The Trial of the Sekhemas in Path of Exile 2 is a high-stakes roguelike gauntlet that tests strategic decision-making just as much as character power. At its core, it's a perilous journey through floors of randomized rooms where you must manage a unique life force called Honour and spend a temporary currency, Sacred Water, to gain an edge. Success isn't about brute force; it’s about making smart pathing choices, leveraging powerful Boons, avoiding crippling Afflictions, and preparing with the right set of Relics. This guide will break down every system, turning what seems like a chaotic challenge into a predictable and highly profitable farming strategy.
Below you’ll find everything you need to master the Trial at a high level: a complete explanation of the Honour and Sacred Water mechanics; a deep dive into building a powerful Relic loadout; strategies for room selection; and a full breakdown of all Boons and Afflictions. We will then walk you through detailed strategies for every boss, from the floor guardians to the final pinnacle encounter with Zarokh, the Temporal, ensuring you can conquer the trial and claim its most exclusive rewards.
You will first encounter the Trial of the Sekhemas in Act 2 of the campaign. After defeating the boss Balbala, the Traitor in the Traitor's Passage area, she will drop a quest coin called Balbala's Barya. Once you pick up this coin, which grants you access to the Trial, use the Desert Map to travel to the Trial of the Sekhemas. There, you will find a Relic Altar; simply interact with it and insert the Barya to begin the challenge. The quest Barya isn’t consumed on failure, so you can retry the trial until you succeed.
The Trial of the Sekhemas is a challenging gauntlet where you navigate through a series of rooms spread across multiple floors, culminating in a boss battle at the end of each floor. While the introductory version in Act 2 is short, you can later use higher-tier Baryas to access longer and more difficult trials with greater rewards.
Success in the Trial hinges on managing two unique resources:
Beyond managing the Trial’s unique resources, your success hinges on both strategic preparation and tactical decision-making during the run. The Relics you equip beforehand are foundational; they allow you to customize the trial to fit your build's strengths and weaknesses. Equally important are the choices you make inside, as navigating the rooms to acquire powerful Boons while avoiding crippling Afflictions is a constant test of judgment. Mastering these interconnected systems is the key to victory, and we will now explore them in greater detail.
Before you begin a run, make full use of the Relic Altar in the Trial lobby. Relics are special items you can equip into the altar’s grid to grant passive bonuses during the trial. Early on, only a few slots are available, but defeating Trial bosses will unlock up to 18 total relic slots over time. Relics can provide all kinds of advantages: increased maximum Honour, Honour Resistance, Bosses take increased Damage, increased Movement Speed, etc. You can and should stack multiple Relics to customize your strengths - e.g. equip several that boost Honour or reduce trap damage if you’re struggling to survive, or ones that increase loot drops if you’re farming.
Regular relics drop during trials and can be traded between players. There are also Unique Relics that only drop from the final boss Zarokh and enable special challenge runs. For example, the Unique Relic The Last Flame sets your maximum Honour to just 1, dramatically raising the stakes, but if you complete a run with it, you earn a famous and very expensive body armour Temporalis (Each Unique Relic corresponds to an exclusive Unique item prize for beating the trial under its handicap.) These are for the most experienced players - as a beginner, focus on collecting good non-Unique Relics first.
To use relics, simply place them in the altar along with your coin before starting the trial. Once a trial is underway, you cannot swap Relics until you finish or forfeit the run. It's important to understand that non-unique Relics are permanent items; you can use them in every run without losing them, regardless of the outcome. In contrast, Unique Relics are powerful consumables that are permanently used up the instant you activate the trial. Standard relics are of Magic rarity with random mods - you can even modify these with orbs to try to roll better affixes.
Prioritize relic mods like Honour Resistance, Maximum Honour, and increased quantity of Relics dropped by Monsters. Movement speed on relics is also fantastic to help dodge traps and bosses. Over time you’ll accumulate a library of relics in your Relic Locker (a stash shared by all characters for this league’s trials). Tailor your Relic loadout before each run based on what you need - survivability for learning attempts, or more quantity/loot bonuses once you’re confident.
Each floor of the Trial of the Sekhemas is a network of 8 rooms connected in a maze-like layout. You’ll progress one room at a time, choosing your path from those revealed ahead. You can normally see the next two rooms in each connected path on the Trial Map UI, including their type, reward, and any Affliction they carry. (Some Boons or Afflictions can alter how many rooms ahead are visible - e.g. All-Seeing Eye boon reveals the entire map, whereas Black Smoke affliction hides one room ahead.) Use this info to plan a safe route: identify rooms that benefit you and avoid those with afflictions or objectives that might ruin your run.
Every room presents an objective that must be completed to unlock the exit. These can vary: some are straight combat, others involve a minor challenge. For example, a Chalice room spawns a pack of rare Monsters you must defeat; an Escape room requires disabling a series of crystals (essentially a trap gauntlet race against a timer); a Ritual room has portals summoning enemies until you kill the ritual casters; a Gauntlet room is a pure trap maze where you navigate hazards and pull levers to reach the exit; an Hourglass room spawns endless enemies for a set time, testing your survival until the timer ends. The final room on each floor is always a Boss encounter. Pay attention to room names and icons on the map so you’re not caught by surprise. If your build hates traps, for instance, you might avoid “Gauntlet” rooms. Pick the path that plays to your strengths.
In addition to objectives, rooms have reward indicators. Many rooms simply yield some Sacred Water or item chest drops upon completion, but some have special rewards:
After you finish all rooms on a floor, you’ll face the Floor Boss. Defeating the boss opens the way to a reward area. In this safe zone, you’ll get a number of chests and Balbala will always be present here too. Use this opportunity to spend any water you have left - buy Boons/Relics from Balbala for the next floor, or use the Keth Shrine to convert all remaining water into extra keys.
Room Navigation Tip: Always consider the connections on the map, even for rooms you can’t see yet. Picking a room that branches out into multiple options can keep your future choices flexible, whereas going down a narrow path might force you into a bad affliction if no alternative route is available. In short, rooms with more exits give you more control over the trial’s outcome. If you see an affliction you absolutely want to avoid in the next column, check if there’s a path around it via a different route. Good room routing is often the difference between a smooth run and an impossible one.
Boons are your tempo and safety valves; Afflictions are the bill you pay for routing mistakes. In practice, prioritize map control and survivability first, economy second. Vision effects that reveal the layout, room types, and rewards make every choice better and are worth more than raw damage. Defensive and recovery boons that reduce Honour loss or restore it after rooms smooth out entire floors and let you play faster without bleeding out on chip damage. Economy boons that multiply Sacred Water or discount the Merchant are best taken early so they compound into more stabilizers and keys by the boss room.
Treat Afflictions as a triage problem. Hard skips include any that shut down your build or core systems (no Boons, no Relic effects, no Sacred Water) or that massively spike trap damage when your route still shows Gauntlets/Escapes. “Smoke” information penalties are manageable if you already have vision, but they become run-ending when stacked; avoid taking two at once. When you’re forced to accept a debuff, aim for ones that only slow you down (monster life/damage increases) rather than those that remove your defences or Honour recovery. If you find a conversion or protection effect later, you can neutralize future Afflictions and regain momentum.
| Name | Description | |
|---|---|---|
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Ahkeli's Guard | You cannot be Damaged for 1 second after taking Damage from an Enemy Hit |
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All-Seeing Eye | The Trial Map is fully revealed. Note: This overrides the Black, Golden, and Red Smoke afflictions. |
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Crystal Shard | The next Affliction you gain is converted into a random Minor Boon |
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Dekhara's Necklace | You cannot receive any more Minor Afflictions |
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Earned Honour | Restore # of your Honour on room completion. Note: Also restores all Life and Mana on room completion. |
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Garukhan's Favour | Ignore the first Damage taken from an Enemy Hit in each Room (stacks between rooms) |
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Holy Water | Gain a random Minor Boon when you venerate a Maraketh Shrine |
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Imperial Seal | Traps are Disabled. Note: Not all traps are disabled (e.g., some Floor 3 traps and Floor 4 portal traps). |
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Orbala's Leathers | Upon reaching 0 Honour, revive once with 50% less Honour |
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Raincaller | Sacred Water found is doubled |
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Reparations | Gain 2 Sacred Water when you take Damage from an Enemy Hit |
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Sekhema's Cloak | Upon reaching 0 Life, revive once with Full Honour |
| Name | Description | |
|---|---|---|
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Adrenaline Vial | Restore 30% of your Honour on entering a Boss Room |
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Assassin's Blade | The next 10 non-Boss Monsters you Hit are killed instantly |
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Balbala's Gift | Your next purchase from the Merchant has no cost |
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Black Pearl | Traps deal 50% less damage |
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Diverted River | Sacred Water found on this floor is doubled |
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Enchanted Urn | 30% increased Effect of your Non-Unique Relics |
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Flooding Rivers | 50% more Sacred Water found |
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Fountain of Youth | Restore # of your Honour when you venerate a Maraketh Shrine |
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Fright Mask | Monsters deal 20% less damage |
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Glowing Orb | The next time you go below 20% of Maximum Life, restore all Life, Energy Shield and 50% of Honour |
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Hare Foot | 40% increased Movement Speed |
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Honoured Challenger | 50% increased Honour restored |
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Lustrous Lacquer | You have 50% more Defences |
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Lustrous Pearl | Traps are slower |
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Mirror of Fortune | The next Key you pick up is duplicated |
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Moment's Peace | You cannot be Damaged until you complete the next room |
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Orbala Statuette | You have 25% more Maximum Life |
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Ornate Dagger | You and your minions deal 50% more Damage |
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Sanguine Vial | Monsters have 30% less Maximum Life |
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Silver Chalice | The next Minor Boon you gain is converted into a random Major Boon |
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Silver Tongue | 50% reduced Merchant prices |
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Scrying Crystal | You can see an additional room ahead on the Trial Map |
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Upward Path | Your Sacred Water found is increased by 10% on room completion (removed when you purchase something from the Merchant) |
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Viscous Ichor | Monsters have 15% reduced Action Speed |
| Name | Description | |
|---|---|---|
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Branded Balbalakh | Cannot restore Honour |
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Corrosive Concoction | You have no defences |
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Deadly Snare | Traps deal Triple Damage |
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Death Toll | Take # Physical Damage after completing 8 rooms (removed after it activates) |
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Ghastly Scythe | Losing Honour ends the Trial (removed after 3 rooms) |
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Glass Shard | The next Boon you gain is converted into a random Minor Affliction |
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Orb of Negation | Non-Unique Relics have no Effect |
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Unassuming Brick | You cannot gain any more Boons |
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Unquenched Thirst | You cannot gain Sacred Water |
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Veiled Sight | Rooms are unknown on the Trial Map |
| Name | Description | |
|---|---|---|
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Black Smoke | You can see one fewer room ahead on the Trial Map |
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Blunt Sword | You and your Minions deal 40% less Damage |
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Chains of Binding | Monsters inflict Binding Chains on hit |
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Chiselled Stone | Monsters Petrify on Hit |
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Costly Aid | Gain a random Minor Affliction when you venerate a Maraketh Shrine |
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Dark Pit | Traps deal 100% increased Damage |
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Deceptive Mirror | You are not always taken to the room you select |
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Dishonoured Tattoo | 100% increased Damage Taken while on Low Life |
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Fiendish Wings | Monsters' Action Speed cannot be slowed below base. Monsters have 25% increased Attack, Cast, and Movement speed. |
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Forgotten Traditions | 50% reduced Effect of your Non-Unique Relics |
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Golden Smoke | Rewards are unknown on the Trial Map |
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Haemorrhage | You cannot restore Honour (removed after killing the next Boss) |
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Honed Claws | Monsters deal 30% more Damage |
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Hungry Fangs | Monsters remove 3% of your Life, Mana, and Energy Shield on Hit |
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Iron Manacles | You have no Evasion |
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Leaking Waterskin | Lose 20 Sacred Water when you take Damage from an Enemy Hit |
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Low Rivers | 50% less Sacred Water found |
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Purple Smoke | Afflictions are unknown on the Trial Map |
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Rapid Quicksand | Traps are faster |
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Red Smoke | Room types are unknown on the Trial Map |
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Sharpened Arrowhead | You have no Armour |
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Shattered Shield | You have 50% less Energy Shield |
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Spiked Exit | Take 25 Physical Damage upon Room Completion |
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Spiked Shell | Monsters have 50% increased Maximum Life |
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Suspected Sympathiser | 50% reduced Honour restored |
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Tattered Blindfold | 90% reduced Light Radius. Minimap is hidden. |
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Trade Tariff | 50% increased Merchant prices |
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Tradition's Demand | The Merchant only offers one choice |
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Untouchable | You are Cursed with Enfeeble |
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Weakened Flesh | 25% less Maximum Honour |
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Winter Drought | Lose all Sacred Water on floor completion |
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Worn Sandals | 30% less Movement Speed if you've been Hit by an Enemy Recently |
Plan routes with these priorities in mind: secure vision and a defensive stabilizer before committing to profit lines, then lean into economy to snowball. Spend Sacred Water aggressively if it prevents losing Honour - surviving keeps your multipliers working - and convert leftovers to keys at the boss room. The end result should feel consistent: fewer resets to trap spikes, cleaner boss entries with high Honour, and enough keys to target the reward caches you actually want.
Upon defeating a floor boss, you will gain access to the Boss Reward Room, a safe sanctuary that serves as the culmination of your efforts on that floor. This area is more than just a loot chamber; it contains several key features. You will find your stash for inventory management, Balbala acting as a Merchant for any last-minute trades, an Ascension Shrine for powerful character upgrades, and the vital Keth Shrine. Its primary function is to convert any Sacred Water you have remaining into keys, which you will need for the trove of treasure caches that represent the floor's real payout.
Before you begin opening chests, it's crucial to understand how they are categorized. The quality of a cache can be regular, superior, or prime, with each successive tier significantly increasing the rarity and value of the items found within. Separately, caches are also described as "Small" or "Medium," but this modifier refers only to the quantity of items inside, not their power level. Therefore, a "Small Prime Cache" will contain fewer items than a "Medium Regular Cache," but its contents are likely to be far more valuable.
| Gear Caches | Relic Caches | Reward Type Caches | Archetype Caches | Jewel Caches |
|---|---|---|---|---|
| Helms, Body Armour, Gloves, Boots, Shields, Jewellery, Amulets, Rings, and Belts. | Small and Medium Relics | Arcanist’s Cache: Basic Currency Hoarder’s Cache: Random stacks of Gold Mysterious Cache: a mixed bundle of Gold and Items Cartographer’s Cache: Waystones |
Warrior’s: Melee weapons Mage’s: Caster weapons and Foci Ranger’s: Bows and Crossbows |
Royal: Sapphires, Emeralds, and Rubies Time-lost: Time-Lost jewels Gold Spectrum Cache: a random Grand Spectrum Unique Jewel |
To maximize your rewards, your first action in this room should always be to visit the Keth Shrine and convert all remaining Sacred Water into keys, as the currency has no use outside the trial. From there, your choice of which caches to open becomes a strategic decision. Targeting Currency or Waystone caches provides immediate and reliable profit for your character's progression. Conversely, investing your keys in relic caches is a long-term strategy, as more powerful relics will make all of your future runs significantly safer and more efficient.
Rattlecage is a space-control check more than a DPS race. Treat the arena as a rotating minefield: you win by keeping the center of the room clear, reading telegraphs, and only committing damage during safe windows. Start the fight at long range, stabilize your camera on the boss, and value movement over greed - especially once it drops below ~10% Life, when hazards spike and sloppy pushes get punished.
This duo is a coordination check: if one Sentinel dies while the other lives, the survivor snaps back to full life. Keep their health bars close, swap targets often, and plan your finisher. If you can’t execute a near-simultaneous kill, take Hadi first - Rafiq’s death spawns brutal chill hazards that make dodging Hadi far riskier. Fight near the arena center to avoid getting pinned by edge mechanics, and use wide cleave/DoT to tick both bosses together.
Hadi of the Flaming River Abilities
Rafiq of the Frozen Spring Abilities
Ashar punishes greedy melee and careless footwork. Treat the arena center as a no-go zone - pressure plates there can flood the fight with beetles, gas, and dart volleys that shred Life and Honour. Fight around the outer ring, watch for her clear tail telegraphs, and always plan your next few steps so you never step into quicksand after a burrow.
This is a long, pattern-driven fight where survival hinges on route planning and cooldown discipline. Keep at least one corner clean for emergencies, don’t blow your dash on chip hazards, and save burst for windows after the big mechanics end. Around ~60% Life, the fight adds a hard check (Time Stop) that demands speed and precision - build and flask for movement, and expect action-speed slows to compound if you hesitate.
The boss's loot table is not fixed; it is dynamically influenced by the Relics you bring into the trial. You can strategically manipulate the rewards by combining specific modifiers. For instance, stacking the "increased quantity of Relics dropped by Monsters" affix with the powerful Enchanted Urn boon can dramatically multiply the number of Unique Relics you receive. Furthermore, remember that this boss follows the same loot principles as other Pinnacle encounters: always scrutinize the non-unique items he drops, as they are often valuable, high-tier crafting bases that you can either use for your own projects or sell for a significant profit.
| Item | Description | |
|---|---|---|
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The Burden of Leadership | Zarokh, the Temporal drops Sekhema's Resolve Rooms are unknown on the Trial Map This item is destroyed when applied to a Trial |
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The Peacemaker's Draught | Zarokh, the Temporal drops an additional Barya Your Defences are zero This item is destroyed when applied to a Trial |
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The Desperate Alliance | Zarokh, the Temporal drops Against the Darkness Zarokh, the Temporal deals 100% more Damage Zarokh, the Temporal takes 75% less Damage This item is destroyed when applied to a Trial |
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The Changing Seasons | Zarokh, the Temporal drops Sandstorm Visage Cannot restore Honour This item is destroyed when applied to a Trial |
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The Last Flame | Zarokh, the Temporal drops Temporalis Damage taken cannot be Absorbed Maximum Honour is 1 Cannot be used with Trials below level 80 This item is destroyed when applied to a Trial |
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Zarokh's Reliquary Key | Depending on which specific key you have, the chest will contain Against the Darkness, Sandstorm Visage, Sekhema's Resolve, or Temporalis. |