Trial of One

The Trial of One is a location in Deepwoken. It is currently one of the two wave-based dungeons in Deepwoken, the other being The Diluvian Mechanism.
== Overview ==
The Trial of One is a dungeon designed to boost experienced players progress easily through early-game progression stat wise, The Trial consists of 9 respective challenges that contains 2 parry checks and 7 monsters (with a simultaneous parry check on the last challenge).
The entrance is located under Outpost Antumbra in Minityrsa where at the rear right corner is an open latch leading down to a short hallway which at the end is a slightly opened gate with a fully white glowing entrance. The gate will only allow players who are Power 1 regardless of the amount of used investment points or not a Deepbound, otherwise the gate would stun and knock the player back if they exceed the required Power. You are only able to attempt the Trial once per life (It can be done again if you die on the first parry check).
After the completion of each challenge, a glowing orb that functions similar to a campfire float down on the center of the room and gives you numbers of free points enough to power up (exact will be mentioned below) that you must use before continuing to the next challenge. Being a very difficult trial for many, its intended for highly skilled and experienced players to get new builds up relatively quickly.
Interestingly enough, if you spawn in part of the Ignition Union via the The Chariot's Spire, you can escape the depths with an enhanced depths trial, granting you 15 investment points and still letting you enter the Trial of One.
== Trial Rules ==
* if you attempt to enter the Trial and you have any equipment on, you are rejected.
* The Voice of Solitude declares that you "discard your possessions" before the first trial, in which you are forced to do so before continuing.
** You do not actually have to drop anything (food, spare weapons, etc.) Instead, any Outfit you are wearing will have its durability completely drained, and any equipped armors will be stripped right off you, and will not be returned at the end of the Trial - including any consumables in your inventory such as potions or food.
* You must use all of the free points given to you to power up and get a hand of cards. Once you pick a card, the next challenge will begin.
* If you've invested too many points (using training equipment mid trial, extra autodidact points, etc.) the campfire orb will not come down with more points.
== Challenges ==
<tabber>
|-|1st Parry Check=
File:Parrycheckprojectile.png
"Under the threat of death are you able to defend yourself?"
Do not spam F, parry the first stage of orbs like you would any other attack (parrying one parries them all). After getting shot at five times, the next stage of orbs will initiate. When the orbs speed up, speed up how much you're pressing f; when the orbs come nonstop, that is when you can spam F.
|-|Weakened Megalodaunt=
File:MegalodauntIcon.png
"When faced against a terrifying foe, do you cower or rise to face it?"
Fight as if it were a regular Megalodaunt, albeit with caution. It has less health, but you are still only level 1. 350 HP. (22 sword hits)
|-|Weakened Rock Golem=
File:GolemIcon.png
"Now, an enemy fashioned by the hand of man..."
Fight as if it were a normal Rock Golem, albeit with caution. Also note that it WILL use its scream as the Trial is indoors. Compared to what you've already faced, this is easy. However, do not underestimate this fight, as it is still a challenge, nonetheless. 400 HP. (36 sword hits)
|-|Thresher=
File:ThresherIcon.png
"Now... will you falter here?"
If you fail to dodge the digging attack or get launched by the tail swipe, make sure to get defensive for a moment as the thresher will always get a free hit in if you do not start blocking or parrying again. When parrying the bite attacks, wait until you see that you have parried all three successfully before attacking because if you parry and press M1 before the third attack in anticipation for the parry, the parry will not land, and you will get damaged. It is recommended to do two attacks, wait and observe the attack that is about to commence, then parry and attack accordingly. There is a small blind spot in front of the thresher where medium and heavy weapons can reach it without the thresher being able to hit until the dig attack. 500 HP.
|-|2 Greater Angels=
File:Trial Angel.png
"You're halfway there. Keep going, lone warrior."
Apply regular humanoid fighting tactics, parry trade and go for guard breaks. 300 HP each. It would be recommended to perform a Critical Attack whenever you just parried them, this can hopefully blockbreak 1 and guarantee a second hit. This also makes it less risky, and a bit safer and more repeatable. If you're able to knock one of the Angels try gripping or burning them since gripping one of them will automatically kill the other. Also keep in mind that one of the Greater Angels will always spawn with an Enchanted weapon, which can make this part more daunting if they use something like Deffered or Blazing.
|-|Enforcer=
File:EnforcerIcon.png
"The last test was easy. How about this next test?"
Apply regular humanoid fighting tactics, parry trade and go for guard breaks, preferably by spamming Critical. Make sure to hold F preemptively against feints instead of specifically going for parries to ensure little damage as possible, the Enforcer deals a low amount of posture damage, usually enough to block 4 hits in a row without getting guard broken. ~800 HP. The Enforcer you get can be any variant: Axe, Sword or Hammer. (16 sword hits, consistent with all variants)
|-|Weakened Desert Knight=
File:Stoneknighticon.png
"Few have made it this far... Are you what we have been searching for?"
Always roll on the first attack after the previous attack pattern, this is the safest option and can defend against every single attack if you know what you're doing. In the case of the Slash + Slash attack, roll then parry. Avoid the Pillar attack at all costs (via dodging, not too early) as being hit will guarantee an EXTRA hit or a kick. When knocked away by a punt or column punch, if the golem is about to attack you with a slash, ALWAYS try to parry upon getup. The golem will hit you twice due to it simultaneously firing a wind blade with its slash, but both are parryable and can be parried in the same frame. 700 HP. Due to their slash resistance, expect to hit them about 40 times with a sword or battle axe, or 80 times with a stilleto. (45 - 50 hits with sword)
|-|2nd Parry Check=
File:Parrycheckprojectile.png
"On your toes, lone warrior."
See the first parry check. Note that the orbs will start at the same speed as the third "stage" or "Spam Parry" stage of the first parry check.
For this stage, just mash F once you see the first orb come towards you. 
|-|Weakened Alpha Megalodaunt + Parry Checks=
File:Finaltrialicon.gif
"You stand before the ultimate trial. Push forward, lone warrior."
Play with your concentration focused on both the orb turrets and the monster's leg, The Megalodaunt will take less hits to kill than its normal variant due to some balancing but however if you mess up, you will be taking more dangerous amounts of damage. Also note its use of tacet (invisibility) in addition to the typical moveset. The orbs deal no posture damage in this trial. 300 HP but you'll be dealing 2x damage. </tabber>
For a video walkthrough, consider watching this video.
==Rewards and Aftermath== 
===Rewards===
*Free Points to spend on attributes after each challenge.
**5 Points for the first trial, 10 Points for trials 2-9, Finishing the trial will result in reaching Power 6 with 85 investment point used.
**If you have the Autodidact Boon, you will be Power 7 with 2 investment points to the next level once you complete the Trial. 
*The Lone Warrior Origin after defeating the Thresher OR alternatively, wiping once.
===Death===
*Dying in Trial of One with the Lone Warrior origin gives you 2 options.
**Death, and Obliteration, death makes you lose a life and spawn on Minityrsa Shore, Obliteration sends you to Fragments Of Self
**If you lose the Trial to the first parry check or the Megalodaunt, the choice between Death and Obliteration is not offered.
*After losing, you will LOSE all of your armor you had equipped so be sure to store your stuff on an alt before attempting this. You can salvage two pieces of gear by keeping them in your inventory before the Voice of Solitude removes them, allowing you to use them during the Trial.
==Tips and Tricks== 
*It is recommended to first enter when you can relatively consistently kill a Megalodaunt without requiring a stat check. Don’t be ashamed if you die on the first few trials— it happens to everyone. It can take days, weeks, or even (hopefully not) months to master the Trial, but in the process, you will gain massive amounts of experience and learn how to fight nearly every common monster. The Trial is almost a necessity for improving past a certain point.
*Keep in mind this challenge is optional and is not a requirement to play the game to its fullest. This challenge is designed to help experienced players by giving them a quick progression boost by reaching Power 6 in roughly 10 minutes. 
*All monsters fought in the trials will have their HP greatly reduced so that they can be defeated in a decent amount of time at the respective Power scaling that they are encountered at.
*KEEP IN MIND EVERY MOB IN THE TRIAL OF ONE CAN BE ATTUNED. This can catch even the best of players off-guard and they might die to an unexpected Thunderstruck or Flamewreathed Enforcer.
*If you are playing attunement-less and encounter a Shadowmeld version of any monster, play it safe. they effectively have double health, due to their 50% Physical Resistance.
*if you spawn into the Trial using the Lone Warrior Origin, you may use the Shrine of Solitude before leveling up to help with Talents/mantra choosing early on.
*If one angel dies the other despawns, allowing you to instantly win the angel trial. This can be done by burning a knocked angel.
*2 Training Gear Cabinets can be found throughout the map, with one next to the Shrine of Solitude, and another in the corridor of the arena entrance. Equipment can be purchased and used post-Trial to speed up the transition to Power progression (without the need of travelling to Etris or Isle of Vigils to purchase training gear.)
==Trivia==
*Greater Angels use Crazy Slots's Divine Spears, which differentiate them from Lesser Angels.
*You can go through the Light gate behind you to return to Minityrsa.
*If you go into the Trial of One, leave the game, then rejoin, you will be spawned back at the entrance of the challenge at Minityrsa, regardless of your progress in it.
*If you hold an armor piece in your hand when the Trial would force you to discard it, it will allow you to keep it. (this might be a bug)
*If you attempt this Trial with too many free investment points left over (will most likely happen to Autodidact users or Adrets), you may reach the EXP cap for your Investment Points, making it impossible to further progress in the Trial. It's advised to get some EXP without powering up if you have a unstacked/stacked passive Talent that allows you to use a stackable free point upon leveling up.
*If you lose the Trial with extra investment points and no exp, the entrance to the Trial will deny you and instead fling you back.
*Beating the Trial as an Adret and with Autodidact gets you to Power 8, but you're not allowed to invest the last points from killing the Alpha Sharko.
*Deepbounds that somehow make it out of The Depths at Power 1 are not able to enter the Trial of One.
* If you're Attunement-less, the white "campfire" allows you to allocate the 10 points before starting the Trial.
* You can have enchanted weapons during the Trial via passing down or the Bank (If you can't beat the Trial, you could enchant a Starter Weapon with the Providence Thorns enchant because Trial of One is centered around parrying)
* For a short duration, the Megalodaunt was replaced with a Mudskipper Brute. However, this was subsequently changed in the next update and they re-added the Megalodaunt.
*The architecture of the Trial of One entrance is strangely similar to the Voidheart, the orb above the 3 light gates may be a resized model of the Voidmother. (image comparison requested) 
**Unknown if this means the Voice of Solitude participated in the creation (somehow) or just an oversight by the developers.
*When you get danger bug from "fearsome enemy" it shows that you are in danger by ".hostage_nomad9".
*The orbs during the parrying trials seem to be tied to an entity, as having Providence Thorns lets you "kill" them and stop it while it's happening.(proof needed) 
Category:Locations
==References==