Act 3

The Trial of Chaos

The Trials of Chaos is one of three Ascension Trials, first accessible in Act 3, off the Chimeral Wetlands. It is a gauntlet of rooms filled with dangerous challenges that must be completed without dying while dealing with deadly trial modifiers that accumulate throughout the run. It is based on Ultimatum from Path of Exile 1.
Area level
38 XP range Item level
Act
3
Waypoint
No
Internal variants
1

Route finderStart here · Route to this area

The Trial of Chaos temple loading screen
Trial of ChaosChoose one modifier before each room. Every chosen modifier remains active for the rest of the run.Open the step-by-step guide

How to enter

2 keys

Trial lengths and Ascendancy rewards

4 routes
RunBoss roomsAscendancy result
Four rooms4First Trial of Chaos completion, or the next eligible Ascendancy reward shown on the key
Seven rooms4, 7Can raise the character to four total Ascendancy points when the key says it is eligible
Ten rooms4, 7, 10Can raise the character to six total Ascendancy points when the key says it is eligible
Ten rooms and Trialmaster4, 7, 10The Trialmaster completion can raise the character to eight total Ascendancy points

Always read the key tooltip before starting. It states whether that run can award the character additional Ascendancy points.

Room objectives

7
01
Slay all Monsters

Defeat every required monster in the room.

02
Survive

Stay alive until the room timer expires.

03
Implant the Soul Cores

Collect the required Soul Cores and place them in their receptacles.

04
Escort the Statue

Remain near the statue to move it through the room while controlling enemies.

05
Sacrifice Monsters

Defeat monsters inside the marked sacrifice area until the objective completes.

06
Destroy the Idols

Find and destroy the required idols while surviving the room.

07
Slay the Boss

Defeat one of the three regular Trial of Chaos bosses.

Regular trial bosses

3

All Trial of Chaos modifiers

31

Hazard

Blood Globules
  1. Tier 1Tracking globules fall for Physical damage.
  2. Tier 2Tracking globules fall for Physical damage and create damaging blood ground.
Blood Mist
  1. EffectA blood mist makes monsters inside it immune to damage.
Burning Turrets
  1. Tier 1Turrets periodically fire Fire projectiles.
  2. Tier 2Turrets periodically fire barrages of Fire projectiles.
Heart Tethers
  1. Tier 1Bloody hearts tether and slow the player. Breaking the tether stuns.
  2. Tier 2Breaking the slowing tether stuns and causes temporary damage vulnerability.
Impending Doom
  1. Tier 1Growing rings of Doom explode for Physical damage.
  2. Tier 2Growing rings and circles of Doom explode for Physical damage.
Petrification Statues
  1. Tier 1Statues Petrify after the player remains in their gaze.
  2. Tier 2Statues apply a longer Petrify after a shorter exposure.
Shocking Turrets
  1. Tier 1Turrets periodically fire Lightning projectiles.
  2. Tier 2Turrets periodically fire waves of Lightning projectiles.
Stormcaller Runes
  1. Tier 1Runes call Lightning storms if the player remains inside.
  2. Tier 2Larger runes call Lightning storms if the player remains inside.
  3. Tier 3Many large runes call Lightning storms if the player remains inside.
Temple Traps
  1. Tier 1The room contains spikes that deal Physical damage.
  2. Tier 2The room contains many spikes that deal Physical damage.
Vaal Omnitect
  1. Tier 1A Vaal machine deploys attacks against nearby intruders.
  2. Tier 2The Vaal machine deploys an array of attacks.
  3. Tier 3The Vaal machine deploys a powerful array of attacks.
Volatile Fiends
  1. EffectMonsters release Volatiles on death and Rare monsters leave larger ones.

Monster power

Chaotic Monsters
  1. Tier 1Monsters gain 20% of damage as extra Chaos damage.
  2. Tier 2Monsters gain 50% of damage as extra Chaos damage.
Deadly Monsters
  1. Tier 1Monsters have 300% increased Critical Hit Chance.
  2. Tier 2Monsters always deal Critical Hits.
Enraged Bosses
  1. EffectBosses deal more damage and take less damage.
Entangling Monsters
  1. EffectMonster hits inflict Grasping Vines.
Lethal Rare Monsters
  1. EffectRare monsters have one additional modifier, and the room contains 30% more Rare monsters.
Monster Speed
  1. EffectMonsters gain 20% increased Skill Speed.
Resistant Monsters
  1. EffectMonsters have +40% to all Resistances.
Shielding Monsters
  1. EffectMonsters are protected by Energy Shield.
Toxic Monsters
  1. EffectMonster hits always inflict Bleeding and Poison.
Unstoppable Monsters
  1. EffectMonsters cannot be Slowed or Stunned.

Player penalty

Damaged Defences
  1. Tier 140% less Defences.
  2. Tier 275% less Defences.
Drought
  1. EffectMonsters grant no Flask or Charm Charges on death.
Escalating Damage Taken
  1. EffectDamage taken increases by 1% per second in each encounter room, up to 50%.
Reduced Recovery
  1. Tier 140% reduced Life, Mana, and Energy Shield Recovery Rate.
  2. Tier 275% reduced Life, Mana, and Energy Shield Recovery Rate.
Reduced Resistances
  1. Tier 1-15% to Elemental Resistances and -10% to Maximum Elemental Resistances.
  2. Tier 2-30% to Elemental Resistances and -20% to Maximum Elemental Resistances.

Build restriction

Lessened Reach
  1. Effect50% less Area of Effect and Projectile Speed.
Occasional Impotence
  1. EffectThe player and minions deal no damage for 2 seconds every 8 seconds.
Random Projectiles
  1. EffectPlayer projectiles fly in random directions and monsters fire additional projectiles.
Time Paradox
  1. EffectBuffs expire three times faster and debuffs expire three times slower.

Failure condition

Stalking Shade
  1. Tier 1An invulnerable shade inflicts Ruin with melee hits. Seven Ruin fails the trial.
  2. Tier 2A faster shade inflicts Ruin with melee and projectile hits. Seven Ruin fails the trial.
  3. Tier 3A still faster shade uses stronger melee and projectile hits. Seven Ruin fails the trial.

Rewards

4
RoomEndgame rewardQuantity
1 to 3Corrupted Rare or Unique item1 item
4Soul Core1
5 to 6Rare currency1 stack
7Soul Core1
8 to 9Rare currency1 to 3
10Soul Core1

Room rewards accumulate during the run. Ending successfully lets the player collect them; failing the run forfeits them.

Corrupted Inscribed Ultimatum wagers

High risk

A corrupted Inscribed Ultimatum can require a specific currency wager. Completing the listed trial returns twice the wagered amount. Failing the run loses the wager and every accumulated room reward.

  • Read the exact wager, room count, area level, and trial modifiers before inserting the key.
  • The wagered currency is committed to that run and is not protected by the campaign key recovery rule.
  • Treat the promised double return as the result of completing the full listed trial, not as a reward for clearing one room.
Open Inscribed Ultimatum variants

Bosses and unique encounters

4

Connected areas

2

Quests

1

NPCs found here

1

Access and related items

7

Unique drops

4
One Hand Sword

Bluetongue

Bluetongue has restrictions on where or how it can drop. Obtainable from Trial of Chaos as a reward due to a bug.

One Hand Sword

Redbeak

Redbeak has restrictions on where or how it can drop. Obtainable from Trial of Chaos as a reward due to a bug.

One Hand Sword

The Dancing Dervish

The Dancing Dervish has restrictions on where or how it can drop. Obtainable from Trial of Chaos as a reward due to a bug.

Dagger

Winter's Bite

Winter's Bite has restrictions on where or how it can drop. Obtainable from Trial of Chaos as a reward due to a bug.

Currency and material acquisition

1