Before you get to learn more about Yelan and Kuki Shinobu, Genshin Impact is putting you through the Perilous Trail challenges first, namely the Realms of Guile and War.
STARTING THE QUEST
The titular “trail” is the Interlude Chapter, Act II. This story starts out time-gated, so you won’t be able to do either Yelan’s Story Chapter or Kuki Shinobu’s Hangout Quest. Proceed through the dialogue.
CHASMIC MAZE
You’ll have to make your way across platforms by interacting with the mechanisms.
Rotate 1 time.
- 3 Pyro Slime
Rotate 1 time.
- 3 Hilichurl, 1 Mitachurl
Go back the way you came, and rotate 1 time.
- 2 Hilichurl, 1 Mitachurl
- 2 Pyro Slime
You can leave once you defeat 2 Pyro Geovishap.
CITY OF HIDDEN RUNES
You’ll have to step on 4 runes matching shape and colour, then use the Lightshapers to beam onto the symbols.
This platform has you fight 3 Geovishap Hatchlings.
This platform has you fight 1 Stonehide Lawachurl.
This platform has you fight 2 Geovishaps.
This platform has you fight 3 Rockshield Mitachurl.
REALM OF SNARING ILLUSIONS
Pick up the Luxurious Chest here if you haven’t already.
You’ll be able to utilize trial versions of Yanfei, Yelan and Xiao to fight off waves of enemies. The gimmick of this realm is to turn the needles of the “compass”. The first battle has you use Yanfei against 6 Treasure Hoarders. Be sure to pick up the note nearby afterwards too.
Rotate the needle forward once, then go through the gate in front.
Here, you’ll fight 1 Fatui Pyroslinger Bracer and 1 Cyrogunner Legionnaire with Trial Yanfei and Yelan.
You need to rotate the needle forward once here, and go through the gate. Once you return here, attack the budding tree, then go back through if you haven’t destroyed it already. You’ll then be allowed to rotate the needle forward once.
You will have to dodge the hand attacks with Xiao. There is no enemy to fight, you just need to survive. There’ll be a note to pick up nearby too.
The compass you need to interact with is behind the grille. Go back through the gate to pick up the note if you missed it, and interact with the lever if you couldn’t already, then go back through the gate.
You should be able to reach the compass now. Rotate the needle backwards twice until it reaches the left most symbol.
Go through the gate, and get one more note automatically. Rotate the compass needle here backwards once, and proceed through the dialog.
REALMS OF GUILE AND WAR
You can choose from 3 difficulties: Default Animosity, Stern Antagonism, and Apex Hostility. From there, you select a starting party of 4 and pick 3 Stratagem that appear at random and fight through 3 waves. The starting Monster List will change at random.
If you wish to change your starting lineup, hit Reset Challenge at the bottom left.
You can select previous Stratagem by paying its associated cost in Stratagem Shards. Fallen characters can also be revived in this way.
You may choose to further increase the difficulty for certain battles.
Any Trial Character will utilize your Constellations, default 0. They are also fixed at level 80, Talent Levels default Level 8, with increased levels based on your Constellations.
STRATAGEMS
This by no means a complete list, due to their random nature.
STRATAGEM | EFFECT |
---|---|
Set Arrangements | The CD for switching characters is extended to 6s. When a character takes the stage, their Normal Attack Speed and Movement SPD will be increased by 15%, HP recovered by 15%, and Elemental Energy recovered to 100%. Their interruption resistance will be greatly enhanced. |
Leading from the Front | CRIT Rate will be increased by 30% when the active character deals DMG to opponents while having 100% Elemental Energy. |
Swagger | When on the field, the character's ATK DMG will be increased by 25% every 3s. This effect can stack up to 3 times. |
Surpassing Form | After a character's Elemental Skill hits an opponent, their Elemental Skill DMG will be increased by 50% for 6s. |
Superlative | Increases all party members' Elemental Skill and Elemental Burst Level by 1. The maximum upgrade is 15. |
Tactical Deployment | After entering combat, non-active party members will regenerate 3 Elemental Energy per second. |
Transcience | When opponents take Electro-Charged DMG, their Electro and Hydro RES is decreased by 40% for 5s. |
Meteor Blitz | When the active character's Charged Attacks hit an opponent, they will generate 1 Elemental Particle to recover 2 Elemental Energy. This effect can be triggered once every 1s. |
Scattering Light | When the active character's Plunging Attack deals DMG to opponents, 3 Elemental Energy and 3% of their Max HP will be restored to them. This effect can be triggered once every 1.5s. |
Perpetual Valor | The active character's Charged Attack no longer consumes stamina and its DMG will be increased by 40%. Character's resistance to interruption is greatly increased when performing a Charged Attack. |
Assurance | The active character's ATK SPD will be increased by 30%. When hitting opponents, their Normal Attack will restore HP to them, the amount of which is equal to 5% of their Max HP. This effect can be triggered once per 3s. |
Thunderstruck | After the active character's Normal Attack hits an opponent, their Normal Attack DMG will be increased by 15%. This effect can be triggered once every 0.1s, lasts for 5s , and stacks up to 4 times. Each stack's duration is independent. |
Swift Lethality | Party members' Electro and Hydro DMG will be increased by 20% for every Electro or Hydro character in the party. |
Immaculate | When the party members are using 3 or more different types of weapons, all party members' ATK will be increased by 60%. |
Tidal Might | When the active character's Plunging Attack hits opponents, their Plunging Attack DMG will be increased by 20%. This effect lasts for 8s, stacks up to 3 times, and can be triggered once every 0.1s. |
Unity | After a character uses their Elemental Burst, all party members' Elemental Burst DMG will be increased by 50% for 6s. |
Inexorable Force | All party members' Normal Attack and Charged Attack gain a 50% All Elemental DMG Bonus. |
Transfixing Strike | After the active character's Charged Attack hits an opponent, their Charged Attack DMG will be increased by 20%. This effect can be triggered once every 0.1s, lasts for 8s , and stacks up to 3 times. The duration of this effect will be refreshed every time it is triggered. |
Galeforce | Greatly enhances the characters' jumping ability. Characters' Plunging Attacks generate a Cyclone at your position upon hitting opponents. This effect can be triggered once every 2s. |
Stunning | After the active character's Normal Attack hits an opponent 3 times, they will unleash a shockwave at the opponent's position that deals AOE DMG. This effect can be triggered once every 2s. |
The Golden Ploy | Characters' Geo constructs intermittently unleash shockwaves that deal True Geo DMG to nearby opponents. This effect can be triggered once every 3s. |
Fortbreaker | When the active character obtains Crystallize shards, their DMG will be increased by 50% for 6s. |
Abundant Regeneration | When an active character is recovering HP, there will be a lingering wave lasting for 4s that records the HP recovered for all party members (including overflow healing). The lingering wave will be followed by a shockwave which deals 60% of the accumulated healing as DMG to surrounding opponents. There will be up to one lingering wave in every 4s, which is capable of recording up to 80,000 recovery (including overflow recovery). |
Assault Fanfare | When a character with HP higher than 70% is recovering HP, their ATK will be increased by 80% for 5s. |
Shield Counter | Character Shield Strength will be increased by 40%. A backlash will occur when opponents hit a character protected by a shield, dealing AOE DMG to nearby opponents. This effect can be triggered once every 5s. |
Untamed Wind | When a character triggers a Swirl reaction, all party members gain a 80% Anemo DMG Bonus for 8s. |
Ingenious Adaptation | When recovering HP, a character's Max HP will be increased by 60% for 6s. |
DIRECLIFF COURT
Once 3 waves are complete, you can bring ONE person from the party into the next wave, with a new set of 3 Stratagem.
TRIAL CHARACTERS
KALEIDOSCOPE CAGE
Once 3 waves are complete, two people are randomly excluded from the next wave, along with a new set of 3 Stratagem.
TRIAL CHARACTERS
INSURGENT TWILIGHT
After 3 waves, the entire party will be unable to be deployed for the next 3 waves / 1 round.
TRIAL CHARACTERS
UTMOST DECEPTION
After 3 waves, only 1 party member can be taken to the next wave, while the rest will be on cooldown for 2 rounds.
TRIAL CHARACTERS
Good luck in the Realms of Guile and War!