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Opulent Ordeal Trial Guide

Up to date for: Update 49 - 24th April 2026
Last changed: Update 49 - 24th April 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.

Night Market was available on PTS for a short amount of time, so the Opulent Ordeal notes are based on a single clear.

Before You Start

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

The first room a player enters gives that room's . Every player can only carry an orb once, which is why each side needs at least 3 players.

In my opinion, 12 damage dealers is the best way to do it. A regular comp with 1 tank, 1 healer, and 2 damage dealers leaves you in a very tough spot once you have to leave one player from each color in the center room after the first running phase, because each running group only has a single damage dealer. The final bosses are also extremely easy to tank with a simple damage dealer setup and a taunt. If you give up on a healer, all of them need a self-heal. If you give up on a tank, some damage dealer has to bring Major and Minor Breach.

Orange (Drylands)

Tank / Damage Dealer with a taunt
Healer / Damage Dealer
Damage Dealer
Damage Dealer (Stays in center room after first running phase)

Purple (Eclipse)

Tank / Damage Dealer with a taunt
Healer / Damage Dealer
Damage Dealer
Damage Dealer (Stays in center room after first running phase)

Red (Cobwebs)

Tank / Damage Dealer with a taunt (Stays in center room after first running phase)
Healer / Damage Dealer
Damage Dealer
Damage Dealer

Each team needs to leave one person in the center room after the first running phase so they can keep using their tool for the corresponding mechanics. Red team can leave the tank because only requires grappling through and does not need damage. Orange team needs a damage dealer because they have to kill . Purple team needs a damage dealer because they have to kill .

Mechanics

Fight Overview

The first phase is about passing essences back to their home rooms. The raid team has to split into three teams, and 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, and kill them.

Phase Overview

The first three add waves unlock Drylands, Eclipse, and Cobwebs. Once those rooms are open, the phase is about moving each essence through all 3 rooms while the center room keeps spawning adds and mechanics.

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. A player can only carry an orb once for the entire fight, so each side needs enough different players to cover spawn, both handoffs, and the final delivery, and every required point on that chain has an elite add that has to die before the orb can move.

ADD WAVES

ADD WAVES

Adds

The first three add waves unlock the side rooms. After that, adds keep spawning while the orb is being passed around. Daedroths, Atronachs, Hoarvors, and Wraiths of Crows have cleaves.

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.

If you are the Red player staying in the center room and you are the only Red player there, stay close to the spider so you do not get webbed yourself. You are the one who has to break it.

This mechanic can only be handled by neutral players or Red players.

What to do

Use to cut the web. Keep at least one neutral or Red player in the center room.

SHADOW RIFT

SHADOW RIFT

Reveal Mechanic

Hoarvors 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.

What to do

Pick up the Incandescent Pod and reveal and destroy the Shadow Rift. Keep at least one neutral or Purple player 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.

What to do

Enter the sandstorm and kill the Flameshaper. Keep at least one neutral or Orange player in the center room.

ESSENCE CARRY

ESSENCE CARRY

Carrying Orbs Around the Map

After three add waves, 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. A player can only pick up one orb for the whole fight, so each side needs enough different players to cover spawn, both handoffs, and the final delivery.

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.

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.

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

Team Notes

Orange

Orange team goes into Drylands and uses to move through Sand Walls. Later this group fights Opulent Arid Varlet.

Purple

Purple team goes into Eclipse and needs protection from the Incandescent Pod at the entrance. Refresh that protection at the fixed pickup points inside the room. Later this group fights Opulent Knightshade.

Red

Red team goes into Cobwebs and uses to move between platforms. Each platform spider has to die before the team can use the next point. Later this group fights Opulent Web Eater.

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. The matching color group has to stand in that AoE or the raid takes the hit instead. Failing those soaks leads to Unmitigated Burning Essence, Unmitigated Spidersilk Essence, or Unmitigated Pitch Essence depending on which essence was mishandled.

What to do

Go inside the soak with your matching color.

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 Opulent Knightshade, and Red stays on Opulent Web Eater.

The center-room mechanics are still active here, so you still need , , and while you hit the bosses. still works the same here, but in trio phase two same-color soaks can spawn periodically, so the matching group has to split 2-and-2 with two players in each soak.

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.

ESSENCE SOAK

ESSENCE SOAK

Soak

This is the same soak as from the running phase. You still soak your own color. In trio phase, two same-color soaks can spawn periodically, so the matching group has to split 2-and-2 with two players in each soak.

Gameplay

Footage from the trial is below.

DPS
Red zone
DPS
Red zone

PTS tuning note

This footage is from before the February 2, 2026 tuning pass in PTS Patch Notes v11.3.3.

That patch reduced the health of the trio bosses and Flameshapers, made the small Incandescent Pods in the middle easier to see and longer-lasting, kept essence announcements on screen longer, reduced Unmitigated Burning Essence, Unmitigated Spidersilk Essence, and Unmitigated Pitch Essence, cleaned up Sticky Web behavior, and made Grapple Points more responsive.



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