Trial of the Fool

"Trial of the Fool. Fight for Geo... and the glory of being a Fool."

- Trial of the Fool Trial board

The Trial of the Fool is the third and final trial available in the Colosseum of Fools to the Knight.

Requires to open.

Upon clearing it for the first time, the Knight receives and the Fool achievement. Subsequent completions reward.

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.

Waves Information and Advice This table contains advice mostly for a Nail build.


 * 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.



Achievements

Колизей глупцов — Испытание глупца Próba Głupca