Trials

Private boss fights against each family's beasts: the five lines, twelve tiers, how a fight works and what it pays.

A trial is a boss fight in a private arena of your own, started from /trials. Each family has a line of twelve tiers against three of its beasts in turn. Tiers I and II need no adult beast; from tier III you fight merged.

How trials work

  • Trials are solo: no other players enter your arena.
  • You can start one from anywhere, and you return where you were when it ends.
  • Each tier opens when you clear the one below it. Progress, first clears and trails belong to your island, so co-op members share them.
  • The Meadow line is open from the start; each other line opens with its family.
  • There is no entry cost and no daily limit.

The lines

LineFamilyTiers I to IVTiers V to VIIITiers IX to XIISpoil
The Lantern GladeMeadowBumbrelVeylarkMyralumeLantern Mote
The Magma VentsEmberScorvaneTembrixVolsharMagma Core
The Riptide BasinTideNacrilVortulaThaluneRiptide Pearl
The Crystal SpiresHighlandDolmorrKavruneTorvailSpire Crystal
The Rootbound HollowCanopyBrambraxElytrilNemorakHeartroot Bark

Spoils go into Workshop recipes for lures and the best rods.

Tiers

TierBoss healthTime limitIslemarksSpoilsCombat XPFirst clear adds
I424 min615060 Islemarks
II644 min916560 Islemarks and a Lineage Charm
III1704 min121805 Keystone Fragments
IV2404 min1629510 Keystone Fragments and the line's Champion title
V3205 min202110110 Islemarks
VI4105 min242125120 Islemarks and 2 Keystone Fragments
VII5105 min283140130 Islemarks
VIII6205 min333155140 Islemarks
IX7407 min383170150 Islemarks and 3 Keystone Fragments
X8807 min444185160 Islemarks
XI1,0407 min504200170 Islemarks
XII1,2407 min584215180 Islemarks and 4 Keystone Fragments

The boss hits harder and attacks faster with every tier: from a 1-heart slam every 6.5 seconds at tier I to a 4-heart slam every 3.7 seconds at tier XII. The Champion titles are Lantern, Magma, Riptide, Crystal and Thorn Champion.

The fight

In tiers I and II, ordinary attacks hurt the boss. From tier III only merged blows count, so merge before the countdown ends. Your hearts don't heal on their own during a run.

Between openings the boss is Guarded and takes 35% damage. After it attacks it is Winded for a moment and takes 160%, so strike then. It slams and charges; from tier III it adds its family's hazard and its line's mechanic, from tier VI it becomes enraged and faster at half health, and from tier IX it makes a last stand at a quarter of its health.

Each line's mechanic

LineFrom tier IIIFrom tier VI
The Lantern GladeWisps drift in to heal the boss. Strike a wisp to pop it; that also makes the boss take more damage for 5 secondsIt hides among false lights. Only the real one leaves a shadow; striking a false light blinds you
The Magma VentsIt burrows. Strike the glowing vent before it erupts and the boss bursts out WindedTwo vents glow at once. Strike one and keep clear of the other, which still erupts
The Riptide BasinIt dives and a current drags you round. Stand next to the gold pool, not in it, when it surfacesThe current pulls harder, toward geysers
The Crystal SpiresIt fires crystal lances down red lines. Hide behind a pillar, then strike while it rechargesFewer pillars, and each breaks after one lance
The Rootbound HollowBait its charge into a root support: it crashes, stunned and WindedThorns burst under you while it hunts. Keep moving

From tier IX every mechanic of the line comes back at once.

Failing and leaving

A hit that would knock you out ends the run. At Combat 5, Second wind saves you once per run on 2 hearts, and the Combat heart perks give you more to start with. A run also fails when time runs out, and leaving in any way, such as /trials leave, a teleport or disconnecting, ends it unpaid. A failed run in which you dealt at least 5% of the boss's health still gives a quarter of the tier's Combat XP.

Rewards

A clear pays your island the tier's Islemarks and spoils and gives you its Combat XP, every time. The first clear of each tier on each line pays its bonus once per island. All first clears of one line add up to 1,280 Islemarks, a Lineage Charm, 24 Keystone Fragments and a title.

Trails

Each line has its own companion trail: the Lantern, Magma, Riptide, Crystal and Thorn trail. From tier III every clear has a chance to drop it and fills a meter that makes the drop certain at 100%.

TiersDrop chanceMeter per clear
III to V2%+2%
VI to VIII4%+5%
IX to XII8%+10%

Each line's trail drops once per island.

Offerings

Bring an offering from the Workshop to a run of its line: a clear then pays 2 more spoils and fills the trail meter twice as fast. The offering is only used on a clear.