Malrik's Halls of Illusion
An endgame roguelite dungeon mode unlocked after clearing Stage 18 of all three Gear Raids. Players use Trial Keystones — dropped from Gear Raids and other modes — to enter Trials. Each Keystone has 10 energy; exiting or failing costs 1 energy. When all energy is spent the Keystone breaks. Keystones determine how many waves appear, whether bosses spawn, what Special Effects are active, and which rewards can drop. Completing Trials earns Gems for Gem Enhancement and Artifact Augmentation.
Sub-Modes
Uncommon Keystones
Entry-level Trials. Fewest waves, no boss encounters, limited special effects. Good for learning mechanics and earning basic rewards.
Rare Keystones
Mid-tier Trials with more waves and a chance of special effects. Better reward pools than Uncommon.
Legendary Keystones
High-tier Trials with boss encounters and multiple special effects active simultaneously. Significantly better Gem and Empyrean Trove drop rates.
Mythic Keystones
The highest Keystone rarity. Maximum waves, guaranteed boss, all special effects in play. Best possible rewards including Mythic-rarity Empyrean Troves containing the rarest Gems.