Confirmed rules guide · 2026-10-27
Player Competition
Learn how arena duels and forced field PvP work, including parties, death settlements, protection and risks.
Arena PvP: consensual sparring
Preparation and steps
- Use the official arena entrance from Morning Star Capital, then enter the ring area to select an opponent.
- Find the administrator in the southern part of Morning Star Capital Arena. His services include enabling permission to initiate forced PvP.
- Enter the ring, open another player's details and send a PvP invitation. Combat begins after both sides accept.
- Arrange parties of 1–5 per side. Actual participants must be eligible and consent; unequal party sizes are allowed.
- Control your character and deployed Beast according to turn order. Coordinate attacks, seals, defense and recovery.
- Characters and deployed Beasts recover after ordinary matches and return to the arena, rather than the capital's Adventurer.
What is arena PvP?
The arena offers consensual turn-based sparring through invitations at any time. It is separate from forced field PvP.
Where do I enter the arena?
Use the official arena entrance from Morning Star Capital, then enter the ring area to select an opponent.
Where is the Arena Administrator?
Find the administrator in the southern part of Morning Star Capital Arena. His services include enabling permission to initiate forced PvP.
Which arena modes are available?
Open invitation sparring is confirmed. Honor rankings are a separate settlement; scheduled tournaments have their own registration, format and rewards.
How do I join with a party?
Arrange parties of 1–5 per side. Actual participants must be eligible and consent; unequal party sizes are allowed.
What level does the arena require?
Sparring eligibility and scoring eligibility are separate. Do not apply forced PvP's Lv40 requirement to the arena; original level-group scoring rules apply.
Can I use a Phantom Beast?
Yes, deploy your own eligible Phantom Beast. An opponent's or undeployed Beast cannot act for you.
How do characters and Beasts act?
Control your character and deployed Beast according to turn order. Coordinate attacks, seals, defense and recovery.
How is an arena winner decided?
The official combat outcome decides the match. One character falling does not automatically mean team defeat; tournaments may differ.
What happens if an opponent leaves?
Disconnection is not an immediate victory. Reconnect within the permitted period; the server resolves timeouts without promising automatic rewards.
May I flee an arena match?
Use only the exit or flee actions that the current match permits. Field escape effects do not grant unrestricted arena exit.
Do I lose EXP for an arena defeat?
Ordinary arena sparring has no ordinary death EXP loss. The field PvP minimum loss of 500 does not apply.
Does an arena defeat cost Gold?
Ordinary arena sparring has no death Gold penalty and creates no Gold debt from defeat.
Can arena defeat destroy equipment or items?
Ordinary arena sparring has no ordinary death item loss. The forced-PvP attacker's destruction penalty does not apply.
Does sparring reduce personal reputation?
Ordinary sparring does not use forced-PvP reputation penalties. Arena honor points are separate from personal reputation.
Where do I return after the match?
Characters and deployed Beasts recover after ordinary matches and return to the arena, rather than the capital's Adventurer.
How do arena rankings work?
Eligible results award +5 for victory and −5 for defeat. Total points cannot fall below 0; monthly points can be negative. Not every duel scores.
How do I claim arena rewards?
Ordinary duels affect honor and rankings without direct economic rewards such as Gold. See the relevant guides for ranking titles and tournament prizes.
What if a party member disconnects?
Official reconnection and hosting rules apply. Disconnection cannot be used to swap in another character; the server resolves timeouts.
How should I prepare a balanced party?
Check HP, MP, equipment, deployed Beasts and party members. Assign damage, healing, sealing and protection roles and coordinate turn order.
Forced field PvP: no defender consent
Preparation and steps
- Enable and check permission at the Arena Administrator. Each attacker needs permission; defenders need not enable initiation permission.
- All actual attackers and defenders must be Lv40 or higher. The leader's level does not qualify other members.
- Only approved ordinary outdoor field areas, with both sides in the same map and instance. Safe zones, interiors and prohibited areas are excluded.
- No. Each attacking participant must reach Lv40, enable permission and be free of truce or other blocking states.
- No. A legal forced-PvP initiation enters combat directly, unlike an arena invitation requiring mutual consent.
- No. Remaining eligible units may continue. Area attacks can down several characters, and final conditions still determine the outcome.
- The final state of characters and eligible deployed Beasts decides the result. The first character death is not decisive; surviving Beasts can matter.
- Final dead characters return near the official Adventurer in Morning Star Capital with 1 HP and 1 MP. Survivors keep their valid field positions.
What is forced PvP?
An eligible player starts combat against another player in an allowed outdoor area without the defender's consent. Field penalties make it risky.
How do I enable forced PvP?
Enable and check permission at the Arena Administrator. Each attacker needs permission; defenders need not enable initiation permission.
What is the minimum level?
All actual attackers and defenders must be Lv40 or higher. The leader's level does not qualify other members.
Must the defender accept?
No. A legal forced-PvP initiation enters combat directly, unlike an arena invitation requiring mutual consent.
Where is forced PvP allowed?
Only approved ordinary outdoor field areas, with both sides in the same map and instance. Safe zones, interiors and prohibited areas are excluded.
Why are villages and the capital safe?
The three racial villages and Morning Star Capital are safe towns, not forced-PvP fields. Invitations cannot bypass their restrictions.
Can parties initiate forced PvP?
Yes, up to 5 characters per side, with unequal sizes allowed. The attacking leader must check every attacker's level and permission.
Is the leader's permission enough?
No. Each attacking participant must reach Lv40, enable permission and be free of truce or other blocking states.
How many players can fight?
Up to 5 characters per side, or 5v5. Eligible deployed Beasts participate separately under deployment rules.
Arena versus forced PvP
| Arena versus forced PvP | Arena PvP: consensual sparring | Forced field PvP: no defender consent |
|---|---|---|
| What is arena PvP? | The arena offers consensual turn-based sparring through invitations at any time. It is separate from forced field PvP. | An eligible player starts combat against another player in an allowed outdoor area without the defender's consent. Field penalties make it risky. |
| How does the arena differ from field PvP? | Arena participants must agree and suffer no ordinary death losses. Forced PvP needs no defender consent and carries penalties. | No. A legal forced-PvP initiation enters combat directly, unlike an arena invitation requiring mutual consent. |
| Where is the Arena Administrator? | Find the administrator in the southern part of Morning Star Capital Arena. His services include enabling permission to initiate forced PvP. | Enable and check permission at the Arena Administrator. Each attacker needs permission; defenders need not enable initiation permission. |
| What level does the arena require? | Sparring eligibility and scoring eligibility are separate. Do not apply forced PvP's Lv40 requirement to the arena; original level-group scoring rules apply. | All actual attackers and defenders must be Lv40 or higher. The leader's level does not qualify other members. |
| Where do I enter the arena? | Use the official arena entrance from Morning Star Capital, then enter the ring area to select an opponent. | Only approved ordinary outdoor field areas, with both sides in the same map and instance. Safe zones, interiors and prohibited areas are excluded. |
| How do I join with a party? | Arrange parties of 1–5 per side. Actual participants must be eligible and consent; unequal party sizes are allowed. | Up to 5 characters per side, or 5v5. Eligible deployed Beasts participate separately under deployment rules. |
| How is an arena winner decided? | The official combat outcome decides the match. One character falling does not automatically mean team defeat; tournaments may differ. | The final state of characters and eligible deployed Beasts decides the result. The first character death is not decisive; surviving Beasts can matter. |
| Do I lose EXP for an arena defeat? | Ordinary arena sparring has no ordinary death EXP loss. The field PvP minimum loss of 500 does not apply. | Nonnegative EXP loses 10%, minimum 500. Negative EXP loses 2% of the current level's upgrade requirement, minimum 500. At Lv129, use Lv128→129: 2,698,840 per death. |
| Does an arena defeat cost Gold? | Ordinary arena sparring has no death Gold penalty and creates no Gold debt from defeat. | Final dead characters lose 10% of the absolute Gold balance: 1000→900, −1000→−1100, and 0 remains 0. |
| Can arena defeat destroy equipment or items? | Ordinary arena sparring has no ordinary death item loss. The forced-PvP attacker's destruction penalty does not apply. | No. A final dead attacker loses one eligible inventory item unit or equipped item through destruction. Defenders do not receive this attacker-only penalty. |
| Does sparring reduce personal reputation? | Ordinary sparring does not use forced-PvP reputation penalties. Arena honor points are separate from personal reputation. | Attacking participants lose a base 200 reputation, plus 10 for each final dead defender. Personal reputation cannot fall below 0; other penalties remain role-specific. |
| May I flee an arena match? | Use only the exit or flee actions that the current match permits. Field escape effects do not grant unrestricted arena exit. | A successful attacker escape costs an extra 500 reputation. Escape must be allowed; the Escape Doll and Escape gear can combine, while enemy Pursuit can counter the doll. Success is not unconditional. |
| How does the arena differ from field PvP? | Arena participants must agree and suffer no ordinary death losses. Forced PvP needs no defender consent and carries penalties. | A final dead defender receives 24-hour PvP protection and cannot be a legal forced-PvP target during it. Settled penalties are not reversed. Initiating forced PvP removes your own PvP protection. |
| Where do I return after the match? | Characters and deployed Beasts recover after ordinary matches and return to the arena, rather than the capital's Adventurer. | Final dead characters return near the official Adventurer in Morning Star Capital with 1 HP and 1 MP. Survivors keep their valid field positions. |
| How do I claim arena rewards? | Ordinary duels affect honor and rankings without direct economic rewards such as Gold. See the relevant guides for ranking titles and tournament prizes. | An eligible player starts combat against another player in an allowed outdoor area without the defender's consent. Field penalties make it risky. |
Team combat and final deaths
- No. Remaining eligible units may continue. Area attacks can down several characters, and final conditions still determine the outcome.
- A character legally revived before the end and alive at the end receives no death EXP penalty for an earlier fall. Final qualifying deaths are penalized.
- The final state of characters and eligible deployed Beasts decides the result. The first character death is not decisive; surviving Beasts can matter.
- Final dead characters return near the official Adventurer in Morning Star Capital with 1 HP and 1 MP. Survivors keep their valid field positions.
- Final dead characters leave; survivors keep their party. A surviving eligible member succeeds a dead leader.
⚠ Risks and protection
How much EXP is lost?
Nonnegative EXP loses 10%, minimum 500. Negative EXP loses 2% of the current level's upgrade requirement, minimum 500. At Lv129, use Lv128→129: 2,698,840 per death.
Can negative EXP fall further?
Yes. Further deaths increase debt under the negative-EXP rule. Lv129 uses the approved capped-level reference; there is no Lv130.
Does EXP debt lower my level?
No character level, class proficiency, Phantom Beast knowledge or work proficiency is reduced. Later EXP should repay debt gradually; the small-reward fix still awaits formal integration.
Does forced PvP cost Gold?
Final dead characters lose 10% of the absolute Gold balance: 1000→900, −1000→−1100, and 0 remains 0.
What if I have insufficient Gold?
Death can create or deepen Gold debt, repaid by future income. Purchases, trades and repairs still require valid funds.
Do attackers and defenders lose the same items?
No. A final dead attacker loses one eligible inventory item unit or equipped item through destruction. Defenders do not receive this attacker-only penalty.
Does initiating PvP reduce reputation?
Attacking participants lose a base 200 reputation, plus 10 for each final dead defender. Personal reputation cannot fall below 0; other penalties remain role-specific.
What is the penalty for an attacker escaping?
A successful attacker escape costs an extra 500 reputation. Escape must be allowed; the Escape Doll and Escape gear can combine, while enemy Pursuit can counter the doll. Success is not unconditional.
Is there protection after a defender dies?
A final dead defender receives 24-hour PvP protection and cannot be a legal forced-PvP target during it. Settled penalties are not reversed. Initiating forced PvP removes your own PvP protection.
Do repeated deaths trigger a truce?
Reaching 5 daily PvP deaths grants a 24-hour truce. Daily counts reset at server time 05:00; the reset does not end an unexpired truce.
How do I recover and reduce further risk?
Check settlement, party, HP/MP and protection before recovering safely and repaying debt. Avoid repeated submissions, risky outings and unnecessary valuable items.
50 Player Competition FAQs
What is arena PvP?
The arena offers consensual turn-based sparring through invitations at any time. It is separate from forced field PvP.
How does the arena differ from field PvP?
Arena participants must agree and suffer no ordinary death losses. Forced PvP needs no defender consent and carries penalties.
Where do I enter the arena?
Use the official arena entrance from Morning Star Capital, then enter the ring area to select an opponent.
Where is the Arena Administrator?
Find the administrator in the southern part of Morning Star Capital Arena. His services include enabling permission to initiate forced PvP.
Which arena modes are available?
Open invitation sparring is confirmed. Honor rankings are a separate settlement; scheduled tournaments have their own registration, format and rewards.
How do I start a solo duel?
Enter the ring, open another player's details and send a PvP invitation. Combat begins after both sides accept.
How do I join with a party?
Arrange parties of 1–5 per side. Actual participants must be eligible and consent; unequal party sizes are allowed.
Can I invite friends?
Yes, if they are eligible opponents. Friendship does not replace participant consent or automatically form a party.
What level does the arena require?
Sparring eligibility and scoring eligibility are separate. Do not apply forced PvP's Lv40 requirement to the arena; original level-group scoring rules apply.
Can I use a Phantom Beast?
Yes, deploy your own eligible Phantom Beast. An opponent's or undeployed Beast cannot act for you.
How do characters and Beasts act?
Control your character and deployed Beast according to turn order. Coordinate attacks, seals, defense and recovery.
How is an arena winner decided?
The official combat outcome decides the match. One character falling does not automatically mean team defeat; tournaments may differ.
What happens if an opponent leaves?
Disconnection is not an immediate victory. Reconnect within the permitted period; the server resolves timeouts without promising automatic rewards.
May I flee an arena match?
Use only the exit or flee actions that the current match permits. Field escape effects do not grant unrestricted arena exit.
Do I lose EXP for an arena defeat?
Ordinary arena sparring has no ordinary death EXP loss. The field PvP minimum loss of 500 does not apply.
Does an arena defeat cost Gold?
Ordinary arena sparring has no death Gold penalty and creates no Gold debt from defeat.
Can arena defeat destroy equipment or items?
Ordinary arena sparring has no ordinary death item loss. The forced-PvP attacker's destruction penalty does not apply.
Does sparring reduce personal reputation?
Ordinary sparring does not use forced-PvP reputation penalties. Arena honor points are separate from personal reputation.
Where do I return after the match?
Characters and deployed Beasts recover after ordinary matches and return to the arena, rather than the capital's Adventurer.
How do arena rankings work?
Eligible results award +5 for victory and −5 for defeat. Total points cannot fall below 0; monthly points can be negative. Not every duel scores.
How do I claim arena rewards?
Ordinary duels affect honor and rankings without direct economic rewards such as Gold. See the relevant guides for ranking titles and tournament prizes.
Can I challenge again immediately?
Finish the current match, clear combat occupancy and obtain consent again. Repeated duels do not guarantee points every time.
What if a party member disconnects?
Official reconnection and hosting rules apply. Disconnection cannot be used to swap in another character; the server resolves timeouts.
How do major tournaments differ?
The ordinary arena offers invitations all day. Garden, Capital War, Light War and Light Championship have separate schedules, eligibility and rewards.
How should I prepare a balanced party?
Check HP, MP, equipment, deployed Beasts and party members. Assign damage, healing, sealing and protection roles and coordinate turn order.
What is forced PvP?
An eligible player starts combat against another player in an allowed outdoor area without the defender's consent. Field penalties make it risky.
How do I enable forced PvP?
Enable and check permission at the Arena Administrator. Each attacker needs permission; defenders need not enable initiation permission.
What is the minimum level?
All actual attackers and defenders must be Lv40 or higher. The leader's level does not qualify other members.
Must the defender accept?
No. A legal forced-PvP initiation enters combat directly, unlike an arena invitation requiring mutual consent.
Where is forced PvP allowed?
Only approved ordinary outdoor field areas, with both sides in the same map and instance. Safe zones, interiors and prohibited areas are excluded.
Why are villages and the capital safe?
The three racial villages and Morning Star Capital are safe towns, not forced-PvP fields. Invitations cannot bypass their restrictions.
Can parties initiate forced PvP?
Yes, up to 5 characters per side, with unequal sizes allowed. The attacking leader must check every attacker's level and permission.
Is the leader's permission enough?
No. Each attacking participant must reach Lv40, enable permission and be free of truce or other blocking states.
How many players can fight?
Up to 5 characters per side, or 5v5. Eligible deployed Beasts participate separately under deployment rules.
Does the first death end the fight?
No. Remaining eligible units may continue. Area attacks can down several characters, and final conditions still determine the outcome.
Am I penalized after being revived?
A character legally revived before the end and alive at the end receives no death EXP penalty for an earlier fall. Final qualifying deaths are penalized.
How is the final winner decided?
The final state of characters and eligible deployed Beasts decides the result. The first character death is not decisive; surviving Beasts can matter.
Where do dead characters return?
Final dead characters return near the official Adventurer in Morning Star Capital with 1 HP and 1 MP. Survivors keep their valid field positions.
Do dead characters leave their party?
Final dead characters leave; survivors keep their party. A surviving eligible member succeeds a dead leader.
How much EXP is lost?
Nonnegative EXP loses 10%, minimum 500. Negative EXP loses 2% of the current level's upgrade requirement, minimum 500. At Lv129, use Lv128→129: 2,698,840 per death.
Can negative EXP fall further?
Yes. Further deaths increase debt under the negative-EXP rule. Lv129 uses the approved capped-level reference; there is no Lv130.
Does EXP debt lower my level?
No character level, class proficiency, Phantom Beast knowledge or work proficiency is reduced. Later EXP should repay debt gradually; the small-reward fix still awaits formal integration.
Does forced PvP cost Gold?
Final dead characters lose 10% of the absolute Gold balance: 1000→900, −1000→−1100, and 0 remains 0.
What if I have insufficient Gold?
Death can create or deepen Gold debt, repaid by future income. Purchases, trades and repairs still require valid funds.
Do attackers and defenders lose the same items?
No. A final dead attacker loses one eligible inventory item unit or equipped item through destruction. Defenders do not receive this attacker-only penalty.
Does initiating PvP reduce reputation?
Attacking participants lose a base 200 reputation, plus 10 for each final dead defender. Personal reputation cannot fall below 0; other penalties remain role-specific.
What is the penalty for an attacker escaping?
A successful attacker escape costs an extra 500 reputation. Escape must be allowed; the Escape Doll and Escape gear can combine, while enemy Pursuit can counter the doll. Success is not unconditional.
Is there protection after a defender dies?
A final dead defender receives 24-hour PvP protection and cannot be a legal forced-PvP target during it. Settled penalties are not reversed. Initiating forced PvP removes your own PvP protection.
Do repeated deaths trigger a truce?
Reaching 5 daily PvP deaths grants a 24-hour truce. Daily counts reset at server time 05:00; the reset does not end an unexpired truce.
How do I recover and reduce further risk?
Check settlement, party, HP/MP and protection before recovering safely and repaying debt. Avoid repeated submissions, risky outings and unnecessary valuable items.
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