Patch: 0.5.4b · updated 2026-07-09
Zarokh, the Temporal Boss Guide
Phase Breakdown
- Phase 1: Standard AssaultTriggerFight startMechanicZarokh fires slow-moving projectile orbs and a larger slowing orb, spawns 8 portals that periodically fire more orbs, and periodically teleports to the arena center to spawn time-mines before channeling a rotating lightning cone (Temporal Tendrils) that sweeps counter-clockwise.CounterAlmost all of his damage is physical and projectile-based, so armour and body-blocking trivialize most of it. Minions, totems, and ice walls can eat his projectile volleys for you. Stay closer to him for the lightning channel, it's easier to dodge at close range depending on trap placement.
- Phase 2: Time StopTriggerAround 60-75% healthMechanicZarokh vanishes and the arena center begins to glow. Walking into it starts a timer and spawns hourglasses around the arena that you must collect before a stacking slow effect freezes you entirely. Failing to collect them all in time is an instant kill.CounterPlan your collection route before you step into the glowing center, loop the outer ring first, then cut through the middle for stragglers. Use one movement skill per gap rather than burning them all early. 30-35% movement speed on boots is close to mandatory for this phase specifically.
Most Common Deaths
- Losing the Honour bar to chip damage from projectiles and long-duration mechanics rather than dying from a single big hit, this fight is a survival gauntlet, not a burst-damage check
- Failing to collect all hourglasses during Time Stop before the stacking slow locks you in place
- Attempting the 4-floor (highest) Trial of Sekhemas cold, without first running the easier 3-floor version to build up relic slots and Honour Resistance
Full Fight Guide
Full Fight Guide
Zarokh, the Temporal is the final boss of the Trial of the Sekhemas, encountered at the end of its fourth floor. A Djinn Barya of at least Area Level 75 with “Number of Trials: 4” is required to reach this version of the fight, which is also what grants your last two Ascendancy points.
Unlike most Atlas pinnacle fights, this isn’t a race against a health bar so much as a survival gauntlet against your own Honour — a separate resource pool based on your Life and Energy Shield that can’t be refilled with flasks, only through Artifacts, Boons, and Shrines found during the run. Hitting zero Honour fails the trial outright, so the fight rewards avoiding damage far more than raw tankiness or clear speed.
Preparation matters more than your build
Because Zarokh’s kit is almost entirely physical projectiles, any class can clear this fight with the right relic setup — your specific Ascendancy and skills matter far less here than capping Honour Resistance at 75% (which quarters incoming Honour damage), stacking movement speed, and understanding the room mechanics leading up to the boss. If you’re attempting the 4-floor version for the first time, run the easier 3-floor (Level 60+) version first to build up relic slots and resistances rather than walking in cold.
Notable Drops
- A random Unique Relic on each kill; using one in the Relic Altar for your next run unlocks a harder challenge version with its own exclusive reward
- The Last Flame relic (which sets your Maximum Honour to 1) rewards the highly sought-after Temporalis body armour on a successful completion
- Your final 2 Ascendancy points (7 and 8), completing your fourth ascension, on defeating the full 4-floor version for the first time