Path of Exile 2

Path of Exile 2

26 ratings
Trial of Sekhemas
By Roxali Xsavier
Trial of Sekhemas relevant information. Here you will find information about what is related to the tiral and some tips for getting through it.
3
   
Award
Favorite
Favorited
Unfavorite
Introduction
The Trial of Sekhemas is a Rogue-like mode used to ascend as a subclass, and upon completion or failure, nothing is saved for future attempts. To access this mode, you must collect Djinn Barya.



After entering, the character will gain a second life bar called honor. It is not recovered normally and will receive part of the damage that would be caused to the character's normal life, and after reaching 0 the challenge is lost. The damage can be reduced by up to 90% in addition to the modifiers of the challenge itself.



When used for Ascendancy Level, you must complete a number of floors equivalent to your Grade. Upon finishing the floor, in the reward room where all the chests are, there is an altar where you can obtain Ascendancy points if you have not yet received them. Remember that you do not need to do all the Ascendancy tests using the same game mechanics.

Relics

Relics are items that grant exclusive bonuses for this game mode. All of these bonuses are modifiers that help you pass the challenge more easily, or can improve the loot.

Organization
These relics can be stored in a special stash, which can also be viewed while organizing the relics that will be used in the trial, but to do so you need to place the coin as if you were going to start the trial, but without clicking to start.

This chest can be accessed at any time on the Sekhemas map or inside your Hideout. Additionally, you can set the chest's affinity so that when you try to store relics in your regular chest, they will automatically be sent to the relic chest.



The option is next to the research space below the stash spaces.

The Item


Even with their exclusive function, relics still being items and are subject to their rules, including those of Production. In short, they can be Magic items and therefore have 2 modifiers, they can be reforged and have some currency items used on them. There is also a chance to obtain a Orange Unique item, which will grant some exclusive modifiers.



Currently, unique relics have a fixed mechanic of being disposable, and causing a significant Debuff for the duration of the trial, but when you kill the last boss of the challenge you receive a guaranteed Unique Item Drop.

Modifiers
Modifiers can have different frequencies depending on the type of relic, and this can be used when you are looking for something specific to pay special attention to them, save and reforge these pieces in particular. But even if this frequency exists, it is important to know some of the possibilities that can arise from these items.
  • Increase the Maximum Honor Limit.
  • Grant Honor Recovery in specific situations.
  • Increase Resistance specifically for Honor.
  • Increase the Character's Defensive Attributes, including HP.
  • Increase Movement Speed.
  • Chance of Key Drop.
  • Chance of Relic Drop.
  • Chance of Holy Water Drop.
  • Change in Damage and Resistances of Enemies, including Bosses.
  • Chance of Doubling the amount of Holy Water received.
  • Reveal Random Rooms on the Map.
This list contains a summary of these modifiers, but it may not include all of them. It will be updated as information is obtained.

For more information on production, you can see my Production Guide
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3390652452
The Trial Map
Upon entering the Trial, the character is placed in a random room among the room types, and later during the challenge, you can choose the path you will take to the end of the floor.



When reaching the room's end, you can interact with the type of reward for it, and with The Map. On this map you have an overview of some relevant information.
  • The possible routes that can be taken, visible by the yellow lines connecting the rooms.
  • The Name of the Room, which indicates the type of challenge it will provide.
  • The Reward for the rooms up to two columns ahead, or 2 rooms later.
  • The Afflictions for entering the visible rooms.
Some Afflictions, Blessings and Relics can modify the display of the Rewards and Afflictions, so be aware of these possibilities.

The Rooms
The names of the rooms can be read when they become visible, and with this important information would be obtained. Use this to decide which room is best for you.
  • Escape Trial: Crystals are scattered throughout the room, and the player must interact with all of them. When interacting with one, it indicates the direction of the next closest crystal. There is a countdown to complete, and each crystal gives additional time for the countdown. (No mandatory combat)
  • Gauntlet Trial: Room full of traps and locked doors, the player must find levers to open the passage and reach the end. (No mandatory combat)
  • Hourglass Trial: Survive the end of the countdown, killing rare monsters consumes part of the time, so it passes faster, but the focus is on avoiding damage, running in circles is a plausible choice. (No mandatory combat)
  • Ritual Trial: Skeletons are found summoning minions from portals, killing the summoners kills their summons, killing all the summoners completes the room. (mandatory combat)
  • Chalice Trial: Kill all the rare monsters in the room, somewhere between 2 or 3, plus possible minions. (mandatory combat)
But besides the type of room, it is important to observe and read which possible Affliction it will afflict you. Rooms that grant affliction have a purple stylized circle indicating that you will receive this debuff upon entering the room, and they can be the main reason for failing the Trial, so pay close attention to this information.

The Rewards
In addition to the type of room, there is what it rewards when you reach the end.
  • Key: The room provides a key to be used upon completing the trial floor, or in rarer special rooms.
  • Water Fountain: Grants Holy Water (the currency of the trial). Variants can inflict afflictions for a greater reward or grant blessings for a greater cost.
  • Shrine: You can spend water to recover lost honor. Variants can cure afflictions, or grant blessings at the cost of afflictions (this variant usually does not restore honor).
  • Merchant: You can spend water to purchase blessings, honor recovery, and other benefits.
  • Coffert: Allows you to use a key to gain an early reward.
Rooms can also impose afflictions on the character, and some of them can be extremely detrimental to the completion of the trial. These afflictions can be read on the map and are marked in purple to make them easier to see, perhaps this is the most relevant information on the map.
Boons and Afflictions

The main source of buffs and debuffs within the Trial are Boons and Afflictions. These effects can cause major changes in the game by strengthening the player, the map, or the monsters. When you acquire one of them, you can review and read its effect in the upper left corner of the screen, where they are accumulated within their respective icon to avoid visual clutter.

Boons

They will bring some significant benefits to the character and are usually obtained through Shops, Shrines that grant blessings, Shrines that allow the choice between blessings and afflictions, and Water Fountains that grant blessings.

Some of the effects worth mentioning are:
  • 40% more Movement Speed.
  • 50% more damage.
  • Enemies have 30% less life
These are the best possible effects to obtain, but even they are hardly worth a greater Affliction.

Afflictions

Afflictions will bring negative effects to the player during the Trial. These effects are separated into Major Afflictions and Minor Afflictions, which change depending on the damage they cause. They can be obtained by entering rooms, or by accepting them in exchange for rewards from specific rooms.
Major Afflictions

They will cause major changes to the Trial, usually extreme things like blocking the receipt of new Blessings or reducing important attributes to 0. These should generally be avoided because nothing will compensate for the harm they cause, but certain moments may allow them, pay attention to how close the Trial is to the end and whether you use the attribute that it will restrict.

Minor Afflictions

They will cause minor changes that will generally benefit the monsters of the Trial. You want to look for things that will not harm you as much when obtaining Blessings or specific Rewards from rooms, and for that you will look to see if these Minor Afflictions are there. They will also be viable choices when an entire column of rooms is affected by Afflictions, where you will choose the best path among the various options. This is usually the case for the first choice of rooms on each floor.

The main Afflictions to watch out for are:
  • Blocks the receipt of new Blessings.
  • Loss of Vision of rooms.
  • Enters Random Rooms.
Be very careful as these in particular can ruin your Trial.
Mechanics
The player must run through the rooms taking as little damage as possible, and accumulate as much Holy Water and Keys as possible. In addition, he must receive Blessings when possible, but avoid at all costs the Afflictions that will be harmful to him.

Water is obtained from some mobs, but mainly from fountains, and is important for buying perks, recovering honor and, at the end of the test, buying relics for future runs or exchanging for the chance to receive extra keys.

Keys can be used to open chests, bronze match white chests, silver match yellow chests and gold match unique chests. Maybe silver and gold are even rarer, but that's what I felt.

The damage changes made it possible for melee builds to complete this test, but they will still have a lot to fight on the test boss, as it will be a forced fight. However, all enemies in the test are slow to attack and can be dodged, including the last boss.

The main concern is about the Afflictions, some of which can make the challenge impossible, so you need to be careful when choosing which ones to take. The ones that go against your build are bad, but the worst ones can be:
  • Reduced movement
  • Entering random maps
  • Not knowing map information
Well, this was a quick guide to help those who are going to go through what may be the hardest test, good luck.
Tips
Here are some tips to help you with this mode:
  • The principle in the trial is to avoid damage, so try to focus on completing the objective and look for ways to avoid taking damage.
  • Movement speed is one of the main factors in this mode, being fast can help you get past traps and avoid damage.
  • The far and safe you are, the better for this mode. On the other hand, you can try to deal a lot of damage to blow up enemies quickly.
  • Avoid picking up Afflictions that have randomness, especially regarding the rooms. It is important to know where you are going, and especially the possible afflictions that we will receive in the rooms.
  • Blessings can be good, but the most important thing is to avoid problematic afflictions.
  • Bronze Keys are not that precious.
  • There are 4 Bronze and Silver chests, and 2 Gold ones. These chests can have specific properties, such as armor, weapons, relics, and possibly random.
  • Merchants are interesting to help, especially in initial rooms, but their prices are usually better above 350 waters.
  • As a farming mechanic, focus on killing rare monsters, finding yellow chests, and obtaining golden keys.
5 Comments
on3atu 18 Jul @ 12:50am 
Ty
CharlieDog 14 Jun @ 10:57am 
Thanks. The game itself gives no real information on the mechanics of the trial.
Hazel "Hank" Murphy 25 Jan @ 1:05pm 
Needs to be removed from the game entirely, miserable system especially for any class built around taking occasional damage.
rohrputzer 17 Dec, 2024 @ 9:06am 
Thanks for the guide....helps a lot ;D
DDVaMpZzz 15 Dec, 2024 @ 11:39pm 
yesterday tried this trial (playing with friend) seemed buggy and so in the end looks like its a solo play content :) Thanks for guide it clears so much for this mode