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Trials & the Cursed Tower

The Cursed Tower is six instanced dungeons stacked by element, from the Trial of Earth to the Trial of Light. Each needs a key, an ordinary key only works while the tower's door is open, and the door opens six times a day for ten minutes. Here is the timetable, the keys, and what is worth killing inside.

6

openings a day

10 min

the door stays open

6

Trials, Earth to Light

1–10

players per run

When

Six openings a day, ten minutes each

Every Trial opens at the same moment — all six share one timetable — and the door stays open for ten minutes. Miss it and the next one is four hours away.

US Eastern (server time)UTC, summerUTC, winterDoor shuts (Eastern)
00:00 (midnight)04:0005:0000:10
04:0008:0009:0004:10
08:0012:0013:0008:10
12:00 (noon)16:0017:0012:10
16:0020:0021:0016:10
20:0000:0001:0020:10
The server keeps US Eastern time and follows daylight saving, so the Eastern column never moves — it is the UTC time that shifts. Use the summer column while the US is on daylight saving time (roughly March to November) and the winter column the rest of the year.
WhenThe message everyone online sees
5 minutes beforeThe Cursed Tower opens in 5 minutes.
1 minute beforeThe Cursed Tower opens in 1 minute.
On the hourYou can enter the Cursed Tower.
7 minutes in3 minutes left to enter the Cursed Tower.
9 minutes in1 minute left to enter the Cursed Tower.
10 minutes inThe Cursed Tower is closed.
Sent to every player online, wherever they are. Hovering over an ordinary Trial in the Battle Zone list also shows a countdown to the next entrance time.

On Discord

Openings are announced on our Discord, so you do not need to keep the table above in your head. Join the Discord.

Step by step

Running a Trial

A Trial is opened as a party room from the Battle Zone window, exactly like a mission — the key is what lets you create the room.

  1. 1

    Get a key for the Trial you want

    Each Trial has its own. Where they come from is the next section but one.
  2. 2

    Open the Battle Zone window

    F11 by default. The Trials are listed under Cursed Tower; the same Trials opened with a shop key are listed under Cursed Tower (Enter now).
  3. 3

    Bring up to nine others

    One to ten players. Everyone has to be within ten levels of the party leader, and the room has to be started from a town or an ordinary field map.
  4. 4

    Start while the door is open

    With an ordinary key, the run can only be started between the hour and ten past; outside that the game answers “You cannot open a room right now.” Once your party is through, the clock stops mattering — nothing closes the Trial on you when the door shuts behind you.
  5. 5

    One key per run

    It is taken from the party leader's bag when the run starts. Nobody else in the party needs one.
Any level can enter any Trial. The ranges in the Battle Zone list are labelled Recommended Level and that is all they are — every Trial accepts levels 1 to 177, and no key has a level requirement. Nothing stops a level 40 party opening the Trial of Wind. The monsters inside will make the case for the recommendation.

The tower

Six Trials, one element each

Each Trial is a string of stages — separate maps you fight through in order — ending in a boss room. The grades climb steeply: the Trial of Light's monsters are over a hundred levels above the Trial of Earth's.

TrialStagesMonster levelsRecommendedFinal boss
Trial of Earth428–4035–45Beastman Master
Trial of Water845–6055–65Master of the Castle
Trial of Fire1265–8075–85Prince of the Flames
Trial of Wind1283–10095–105Kalbus
Trial of Darkness9100–120115–125Four boss rooms, one boss each
Trial of Light8165–170150–177A boss for every class, in three ranks
Monster levels are what actually spawns; Recommended is what the Battle Zone list shows. The last four stages of the Trial of Darkness are all boss rooms. The Trial of Light appears in the list as [Nightmare]Trial of Light.
Chamber of Secrets

Beside the tower: the Chamber of Secrets

Counterattacks of Helron is a three-area dungeon with monsters from level 156 to 165 and a recommended range of 130 to 177. It opens with a Wizard’s Stone — it shows in your bag as Wizard’s Stone sealed — which drops from monsters inside the Chamber itself. It is not held to the tower’s door: you can start it at any hour. Its two bosses drop White Wing’s Essence at 10%, and its monsters are one of the places Seals of Light come from.

Keys

Two kinds of key

Every Trial has an ordinary key and an Enter now key. They open the same Trial; what differs is when.

Ordinary keys

Made at the Crafter in town, under Special Item → Key. Each recipe is a Seal of the Trial’s element plus heim, and every one succeeds. These only work while the door is open.

Enter now keys

The keys sold in the W Coin shop and handed out by two quests. They ignore the timetable completely — start the run whenever your party is ready. They are listed under Cursed Tower (Enter now).

Earth Key

Earth Key

shop

The ordinary key needs a Seal of Earth, and nothing in the game drops one. The Enter now Earth Key in the W Coin shop is the way in.

Water Key

Water Key

shop

The same story: the ordinary key needs a Seal of Water, which nothing drops. The Enter now Water Key in the W Coin shop is the way in.

Fire Key

Fire Key

crafted · quest

One Seal of Fire and 500,000 heim. Seals of Fire drop at 0.5% from monsters inside the Trial of Fire, and in Red Lava Valley and the Crater of Blood. At level 80, the quest “Cursed Tower, Trial of Fire” from Priest Orayades of Trial of Fire in Etherain pays one Enter now Fire Key, once. It is not sold in the shop.

Wind Key

Wind Key

crafted · quest · shop

One Seal of Wind and 1,000,000 heim. Seals of Wind drop at 0.3% from monsters inside the Trial of Wind. At level 90, “Cursed Tower, Trial of Wind” from Priest Naffayas of Trial of Wind in Etherain pays one Enter now Wind Key, once — and the shop sells them.

Darkness Key

Darkness Key

crafted

One Seal of Darkness and 5,000,000 heim. Seals of Darkness drop at 0.15% inside the Trial of Darkness and from a handful of level 120-plus monsters outside it. Not sold in the shop.

Light Key

Light Key

crafted · never sold

Five Seals of Light, a hundred each of Earth, Water, Fire and Wind Ether, and 10,000,000 heim. Seals of Light drop at 0.1% from monsters of level 131 and up, including inside the Trial of Light and the Chamber of Secrets.

Seal

Every Seal shares this icon, so read the name. Seals are rare drops, and the Seals of Fire, Wind and Darkness come mostly from inside their own Trial — so the usual way to farm a key is to spend one. For the exact monsters and odds, search the Seal in the drop lookup; for the craft window itself, see Crafting.

Loot

What is worth killing

Ordinary monsters pay the Trial's Ether and, from Fire up, the odd Seal. The bosses are where the Trials earn their keys back.

Earth Ether

Earth Ether

Earth · 2%

The Trial of Earth, and around two hundred open-world monsters — Zapir Lake, the Path of the Alchemist and the Forest Entrance among them.

Water Ether

Water Ether

Water · 2%

The Trial of Water, and the Snowy Plains, Frozen Garden, Ice Crystal Palace and Tower of Ruins.

Fire Ether

Fire Ether

Fire · 2%

The Trial of Fire, and Old Esmara, Red Lava Valley and the Crater of Blood.

Wind Ether

Wind Ether

Wind · 2%

The Trial of Wind, and Astorea Canyon and the Hills of Sky Path — the fewest sources of the five.

Dark Ether

Dark Ether

Darkness · 2%

The Trial of Darkness, and the Rusty Floodgate Sewer, Solemn Hallway and Incomplete Memorial.

What Ethers are for

The Light Key eats a hundred each of four of them. The rest go into Stabilized Ether Bullets — five of each Ether and 50,000 heim make five Lv1 bullets, fifteen of each and 150,000 make five Lv2 — ammunition for an Ether Discharger. The Trial of Light’s class floors drop all five.

WhoWhat they drop
Captains — Water, Fire, WindLv.2 Mayan Jewel and Lv.2 Mayan Metal, 3% each, two at a time
Earth and Water final bossesAlmost always a Photon, and a slim chance at a piece of Elite 1 armour
Fire, Wind and Darkness final bossesExactly one of eight boss relics every kill — Pride of Dragonkin, Soul of Destroyer and six more, equally likely — plus a slim chance at Elite armour (1.5 from Fire and Wind, 2 from Darkness)
The elite soldiers guarding Fire and WindOne boss relic each, from the same eight
Kalbus, Trial of WindA second relic from another set of eight, and Kalbus's Cut-off Arm at 10%
Class A bosses, Trial of LightExactly one Artifact or HEL-P7's Confidential Document every kill; Melias's Seal 5%, White Wing's Essence 3%, Night-Hag's Essence 1%; a slim chance at Elite 2 armour
Captains, class B and C bosses, Trial of LightLv.2 Mayan Jewel and Lv.2 Mayan Metal — 3% two at a time from captains, 4% from the bosses
Every rate is per kill. Monsters throughout the tower also drop the usual Photons, potions and crystal fragments. The Trial of Earth has no captain that pays Mayans.

Relics into Artifacts

Ten of one relic and 300,000 heim make its finished form at the Crafter, half the time — ten Pride of Dragonkin become Glory of the Dragonkins. Ten of five of those finished forms, plus 5,000,000 heim, make an Artifact at 35%. The Trial of Light’s class A bosses skip all of that and drop the Artifact outright.

Artifacts and Melias’s Seal

Five of one Artifact, 200 Crystals of Protection Lv 2 and 20,000,000 heim make the Elite Evolution Additive that takes a set from E-2.5 to E-3; five with 30 Crystals of Protection Lv 3 make the E-3 to E-3.5 one. Neither can fail. Five Melias’s Seals and 30,000,000 heim try for a Light-imbued Priest Ring or Conqueror’s Ring (3%) or Discipline Necklace (5%). More on evolution in Awakening & evolution.

Worth knowing

Two Trials pay W Coin, three keep score

Clears are counted for more than the loot.

25 W Coin a clear

Clearing the Trial of Wind or the Trial of Light pays 25 W Coin, up to four clears a day per account. The other Trials pay no W Coin. The rest of the ways to earn it are in W Coin & the shop.

The point ranking

The Trial of Darkness, the Trial of Light and the Chamber of Secrets are scored: your run banks points, and the best totals hold a place on the world ranking. How that board works, and what it pays, is in Missions.