Trial of the Sekhemas: Difference between revisions

From Path of Exile 2 Wiki
Jump to navigation Jump to search
(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...")
 
 
(14 intermediate revisions by 2 users not shown)
Line 3: Line 3:
|cats=yes
|cats=yes
}}
}}
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:SekhemaTrialMap.png|thumb|right|800px|An example of a Trial Map.]]
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 [[Path of Exile 1]].


__TOC__
__TOC__


==Overview==
==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. 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 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.


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.


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.


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


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.
==Relic Altar==
* 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.


<gallery>
RelicAltarEmpty.png|Empty Relic Altar before putting in a coin
RelicAltarLocked.png|The Relic Altar in its initial state
RelicAltarUnlocked.jpg|Fully unlocked Relic Altar
</gallery>




 
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  
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.  
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.  
Line 25: Line 37:


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.
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>
RelicAltarEmpty3.22.png|Empty Relic Altar before putting in a Forbidden Tome
RelicAltarLocked3.22.png|The Relic Altar in its initial state
RelicAltarUnlocked.jpg|Fully unlocked Relic Altar
</gallery>
===Unlocking===
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
|-
| 4 || 2 || Complete the Sanctum Necropolis
|-
| 4 || 3 || Complete the Scriptorium room in the Sanctum Archives
|-
| 4 || 4 || Complete the Reliquary room in the Sanctum Vaults
|-
| 4 || 5 || Complete the Mausoleum room in the Sanctum Necropolis
|}


==Mechanics==
==Mechanics==
===Resolve===
===Honour===
 
* Honour is an additional stat player characters have while participating in the Trial.  
* Resolve is an additional stat player characters have while exploring the Sanctum, somewhat similar to [[Ruin]] from [[Ultimatum league]].  
* 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]].
* 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]].
* Honour is lost from hits from monsters or traps in the Trial. Closer proximity to monsters reduces the Honour lost on hit.{{confirm}}
* 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 Honour to be lost if hit.
* Minions and non-party allies do not cause Resolve to be lost if hit.
* A fixed amount of Honour can be restored in Fountain rooms.
* A fixed amount of Resolve can be restored in Fountain rooms.
* 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.
* 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====
===Sacred Water===
[[File:Resolve defence scaling graph.png|right|thumb|Estimated scaling of resolve mitigation/avoidance based on sampled values in [[version 3.22.0]].]]
* 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.
[[File:Resolve aegis scaling graph2.png|right|thumb|Estimated scaling of resolve aegis based on sampled values in [[version 3.22.0]].]]
* Sacred Water can be traded to the merchant for a small amount of Honour recovery, various Boons, or [[relic]]s.
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:
* Sacred Water is maintained between rooms and floors, and is reset when the Trial run ends.
* '''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===
===Keys===
* 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.
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.  
* 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===
* 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===
===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.
* 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.
* 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
|-
|-
| 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>
| Major Boon ||   || Sekhema's Cloak || Upon reaching 0 Life, revive once with Full Honour
|-
| 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>
|-
|-
| Major Boons || [[File:BoonBronzeDescryIcon.png]] || Bronze Descry || Ignore Resolve lost for 1 second after losing Resolve from a Hit
| Minor Boon || || Adrenaline Vial || Restore 30% of your Honour on entering a Boss Room
|-
|-
| 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>
| Minor Boon || || Honoured Challenger || 50% increased Honour restored
|-
|-
| 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>
| Minor Boon || || Viscous Ichor || Monsters have 20% reduced Action Speed
|-
|-
| Major Boons || [[File:BoonGoldCoinIcon.png]] || Gold Coin || Aureus coins found are doubled
| Minor Boon || || Orbala Statuette || You have 25% more Maximum Life
|-
|-
| Major Boons || [[File:BoonGoldenDescryIcon.png]] || Golden Descry || Recover +15 Resolve on room completion
| Minor Boon || || Flooding Rivers || 50% more Sacred Water found
|-
| 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>
|-
| Major Boons || [[File:BoonHolyWaterIcon.png]] || Holy Water || Gain a random Minor Boon when you use a Fountain
|-
| Major Boons || [[File:BoonImperialSealIcon.png]] || Imperial Seal || Traps are Disabled
|-
| Major Boons || [[File:BoonMustyWineIcon.png]] || Musty Wine || At the start of each room, a random [[Shrine]] effect is applied to you
|-
| 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>
|-
| 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>
|-
| Major Boons || [[File:BoonSilverCoinIcon.png]] || Silver Coin || Gain 20 Aureus coins when you lose Resolve from a Hit
|-
| Major Boons || [[File:BoonSilverDescryIcon.png]] || Silver Descry || Ignore the first Resolve lost from Hits in each room
|-
| Minor Boons || [[File:BoonAdrenalineVialIcon.png]] || Adrenaline Vial || Recover 50% of your Maximum Resolve on entering Boss Room
|-
| Minor Boons || [[File:BoonArcaneAegisIcon.png]] || Arcane Aegis || Trigger Arcane Buffer when your Inspiration reaches 0
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 10 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 9 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 8 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 7 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 6 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 5 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 4 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 3 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next 2 Guards you Hit are killed Instantly
|-
| Minor Boons || [[File:BoonAssassin'sBladeIcon.png]] || Assassin's Blade || The next Guard you Hit is killed Instantly
|-
| Minor Boons || [[File:BoonBlackPearlIcon.png]] || Black Pearl || Traps impact 50% reduced Resolve<br><sup>''editor's note: affects both Resolve and Inspiration loss''</sup>
|-
| Minor Boons || [[File:BoonChippedDiceIcon.png]] || Chipped Dice || The Merchant's Shop can be Rerolled
|-
| Minor Boons || [[File:BoonDivinia'sGiftIcon.png]] || Divinia's Gift || Your next purchase from the Merchant has no cost
|-
| Minor Boons || [[File:BoonEnchantedUrnIcon.png]] || Enchanted Urn || 30% increased Effect of your non-Unique Relics
|-
| Minor Boons || [[File:BoonEngravedOrbIcon.png]] || Engraved Orb || 100% increased Resolve recovered while Resolve is below 50%
|-
| Minor Boons || [[File:BoonFountainOfYouthIcon.png]] || Fountain of Youth || Gain +40 Maximum Resolve each time you use a Fountain
|-
| Minor Boons || [[File:BoonFrightMaskIcon.png]] || Fright Mask || Monsters deal 40% less Damage
|-
| Minor Boons || [[File:BoonGildedLyreIcon.png]] || Gilded Lyre || Gain +100 Inspiration at the start of each floor
|-
| Minor Boons || [[File:BoonGlowingOrbIcon.png]] || Glowing Orb || The next time you go below 20% Resolve, heal for 50% Resolve
|-
| Minor Boons || [[File:BoonGoldMagnetIcon.png]] || Gold Magnet || 50% more Aureus coins found
|-
| Minor Boons || [[File:BoonGoldMineIcon.png]] || Gold Mine || Aureus coins found on this floor are doubled
|-
| 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 Boons || [[File:BoonHareFootIcon.png]] || Hare Foot || 60% increased [[Movement Speed]]
|-
| Minor Boons || [[File:BoonLiltingMelodyIcon.png]] || Lilting Melody || Gain 150 Inspiration if you complete the next 2 rooms without losing Resolve or Inspiration
|-
| Minor Boons || [[File:BoonLiltingMelodyIcon.png]] || Lilting Melody || Gain 150 Inspiration if you complete the next room without losing Resolve or Inspiration
|-
| 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 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 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 Boons || [[File:BoonOrnateDaggerIcon.png]] || Ornate Dagger || You and your minions deal 50% more Damage
|-
| 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 Boons || [[File:BoonRustedChimesIcon.png]] || Rusted Chimes || Gain +30 Inspiration when you gain an Affliction
|-
| Minor Boons || [[File:BoonRustedDescryIcon.png]] || Rusted Descry || 50% increased Resolve recovered
|-
| Minor Boons || [[File:BoonSanguineVialIcon.png]] || Sanguine Vial || Monsters have 30% less Maximum Life
|-
| Minor Boons || [[File:BoonScryingCrystalIcon.png]] || Scrying Crystal || You can see an additional room ahead on the Sanctum Map
|-
| Minor Boons || [[File:BoonSliverChaliceIcon.png]] || Silver Chalice || The next Minor Boon you gain is converted into a random Major Boon
|-
| 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 Boons || [[File:BoonTarnishedCoinIcon.png]] || Tarnished Coin || 100% increased Aureus coins gained while Resolve is below 50%
|-
| Minor Boons || [[File:BoonTarnishedDescryIcon.png]] || Tarnished Descry || +150 to Maximum Resolve
|-
| Minor Boons || [[File:BoonUntunedLuteIcon.png]] || Untuned Lute || +100 to Inspiration
|-
| 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 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===
===Affliction===
* 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.
* 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 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.
* 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">
Line 246: Line 84:
! Affliction Type !! Icon !! Affliction Name !! Description
! Affliction Type !! Icon !! Affliction Name !! Description
|-
|-
| Major Afflictions || [[File:CurseAnomalyAttractorIcon.png]] || Anomaly Attractor || Rooms spawn Volatile Anomalies
| Minor Affliction ||   || Spiked Shell || Monsters have 50% increased Maximum Life
|-
| 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>
| Minor Affliction ||   || Blunt Sword || You and your Minions deal 40% less Damage
|-
| Major Afflictions || [[File:CurseOrbOfNegationIcon.png]] || Orb of Negation || Non-Unique Relics have no Effect
|-
| 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 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 Afflictions || [[File:CurseCorrosiveConcoctionIcon.png]] || Corrosive Concoction || No Resolve Mitigation, chance to Avoid Resolve loss or Resolve Aegis
|-
| Minor Afflictions || [[File:CurseAccursedPrismIcon.png]] || Accursed Prism || When you gain an Affliction, gain an additional random Minor Affliction
|-
| 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>
|-
| Minor Afflictions || [[File:CurseBluntSwordIcon.png]] || Blunt Sword || You and your Minions deal 25% less Damage
|-
| 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 Afflictions || [[File:CurseCharredCoinIcon.png]] || Charred Coin || 50% less Aureus coins found
|-
| Minor Afflictions || [[File:CurseConcealedAnomalyIcon.png]] || Concealed Anomaly || Guards release a Volatile Anomaly on Death
|-
| Minor Afflictions || [[File:CurseCorruptedLockpickIcon.png]] || Corrupted Lockpick || Chests in rooms explode when opened
|-
| 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 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 Afflictions || [[File:CurseDoorTaxIcon.png]] || Door Tax || Lose 30 Aureus coins on room completion
|-
| Minor Afflictions || [[File:CurseEmptyTroveIcon.png]] || Empty Trove || Chests no longer drop Aureus coins<br><sup>''editor's note: includes Reward Chests''</sup>
|-
| 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 Afflictions || [[File:CurseFloorTaxIcon.png]] || Floor Tax || Lose all Aureus on floor completion
|-
| Minor Afflictions || [[File:CurseGargoyleTotemIcon.png]] || Gargoyle Totem || Guards are accompanied by a Gargoyle
|-
| 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 Afflictions || [[File:CurseHaemorrhageIcon.png]] || Haemorrhage || You cannot recover Resolve<br>(removed after killing the next Floor Boss)
|-
| Minor Afflictions || [[File:CurseHonedClawsIcon.png]] || Honed Claws || Monsters deal 25% 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 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 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 Afflictions || [[File:CursePhantomIllusionIcon.png]] || Phantom Illusion || Every room grants a random Minor Affliction<br>(Afflictions granted this way are removed on room completion)
|-
| Minor Afflictions || [[File:CursePoisonedWaterIcon.png]] || Poisoned Water || Gain a random Minor Affliction when you use a Fountain
|-
| 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 Afflictions || [[File:CurseRapidQuicksandIcon.png]] || Rapid Quicksand || Traps are faster<br><sup>''also affects Skull traps and Lycia's hallway fog''</sup>
|-
| 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 Afflictions || [[File:CurseRustedCoinIcon.png]] || Rusted Coin || The Merchant only offers one choice<br><sup>''supersedes additional option Relic modifiers''</sup>
|-
| 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 Afflictions || [[File:CurseSpikedShellIcon.png]] || Spiked Shell || Monsters have 30% more 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 Afflictions || [[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 Afflictions || [[File:CurseUnhallowedAmuletIcon.png]] || Unhallowed Amulet || The Merchant offers 50% fewer choices
|-
| Minor Afflictions || [[File:CurseUnhallowedRingIcon.png]] || Unhallowed Ring || 50% increased Merchant prices
|-
| Minor Afflictions || [[File:CurseUnholyUrnIcon.png]] || Unholy Urn || 50% reduced Effect of your non-Unique Relics
|-
| Minor Afflictions || [[File:CurseUnquenchedThirstIcon.png]] || Unquenched Thirst || 50% reduced Resolve recovered
|-
| 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 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>
Line 357: Line 93:
Each room contains one of the following trial objectives:
Each room contains one of the following trial objectives:


* 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.
* '''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.
* 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.
* ''''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.
* Find the Exit (locate the exit door)
* '''Hourglass Trial''' - Survive: Survive until the timer expires.
** 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==
==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.
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.
===Sacred Water Fountain===
Contains a fountain containing Sacred Water; comes in 2 types: Regular (160) or Large.


Rarer items like {{il|Mirror of Kalandra}}, {{il|Divine Orb}}, {{il|Exalted Orb}}, and {{il|Sacred Orb}} become available on Floor 3 and 4.
===Orbala Statue===
 
Players can spend 5 Sacred Water to recover 20% of Honour and gain a random Boon.
===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===
===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.
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.
 
===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"
|+ Accursed Pact outcomes
|-
! 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 50.png|70px]]  || {{c|lightning|Gain a random Major Boon}} || {{c|prophecy|Lose 50% Maximum Resolve}}
|-
| [[File:Gain bb 50.png|70px]] || {{c|lightning|Gain 2 random Minor Boons}} || {{c|prophecy|Lose 50% Maximum Resolve}}
|-
| [[File:Gain b+a.png|70px]] || {{c|lightning|Gain a specific Minor Boon}} || {{c|prophecy|Gain 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:Lose a+Gain Ra.png|70px]]|| {{c|lightning|Lose a specific Minor Affliction}} || {{c|prophecy|Gain a random Minor Affliction}}
|-
| [[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}}
|-
| [[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.
 
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".
 
===Boss Room===
[[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==
==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.
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.
===Sanctum Guards===
Each room contains several unique Sanctum Guards. All Guards must be killed before being able to complete the room.
{| class="wikitable sortable"
|+ Sanctum Guards
|-
! 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===
===Floor Bosses===
Line 531: Line 120:
! Boss Name !! Boss Room !! Description
! Boss Name !! Boss Room !! Description
|-
|-
| [[Rattlecage]] || Trial of Strength ||  
| [[Rattlecage, the Earthbreaker]] || Collapsing Cavern ||  
|-
|-
| [[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]] ||  
| ??? ||  
|-
|-
| [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] ||  
| [[Zarokh, the Eternal]] ||  
|}
|}


==Rewards==
==Rewards==
===Jewels===
===Ascendancy===
[[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.
{{main|Ascendancy class}}
Completing a floor in the Trial at certain level thresholds will allow players to unlock their Ascendancy class and ascendancy passive skill points.
 
===Key caches===
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
* Arcanist's Cache: Contains currency
* Armour Cache: Contains [[armour (equipment)|armour]]
* Mysterious Cache:
 
===Time-Lost Jewels===
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.


===Relics===
===Relics===
Line 562: Line 163:
==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|?|
* Introduced to the game.
}}
{{Version history table end}}
{{Version history table end}}



Latest revision as of 14:53, 27 November 2024

Lua error: Error: Table areas not found..

An example of a Trial Map.

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 and traps that must be traversed before the player runs out of Honour. It is based on the Forbidden Sanctum from Path of Exile 1.

Overview

To gain access, the player must first defeat Balbala, the Traitor and obtain File:Balbala's Barya inventory icon.pngBalbala'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.
File:Balbala's Barya inventory icon.png
. 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 File:Djinn Barya inventory icon.pngDjinn BaryasDjinn 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 Tiral of the Sekhemas.
File:Djinn Barya inventory icon.png
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.

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.

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.

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

Relic Altar

  • 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.


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

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.

Mechanics

Honour

  • Honour is an additional stat player characters have while participating in the Trial.
  • 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.[confirmation needed]
  • Minions and non-party allies do not cause Honour to be lost if hit.
  • A fixed amount of Honour can be restored in Fountain rooms.
  • 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

  • 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.
  • Sacred Water can be traded to the merchant for a small amount of Honour recovery, various Boons, or relics.
  • Sacred Water is maintained between rooms and floors, and is reset when the Trial run ends.

Keys

Completing a room may reward the player with a File:Bronze Key inventory icon.pngBronze KeyBronze KeyUsed to open Bronze Caches within the TrialsFile:Bronze Key inventory icon.png, File:Silver Key inventory icon.pngSilver KeySilver KeyUsed to open Silver Caches within the TrialsFile:Silver Key inventory icon.png, or File:Golden Key inventory icon.pngGolden KeyGolden KeyUsed to open Golden Caches within the TrialsFile:Golden Key inventory icon.png. These can be used to open their respective caches at the end of the trial for various items and rewards.

Boon

  • 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, or provide other helpful buffs.
Boon Type Image Boon Name Description
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
Minor Boon Honoured Challenger 50% increased Honour restored
Minor Boon Viscous Ichor Monsters have 20% reduced Action Speed
Minor Boon Orbala Statuette You have 25% more Maximum Life
Minor Boon Flooding Rivers 50% more Sacred Water found

Affliction

  • 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 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.
Affliction Type Icon Affliction Name Description
Minor Affliction Spiked Shell Monsters have 50% increased Maximum Life
Minor Affliction Blunt Sword You and your Minions deal 40% less Damage

Trial objectives

Each room contains one of the following trial objectives:

  • 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 relics 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

Sanctum Bosses
Boss Name Boss Room Description
Rattlecage, the Earthbreaker Collapsing Cavern
Hadi of the Flaming River
Rafiq of the Frozen Spring
???
Zarokh, the Eternal

Rewards

Ascendancy

Main page: Ascendancy class

Completing a floor in the Trial at certain level thresholds will allow players to unlock their Ascendancy class and ascendancy passive skill points.

Key caches

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
  • Arcanist's Cache: Contains currency
  • Armour Cache: Contains armour
  • Mysterious Cache:

Time-Lost Jewels

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.

Relics

Main page: 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. Magic relics can have up to two modifiers. They cannot become 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.

Small relics

ItemInventory
size
Drop
level
Seal RelicFile:Seal Relic inventory icon.pngSeal RelicPlace this item on the Relic Altar at the start of the Trial of the SekhemasFile:Seal Relic inventory icon.png2×11
Urn RelicFile:Urn Relic inventory icon.pngUrn RelicPlace this item on the Relic Altar at the start of the Trial of the SekhemasFile:Urn Relic inventory icon.png1×21

Medium relics

ItemInventory
size
Drop
level
Amphora RelicFile:Amphora Relic inventory icon.pngAmphora RelicPlace this item on the Relic Altar at the start of the Trial of the SekhemasFile:Amphora Relic inventory icon.png1×31
Tapestry RelicFile:Tapestry Relic inventory icon.pngTapestry RelicPlace this item on the Relic Altar at the start of the Trial of the SekhemasFile:Tapestry Relic inventory icon.png3×11

Large relics

ItemInventory
size
Drop
level
Coffer RelicFile:Coffer Relic inventory icon.pngCoffer RelicPlace this item on the Relic Altar at the start of the Trial of the SekhemasFile:Coffer Relic inventory icon.png2×21
Incense RelicFile:Incense Relic inventory icon.pngIncense RelicPlace this item on the Relic Altar at the start of the Trial of the SekhemasFile:Incense Relic inventory icon.png4×11

Party mechanics

  • The Trial of the Sekhema's choices are made by the area's instance owner.
  • All party members share Honour.

Version history

Version Changes
Unknown
  • Introduced to the game.

References