Hyperioxes
Hyperioxes
Home Trial Guides Opulent Ordeal

Opulent Ordeal Trial Guide

Up to date for: Update 49 - 7th May 2026
Last changed: Update 49 - 7th May 2026

Opulent Ordeal is a trial encounter that is part of the time-limited Night Market event. It has a complicated running phase where three teams pass orbs between three separate zones and then an extremely easy triple boss fight.

Before You Start

You need to gather keys in Night Market before you can enter. Argent bosses in the Night Market open world give the keys for the dungeons, and inside those dungeons Gilded bosses give the key fragments for Opulent Ordeal.

Each district also asks for its own relic, but that does not matter here because you would not be able to access the dungeon without it anyway. The relics are Egg of Arac ( ), Gleaming Lamp ( ), and Windglass ( ). Once you have the 3 Opulent key fragments, you can enter Opulent Ordeal.

The fight starts when the group burns all three faction banners at the entrance.

Player Assignments

I now recommend 3 Orange, 3 Purple, 3 Red, and 3 Neutral instead of the older 4/4/4 split. Neutral stays in the center the whole time, with the Neutral tank holding center elite adds so colored teams can enter side rooms as soon as they open. The Neutral tank also tanks Opulent Web Eater in the trio phase.

The first room a player enters gives that room's . Players who stay in the center remain Neutral. The orb applies a 4-minute debuff when you carry it. Use 3 Orange, 3 Purple, 3 Red, and 3 Neutral so each colored side has 3 unique carriers.

My recommendation is 3 tanks, 1 healer in Purple, and 8 damage dealers. Put the tanks in Orange, Purple, and Neutral, not Red. Healers are less useful during the running phase, but having at least 1 healer with Spell Power Cure is very useful in the trio phase. Damage dealers on sides without a healer need self-heals for the running phase, for example Resolving Vigor.

Orange (Drylands)

Tank
Damage Dealer
Damage Dealer

Purple (Eclipse)

Tank
Healer
Damage Dealer

Red (Cobwebs)

Damage Dealer
Damage Dealer
Damage Dealer

Neutral (Center)

All tools

Tank
Damage Dealer
Damage Dealer

The 3 Neutral players stay in the center the whole time. The Neutral tank can tank all elite adds in the center, so colored teams can go into side rooms as soon as they open. Colored players should still cover their matching center mechanics when they are in the center: Red covers , Purple covers , and Orange covers .

Mechanics

Fight Overview

The first phase is about passing essences back to their home rooms. The raid team splits into 3 colored side teams and a Neutral center team. Each essence can spawn in either off-color zone, so the route depends on where it appears. You have to kill an elite add whenever you want to pick up an orb, pass it, or deliver it.

The Opulent Trio at the end is much easier. Split onto matching bosses, keep doing the leftover center-room mechanics, keep killing the elite adds that spawn, and kill them.

Phase Overview

Before the first side room opens, three add waves spawn in the main room. Each wave has one elite add.

After that, the first side room opens and that side team should leave. Two elite adds then spawn in the main room. Killing them opens the second room, then another two elites spawn. Killing those opens the third room, then one more pair of elites spawns without opening another room. During the first running phase, those elite adds stay in the main room and do not follow players into side rooms, so the first team that comes back kills them. After side rooms are open, the Neutral players left in the center handle the remaining main-room adds.

Each essence starts in one room, passes through the transition room, and only gets delivered in the third room. That means every route uses both handoff points and all 3 side teams touch the orb. Carrying an orb gives a 4-minute debuff. With 3 people per colored side, each player can carry once.

Map

This map shows the fixed spawn points, handoff points, and delivery points for the running phase. Every previewed route crosses all 3 rooms and uses 2 handoffs before the final delivery. Route buttons also show the on-screen announcement text.

Opulent Ordeal overview map showing Drylands, Eclipse, Cobwebs, and the spawn, handoff, and delivery points for the running phase.

Team Jobs

Orange

Drylands

Move through Sand Walls with . This side's elite add is Daedroth, and they'll later fight Opulent Arid Varlet.

Purple

Eclipse

Use protection from the Incandescent Pod at the entrance and refresh it at fixed pickup points. This side's elite add is Wraith of Crows, and they'll later fight ranged Opulent Knightshade.

Red

Cobwebs

Use to move between platforms. Each platform spider has to die before the next point can be used. This side's elite add is Flesh Atronach, and they'll later fight Opulent Web Eater.

Neutral

Center

Stay out of side rooms so you never gain . Neutral players can use all 3 tools in the center room.

Handle , , , and the remaining main-room adds. Neutral players cannot soak , so stay out of those AoEs. In the trio phase, the Neutral tank tanks Opulent Web Eater and Neutral damage dealers hit whichever boss is highest health.

ADD WAVES

ADD WAVES

Adds

Before the first side room opens, three add waves spawn in the main room. Each of those waves has one elite add.

After those three waves, the first side room opens. Two elite adds then spawn in the main room. Killing them opens the second side room, then another two elites spawn. Killing those opens the third side room, then one more pair of elites spawns without opening another room.

Side teams should leave for their room once it opens. During the first running phase, the elite adds stay in the main room and do not follow players into side rooms, so the first team that comes back kills them. After side rooms are open, the Neutral players left in the center handle the remaining main-room adds.

The main-room elites are the same elites used by the side zones: Daedroth for Drylands, Wraith of Crows for Eclipse, and Flesh Atronach for Cobwebs.

ENSNARING SPIDER

ENSNARING SPIDER

Insta-kill

Ensnaring Spiders are damage immune and cast a web line on the furthest player, then slowly pull that player toward the spider. If the webbed player gets fully pulled in, they die instantly. Another player must use to cut through the web line by pulling across it. That also damages the spider.

This mechanic can only be handled by Neutral players or Red players. In the 3/3/3/3 setup, Neutral players stay in the center and handle it.

What to do

Use to cut the web. Keep Neutral players in the center room.

SHADOW RIFT

SHADOW RIFT

Reveal Mechanic

Night Terrors drop Incandescent Pods when they die, and the pod is used to reveal and destroy the Shadow Rift so the drain does not kill players.

This mechanic can only be handled by Neutral players or Purple players. In the 3/3/3/3 setup, Neutral players stay in the center and handle it.

What to do

Pick up the Incandescent Pod and reveal and destroy the Shadow Rift. Keep Neutral players in the center room.

FLAMESHAPER

FLAMESHAPER

Channeling Add Hidden Behind Sandstorm

Flameshaper surrounds itself with a sandstorm, which can only be traversed using , and channels group-wide damage. Players have to use the interact prompt to enter that area and damage it in melee.

This mechanic can only be handled by Neutral players or Orange players. In the 3/3/3/3 setup, Neutral players stay in the center and handle it.

What to do

Enter the sandstorm and kill the Flameshaper. Keep Neutral players in the center room.

ESSENCE CARRY

ESSENCE CARRY

Carrying Orbs Around the Map

After all 3 side rooms are open and the room-opening add waves are handled, an essence spawns in one room and that team has to kill the elite add there before starting the pass. From there the orb moves through all 3 rooms. No route stops after one handoff.

The second room is the transition room. The orb goes through the first handoff point, through the second handoff point, and only then gets delivered in the third room. Carrying an orb gives a 4-minute debuff. With 3 people per colored side, each player can carry once.

If your group is slow enough, you only need 2 carriers because the first carrier can take the third orb after the 4-minute debuff falls off.

GRAPPLE

GRAPPLE

Traversal Tool

This is the same relic that you used to traverse the Skittering Precinct.

LANTERN

LANTERN

Traversal Tool

This is the same relic that you used to traverse Sorrow's Friend.

FAN

FAN

Traversal Tool

This is the same relic that you used to traverse the Parch.

DELIVERED ESSENCES

DELIVERED ESSENCES

Post-delivery Soaks

After an essence is delivered and the team gets back to the center room, that essence shows up as a pulsing AoE. One matching color player is enough to soak it, and the damage is blockable. Neutral players cannot soak Delivered Essences. Neutral players should stay out of the AoEs so they do not bait colored players into thinking the soak is covered. Failing those soaks leads to Unmitigated Burning Essence, Unmitigated Spidersilk Essence, or Unmitigated Pitch Essence depending on which essence was mishandled.

What to do

Have one matching color player block inside the soak.

Phase Overview

The trio phase is much easier than the running phase. Each boss has 66,800,000 health. All three bosses should be taunted and split. If they are stacked, they gain a massive damage shield. Orange stays on Opulent Arid Varlet, Purple stays on ranged Opulent Knightshade, and Red stays on Opulent Web Eater. The Neutral tank tanks Opulent Web Eater. Affinity is not required to damage any boss. The color groups are tied to those bosses because Delivered Essence soaks spawn near their gates. Neutral damage dealers should hit whichever boss is highest health and stay out of Delivered Essence soaks. The bosses enrage 20 seconds after one of them dies.

The most important mechanic in this phase is . The soak works the same as in the running phase, but now 2 same-color soaks can spawn. One matching color player is enough for each soak, and the damage is blockable.

The center-room mechanics are still active here, so you still need , , and while you hit the bosses. The elite adds also keep spawning during the trio phase, so keep killing Daedroths, Wraiths of Crows, and Flesh Atronachs as they appear.

ESSENCE SOAK

ESSENCE SOAK

Soak

This is the same soak as from the running phase. One matching color player is enough for each soak, and the damage is blockable. Neutral players cannot soak it and should stay out of the AoEs, so colored players do not think the soak is covered. There are now 2 same-color soaks, and both need to be covered.

IMMUNITY

IMMUNITY

Invulnerability when stacked

The three bosses cannot be stacked. All three bosses should be taunted and split, because if they are stacked, they gain a massive damage shield.

What to do

Keep all three bosses separated.

ENRAGE

ENRAGE

20 Seconds After a Boss Dies

The bosses enrage 20 seconds after one of them dies.

What to do

Keep their health close and finish the remaining bosses quickly after the first one dies.

ELITES KEEP SPAWNING

ELITES KEEP SPAWNING

Adds

The running-phase elite adds keep spawning during the trio phase. Keep killing Daedroths, Wraiths of Crows, and Flesh Atronachs while the bosses are split.

What to do

Keep the bosses split, but do not ignore the elite adds.

FIERY CRASH

FIERY CRASH

AoE on Player

Arid Varlet targets a player with Fiery Crash. It spawns a growing AoE on them and explodes at the end.

What to do

Move the AoE away from the group and block the explosion.

EMBLAZONED STOMP

EMBLAZONED STOMP

Blockable AoE

Arid Varlet casts Emblazoned Stomp and deals damage in an AoE. This can be blocked.

What to do

Block the AoE damage.

SCORCHING SMASH

SCORCHING SMASH

Heavy Attack

Scorching Smash is Arid Varlet's heavy attack. It applies a healing absorb to the tank and sends out 3 fiery waves that ricochet off walls.

What to do

Dodge roll Scorching Smash. It can be dodge rolled without consequences.

RAMPAGING FIRE

RAMPAGING FIRE

Interrupt

Arid Varlet jumps away with Smoke Step and starts channeling Rampaging Fire. This has to be interrupted.

What to do

Interrupt Rampaging Fire after Arid Varlet jumps away.

CONSUMING CROWS

CONSUMING CROWS

Travelling AoEs

Opulent Knightshade targets players far away from them with Consuming Crows. The AoEs slowly travel around the area and deal damage.

What to do

Watch for the traveling AoEs and move out of them.

COALESCING SHADOWS

COALESCING SHADOWS

DoT that Spawns AoE

Opulent Knightshade puts Coalescing Shadows on the 6 closest players. After a while, Coalescing Pool AoEs spawn under the affected players.

What to do

Heal the DoTs and move out of the AoEs when they spawn.

DEVASTATING SLAM

DEVASTATING SLAM

Melee Heavy Attack

Devastating Slam is Opulent Knightshade's melee heavy attack. It applies a healing absorb to the tank. When the heavy attack lands, even if it is dodge rolled, it also spawns AoEs under the tank and random players. Those AoEs deal damage and apply healing absorbs.

What to do

Dodge roll Devastating Slam. Move out of the AoEs that spawn after it lands.

DEVASTATING BOLT

DEVASTATING BOLT

Ranged Heavy Attack

Devastating Bolt is Opulent Knightshade's ranged heavy attack. It applies a healing absorb to the tank. When the heavy attack lands, it spawns an AoE under the tank.

What to do

Dodge roll Devastating Bolt and move out of the AoE under the tank.

INKY FLARE

INKY FLARE

Interrupt

Opulent Knightshade teleports away with Shadow Path and starts channeling Inky Flare. This has to be interrupted.

What to do

Interrupt Inky Flare after Knightshade teleports away.

SHROUDED PASSAGE

SHROUDED PASSAGE

Teleport

Opulent Web Eater teleports with Shrouded Passage.

What to do

Reposition after the teleport and keep Web Eater split from the other bosses.

SHATTERING WEBS

SHATTERING WEBS

Heavy Attack

Shattering Webs is Opulent Web Eater's heavy attack. It applies a healing absorb to the tank and spawns webs.

What to do

Be ready for the hit and healing absorb, then move out of the webs after they spawn.

VOICE OF THE SKITTERING

VOICE OF THE SKITTERING

AoE Waves

Opulent Web Eater casts Voice of the Skittering, an AoE explosion that sends out 3 waves.

What to do

Move out of the explosion and avoid the waves.

VENOMOUS WEBS

VENOMOUS WEBS

Poison Webs

Venomous Webs hits multiple players. After it hits, Spider Bites ticks on affected players.

What to do

Heal through the damage on affected players.

Gameplay

Footage from the trial is below.

DD with a Taunt
Orange side
DD with a Taunt
Purple side
DD
Red side
DD with a Taunt
Orange side
DD with a Taunt
Purple side
DD
Red side


THANKS FOR READING

Patreon

If you've enjoyed this guide and want to support me, you can do so through Patreon. Your support will help me produce more guides.