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The world

Map rules that change how you fight. Arena-by-arena enemies are on Arenas and enemies.

Spawn plazas

Each arena has a plaza where you arrive. Enemies never enter it. While you stand on it, and for 12 s after you step off, other players can't hurt you and you can't hurt them (see PvP).

Weather

Now and then an arena gets a spell of weather, with no announcement.

Arena Weather When Effects
Verdant Grove Rain every 360 s, lasts 90 s burn x0.6; lightning near a player every ~6 s (1.4 s warning): 12% of a player's max health, 10% of an enemy's; breaks breakables in 9 studs; shock x1.5
Frostbloom Hollow Blizzard every 300 s, lasts 75 s enemies 1.15x speed, 1.2x damage (bosses 1.25x); rubi x1.5
  • Rain (Verdant Grove): the ground turns slick and fog closes in. Shock is stronger and Burn weaker. Lightning strikes near players: a ring marks the spot 1.4 s ahead. Each breakable it shatters has a 50% chance to drop a small powerup. A lightning bolt can be parried: it then strikes the enemy or breakable nearest your cursor (within 25 studs of it), killing a regular enemy outright and taking 30% of a boss's health.
  • Blizzard (Frostbloom Hollow): white-out fog, slippery snow and a wind that pushes you. Enemies are faster and hit harder, but Rubi is worth more.

Day and night

Every server runs the same day: 540 s from sunrise to sunset, then a 120 s night. It only changes the light.

Water

Streams and ponds slow you to 50% speed, and you can't roll or shoot while your feet are in them. Bridges are fine.

Bushes

Stand inside a hide-bush and you are hidden: enemies stop noticing you and other players stop seeing you. Attacking, or being hit, shows you for 3.5 s; stay inside and you hide again after. A bush with someone in it rustles faintly. Smoke Bomb and Umbral Mantle hide you the same way anywhere.

Climbing and roofs

There is no jumping or climbing. You can walk over low things in the Grove (rocks, logs, bushes), but you are pushed off them after 2 s, and anything taller than 6 studs can't be climbed at all. Standing on anything higher than 14 studs for 2.5 s throws you off it, so there is nowhere to camp out of reach.

The edge of each map bounces you back inside; falling through the floor puts you back where you last stood.

Windswept Cliffs: islands, clouds and catapults

The Cliffs are floating islands.

  • Falling into the void costs 15% of your max health (never the last of it) and puts you back on the last island you stood well inside.
  • Bounce clouds float below and between the islands. Fall onto one and it throws you about 30 studs above the islands (more for a faster fall), steers you toward the nearest island, and lets you glide down. The cloud puffs away for 14 s. Chaining clouds within 8 s raises the air style bonus.
  • Catapults and updrafts carry you between islands. Landing from them never knocks you down.
  • Enemy pushes (Rain Pour, Wing Gust, Wind Ring...) can throw you off an island.
  • There are no roaming packs here.

Frostbloom Hollow

Several attacks here chill you (a slow for a few seconds), and the Yeti's second phase freezes the floor around its camp into slippery ice.

The ball

The Grove has a beach ball (Frostbloom has snowballs). Hit it or run into it to kick it; enemies with nobody to fight will pass it to each other. Summoner wisps play with it when you don't need them.

Roaming packs

On top of their camps, the Grove and Frostbloom have packs that wander between camps (5 and 4 at a time). A wiped-out pack is replaced 40 s later.