1. Vitals
- Every fighter starts with 100 health and 100 stamina.
- Health never regenerates during a fight. Survivors recover 25% of their health on arriving in worlds 2–4. Both finalists are restored to full for THE ARENA.
- Stamina regenerates (+15 every 2 seconds, starting 1 second after you last spent it). No stamina, no attack.
2. Combat
- Primary combo: strike, strike, finisher. Quick strikes deal 40% of a standard hit; the finisher deals 85% and staggers. The chain resets after 0.9 seconds without attacking.
- Blows land at the moment of contact in the swing, where the attacker is facing. A defender can block or dodge on the wind-up.
- The server decides every hit: range, angle (60° either side of your facing) and line of sight. Walls stop blows.
3. Classes
| Class | Secondary | Defence |
|---|---|---|
| Warrior | Shield bash: unblockable, breaks guard for 1.5 s, shoves the target | Block (front only): 40% damage taken, 10 stamina per hit. Dodge. |
| Berserker | Wide cleave: up to 3 enemies, staggers | Dodge only. +10% move speed. |
| Mage | Arcane burst: hits everyone within 3 m | Arcane shield (all directions): 30% damage taken, 10 stamina per hit. No dodge. |
- Dodge: 20 stamina, 1.2 s cooldown, 0.35 s of invulnerability.
- If you can't pay the stamina for a blocked hit, your guard breaks and you take full damage.
4. Specials
- One per world, charged 5 seconds after FIGHT. Unused charges are lost at the end of the world.
- Free (no stamina). Each deals 30% of the target's maximum health. Cannot be blocked or shielded; a well-timed dodge avoids them.
- Warrior: Blade Flurry. Berserker: Leap Slam. Mage: Energy Ball.
5. The worlds
- Each world opens with a 3-2-1 countdown (movement only), then FIGHT.
- The world ends when the survivor target is reached, and everyone left travels on together.
- If only two fighters remain at any point, they go straight to THE ARENA.
- Survivor targets are goals, not executions: nobody is removed just to hit a number.
6. The zone, pressure and sudden death
- A zone closes during every world. Outside it you lose health every second.
- When a world's time runs out with too many survivors, pressure begins: the zone shrinks faster, damage doubles, and every position is revealed on the map.
- In the last world before the Arena, pressure turns into sudden death until only two remain.
- THE ARENA: a two-minute duel, then the ring collapses and damage escalates until someone falls. A winner is guaranteed.
7. Ties
If several fighters fall at the same moment, they are ranked by: survived longer, then more health at the start of that moment, then more damage dealt, then more kills, then earliest registration. There is always exactly one winner.
8. Disconnects
Rejoin with the same fighter name within 60 seconds (30 seconds in the Arena) to resume your fighter exactly as you left it. Your fighter stays in the world while you are away and can be attacked.
9. Conduct
- One account per person. No teaming, collusion, account sharing, exploits or cheats.
- Breaking the rules means disqualification from that tournament and may mean a ban.
Rules may be refined before Tournament One; the version in force is published here.
