Fight rules
Duels support 1v1 or equal parties of up to five players. A match lasts five minutes: full elimination wins; at the time limit, the team with more valid damage wins.
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Quest weapon crafting from No Rest for the Wicked. It uses a base weapon and demonic materials, separately from Exaltation Forge tiers.
A seasonal progression track with objectives and rewards tracked inside the client.
A task board that organizes hunts, objectives, and rewards to guide the adventuring routine.
Choose a beast instance that defines the avatar, familiar, and walking effect during transformation.
A vocation specialization tree connecting perks, gems, and upgrades to the character build.
Persistent postures with bonuses and tradeoffs that adapt combat without changing vocation.
Eight lunar phases following the world calendar affect training and, during specific phases, Alchemy results.
Orientacao dentro do cliente para apresentar os sistemas liberados durante a evolucao do personagem.
Assistente configuravel de combate e suporte para uso com o jogador presente e participando.
Sistema custom de aprimoramentos com compatibilidades proprias para wands, armas melee e equipamentos.
Mercado e Forge usam a classificacao e os Forge Tiers reais de cada equipamento, inclusive os itens custom de Alchemia.
Cada arma possui sua propria trilha de progresso e perks; somente a trilha da arma exata equipada aplica seus bonus.
Bolsas universais de runas ocupam a mao direita e fortalecem somente runas consumidas diretamente de seu interior.
Progresso offline de skills compativeis por training statues e camas, com controle de sessao e ocupacao.
Desafios de uma rodada, 1x1 ou entre grupos iguais de ate cinco jogadores, na Ice Arena exclusiva dos duelos.
Entradas oficiais de bosses oferecem Normal, Heroico e Mitico sem remover acessos, custos ou cooldowns originais.
Evolucao futura dos duelos depois da validacao de combate, instancias e seguranca economica.
Duels support 1v1 or equal parties of up to five players. A match lasts five minutes: full elimination wins; at the time limit, the team with more valid damage wins.
Every minute, pressure creatures enter the combat area to reduce endless kiting and force decisions.
Both offers must match and the operation applies a 7% fee, with safety limits and a defined return after the fight.
Surrender ends the duel; draws follow the economic rule shown in the window. When it ends, everyone returns to their previous position.