Free For All (1v1v1v1)
Free For All’s will always be held in the arena terrain. There are four level tiers for FFA Fights, to enter an FFA Fight, you must be within the level range for the Tier being run.
FFA Level Tiers
Tier 1 - 1st to 5th level
Tier 2 - 6th to 10th level
Tier 3 - 11th to 15th level
Tier 4 - 16th to 20th level
XP rewards are distributed based on placements (Rounded down to nearest .5):
1st - total levels of opponents + ½ GP/XP Pot
2nd - total levels of opponents/2 + ¼ GP/XP Pot
3rd - total levels of opponents/3 + ⅛ GP/XP Pot
4th - total levels of opponents/4 + ⅛ GP/XP Pot
Each opponent counts toward the only face a single opponent 3 times per day
Additionally, players can wager GP/XP. Any GP/XP you wager is removed from your character and added to the GP/XP Pot. The GP/XP Pot is an additional reward. You cannot wager more XP than you have progress towards your next level (meaning you can’t negative level yourself).
Scheduled FFA Events
Tier 1 - +1,000 GP Pot
Tier 2 - +2,000 GP Pot
Tier 3 - +4,000 GP Pot
Tier 4 - +8,000 GP Pot
Adding Traps
Fighters can elect to increase the difficulty of their Fights and Training Grounds (and other events) by adding traps. This will increase the rewards gained by both fighters no matter the outcome. This XP bonus is shown on the table below.
Fighters that complete an event that includes traps receive extra rewards based on their level.
Recurring Traps
There are some traps that have effects that repeat during combat.
Slow Traps These traps act on a single initiative during combat (10 or 20).
Fast Traps These traps act twice each round during combat (on initiative 10 and 20).
When using a trap that has an initiative (like Arcane Ward), if there are more than one in the encounter, roll initiative for each one separately. They act on that initiative instead.
Random Traps
When a character moves during a fight, there is a chance that they will trigger a random trap. Roll a d100. If the result is less than the amount of feet the character moved, they trigger a trap.
To determine where the trap is located, roll a custom die that is equal to the distance the character moved.
Once the trap is dealt with, the turn continues as normal.
Example:
A fighter moves 30 feet, and dashes another 30 feet. For a total of 60 feet of movement that turn. Roll a d100. If the result is less than 60, a trap is triggered. If the result is greater than 60, there is no trap.
If a trap is triggered, roll a d60. Lets say the result is 10. The trap triggers after the first 10 feet of the 60 feet moved.
Raids (4 to 8 Fighters)
Raids can be run by any of the @FC - Officials. They are held in the #fc_raid_room, and can take place in RP locations. They are designed as a challenge for 8 players, and have 4 levels (5th, 10th, 15th and 20th). Raid Boss monsters are "Legendary", with Legendary and Lair Actions in their arsenal. They also have minions and traps at their disposal. Be warned!
Players need to gather a party of at least four fighters that are no more than 3 levels above or below the Raid, to take on the challenge of a Raid. (minimum 5th level for the 5th level Raids)
Players can only participate in a raid, once every other day.
Training Grounds
The training grounds are open to players of 1st to 5th level, and can be done as a solo activity or in a group of up to four fighters.
Boss/Champion FIghts (1v1)
Bosses are run by the @FC - Dark Lords. When you challenge a Boss, they appear in a form that is 3 levels higher than the challenger.
Champions are run by the @FC Players who have reached 20th level, and elected to remain. When you challenge a Champion, they appear in a form that is 3 levels higher than the challenger.
If you challenge a Boss or Champion and win, you get a free level up and your current experience points are reset. The happier you make them during your fight...the better your boon. A loss against a boss or champion earns you nothing.
Hardcore Deathmatch
It's a Fight to the Death. Period. Only 1 person can walk out alive.
If you win, you can acquire 1/2 the possessions of the opponent, the other half is the price for the Dark Lords (Discuss with your Ref as to what that half is).
The winner also gets 1 of 2 new prizes
Socketing Stone - Gain a 2nd power on any 1 item your character owns. Once this stone is enchanted with a spell it is locked with that Level of Spell. (it can not be upgraded)
COMING SOON - Set Armors
Sparring (1v1)
You can fight "freely" (without the standard fight club win/loss rewards). This is fight that isn't adjudicated by an @FC - Official watching the fight. You can also bet up to your current amount of XP. The players involved choose the terms of the match and must agree.
If the Bosses have to solve any issues because of betting, rule adjudication or anything that forces us to be involved and keep the peace…all peoples involved will have their current XP set to 0. If the issue persists, your character will be reset to 1st level.