Trial of the Sekhemas: Difference between revisions
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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 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. | ||
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. | |||
<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 | ||
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. | ||
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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. | ||
==Mechanics== | ==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]]. | ||
* The default maximum | * Honour is lost from hits from monsters or traps in the Trial. Closer proximity to monsters reduces the Honour lost on hit.{{confirm}} | ||
* | * Minions and non-party allies do not cause Honour to be lost if hit. | ||
* Minions and non-party allies do not cause | * A fixed amount of Honour can be restored in Fountain rooms. | ||
* A fixed amount of | |||
* 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. | * 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). | * 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). | ||
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* Aureus drops from Templar Stash [[chest]]s, as well as from Guards and Bosses when killed. | * Aureus drops from Templar Stash [[chest]]s, as well as from Guards and Bosses when killed. | ||
=== | ===Keys=== | ||
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. | |||
===Boon=== | ===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 | * 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 | | 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 | |||
| Minor | |||
|} | |} | ||
</div> | </div> | ||
===Affliction=== | ===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 | * 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"> | ||
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! Affliction Type !! Icon !! Affliction Name !! Description | ! Affliction Type !! Icon !! Affliction Name !! Description | ||
|- | |- | ||
| Minor Affliction || || Spiked Shell || Monsters have 50% increased Maximum Life | |||
| | |||
| | |||
|} | |} | ||
</div> | </div> | ||
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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. | * Gauntlet Trial: Defeat the Rare Monsters: The player must defeat all of the rare monsters in the room. Clearing 50% of the rare monsters will cause an indicator to appear, pointing towards remaining rare monsters. | ||
* Disable the Crystals: The player must disable all of the Death Crystals in the room. Any Crystals still active when the timer expires will deal damage. | * 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. | ||
* Defeat the Ritual Casters: Defeat the Ritual Casters to close the portals. | |||
* Find the Exit: Find the exit, avoiding traps and monsters. | |||
* | * Survive: Survive until the timer expires. | ||
* | |||
==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=== | ===Item Reward Room=== | ||
When players are offered rewards, they have three options: | |||
* Receive #x <item1> now | * Receive #x <item1> now | ||
* Receive #x <item2> at end of the Floor ("at end of the next Floor" if on room 8) | * Receive #x <item2> at end of the Floor ("at end of the next Floor" if on room 8) | ||
* Receive #x <item3> on completing the | * Receive #x <item3> on completing the Trial | ||
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 Sacred Water fee to open. | |||
=== | ===Sacred Water Fountain=== | ||
[[ | Contains a fountain containing [[Sacred Water]]; comes in 2 types: Small or Large. | ||
=== | ===Orbala Statue=== | ||
Players can spend 5 Sacred Water to recover 20% of Honour and gain a random Boon. | |||
===Merchant=== | ===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== | ==Enemies== | ||
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! Boss Name !! Boss Room !! Description | ! Boss Name !! Boss Room !! Description | ||
|- | |- | ||
| [[Rattlecage]] || Trial of Strength || | | [[Rattlecage, the Earthbreaker]] || Trial of Strength || | ||
|- | |- | ||
| [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] || | | [[Hadi of the Flaming River]]<br>[[Rafiq of the Frozen Spring]] || | ||
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==Rewards== | ==Rewards== | ||
===Ascendancy=== | |||
{{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: | |||
===Jewels=== | ===Jewels=== | ||
[[Jewel]]s are items which can be found randomly throughout the trial from monsters or chests. These jewels are craftable items that can be socketed into jewel sockets on the [[passive skill tree]] to grant various stats or modify the effects of other passives in the jewel's radius. | [[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. |
Revision as of 07:40, 22 November 2024
Lua error: Error: Table areas not found.. 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.
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 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.
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.
-
Empty Relic Altar before putting in a coin
-
The Relic Altar in its initial state
-
Fully unlocked Relic Altar
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 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 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
Defensive mechanics such as evade/dodge chance, damage reduction, block, spell suppression, and avoidance do not directly affect the loss of Resolve. However, the primary defence stats scale certain Resolve-specific defences found exclusively in the Sanctum:
- Resolve Mitigation: Mitigation prevents a portion of Resolve loss and scales with your Armour. #% Resolve Mitigation from Enemy Hits
- Resolve mitigation scales approximately logarithmically, up to 40% at ~3 million armour.
- Resolve Avoidance: This scales with your Evasion Rating. #% chance to Avoid Resolve loss from Enemy Hits
- Resolve avoidance scales approximately logarithmically, up to 40% at ~3 million evasion rating.
- Resolve Aegis: 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. # Resolve Aegis
- Resolve avoidance scales approximately logarithmically, up to ~65 at ~160 thousand energy shield.
Aureus
- 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.
- Aureus can be traded to the merchant for a small amount of Resolve recovery, various Boons, or relics.
- Aureus is maintained between rooms and floors, and is reset when the Sanctum run ends.
- Aureus drops from Templar Stash chests, as well as from Guards and Bosses when killed.
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 |
Trial objectives
Each room contains one of the following trial objectives:
- Gauntlet Trial: Defeat the Rare Monsters: The player must defeat all of the rare monsters in the room. Clearing 50% of the rare monsters will cause an indicator to appear, pointing towards remaining rare monsters.
- Disable the Crystals: The player must disable all of the Death Crystals in the room. Any Crystals still active when the timer expires will deal damage.
- Defeat the Ritual Casters: Defeat the Ritual Casters to close the portals.
- Find the Exit: Find the exit, avoiding traps and monsters.
- 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.
Item Reward Room
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 Trial
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 Sacred Water fee to open.
Sacred Water Fountain
Contains a fountain containing Sacred Water; comes in 2 types: Small 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
Boss Name | Boss Room | Description |
---|---|---|
Rattlecage, the Earthbreaker | Trial of Strength | |
Hadi of the Flaming River Rafiq of the Frozen Spring |
||
Zarokh, the Eternal |
Rewards
Ascendancy
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:
Jewels
Jewels are items which can be found randomly throughout the trial from monsters or chests. These jewels are craftable items that can be socketed into jewel sockets on the passive skill tree to grant various stats or modify the effects of other passives in the jewel's radius.
Relics
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
Item | Inventory 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.png | 2×1 | 1 |
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.png | 1×2 | 1 |
Medium relics
Item | Inventory 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.png | 1×3 | 1 |
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.png | 3×1 | 1 |
Large relics
Item | Inventory 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.png | 2×2 | 1 |
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.png | 4×1 | 1 |
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 |
---|