The Coward's Trial

The Coward's Trial is a unique.

Mechanics
Except the mods and, the rest of the mods are "optional" which can be reroll by  to switch it "on" or "off" (1 or 0), or dropped naturally as "on" or "off". Thus, the map can have zero additional waves except the base and, or have all 7 optional waves (Ghosts, Oriathan Zombies, Phantasms, Raging Spirits, Bone Rhoas, Ravager Maws and Zombies respectively). There are 2^7 = 128 combinations of map mods. The chance to have zero optional waves or all 7 optional waves, were 1/128 respectively, assuming equal chance to roll the mod value as 0 and roll as 1.

Layout
This map contains 4 floors with 6 waves of monster spawning per floor. The initial wave consists of 35 monsters and increases by 2 monsters per wave up to a possible maximum of 83 monsters on wave 25. The map is guaranteed to drop at least one unique item, regardless of map area level. It always drop as item level 100 from the map boss.

The Monster types of each wave are randomly picked from a pre-defined list of wave-types; The final wave is the exception to this, where Infector of Dreams is accompanied by monster types that can only appear during the final wave. While the monster level stays the same, magic and rare monsters increase with every wave. Additionally, at the end of every wave a rare Necromancer spawns.

Several flavour/hint messages appear in the chat window during the map:
 * When a new wave begins: "The darkness looms forebodingly..."
 * When the current room has been fully cleared: "The room grows still and quiet..."
 * When the last room has been fully cleared: "The oppressive atmosphere slowly dissipates..."

Boss

 * Infector of Dreams (unique Necromancer)
 * Casts Curse
 * Raises Undead
 * Allies deal increased Elemental Damage

In the last sub-area, the map contains several Abyss themed monsters:
 * Thresher (cannot raised as spectre)
 * Primeval Watcher (cannot raised as spectre)

Other monster of the map:
 * Brittle Born-again (can raised as spectre)
 * Rotting Damned (can raised as spectre)
 * Frost Priest (can raised as spectre)
 * Thunder Priest (can raised as spectre)

Note that only the last sub-area contain monster that leave corpse:

Legacy variants
The Coward's Trial has legacy variants.


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Pre-3.7.0 legacy variants use the mods and  instead. They function the same as the current variant if using to reroll the item. The additional "optional" waves (Ghosts, Oriathan Zombies, Phantasms, Raging Spirits, Bone Rhoas, Ravager Maws and Zombies respectively) are default as "off" ("0") in the legacy variant, however.

The legacy version has hidden values in the mods: (30-50) for and (22-25) for, while the new version of the mods,  and , does not have numeric value other than 1. It is purely a cosmetic, as the value (30-50) which was used to be for and the value (22-25) was used to be for, which both mod texts (and stat id behind) were converted to match new version due to 3.7.0 change, but the numeric value were retained.

Player can sell the legacy item to a NPC in exchange for a new "The Coward's Trial" map from the current map series, but retain the aforementioned legacy mods.

Supporter attribution
The Coward's Trial was created by supporter. 

Version history

 * The Atlas of Worlds has been reworked. You now start at the centre and will work your way outwards as you explore a new storyline.
 * Added a new mechanic - Watchstones: These can only be obtained by defeating one of the new Atlas bosses. They can be used to raise the tier of all maps in a particular region of the Atlas, causing all maps of those base types to drop at the new higher tier.


 * The entirety of The Coward's Trial map has been redone. If you're lucky enough to get one, make sure you use it!


 * The Atlas of Worlds has been shuffled. Most maps have changed tier and location within the Atlas.
 * (Not in patch notes) The Atlas will now be shuffled every league.


 * The entire Atlas has been reworked. Many map names have changed, as have their balance, tier and position on the Atlas. Many maps have also had their boss fights swapped or completely reworked.
 * The rules used to generate monsters in endgame maps have been significantly reworked and rebalanced around the rate at which we expect players to reliably clear out the map. In general, narrow, linear maps will contain fewer total monsters than maps with complex layouts. We will be closely monitoring and adjusting the balance of this change and expect to make further changes and improvements over time.


 * Further fixes have been made to monster count, to cover rare cases of inaccurate counts related to and The Coward's Trial map.


 * Fixed the interaction between Dominating Blow and the kill count of The Coward's Trial.


 * Fixed a bug where if you used Dominating Blow on The Coward's Trial unique map, and portaled out or died, the door to the next room would fail to open.


 * Introduced to the game.
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