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
| Line | Family | Tiers I to IV | Tiers V to VIII | Tiers IX to XII | Spoil |
|---|---|---|---|---|---|
| The Lantern Glade | Meadow | Bumbrel | Veylark | Myralume | |
| The Magma Vents | Ember | Scorvane | Tembrix | Volshar | |
| The Riptide Basin | Tide | Nacril | Vortula | Thalune | |
| The Crystal Spires | Highland | Dolmorr | Kavrune | Torvail | |
| The Rootbound Hollow | Canopy | Brambrax | Elytril | Nemorak |
Spoils go into Workshop recipes for lures and the best rods.
Tiers
| Tier | Boss health | Time limit | Islemarks | Spoils | Combat XP | First clear adds |
|---|---|---|---|---|---|---|
| I | 42 | 4 min | 6 | 1 | 50 | 60 Islemarks |
| II | 64 | 4 min | 9 | 1 | 65 | 60 Islemarks and a Lineage Charm |
| III | 170 | 4 min | 12 | 1 | 80 | 5 Keystone Fragments |
| IV | 240 | 4 min | 16 | 2 | 95 | 10 Keystone Fragments and the line's Champion title |
| V | 320 | 5 min | 20 | 2 | 110 | 110 Islemarks |
| VI | 410 | 5 min | 24 | 2 | 125 | 120 Islemarks and 2 Keystone Fragments |
| VII | 510 | 5 min | 28 | 3 | 140 | 130 Islemarks |
| VIII | 620 | 5 min | 33 | 3 | 155 | 140 Islemarks |
| IX | 740 | 7 min | 38 | 3 | 170 | 150 Islemarks and 3 Keystone Fragments |
| X | 880 | 7 min | 44 | 4 | 185 | 160 Islemarks |
| XI | 1,040 | 7 min | 50 | 4 | 200 | 170 Islemarks |
| XII | 1,240 | 7 min | 58 | 4 | 215 | 180 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
| Line | From tier III | From tier VI |
|---|---|---|
| The Lantern Glade | Wisps drift in to heal the boss. Strike a wisp to pop it; that also makes the boss take more damage for 5 seconds | It hides among false lights. Only the real one leaves a shadow; striking a false light blinds you |
| The Magma Vents | It burrows. Strike the glowing vent before it erupts and the boss bursts out Winded | Two vents glow at once. Strike one and keep clear of the other, which still erupts |
| The Riptide Basin | It dives and a current drags you round. Stand next to the gold pool, not in it, when it surfaces | The current pulls harder, toward geysers |
| The Crystal Spires | It fires crystal lances down red lines. Hide behind a pillar, then strike while it recharges | Fewer pillars, and each breaks after one lance |
| The Rootbound Hollow | Bait its charge into a root support: it crashes, stunned and Winded | Thorns 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%.
| Tiers | Drop chance | Meter per clear |
|---|---|---|
| III to V | 2% | +2% |
| VI to VIII | 4% | +5% |
| IX to XII | 8% | +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.