Time Trials

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Time Trials

Time Trials are wave-based dungeon encounters designed for groups of 1-5 players. Groups must defeat a series of timed enemy waves, with difficulty scaling based on the number of players participating.

Time Trials are integrated with the Raid Logging system, recording player performance and completion times for successful runs.

Joining a Time Trial

Players register through the Time Trial Entrance outside of the dungeon.

The first player to register becomes the Group Leader. Additional players must be in the Group Leader's party. A maximum of 5 players may register. Only the Group Leader may begin the trial. All registered players must be alive, online, and still in the leader's party when the trial begins.

Once the trial begins, the roster becomes locked. Players cannot join or leave the roster until the run ends, and the number of registered players determines scaling for the entire run.

Leaving the signup roster before a run begins will apply a short registration cooldown.

Waves & Scaling

Each Time Trial consists of a series of timed enemy waves. Defeating a wave early causes the next wave to begin after a short delay.

If the wave timer expires first, the next wave will arrive even if enemies are still alive. Remaining creatures stay active, allowing multiple waves to accumulate if the group falls behind.

The final wave has a fixed time limit. All remaining enemies must be defeated before this timer expires or the trial will fail.

Leaving & Re-entering

Participants may leave an active Time Trial without forfeiting their place in the run.

The interior Time Trial Control Stone can be used to leave the dungeon, while the outside Time Trial Entrance allows registered participants to Re-enter Trial.

Leaving, disconnecting, or changing parties does not alter the locked roster or difficulty scaling.

If all participants leave the trial area, an abandonment timer begins. Returning before it expires allows the run to continue. However, if no living players are inside when a new wave attempts to begin, the trial is immediately abandoned.

Failure & Cooldowns

A Time Trial will fail if:

  • All participants are defeated.
  • The final wave timer expires.
  • The group remains outside the trial for too long.
  • Nobody is present when the next wave begins.
  • The Group Leader manually abandons the trial.

Completing, failing, or abandoning a Time Trial applies a 10 minute Run Cooldown to all participants before they may register for another trial.

The Group Leader may manually abandon an active run through the interior Time Trial Control Stone.

Logs

All waves are treated as a single encounter for Raid Logging, tracking statistics such as damage, pet damage, DPS, healing, and stuns throughout the entire run.

Successful Time Trials are added to the player's Raid History, where completion times and encounter reports can be reviewed.

Summary

Supports 1-5 players. Additional players must be in the Group Leader's party. The roster locks when the run begins. More players means more creatures and shorter wave timers. Unfinished waves can stack with incoming waves. Participants may leave and re-enter an active run. The final wave must be cleared within its time limit. Completed and failed attempts apply a cooldown. Successful runs generate encounter reports and completion records.