How every event works

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Registration

Registration opens shortly before each battle and is announced server-wide with countdowns. While it is open, sign up:

  • at the Event Monument in the center of Giran,
  • with the .register command, from anywhere,
  • or from the Events section of the Community Board (Alt+B).

.unregister withdraws you at any point before the teleport; once the fight begins, withdrawal is no longer possible.

Duration

Each battle runs a fixed number of minutes, preceded by a short preparation phase inside the arena during which fighters are frozen and invulnerable while a countdown runs on screen. The exact timings are announced with the event.

Participation

The battle starts only when enough players have registered; the minimum and the participant cap are shown at registration. Fighters who stay completely inactive do not qualify for participation rewards, and idling in the arena leads to removal.

Team balancing

Teams are built automatically by class and role:

  • healers are split evenly by tier; an odd healer who cannot be placed fairly sits the round out rather than unbalance it,
  • tanks are spread so neither team stacks them,
  • the remaining fighters are dealt out by role (mages, archers, daggers, physical and other supports), so the two teams never differ in size by more than one.

On entry, everyone joins fixed event parties with team command channels; party changes are locked for the duration.

Schedule and rotation

Events run around the clock on a fixed rotation, with battles starting on the hour and on the half hour; the next event is always announced in advance. A slot missed during maintenance is skipped rather than started late, and slots that would collide with a Territory War are deferred.

Arena

Every battle takes place in a private instanced arena, so nothing outside the event can interfere. The current arena for each event is named in its quick facts, and the arena pool can rotate between updates.

Respawn and elimination

Unless an event's own rules say otherwise, death returns you to your team's base after a short server-configured delay, with three seconds of spawn protection that ends early if you act. Kills made while spawn-protected do not happen; the protection simply absorbs the opening volley.

Restrictions

A level requirement applies and is shown at registration.

You cannot register:

  • above 80 percent of your inventory weight or slots,
  • while transformed or on a flying mount,
  • while in a duel, a siege, another instance, or the Grand Olympiad,
  • while fishing,
  • or with a cursed weapon equipped or karma; both are checked again at the teleport.

Inside the arena:

  • escape and teleport skills are blocked,
  • out-of-bounds players are returned to their spawn,
  • buffs that did not come from the server buffer are removed on entry and restored when you leave,
  • and deaths cost no experience.

Disconnecting keeps your team and score for a short grace period; logging out to dodge a death still credits the kill.

Rewards

Winner and loser reward sets are granted automatically the moment the event ends, at most once per character per run, to fighters still in the arena. The reward tables, like the timings and participant limits, are server configuration and can be tuned between updates; current rewards are announced in game.

Team vs Team

Two balanced teams fight for the highest kill score.

  • Arena: Keucereus Alliance Base
  • Scoring: 1 point per enemy kill
  • Win: Highest score
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How it works

Every kill of an opposing fighter scores one point for your team and one on your personal record. Only cross-team kills count; nothing else moves the score.

Scoring and victory

The higher score wins. A tied score falls to the team with fewer deaths; if still tied, to the team that reached the score first; and only then is the battle declared a draw. A team that empties out and cannot refill forfeits.

Team vs Team Advanced

Team vs Team with high-value VIP targets worth bonus points.

  • Arena: Ruins of Agony
  • Scoring: 1 point per kill; VIP kills are worth more
  • Win: Highest score
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How it works

Team vs Team Advanced follows the standard Team vs Team format, and a regular kill scores one point.

A server-configured chance decides whether each run is a VIP round. In a VIP round, a configured number of players per team carry a visible VIP title, and killing a VIP scores a larger server-configured point value instead: protect your own VIPs while hunting the enemy's. VIPs are announced at the start, recently chosen players are avoided, and a VIP who drops out during preparation is replaced.

Scoring and victory

The higher score wins, with the same tie-breaker chain as Team vs Team: fewer deaths, then first to reach the score, then a draw. Kill farming is monitored and audited by the staff.

Capture the Flag

Steal the enemy flag and return it to your base to score.

  • Arena: Dwarven Village
  • Scoring: Flag captures only
  • Win: Most captures
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How it works

Each team has a flag base at its end of the arena. Click the enemy flag at its stand to take it; while you carry it, your weapons are stored and replaced by the flag itself, so your team must escort you. Reaching your own base with the enemy flag scores one capture and returns the flag to its stand.

If the carrier dies, disconnects, or is removed for idling, the flag returns to its base immediately. Kills raise your personal record but never the team score; only captures count.

Scoring and victory

More captures wins. A tie falls to the team with fewer deaths, then to the team that reached the capture count first, and only then to a draw. A team that empties out and cannot refill forfeits.

Domination

Capture and hold the central tower to generate points.

  • Arena: Entrance of Cemetery
  • Scoring: Points accrue while your team alone holds the tower
  • Win: Highest score
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How it works

Control is taken by presence, not by attacking the tower. Standing alone as a team within 200 units of the tower for five uninterrupted seconds transfers ownership.

If both teams are present, the point is contested: progress resets, and the current owner keeps it.

While your team owns the tower, points accrue steadily, but only while at least one living teammate holds the radius and no living enemy stands inside it. Kills raise your personal record; the team score comes from the tower alone.

Scoring and victory

The higher score wins. A tie falls to the team with fewer deaths, then to the team that reached the score first, then to a draw. A team that empties out and cannot refill forfeits.

Mass Domination

Control every tower at once to generate points.

  • Arena: Fortress of Resistance
  • Scoring: Points flow only while your team holds every tower
  • Win: Highest score
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How it works

Each tower is captured exactly as in Domination: five uninterrupted seconds alone within 200 units.

The scoring rule is stricter. Points flow only while:

  • your team owns every tower on the field,
  • at least one living defender stands inside each tower's radius,
  • and no living enemy stands inside any of them.

Completing that hold scores a point immediately, and holding it uninterrupted keeps adding points over time. Losing presence pauses the flow; losing a tower ends the hold entirely. Kills raise your personal record only.

Arena

The current Fortress of Resistance arena fields two towers, the Keep Tower and the Gate Tower; the tower count can change between updates.

Scoring and victory

The higher score wins. A tie falls to the team with fewer deaths, then to the team that reached the score first, then to a draw. A team that empties out and cannot refill forfeits.

Battlefields

Capture multiple towers; every tower you hold generates points.

  • Arena: Baium's Chamber
  • Scoring: Every owned tower generates points on its own
  • Win: Highest score
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How it works

Towers are captured Domination-style: five uninterrupted seconds alone within 200 units. Presence matters only for capturing and contesting; a captured tower keeps producing points with nobody standing guard.

Unlike Mass Domination, each tower scores independently. Every tower you own generates its own score at the same time, so holding three towers outearns one three times over.

The battle becomes a war of movement: split to take ground, or mass to retake it. Kills raise your personal record only.

Arena

The current Baium's Chamber arena fields four towers spread across the field; the tower count can change between updates.

Scoring and victory

The higher score wins. A tie falls to the team with fewer deaths, then to the team that reached the score first, then to a draw. A team that empties out and cannot refill forfeits.

Deathmatch

Free-for-all combat where every kill scores one point.

  • Arena: Frintezza's Room
  • Scoring: 1 point per kill
  • Win: Most kills
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How it works

There are no teams and no safe allies; everyone around you is a target. Fighters enter at scattered points across the arena and respawn at random scatter points, so there is no spawn to camp and no corner to own.

Scoring and victory

Most kills wins. A tie falls to the fighter with fewer deaths, then to the one who reached the score first; only fighters still tied after that share a draw. The winner takes the winner's reward and every other participant receives the runner-up set.

Respawn and elimination

There is no team base: you respawn at a random scatter point after the standard delay, with the same three seconds of spawn protection.

Last Man Standing

One life. Be the last fighter standing.

  • Arena: Tully's Workshop
  • Scoring: One life; survival itself is the objective
  • Win: Last fighter standing
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How it works

Everyone enters at scattered points with one life. The fallen are not sent away; they remain in the arena as invulnerable spectators with their skills sealed, watching the fight narrow. If one fighter outlives everyone, the battle ends on the spot in victory.

Scoring and victory

A sole survivor wins outright. If several fighters are alive when time expires, the survivors are ranked by kills, then by fewer deaths, then by who reached their score first; fighters still tied share a draw. If nobody survives, the battle is a draw.

Respawn and elimination

There is no respawn and no return: death, disconnection, or removal for idling all count as elimination. Unlike other events, leaving the arena does not preserve your place.

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