PoE 2 Ref

Trial of the Sekhemas

A four-floor run through the Sekhema tombs where damage you take drains Honour instead of just Life. Below: every floor and its boss, every room you can path into, and all the Boons, Afflictions and Pledges that can land on you.

How a run works

This map shows your current progress on this floor of the Trial of the Sekhemas. Your journey will take you on a path from the entrance of the floor to the boss room on the right; you can't double back to enter previous rooms.

You can see a few rooms ahead, which will help you make a choice about what path to take. Your run ends if you lose all your Honour or Life.

Some rooms are Afflicted, and will apply Afflictions to you when you enter them.

Getting in

A Barya opens a trial. The campaign hands you your first one; after that they drop, and the area level of the Barya decides how many floors that run contains — one floor below level 45, two from 45, three from 60, all four from 75.

Balbala's Barya

Campaign — a quest drop, opens your first trial · drops from level 22

Djinn Barya

The repeatable entry coin; its area level decides how many floors you can reach · drops from level 24

Test of Strength Barya

Starts the run on Test of Strength · drops from level 65

Test of Will Barya

Starts the run on Test of Will · drops from level 65

Test of Cunning Barya

Starts the run on Test of Cunning · drops from level 65

Test of Time Barya

Starts the run on Test of Time · drops from level 65

The four floors

Each floor ends with a boss, and each has its own skip coin. The level shown is the Barya area level at which that floor becomes part of the run.

Test of Strength

Floor 1 · always included

Boss: Rattlecage, the Earthbreaker

Opened by Test of Strength Barya

Test of Will

Floor 2 · included from area level 45

Boss: Terracotta Sentinels

Opened by Test of Will Barya

Test of Cunning

Floor 3 · included from area level 60

Boss: Ashar, the Sand Mother

Opened by Test of Cunning Barya

Test of Time

Floor 4 · included from area level 75

Boss: Zarokh, the Temporal

Opened by Test of Time Barya

Honour and your defences

Damage taken inside the Trial drains Honour, and losing all of it ends the run — without killing your character. Honour carries from room to room and floor to floor within a run, and a fresh Barya starts you at full. Your gear still matters: each defence layer interacts with Honour loss differently, and since 0.5.0 your maximum Runic Ward is added to your starting Honour.

Armour

Mitigation prevents a portion of Resolve loss and scales with your Armour

Evasion

This scales with your Evasion Rating

Energy Shield

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

These popups still call the bar "Resolve", the name it carries internally, while the run UI labels it Honour.

Rooms you can path into (21)

You can see a few rooms ahead and choose your route, so knowing what each room offers is most of the strategy. Room types the game names differently on each floor list all four names.

Escape Trial

Hourglass Trial

Ritual Trial

Chalice Trial

Gauntlet Trial

Boss

Per floor: Collapsing Cavern · Ceremonial Chamber · Sand Pit · Outside of Time

Merchant

Contains Merchant

Honour Tabana

Awards a Shrine to restore Honour

Pledge to Kochai

Awards a Pledge which can be accepted to change the Trial's Parameters

Honour Halani

Awards a Shrine to restore Honour and gain Sacred Water

Honour Ahkeli

Awards a Shrine that greatly restores Honour and burdens you with an Affliction

Honour Orbala

Awards a Shrine that restores Honour and grants you a Boon

Honour Galai

Awards a Shrine that bestows the fickle Blessings of the Wind

Fountain

Awards a Large Sacred Water Fountain

Fountain

Awards a Sacred Water Fountain

Bronze Key

Awards Bronze Key

Silver Key

Awards Silver Key

Gold Key

Awards Gold Key

Bronze Cache

Awards a Bronze Cache. Requires a Bronze Key to Open

Silver Cache

Awards a Silver Cache. Requires a Silver Key to Open

Golden Cache

Awards a Gold Cache. Requires a Gold Key to Open

Fountains and caches

What the objects inside a room actually give you.

  • Restore {0} of your Honour
  • Restore {0} of your Honour Gain a random Boon
  • Restore {0} of your Honour Gain a random Minor Affliction
  • Restore {0} of your Honour Gain a random Boon Cleanse a random Affliction

All 91 effects a run can apply to you, with the game's exact wording. Minor Afflictions and Boons can escalate into their Major versions when the same effect lands twice.

Minor Boons (24)

Assassin's Blade

The next 10 non-Boss Monsters you Hit are killed Instantly

Balbala's Gift

Your next purchase from the Merchant has no cost

Black Pearl

Traps deal 50% reduced Damage

Chipped Dice

The Merchant's Shop can be Rerolled

Diverted River

Sacred Water found on this floor is doubled

Enchanted Urn

30% increased Effect of your Non-Unique Relics

Flooding Rivers

50% more Sacred Water found

Fright Mask

Monsters deal 20% less Damage

Glowing Orb

The next time you go below 20% of Maximum Life, restore all Life, Energy Shield and 50% of Honour

Hare Foot

40% increased Movement Speed

Honoured Challenger

50% increased Honour restored

Lustrous Lacquer

You have 50% more Armour, Evasion and Energy Shield

Lustrous Pearl

Traps are slower

Mirror of Fortune

The next Key you pick up is duplicated

Moment's Peace

You cannot be Damaged until you complete the next room

Orbala Statuette

You have 25% more Maximum Honour

Ornate Dagger

You and your minions deal 50% more Damage

Sanguine Vial

Monsters have 30% less Maximum Life

Scrying Crystal

You can see an additional room ahead on the Trial Map

Silver Chalice

The next Minor Boon you gain is converted into a random Major Boon

Silver Tongue

50% reduced Merchant prices

Upward Path

Your Sacred Water found is increased by 10% on room completion (removed when you purchase something from the Merchant)

Viscous Ichor

Monsters have 15% reduced Action Speed

Wooden Effigy

UNUSED

Major Boons (12)

Ahkeli's Guard

You cannot be Damaged for 1 second after taking Damage from an Enemy Hit

All-Seeing Eye

The Trial Map is fully revealed

Crystal Shard

The next Affliction you gain is converted into a random Minor Boon

Dekhara's Necklace

You cannot receive any more Minor Afflictions

Garukhan's Favour

Ignore the first Damage taken from an Enemy Hit in each room

Holy Water

Gain a random Minor Boon when you venerate a Maraketh Shrine

Imperial Seal

Traps are Disabled

Orbala's Leathers

Upon reaching 0 Honour, revive once with 50% less Honour

Raincaller

Sacred Water found is doubled

Reparations

Gain 2 Sacred Water when you take Damage from an Enemy Hit

Sacred Mirror

Keys you pick up are duplicated

Sekhema's Cloak

Upon reaching 0 Honour, revive once with full Honour

Minor Afflictions (40)

Black Smoke

You can see one fewer room ahead on the Trial Map

Blunt Sword

You and your Minions deal 40% less Damage

Chains of Binding

Monsters inflict Binding Chains on Hit

Costly Aid

Gain a random Minor Affliction when you venerate a Maraketh Shrine

Dark Pit

Traps deal 100% increased Damage

Deceptive Mirror

You are not always taken to the room you select

Dishonoured Tattoo

100% increased Damage Taken while on Low Life

Exhausted Wells

Chests no longer grant Sacred Water

Fiendish Wings

Monsters' Action Speed cannot be slowed below base Monsters have 25% increased Attack, Cast and Movement Speed

Forgotten Traditions

50% reduced Effect of your Non-Unique Relics

Gate Toll

Lose 30 Sacred Water on room completion

Golden Smoke

Rewards are unknown on the Trial Map

Haemorrhage

You cannot restore Honour (removed after killing the next Boss)

Honed Claws

Monsters deal 30% more Damage

Hungry Fangs

Monsters remove 5% of your Life, Mana and Energy Shield on Hit

Iron Manacles

You have no Evasion

Leaking Waterskin

Lose 20 Sacred Water when you take Damage from an Enemy Hit

Low Rivers

50% less Sacred Water found

Myriad Aspersions

When you gain an Affliction, gain an additional random Minor Affliction

Purple Smoke

Afflictions are unknown on the Trial Map

Rapid Quicksand

Traps are faster

Red Smoke

Room types are unknown on the Trial Map

Rusted Mallet

Monsters always Knockback Monsters have increased Knockback Distance

Season of Famine

The Merchant offers 50% fewer choices

Sharpened Arrowhead

You have no Armour

Shattered Shield

You have 50% less Energy Shield

Spiked Shell

Monsters have 50% increased Maximum Life

Suspected Sympathiser

50% reduced Honour restored

Tattered Blindfold

90% reduced Light Radius Minimap is hidden

Trade Tariff

50% increased Merchant prices

Tradition's Demand

The Merchant only offers one choice

Untouchable

You are Cursed with Enfeeble

UNUSED

You can have a maximum of 5 Boons

UNUSED

Guards release a Volatile Anomaly on Death

UNUSED

Guards are accompanied by a Gargoyle

UNUSED

Every room grants a random Minor Affliction (Afflictions granted this way are removed on room completion)

UNUSED

Chests in rooms explode when opened

Weakened Flesh

25% less Maximum Honour

Winter Drought

Lose all Sacred Water on floor completion

Worn Sandals

30% less Movement Speed if you've been Hit by an Enemy Recently

Major Afflictions (12)

Branded Balbalakh

Cannot restore Honour

Chiselled Stone

Monsters Petrify on Hit

Corrosive Concoction

You have no Armour, Evasion and Energy Shield

Deadly Snare

Traps deal Triple Damage

Death Toll

Monsters no longer drop Sacred Water

Ghastly Scythe

Losing Honour ends the Trial (removed after 3 rooms)

Counts down a room at a time

Glass Shard

The next Boon you gain is converted into a random Minor Affliction

Orb of Negation

Non-Unique Relics have no Effect

Unassuming Brick

You cannot gain any more Boons

Unquenched Thirst

You cannot gain Sacred Water

UNUSED

Rooms spawn Volatile Anomalies

Veiled Sight

Rooms are unknown on the Trial Map

Pledges (3)

Pledge to the Afflicted

10% reduced Honour Restored

Pledge to the Deserted

Monsters do not drop Sacred Water

Pledge to the Powerful

100% more Honour lost in non-Boss Rooms

Adrenaline Vial, Death Toll, Earned Honour, Fountain of Youth, Pledge to the Guileful, Spiked Exit also exist, but the game assembles their effect text at runtime from values it formats itself — so they are listed by name rather than shown with numbers we can't state exactly.

Relics & the relic modifier pool · Back to the Trials hub