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.