Trial of the Sekhemas
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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 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.. 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
Djinn 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 Trial of the Sekhemas. 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.
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.
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 an interactable object in the Trials of the Sekhemas. It is used to activate the effects of your relics, and is found at the beginning of each floor.
- 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 floor bosses or opening specific types of key caches.
- 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
.
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.
Unlocking
Initially you can only place relics in the centre 6 squares of the Relic Altar. Locked inventory spaces can be unlocked by completing various floors in the Trial. These unlocks are shared by your characters in a league.
Floor completion required to unlock squares:
3 | 1 | 1 | 2 | X |
2 | 3 | |||
3 | 4 | |||
X | 4 | 1 | 2 | 4 |
-
Empty Relic Altar before putting in a coin
-
The Relic Altar in its initial state
-
Fully unlocked Relic Altar
Mechanics
Honour
- Honour is an additional stat player characters have while participating in the Trial.
- The default maximum Honour is based on the sum of the player's default maximum life and energy shield upon starting the trial. If a character possesses the Mind over Matter keystone, maximum mana will be added to this total as well. 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, up to 35% less in close range.
- Minions and non-party allies do not cause Honour to be lost if hit.
- A varying percentage of Honour can be restored in Fountain rooms.
- Gaining additional Maximum Honour will also cause the character to gain current Honour of the same amount. Losing Maximum Honour will not further affect the current Honour.
- Honour Resistance reduces the amount of Honour lost by the listed percentage.
Sacred Water
- Sacred Water is a type of non-tradeable currency can be found in the Trial from chests or killed enemies. It appears as light blue droplets of water emitting a blue energy. 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.
Leftover Sacred Water can be converted into Keys at the Keth Forge in the cache reward room after a floor boss.
Keys
Completing a room may reward 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 Golden Caches within the Trials
. Bronze and Silver Keys can be infrequently obtained from defeating monsters or opening chests and other loot containers in Trial areas.
Keys can also be obtained by converting Sacred Water in the Keth Forge in the cache reward room after a floor boss.
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.
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 |
---|---|---|---|
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 |
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 | 25% reduced Movement Speed |
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 Pledges which provide significant upsides and downsides.
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.
Tips for dealing with traps
- Most traps can be dodge-rolled through, with immunity for the entire animation.
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.
- Escape 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. Clicking a Crystal adds time to the timer and indicates the direction of the next Crystal.
- Ritual Trial - Defeat the Ritual Casters: Defeat the Ritual Casters to close the portals spawning endless monsters.
- Gauntlet Trial - Find the Exit: Find the exit, avoiding traps and monsters. Players will need to pull coloured levers to unlock paths.
- Hourglass Trial - Survive: Survive until the timer expires. Killing rare monsters reduces the timer.
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 or Large.
Shrine
- 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: Bestows the fickle Blessings of the Wind - Spend 5 Sacred Water to Restore 50% of your Honour before increases, gain a random Boon, and cleanse a random Affliction.
Note: The Honour Restored is based on your default Honour before any increases or decreases.
Pledge
Pledge to Kochai: Players can spend 5 Sacred Water to select one of three random Pledges.
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.
Floor Bosses
Boss Name | Boss Room | Floor name | Description |
---|---|---|---|
Rattlecage, the Earthbreaker | Collapsing Cavern | Test of Strength | Four-legged golem that uses fiery slam attacks. |
Hadi of the Flaming River Rafiq of the Frozen Spring |
Ceremonial Chamber | Test of Will | Two large melee sentinels that use fire and ice melee attacks. |
Ashar, the Sand Mother | Sand Pit | Test of Cunning | A large scorpion that burrows and inflicts poison 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. |
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. The room also contains a Keth Forge to convert leftover Sacred Water into keys, and Balbala appears as a merchant to sell Relics.
The first ascendancy and the first set of points (2) can be obtained with the quest item 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.. To obtain subsequent ascendency points with this ascendancy method you must complete more floors on the Trial of the Sekhemas with a random drop key. The number of floor available is determined by the area level of the
Djinn 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 Trial of the Sekhemas. used.
Area level | Available trial |
---|---|
< 45 | 1 |
45 - 59 | 2 |
60 - 74 | 3 |
> 74 | 4 |
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:
- Warrior's Cache: Contains melee weapons
- Mage's Cache: Contains caster weapons and foci
- Ranger's Cache: Contains bows and crossbows
- Helmet Cache: Contains helmets
- Body Armour Cache: Contains body armours
- Gloves Cache: Contains gloves
- Boots Cache: Contains boots
- Shield Cache: Contains shields
- Jewellery Cache: Contains rings and amulets
- Amulet Cache: Contains amulets
- Ring Cache: Contains rings
- Belt Cache: Contains belts
- Royal Cache: Contains regular jewels
- Time-lost Cache: Contains time-lost jewels
- Arcanist's Cache: Contains basic currency
- Hoarder's Cache: Contains random stacks of gold
- Relic Cache: Contains relics
- Small Relic Cache: Contains small relics
- Medium Relic Cache: Contains medium relics
- Mysterious Cache: Contains a random selection of gold and items including relics
- Cartographer's Cache: Contains waystones
- Gold Spectrum Cache: Contains a random Grand Spectrum unique jewel
Bronze Caches typically drop a few items, Silver Caches drop multiple items, and Gold Caches drop even more items.
Superior and Prime affixes may also be found on caches found after the Floor 2 and Floor 3/4 bosses respectively which appear to have increased item rarity.
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.
Party mechanics
- 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.
Videos
Version history
Version | Changes |
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0.1.1 |
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0.1.0e |
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0.1.0 |
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