The Obsidian Trial

is a PVP scene that features capped skill levels.
 * All players entering this scene will have all skills levels capped to 100.

A subterranean pit of sheer obsidian, in Novia near the east entrance to Nightshade Pass, hosts a deadly, 32-player PVP free for all known as The Obsidian Trials. Play sessions begin every 10 minutes with one minute of preparation time between matches. During the match, a poisonous boundary that deals extraordinary amounts of damage rapidly reduces the amount of playable area. If you are caught in the boundary you will die quickly so you must stay ahead of it. There is a lobby area where players go when they die during a match, prepare for new matches and replenish supplies from a merchant. The lobby is where you can also spend the currencies you earn from playing in the Obsidian Trials. The PvP scoreboard displays the timer for the match, show numbers of players in the match, display the winner, and resets for each match.

When you are killed you do not lose any items, nor trophies, to the person who killed you! Instead, making any kill during an Obsidian Trial match will earn you Obsidian Skull Coins, which can be spent on temporary items like consumables (potions, scrolls, etc.), and winning an Obsidian Trial match that includes at least 5 players earns you Obsidian Medallions which can be spent on more permanent items like emotes and titles.

NPCs

 * Magic Reagents Merchant
 * Obsidian Trials Trader

Trivia

 * We are polishing various aspects of our combat and PVP systems in preparation for the upcoming Castle Defense Scenarios feature. This includes making areas of PVP engagement where no ransom items drop, where grouping rules can be controlled (on/off), having death remove you from the scene until the scene restarts, new currencies/merchants/rewards for PVP scenarios, and better overall physical spaces for PVP. To that end we have created a combat area where we can iterate on these systems over the next several releases called The Obsidian Trials. It will be where we implement, test, and polish various systems to improve and enhance our combat and PVP systems so that they can be expanded to support Castle Defense. In Release 55 we have built the space and implemented new death mechanics, blocked grouping, and removed ransoms. In the next few releases we will be adding boundaries that change the size of the play space, win/loss conditions, timer resets, and a new PVP currency that can be spent on rewards like titles, components, consumables, emotes, and patterns.