.png]]  || Chiselled Stone || Monsters Petrify on Hit
|-
| Minor Affliction || [[File:Afflictioncostlyaidicon.png]]  || Costly Aid || Gain a random Minor Affliction when you venerate a Maraketh Shrine
|-
| Minor Affliction || [[File:Cursedarkpiticon.png]]  || Dark Pit || Traps deal 100% increased Damage
|-
| Minor Affliction || [[File:Cursemirroricon.png]]  || Deceptive Mirror || You are not always taken to the room you select
|-
| Minor Affliction || [[File:Afflictiondishonouredtattooicon.png]]  || Dishonoured Tattoo || 100% increased Damage Taken while on Low Life
|-
| 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 Affliction || [[File:Afflictionforgottentraditionsicon.png]]  || Forgotten Traditions || 50% reduced Effect of your Non-Unique Relics
|-
| Minor Affliction || [[File:Cursegoldensmokeicon.png]]  || Golden Smoke || Rewards are unknown on the Trial Map
|-
| Minor Affliction || [[File:Cursehaemorrhageicon.png]]  || Haemorrhage || You cannot restore Honour (removed after killing the next Boss)
|-
| Minor Affliction || [[File:Cursehonedclawsicon.png]]  || Honed Claws || Monsters deal 30% more Damage
|-
| Minor Affliction || [[File:Cursehungryfangsicon.png]]  || Hungry Fangs || Monsters remove 3% of your Life, Mana, and Energy Shield on Hit
|-
| Minor Affliction || [[File:Curseironmanaclesicon.png]]  || Iron Manacles || You have no Evasion
|-
| Minor Affliction || [[File:Afflictionleakingwaterskinicon.png]]  || Leaking Waterskin || Lose 20 Sacred Water when you take Damage from an Enemy Hit
|-
| Minor Affliction || [[File:Afflictionlowriversicon.png]]  || Low Rivers || 50% less Sacred Water found
|-
| Minor Affliction || [[File:Cursepurplesmokeicon.png]]  || Purple Smoke || Afflictions are unknown on the Trial Map
|-
| Minor Affliction || [[File:Curserapidquicksandicon.png]]  || Rapid Quicksand || Traps are faster
|-
| Minor Affliction || [[File:Curseredsmokeicon.png]]  || Red Smoke || Room types are unknown on the Trial Map
|-
| Minor Affliction || [[File:Cursesharpenedarrowheadicon.png]]  || Sharpened Arrowhead || You have no Armour
|-
| Minor Affliction || [[File:Curseshatteredshieldicon.png]]  || Shattered Shield || You have no Energy Shield
|-
| Minor Affliction || [[File:Cursespikedentranceicon.png]]  || Spiked Exit || Take 25 Physical Damage upon Room Completion
|-
| Minor Affliction || [[File:Cursespikedshellicon.png]]  || Spiked Shell || Monsters have 50% increased Maximum Life
|-
| Minor Affliction || [[File:Afflictionsuspectedsympathisericon.png]]  || Suspected Sympathiser || 50% reduced Honour restored
|-
| Minor Affliction || [[File:Cursetatteredblindfoldicon.png]]  || Tattered Blindfold || 90% reduced Light Radius<br>Minimap is hidden
|-
| Minor Affliction || [[File:Afflictiontradetariffficon.png]]  || Trade Tariff || 50% increased Merchant prices
|-
| Minor Affliction || [[File:Afflictiontraditionsdemandicon.png]]  || Tradition's Demand || The Merchant only offers one choice
|-
| Minor Affliction || [[File:Afflictionuntouchableicon.png]]  || Untouchable || You are Cursed with [[Enfeeble]]
|-
| Minor Affliction || [[File:Afflictionweakenedfleshicon.png]]  || Weakened Flesh || 25% less Maximum Honour
|-
| Minor Affliction || [[File:Afflictionwinterdroughticon.png]]  || Winter Drought || Lose all Sacred Water on floor completion
|-
| Minor Affliction || [[File:Cursewornsandalsicon.png]]  || Worn Sandals || 30% less Movement Speed if you've been Hit by an Enemy Recently
|-
|-
| Minor Affliction ||  || Blunt Sword || You and your Minions deal 40% less Damage
|}
|}
</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:
 
* '''Chalice Trial''' - Defeat the Rare Monsters: The player must defeat all of the rare monsters in the room to fill the blood chalice. Clearing 50% of the rare monsters will cause an indicator to appear, pointing towards remaining rare monsters.
* ''''Gauntlet Trial''' - 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.
* '''Ritual Trial''' - Defeat the Ritual Casters: Defeat the Ritual Casters to close the portals.
* '''Escape Trial''' - Find the Exit: Find the exit, avoiding traps and monsters.
* '''Hourglass Trial''' - Survive: Survive until the timer expires.


==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.
===Sacred Water Fountain===
Contains a fountain containing Sacred Water; comes in 2 types: Regular (160) or Large.
===Orbala Statue===
Players can spend 5 Sacred Water to recover 20% of Honour and gain a random Boon.
===Merchant===
Merchant rooms contain the NPC [[Orbala]] who sells you Boons or [[relic]]s in exchange for Sacred Water. He can also recover 50 Honour once per encounter for a fee.
==Enemies==
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.
===Floor Bosses===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Sanctum Bosses
|-
|-
! Boss Name !! Boss Room !! Description
! Icon !! Upside !! Downside
|-
| [[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 Honour}}
|-
| [[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}}
|-
|-
| [[Rattlecage, the Earthbreaker]] || Collapsing Cavern ||  
| [[File:Lose b+a.png|70px]] || {{c|lightning|Lose a specific Minor Boon}} || {{c|prophecy|Lose a specific Minor Affliction}}
|-
|-
| [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] ||  
| [[File:Gain b+Ra.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Gain a random Minor Affliction}}
|-
|-
| ??? ||  
| [[File:Lose a+Gain Ra.png|70px]]|| {{c|lightning|Lose a specific Minor Affliction}} || {{c|prophecy|Gain a random Minor Affliction}}
|-
|-
| [[Zarokh, the Eternal]] ||  
| [[File:Gain Rb+Ra.png|70px]]  || {{c|lightning|Gain a random Minor Boon}} || {{c|prophecy|Gain a random Minor Affliction}}
|-
|  [[File:Lose Rb+Rb.png|70px]]|| {{c|lightning|Lose a random Minor Affliction}} || {{c|prophecy|Lose a random Minor Boon}}
|-
| [[File:Gain rbbb + A.png|70px]]  || {{c|lightning|Gain 3 random Minor Boons}} || {{c|prophecy|Gain a specific Major Affliction}}
|-
|  [[File:Lose Raaa+Gain A.png|70px]]  || {{c|lightning|Lose 3 random Minor Afflictions}} || {{c|prophecy|Gain a random Major Affliction}}
|-
|  [[File:Lose Rbbb + Gain B.png|70px]]  || {{c|lightning|Gain a random Major Boon}} || {{c|prophecy|Lose 3 random Minor Boons}}
|}
|}


==Rewards==
===Traps===
===Ascendancy===
* '''Spike Trap''': Several large spikes will shoot out of the ground periodically, indicated by rumbling and dust.
{{main|Ascendancy class}}
* '''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.
Completing a floor in the Trial at certain level thresholds will allow players to unlock their Ascendancy class and ascendancy passive skill points.
* '''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.


===Key caches===
Note: Most traps can be dodge-rolled through, with immunity for the entire animation.
After defeating each floor boss, players can enter a vault with several reward caches. These vary from Bronze, Silver, and Gold, and can be opened by spending one of the respective keys. These are the following types of caches:


* Hoarder's Cache: Contains random items
==Boss Reward Room==
* Arcanist's Cache: Contains currency
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.
* Armour Cache: Contains [[armour (equipment)|armour]]
* Mysterious Cache:


===Time-Lost Jewels===
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:
Time-Lost Jewels are [[jewel]] base types that can be found in randomly throughout the trial from monsters or chests. These jewels roll modifiers that affect passive nodes within its radius.
* '''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


===Relics===
==Party play interactions==
{{main|Relic}}
Party play within the trials are governed by the following set of rules:
 
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}}


Line 168: Line 490:
{{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