Siltbreaker zone: Trial of Gallaron
The Trial of Gallaron is, after the starting zone, the third zone of the first act of the Siltbreaker campaign.
The Trial of Gallaron is a maze riddled with traps and ghosts. It consists of one long path which wriggles through the entire zone. After entering the area, the path already splits very soon, one going north and the other going south. The north route is blocked by metal bars which cannot be passed. The south route, after a few stairs down, leads to the first traps. These traps are inactive, but are activated when stepping on the stone strip in front of them. After passing all 7 traps, the path turns into a U-turn to the left. At the tip of the U turn, there is a hidden path behind some trees, leading towards the river which separates the trial from the Siltbreaker/Act I/Howling Weald, which is visible on the other side of the water. After taking the turn, going north again, the next set of traps are found. These traps are automated and shoot at fixed patterns. After passing these traps, the path turns into another U-turn to the left, but a small one this time. After taking the turn, the path gets heavily narrowed down by some statues of a serpent-like figure, and has one trap at the other end of it shooting fire up the entire part of the path. A dead Footman is lying dead on the ground exactly where the fire reaches max. The beams of fire can be avoided by using the gaps betweent he statues along the path. After pathing this trap, the last U-turns left one last time, and has again traps shooting downt he path. This time, it is 3 traps shooting in a sequence. To the right side of these 3 traps, there is a small stone arch, the entry to the last segment of the trial. This segment contains several groups of traps which shoot in different patterns. The path turns right twice, riddle with the traps. After passing all the traps, the path splits in two. When going left, some stairs lead towards an objective item, sitting between the traps. When going to the right, some stairs lead to the checkpoint of this zone. Another small hidden path can be found here, to the north of the path, behind a few trees. After the checkpoin, the path connects with its beginning. The previously mentioned metal bars separate the end of the trial with its beginning, and can be opened with the quest item found at its end.
The trail is directly connected to the Crossroads Garrison by the same path which goes through the entire trial. It is cut off from the Howling Weald by the river, and cut off from Bonemeal Ridge by cliffs and ridges. It is unknown what is located to the east of the trial, and to the north of it after the body of water.
Environmentally, the trial appears to be partially natural and partially artifical. The main path itself has a natural look, although a quite dead atmosphere with a dark grey, crack riddle ground and very few dead trees along it. The ridges separating the different parts of the paths are high and have some dead bushes, grasses, and sometimes trees hanging down from them. At some parts, there are big chains crossing over the path. The narrow paths heavily dim down vision, so that the trial is mostly shrouded in darkness. The straight paths of the trial have a more artificial look, with the traps, markings, stairs, brazers and statues. The traps are refered to as the Barking Dogs, due to them resembling dog heads and constantly "barking" fire. Especially the final room is very artifical, with a very even water trench surrounding with perfectly lined up traps shooting towards the path, and with a podest at the center. The traps' constant barking and hissing can be heared throughough the entire trial, and even a bit outside of it.
- Find the in under 7:00 / 5:30 / 3:30.
- Your team must have no more than 5 / 2 / 0 deaths.
- The Dark Magus
The Dark Magus is a hidden shopkeeper who only sells, an item which grants the player a random reward when used.
Crones and Banshees reside within this area, located at fixed points within the path of the Trial of Gallaron. Their locations are marked with red dots on the map visible on the right. The camps can consist of the following compositions:
- 1 Banshee and 3 Crones (9.09% chance)
- 1 Banshee and 4 Crones (9.09% chance)
- 1 Banshee and 5 Crones (27.27% chance)
- 1 Banshee and 3 Crones (9.09% chance)
- 1 Banshee and 6 Crones (9.09% chance)
- 1 Banshee and 7 Crones (9.09% chance)
- 2 Banshees and 3 Crones (9.09% chance)
- 2 Banshees and 2 Crones (9.09% chance)
- 2 Banshees (9.09% chance)
The checkpoint shrine is located at the end of the maze. After passing all traps, and then going right, up the ramp, the shrine is located on the right side of the path.
There is one Gastromancer Note in the Trial of Gallaron. It is also located at the end of the maze. After going up the ramp on the right after the last traps, there is a small hidden path on the left side which contains some crates and sometimes a treasure. The note is located on the right side of this small hidden path.
Traps, refered to as Barking Dogs by the game, are stationary objects within the Trial of Gallaron, shooting lines of arcane fire when triggered or on set intervals and sequences. There are a total of 41 traps located within the trial.
- The arcane fire travels at a speed of 1050.
- The fire travels up to the targeted point. Each trap is set to target specific distances, marked by white arrows in front of them.
- Fire patterns used by the traps:
- Pattern 1: Manual, shoot 1 beam 0.6 seconds after pressing the trigger
- Pattern 2: Automated, shoot 1 beam every 1.5 seconds (total cycle length: 1.5 seconds)
- Pattern 3: Automated, shoot 3 beams in 0.5 second intervals every 3 seconds (total cycle length: 3 seconds)
- Pattern 4: Automated, shoot 1 beam, wait 1.8 seconds, shoot 3 beams in 0.5 second intervals, wait 1.8 seconds (total cycle length: 4.6 seconds)
- Pattern 5: Automated, shoot 1 beam every 2.5 seconds (total cycle length: 2.5 seconds)
- Pattern 6: Automated, shoot 1 beam every 3.9 seconds (total cycle length: 3.9 seconds)
The first row of traps consists of 7 traps which use the first listed pattern (shoot when manually triggered). The first three traps and the last trap are positioned so that one can run through them without getting hit. The fourth, fifth and sixth traps, however, have their triggers offset. Without enough movement speed, they will hit when attempting to immediately walk through after triggering them. It is safe to just stand on the triggers of the traps. They only get triggered upon stepping on them, but do not periodically trigger when standing on them.
The next set of traps on the next segment consists of 10 automated traps. The first, second, fourth and fifth traps use the second listed pattern. The third, sixth, seventh and eighth traps use the third listed pattern. These traps are all synchronized. The ninth and tenth traps use the fourth listed pattern.
On the next segment, there is 1 trap. It shoots a very long beam of fire towards north which covers the entire path, using the 5th listed pattern. The fire can be avoided by moving into the ditches on the right and left side of the way. Due to lack of room, this area should be traversed one after another, to not block allies off or get blocked off.
On the next segment, there are 3 traps. They are aligned in a row and shoot long beams towards south with the 6th listed pattern. The traps shoot 1.3 seconds after another, with the left trap starting, followed by the middle trap, then the right trap.
The final segment, a U-shaped path, contains the remaining 20 traps. The traps are divided into 5 groups of 4 traps each.
- The first group is located at the east side of beginning of the path, facing west. They use the fifth listed pattern. The traps shoot 0.5 seconds one after another, with the southern-most trap shooting first and the northern-most shooting last.
- The second group is located at the north-west corner of the path, facing south-east. They also use the fifth listed pattern. However, in this group, two traps always shoot simultaneously. The third trap shoots together with the first trap and the fourth trap shoots together with the second trap. The pairs shoot 0.5 seconds after another, with the first and third trap shooting first.
- The third group is located at the north of the path, after turning the corner, facing south. They also use the fifth listed pattern, and like the first group, shoot 0.5 seconds one after another. However, their order is reversed, with the eastern-most trap shooting first and the western-most shooting last.
- The fourth group is located at the north-east corner of the path, facing south-west. They use the fourth listed pattern. The traps shoot 0.5 seconds one after another, with the top trap shooting first and the bottom trap shooting last. This makes their shooting seem random, as the fourth pattern is the most complex one, combined with the offset between the individual traps.
- The fifth group is located at the west of the path, after turning the second corner, facing east. The first and second trap use the second listed pattern and the third and fourth use the third listed pattern. All four traps are synchronized, making this the most difficult group to get through without taking damage.
Treasure chests have a 50% chance to spawn at any of the marked areas on the map. The chest located to the left of the 3 traps which shoot south has a 100% chance of spawning, but its loot list does not differ from the other chests in this area. The chests of the Trial of Gallaron can drop the following items:
- (600 damage)
- (500 damage)
- 500-800 Gold (split evenly)
There is a 2% chance to drop the following artifacts instead:
Crates have a 100% chance to spawn at all of the marked areas on the map. The number of crates are indicated on the map. There are a total of 51 crates in the Trial of Gallaron. Crates have a chance to drop the following items:
- 80% chance to drop nothing
- 11% chance to drop 200-300 gold (split evenly)
- 7% chance to drop:
- 2% chance to drop: