GuidesTrials & the Cursed Tower
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, summer | UTC, winter | Door shuts (Eastern) |
|---|---|---|---|
| 00:00 (midnight) | 04:00 | 05:00 | 00:10 |
| 04:00 | 08:00 | 09:00 | 04:10 |
| 08:00 | 12:00 | 13:00 | 08:10 |
| 12:00 (noon) | 16:00 | 17:00 | 12:10 |
| 16:00 | 20:00 | 21:00 | 16:10 |
| 20:00 | 00:00 | 01:00 | 20:10 |
| When | The message everyone online sees |
|---|---|
| 5 minutes before | The Cursed Tower opens in 5 minutes. |
| 1 minute before | The Cursed Tower opens in 1 minute. |
| On the hour | You can enter the Cursed Tower. |
| 7 minutes in | 3 minutes left to enter the Cursed Tower. |
| 9 minutes in | 1 minute left to enter the Cursed Tower. |
| 10 minutes in | The Cursed Tower is closed. |
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
Get a key for the Trial you want
Each Trial has its own. Where they come from is the next section but one. - 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
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
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
One key per run
It is taken from the party leader's bag when the run starts. Nobody else in the party needs one.
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.
| Trial | Stages | Monster levels | Recommended | Final boss |
|---|---|---|---|---|
| Trial of Earth | 4 | 28–40 | 35–45 | Beastman Master |
| Trial of Water | 8 | 45–60 | 55–65 | Master of the Castle |
| Trial of Fire | 12 | 65–80 | 75–85 | Prince of the Flames |
| Trial of Wind | 12 | 83–100 | 95–105 | Kalbus |
| Trial of Darkness | 9 | 100–120 | 115–125 | Four boss rooms, one boss each |
| Trial of Light | 8 | 165–170 | 150–177 | A boss for every class, in three ranks |
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
shopThe 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
shopThe 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
crafted · questOne 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
crafted · quest · shopOne 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
craftedOne 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
crafted · never soldFive 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.
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 · 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 · 2%The Trial of Water, and the Snowy Plains, Frozen Garden, Ice Crystal Palace and Tower of Ruins.
Fire Ether
Fire · 2%The Trial of Fire, and Old Esmara, Red Lava Valley and the Crater of Blood.
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
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.
| Who | What they drop |
|---|---|
| Captains — Water, Fire, Wind | Lv.2 Mayan Jewel and Lv.2 Mayan Metal, 3% each, two at a time |
| Earth and Water final bosses | Almost always a Photon, and a slim chance at a piece of Elite 1 armour |
| Fire, Wind and Darkness final bosses | Exactly 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 Wind | One boss relic each, from the same eight |
| Kalbus, Trial of Wind | A second relic from another set of eight, and Kalbus's Cut-off Arm at 10% |
| Class A bosses, Trial of Light | Exactly 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 Light | Lv.2 Mayan Jewel and Lv.2 Mayan Metal — 3% two at a time from captains, 4% from the bosses |
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.

