Proving Ground

Ghechswol the Arena Master
Location The Academy
Suggested Level 17
Next Quest  n/a
Previous Quest The Driftwood Arena

Proving Ground is a Quest in Divinity: Original Sin II. Entering the portal, you face yet another challenge similar to the other trials of the One back at Driftwood and Fort Joy. Will you triumph and be worthy of the title of "The One"?



Important NPCs



Proving Ground Objectives

  1. Enter the portal.
  2. Speak to the Arena Master.
  3. Challenge the Great Guardian.
  4. Report back to the Arena Master.



Proving Ground Walkthrough

In the Teacher's Hall at the Academy, there is a door that can be opened with the Key of the One which you get after fighting in the Driftwood Arena. The door can also be lockpicked. Upon entering the room beyond, which is called "Armaments of the One", you will immediately be awarded 27,900 Exploration XP. Head towards the portal and enter it.

Upon entering the portal, you will gain another 41,850 Exploration XP. Continue onward and you will see the body of a dead bird. Cast Spirit Vision to see the spirit of the bird, and speak to her. Agree to her challenge to fight some battle-hardened construct.

Enter the vast chamber, and you'll find a huge guardian there called "The Great Guardian", along with 2 Eternal Protectors and 2 Eternal Sentinels. He will demand you leave, and if you try to move closer, he will initiate combat. It is not a difficult fight, and once you kill the Great Guardian, all the smaller constructs will be destroyed. The Eternal Protectors and Eternal Sentinels are worth 27,900XP each, while the Great Guardian himself is worth a whopping 97,650XP. All the smaller constructs will award XP upon death regardless if they were killed by your hand or because the Great Guardian died, so the most optimal way is to simply focus on the Great Guardian. When killed, the Great Guardian drops the "Blade of the Swornbreaker", one of the pieces to craft the Swornbreaker weapon, as well as several Divine-quality loot pieces.

If you are having difficulty with this fight, there are Eternal Reflectors in the room that can be moved, with a phase conductor that is located behind the Great Guardian. Placing a Phase Capacitor on the conductor can shoot a beam forwards onto the reflectors. Directing the beam at the boss will stun it and keep its magic armor at 0 for as long as the beam is focused on it. You can use invisibility potions or spells to do all this without being noticed. Ultimately though, the simplest solution is to cast a powerful source spell such as Meteor Shower or Hail Storm, and since the Great Guardian is so big, nearly all the shards will hit it, resulting in a quick one-shot kill move.

In any case, once the Guardian is a pile of trash heap on the ground, report back to the Spirit of the Bird, and you will be deemed worthy of being "The One".





  • 27,900 Exploration XP upon entering the "Armaments of the One" room.
  • 41,850 Exploration XP upon entering the portal.
  • 27,900XP for each Eternal Protector and Eternal Sentinel, plus 97,650XP for the Great Guardian, which adds up to a grand total of 209,250XP.
  • "Blade of the Swornbreaker" crafting material on the body of the Great Guardian.
  • There are 2 eternal plates and a giant thunder rune in the gallery at the far north end of the room.


A Craftsman of Dreams and Nightmares  ♦  A Danger to Herself and Others  ♦  A Familiar Face  ♦  A Fate Worse Than Death  ♦  A Generous Offer  ♦  A Hunger From Beyond  ♦  A Hunter of Wicked Things  ♦  A King Reborn  ♦  A Man and His Dog  ♦  A Most Urgent Matter  ♦  A Prize Kill  ♦  A Rare Prey  ♦  A Taste of Freedom  ♦  A Trial for All Seasons  ♦  A Web of Desire  ♦  A Wolf Alone  ♦  Aggressive Takeover  ♦  All In The Family  ♦  Almira's Request  ♦  An Existential Crisis  ♦  An Eye for an Eye  ♦  An Unlikely Patron  ♦  Artefacts of the Tyrant  ♦  Battle at the Gates  ♦  Bitter Tonic  ♦  Blessing from Afar  ♦  Blood Dowry  ♦  Bound by Pain  ♦  Burial Rites  ♦  Burying the Past  ♦  Business Rivals  ♦  Call to Arms  ♦  Champion of the Gods  ♦  Counting your Chickens  ♦  Crippling a Demon  ♦  Dark Dealings in the Blackpits  ♦  Delusions of Grandeur  ♦  Doctor's Orders  ♦  Drowning her Sorrows  ♦  Eithne the Trader  ♦  End Times  ♦  Escape from Fort Joy  ♦  Every Mother's Nightmare  ♦  Fane  ♦  Fane (Quest)  ♦  Finder's Fee  ♦  Finding Emmie  ♦  Finding Lord Arhu  ♦  Grebb the Scholar  ♦  Hammerfall  ♦  Healing Touch  ♦  Heroes' Rest  ♦  Hide & Seek  ♦  Hot Under the Collar  ♦  Infestation  ♦  Invaders  ♦  Keep Calm and Carrion  ♦  Lady o' War  ♦  Lost and Found  ♦  Love has a Price  ♦  Mercy is Power  ♦  Most Dangerous When Cornered  ♦  No Laughing Matter  ♦  No Way Out  ♦  Nothing But Child's Play  ♦  Old Flames  ♦  Old means Gold  ♦  On the Ropes  ♦  Opposites Attract  ♦  Past Mistakes  ♦  Popularity Contest  ♦  Powerful Awakening  ♦  Press-ganged  ♦  Red Ink in the Ledger  ♦  Redemption  ♦  Running like Clockwork  ♦  Saheila's People  ♦  Saheila's Signet  ♦  School's Out  ♦  Seed of Power  ♦  Seeking Revenge  ♦  Shadow over Driftwood  ♦  Signs of Resistance  ♦  Silence Broken  ♦  Speaking in Forked Tongues  ♦  Strange Cargo  ♦  Stranger in a Strange Land  ♦  The Academy  ♦  The Advocate  ♦  The Arena of Fort Joy  ♦  The Arena of the One  ♦  The Armoury  ♦  The Bark's Bite  ♦  The Burning Pigs  ♦  The Burning Prophet  ♦  The Collar  ♦  The Consulate  ♦  The Covenant  ♦  The Cursed Ring  ♦  The Driftwood Arena  ♦  The Drowned Temple  ♦  The Druid  ♦  The Elven Seer  ♦  The Escape  ♦  The Eternal Worshipper  ♦  The Execution  ♦  The Forgotten and the Damned  ♦  The Gargoyle's Maze  ♦  The Imprisoned Elf  ♦  The Injured Magister  ♦  The Key to Freedom  ♦  The Last Stand of the Magisters  ♦  The Law of the Order  ♦  The Loremaster  ♦  The Merchant  ♦  The Midnight Oil  ♦  The Missing Magisters  ♦  The Missing Prisoners  ♦  The Mother Tree  ♦  The Murderous Gheist  ♦  The Nameless Isle  ♦  The Purged Dragon  ♦  The Reluctant Servants  ♦  The Sallow Man  ♦  The Secrets of Bloodmoon Island  ♦  The Secrets of the Dwarves  ♦  The Shakedown  ♦  The Shriekers  ♦  The Silent One  ♦  The Snoozing Adventurer  ♦  The Stoic Spirit  ♦  The Teleporter  ♦  The Three Altars  ♦  The Tribe of Saheila  ♦  The Ugly Little Bird  ♦  The Vault of Linder Kemm  ♦  The Watcher's Mercy  ♦  The Weaver  ♦  The Wrecked Caravan  ♦  They Shall Not Pass  ♦  Thinning the Herd  ♦  Threads of a Curse  ♦  To the Hall of Echoes  ♦  Treated Like Cattle  ♦  Troubled Waters  ♦  Unlikely Lovers  ♦  Unscholarly Pursuits  ♦  Up in the Clouds  ♦  Vengeance for the Fallen  ♦  What a Fuss to have Wrought  ♦  Window of Opportunity  ♦  Wishful Thinking  ♦  Withermoore's Soul Jar

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    • Anonymous

      24 Aug 2021 11:16  

      Unchain the one team member and sneak to hide behind the pillar on the right side, then start the fight from dialog with the rest member. The unchained member will not enter combat. Now you can safely sneak around, place the capacitor, turn around 3 mirrors, then switch to your member in fight, turn around the last mirror in front of you. The giant robot will lost all its magic armor immediately and being shocked.

      • Anonymous

        06 Mar 2021 16:53  

        You can sneak around, turn them and put an capacitor on the other side of the room. It then triggers the fight and the Guardian is permastunned as long as the capacitor is alive.

        • Anonymous

          21 Jan 2021 02:03  

          I played through this game twice before, but it’s been a while. Is there any reason why there are eternal reflectors in the arena with the robots? I don’t remember and when I search the question anywhere it doesn’t give a specific answer. I was mainly curious.

          • Anonymous

            07 Nov 2020 05:17  

            Remember to talk to the bird afterwards with the same character that started the quest, you wont get the option to become "the one" otherwise.

            • Anonymous

              27 Oct 2020 21:17  

              Interacting with the reflectors doesn't break stealth, so if you have one person remain in stealth when the fighting begins, you can get every reflector turned the right way except for the one in front of the Great Guardian, and also start the beam, all while your first party member is acting, or even before the fight starts if you want.

              • Anonymous

                17 Aug 2020 11:20  

                No need to fight just get your thief to sneak round behind it and pickpocket the phase capacitor full fight and all xp given with no effort

                • Anonymous

                  01 Aug 2020 14:45  

                  The fight is easy, even on Tactician, once you get past his alpha strike. If you have potions (fire + air) you can use them to tank their alpha strike. After that, you can burst the Guardian easily in 2 turns
                  I also thought those Reflectors had some use, but once i figured it out, the fight was over.

                  • Anonymous

                    23 Jun 2020 19:15  

                    I didn't even know that there was a spirit from the dead bird, i just ran into the arena and easily killed it with air-spells (their weakness) in the hopes of getting more phase-conductors.. i now am in the arx so i cant be "the one" apparently

                    • Anonymous

                      24 May 2020 17:33  

                      As per 2020 on DE, i simply focused the Guardian, when he died they all died at the same time as many time said, EXP was: 27,900 x 4 for the Sentinels and 55,800 for the Guardian. So total of 167,400 XP for focusing the Guardian.

                      • Anonymous

                        20 May 2020 18:06  

                        guardian only worth 83k now, also last sentinel gave 0 exp when it died along with guardian. DE. Two divine pieces of loot however, that much is true.

                        • Anonymous

                          09 Apr 2020 03:04  

                          Seems a bit anticlimactic. I was planning to backstab them when I saw that I could pickpocket their phase capacitor. A bit too easy. Even the great guardian went down through this.

                          • Anonymous

                            11 Dec 2019 07:22  

                            If you have the key from the Driftwood Arena treasure vault, it fits here, opens the way to the portal, so no need to lockpicking the door. Then you can tell the owl, when she asks about you being either student or master, that you're a master of the arenas in Fort Joy and Driftwood, she'll be impressed that you've beaten Mulga, her favorite one. You can also say, that you're a master, if you've acquired the "Summon Condor" skill, but that won't do it, she'll be little impressed by that. I mean she will be, but won't let you pass, until you tell her you mastered either of the arenas, or both.

                            • Anonymous

                              15 Sep 2018 19:13  

                              Easiest way to deal with the fight is have 1 character enter the fight from the front. While having a thievery 5 out of combat character sneak around and steal their power core. Works on the boss too

                              • Anonymous

                                24 Jun 2018 22:25  

                                There is a small spectator area with a collapsed entryway at the North end of the room with the Great Guardian. You can teleport there. I found a giant thunder rune there.

                                • Anonymous

                                  24 Jun 2018 22:21  

                                  I got a Divine shield and a Divine ring from the Great Guardian. One of the energy chests in the room was empty, though.

                                  • Anonymous

                                    24 Jun 2018 22:19  

                                    Engagement Tip: When you attack, make sure only your mage (for thunderstorm) is in the front. This will allow you to cast Thunderstorm on the Great Guardian and the two sentinels will not do their jump jet + laser ray combos on your entire party (since they aren't in the fight yet). The rest of your party will be drawn into the fight as the automatons move closer.

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