Strategy
This is a Trial of Sekhema currency farm built around running the Trial repeatedly and stacking several income streams on top of one base activity. The headline number is a conservative 40 Divine Orbs per hour, with the creator reporting closer to 60+ on a typical day; new players will run slower and earn less at first but should still clear the 40-per-hour floor once comfortable. The single largest and most reliable source of profit is the ascendancy carry service: players who need their ascendancy points pay 2-3 Divines per spot, and a full party turns every completed Trial into roughly 10-12 Divines of guaranteed service income before any loot.
The reason this works well in 0.5 is that GGG removed the boss one-shot. The final boss can no longer kill you during the hourglass phase, so a wide range of builds can reliably complete the Trial and sell carries even without high damage. A weaker build simply takes a few extra seconds on the boss. That low skill floor turns the carry service into a steady, repeatable income rather than a gamble.
On top of the service fee, the final boss drops valuable loot. With enough quantity of relics the boss is guaranteed to drop two unique relics, with the Desperate Alliance vase (around 10-12 Divines) being the consistent money-maker and the Last Flame as a rare jackpot drop. The method suits players who want a low-investment, high-floor farm that does not depend on lucky sessions the way Abyss or Ritual can, and who do not mind the social side of recruiting and managing a party.
Atlas Tree & Setup
Trial of Sekhema is run from Barya keys rather than the atlas, so there is no atlas tree in the usual sense. The creator runs area level 79-80 Baryas, which are cheap to buy and keep the investment low (roughly one Exalted Orb per run). The core configuration is in the relic loadout.
Relic priorities:
- Two medium relics rolled with Honour Resistance, aiming for a combined 60-75% honour resistance so enemy hits drain less of the honour bar. This is the single biggest quality-of-life stat for casual and newer players.
- Small relics with Increased Quantity of Relics Dropped by Masters; the total across all relics should reach at least 100% quantity, which guarantees two unique relic drops from the final boss and increases magic-relic volume.
- Fill remaining modifiers to taste: maximum life for newer players (more survivability), or movement speed for advanced players to push more runs per hour.
- An optional “Merchant has an additional choice” modifier on a medium relic makes powerful boons easier to obtain but is more expensive.
The creator also recommends boots with 35% movement speed (and Far Run of the Chase rune) since faster clears directly raise runs per hour. Exact relic roll values and boon picks should be confirmed against the source video.
Investment & Returns
- Investment: low - cheap area level 79-80 Baryas at roughly one Exalted Orb per run, plus a relic set that can be bought on a budget (skip the expensive “Merchant has an additional choice” and avoid near-perfect rolls). It scales up optionally as you upgrade relics over time.
- Returns: high - a conservative 40 Divines per hour, with the creator citing ~60+. Roughly 10-12 Divines per full run come from the carry service alone, before loot.
- How it scales: more party members and more quantity of relics increase loot, while higher movement speed and player skill increase runs completed per hour. A boon exists that makes the boss drop three unique relics instead of two, further raising jackpot odds.
Step-by-step
- Buy area level 79-80 Barya keys and assemble the relic set (honour resistance mediums + quantity small relics, plus life or movement speed).
- Enter the Trial and read every affliction carefully before selecting a room - some afflictions (random room redirect, more monster life, removed armour) can ruin a run, so pick the least harmful option for your build.
- Sprint through escape/delay rooms and progress to the final floor boss.
- Before entering the boss arena, recruit a carry party: advertise in the Forbidden Trove (TFT) Discord and paste a service message across trade channels 1-5. Start with two clients while learning, then move to full parties.
- Set a price (2 Divines fills the party faster, 3 Divines earns more) and tell clients to stay out of the boss arena so they do not die and lose their points.
- Kill the boss, collect the two unique relics, and confirm each client has paid before listing the next run.
- Identify all magic relics and the Desperate Alliance; list the vase around 12 Divines and price magic relics by their best modifier rolls.
- Convert leftover water into extra keys to open chests - Time-Lost caches (identify and fully roll sapphires/emeralds, skip rubies), Arcanist boxes (Divine, Annulment, Chaos), spectrum caches, and relic caches.
Risks
- Afflictions can wreck a run if read carelessly; the redirect-room and increased-monster-life afflictions are especially punishing and make the boss tankier.
- Adding more party members juices the boss, making it harder to kill - scale party size to your build’s clear speed.
- Loot is variable: roughly 90% of magic relics are worthless and only about 10% sell high, and the Last Flame jackpot should never be counted on.
- The carry service is social and time-intensive - recruiting, pricing, payment-tracking, and keeping clients engaged so they do not leave the party all eat into effective hourly rate.
Credits & Source
Method credited to Poeguy007. See the source video: [PoE 2] - MY BEST FARM in PoE 2 - Return of the Ancients - // Guaranteed Profit \u0026 Low Investment.
![[PoE 2] - MY BEST FARM in PoE 2 - Return of the Ancients - // Guaranteed Profit & Low Investment](https://i.ytimg.com/vi/vLNZr5AlPwU/maxresdefault.jpg)