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Spoilers ahead. Each boss guide names every ability of that boss and when it arrives. Guides contain solutions and may reveal encounters and progression.

Trials of Bremarus · Wiki

The Proving Warden

The first trial: Hammer Strike, Debris Wall, fire pools and the Charge.

The first trial. The Proving Warden has 2,400 health and fights in the Proving Ring, a plain circle 30 m across with nothing to hide behind. He winds up one action at a time; fire left on the floor can still be burning when the next one starts. Every hero has 100 health, so his numbers below read as percentages.

The Proving Warden: a full fight, narrated

The video is one whole fight played by the game's test player as a male Necromancer, a class and body drawn at random: the Warden fell after 3 minutes with the Necromancer on 81 health. Each later boss guide draws its own hero, so every class gets its turn.

The abilities, in the order they arrive

FromAbilityHow oftenDamageAnswer
100%Hammer Strikeabout every 5 s40Step out, roll or blink
75%Debris Wallabout every 20 s40Roll, blink or immunity
50%Fire pools on every strikewith each strike20 per secondWalk out within 1 s
25%Chargeabout every 10 s40, trail 25 per secondSide-step the body, keep off the trail

An ability that has just joined the fight is used as soon as the boss is free, so each threshold is followed almost at once by its new attack. The name of whatever he is about to do appears under his health bar.

Hammer Strike

He walks towards the hero, and a red circle of 4 m radius locks on the spot where the hero stands. One second later the hammer comes down inside it. The circle does not follow you: walking out of it in that second is enough (at 7 m/s a step from the centre takes about 0.6 s). It is a physical blow, so a roll that is still under way when it lands turns it aside, and a blink always clears it.

The Proving Warden bringing his hammer down inside a red warning circle
Hammer Strike: the circle shows where the hammer will land.

Debris Wall (from 75%)

He raises the hammer for about a second and slams the floor; a ring of debris runs out from him at 3.75 m/s, all the way to the arena wall. It covers every direction, so running away only delays it. Let the front come to you and roll through it when it is about a metre away, blink across it, or use immunity if both are cooling down.

A ring of debris running outward from the Proving Warden across the floor
Debris Wall: the debris bursts from the slam and runs to the wall.

Burning hammer: fire pools (from 50%)

Every Hammer Strike now also throws three burning stones to random spots on the floor. Each leaves a pool of fire of 4 m radius that does nothing for its first second, then burns for 5 s at 20 health per second. Fire is not physical: a roll does not protect you. Walk out at once, or blink.

Fire pools burning on the floor of the Proving Ring after a hammer strike
A burning strike: pools land around the circle.

Charge (from 25%)

A lane 3 m wide is drawn from the boss to the wall in a random direction. One second later he runs it at 14 m/s, hitting anyone in the lane for 40, and leaves a trail of fire that burns for 3 s at 25 per second. At the wall he stands stunned for 2 seconds and cannot act: the best moment to hit him. Side-step out of the lane (or roll through the body), then stay off the burning trail.

The Proving Warden charging across the ring and leaving fire behind him
Charge: the lane, and the fire it leaves.

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