The weekly trial, reborn
The weekly trial becomes a run of its own: pick one of your healers, start from scratch and go as far as you can, keeping a card every five waves. It now pays soul shards by your final rank on the leaderboard.
A run of its own
- Pick any healer class you have unlocked and start from nothing: level 1, no gold, talents, relics or weapons. Nothing of your game comes in, and your game resumes untouched afterwards
- Your healer and your party level up, and the trial's own gold upgrades them at the altar and the campfire. The free gambit rules of your level work too
- The trial fights in its own arena, a temple among the clouds, and the enemies grow stronger and stronger: no run lasts forever
A card every five waves
- Every 5 waves the fight pauses and three cards are dealt: keep one. The draw is random, from the same 29 cards for every class and every player
- Cards for your heals and your mana, and for the whole party's damage and defence: they really decide how far you go
- A card you keep can come back and go up a level, up to level 4
Rewards by rank
- Soul shards by your final rank on the weekly leaderboard: 5 for 1st, 4 for 2nd, 3 for 3rd, 2 for the top 10 %, and 1 for every other player who cleared a wave, with or without a name. They replace the milestone shards
- The week ends on Sunday at 23:59 (UTC): an attempt still running stops then, and the shards come as soon as the leaderboard is final
- The trial card shows what each place pays and where you stand right now, and your record reaches the leaderboard at every wave
- This week's leaderboard starts over for the new trial
Fixes and comfort
- The heroes' health bars are back in the arena, thin and discreet
- One row per player on the leaderboards: a game played on two devices, or restored online, no longer appears twice
- A name the leaderboard refuses is now told, instead of your runs quietly missing from it