Trial of the Fool
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The Trial of the Fool is the third and final trial available in the Colosseum of Fools to the Knight.
Requires 800 and completing the Trial of the Conqueror to open.
Upon clearing it for the first time, the Knight receives 3000-3020 and the Fool achievement. Subsequent completions reward
3000-3020.
Tips
Equipment, Spells, and Abilities
As a late game area, the Knight is expected to have almost maximum equipment, especially the Pure Nail, as well as all Nail Arts and upgraded Spells. It is also recommended to have at least 8 Masks and 2 Soul Vessels.
Charms
- Nailmaster's Glory is very helpful, as it allows the Knight to charge Nail Arts much quicker. Cyclone Slash tears through most foes, while Great Slash and Dash Slash usually kill flying enemies in a single hit. With a very low cost of 1 Notch, it is recommended even if the Knight goes for a Spell build or hybrid build.
- Shaman Stone allows Shade Soul to kill many flying enemies (most notably Primal Aspids and Armoured Squits) in a single blast, allowing the Knight to deal with enemies from afar and not risk getting hit. This is especially useful during the section without any floor, as the SOUL can't be spent on healing anyway.
- Mark of Pride and Longnail can help with down-slashing, which is especially useful during the floorless section. The extra reach is helpful when standing on a platform.
- Dream Wielder allows the Knight to easily gather lots of SOUL for Spells or healing using the Dream Nail. If a slow enemy is saved until the end of a wave, it can be farmed for SOUL, and the Knight can heal to full.
- During waves 14-16, having Nailmaster's Glory equipped, clinging to a wall, and performing the Great Slash Nail Art can be a good strategy, but it is risky when getting close to the spikes, because if an enemy is too close to the Knight, it is hard to climb without going straight into the enemy.
- If timed properly the Knight can use the Dream Nail on the Garpedes during wave 13 to obtain some SOUL.
- Weaversong makes the final boss trivial. Simply sticking to one of the walls of the arena using the charge of Crystal Heart keeps the Knight completely safe while the Weaverlings slowly kill the two enemies.
- Together with Grubsong the Weaverlings can generate a fair amount of SOUL. Even more so if a weak enemy is kept alive until the end of a wave and one allows the Weaverlings to hit it repeatedly. This combo can also help extract SOUL from the Garpede section mentioned above.
Many charms are helpful in some specific situations.
- Hiveblood can be used to heal during the section without a floor.
- Grubsong and Thorns of Agony turn any hit into an advantage (SOUL and damage output, respectively), and it is likely to get hit a lot during this intense, drawn-out battle.
- Dreamshield provides protection (albeit not very reliable) against most forms of projectiles. It also gives additional reach while standing on platforms or clinging to walls, which is particularly helpful for the floor-less section.
Enemies
- Shielded Fools are not very aggressive, only have melee attacks and are slow, therefore they are the best target for SOUL farming and healing. Always leave these foes till last so it is easier to heal and refill SOUL.
- Primal Aspids, in any situation, are a grave threat, so kill them as fast as possible, either using Great Slash, Dash Slash or Shade Soul upgraded by Shaman Stone.
- Armoured Squits usually appear in multiples, they are very fast and usually strike at the same time. Cyclone Slash can protect the Knight from both sides and easily deflect them all.
- Mantis Petras and Soul Twisters are very dangerous airborne foes, but they fall in a single Great Slash. It is recommended to deal with them fast before they have a chance to do anything.
Enemy Waves
Wave 1 | |
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Transition: None | |
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Defeating one of these enemies spawns the next row. |
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Defeating the remaining enemies spawns the next row. |
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Cyclone Slash can protect the Knight from all directions while damaging foes left and right. |
Wave 2 | |
Transition: Two platforms spring up, followed by spikes covering the floor. | |
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Stay on the platform and take down the Primal Aspid, spikes will take care of those Sturdy Fools. |
Wave 3 | |
Transition: Ceiling drops down to about 75% of arena height. | |
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After taking down the Winged Fool, it is a good time to heal as Battle Obbles do not actively try to aim at the Knight. |
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Prepare Nail Arts beforehand as Furious Vengeflies are extremely aggressive. |
Wave 4 | |
Transition: The platforms and spikes go away. | |
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Stay clinging at high as possible, let those Belflies take care of the rest. |
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Wave 5 | |
Transition: The ceiling rises, returning the arena to its original state. | |
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The Death Loodles spawn one after another |
Wave 6 | |
Transition: Four platforms rise up. | |
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Wave 7 | |
Transition: The platforms go away, returning the arena to its original state. | |
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Wave 8 | |
Transition: Four platforms stacked in a column rise up in the centre and spikes cover the floor. | |
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Defeating each above enemy spawns 1 of each enemy from the next row. Kill 1 Squit, then wait for the Primal Aspid to spawn and take care of it before killing the other Squit. |
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Defeating 1 Primal Aspid spawns the next row. |
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Crawling across the arena, reaching each platform at a different time. They cross platforms in this order: 3, 4, 2, 1 (1 is the top platform).
Once all four Garpedes are done crossing, the next row spawns. Stay at the top platform to get the longest possible time to heal. |
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Wave 9 | |
Transition: Platforms and spikes go away, returning the arena to its original state. | |
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Defeating 2 of the above enemies spawns the next row. |
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Defeating 1 of the above enemies spawns the next row. |
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Defeating all of the above enemies spawns the next row. |
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Defeating 2 of the above enemies spawns the next row. |
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Defeating all enemies spawns the next row. |
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Leave 1 of them alive to farm soul with the Dreamnail. |
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Wave 10 | |
Transition: Six platforms rise up and spikes cover the floor. | |
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Wave 11 | |
Transition: The platforms and spikes go away, returning the arena to its original state. | |
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Wave 12 | |
Transition: The walls close in, shrinking the arena floorspace to about half. | |
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Cling as high as possible to safely take down the Winged Fool. |
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Wave 13 | |
Transition: The walls close in even more, keeping The Knight stuck in place for several seconds. Then they expand to 3 Garpedes' worth of space. | |
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This wave starts with 1 Garpede crawling down in the centre. Before it reaches The Knight, the walls open a bit. Then Garpedes crawl down in pairs (except the 5th which crawls down solo), leaving The Knight just enough space to survive each wave. Wave 1: centre With the help of Dream Wielder it is possible to get a handful of soul and heal a decent amount afterward. |
Wave 14 | |
Transition: The walls spread out to half of the arena's size and spikes cover the floor. | |
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Defeating 3 of these enemies spawns the next row. |
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Wave 15 | |
Transition: The ceiling drops down to about halfway. | |
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Wave 16 | |
Transition: The walls and ceiling return to their original state and 3 platforms rise up. | |
Stay steady on any platform and let these Loodles kill themselves. It is possible to Dreamnail them and even heal at this time. If the platform is (unluckily) overwhelmed, Cyclone Slash will easily clear it. | |
Wave 17 | |
Transition: The platforms and spikes go away, returning the arena to its original state. | |
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Defeating one of these enemies spawns the next row. |
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Defeating one of these enemies spawns the next row. |
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Achievements
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Fool |
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Complete the Trial of the Fool. 20G |