The common room
The arena has one common room: it holds fight requests of every format — one-on-one and team. Accept any that admits your hero's level — or post your own.
In this version every rival and teammate in the arena is a hero run by the game. The game says so itself — in the room and in its guide. That goes for requests, team fights, the weekly table and the Hall of Names alike. The game plays offline and has no live players.
- What a request shows. Who posted it and their level, the levels it admits, the format and the mode, open seats and a reward hint. A rival's skills and life are never shown.
- The level colour tells who is in front of you: plain — the same as yours, orange — a little above, red — far above, grey — below.
- Your request. You set the format and the fighter levels — from and to. Your last choice is remembered.
- The draw. Nobody picks an opponent. A one-on-one request gathers applicants for a few seconds and draws lots among them. In a team fight the game deals the sides so that they are even in levels.
- The hero page. Tap a hero's name to open their page: level, gear and wins this week.

The common room: requests of every format. In this version every rival and teammate in the arena is a hero run by the game 
Your request: the format and the fighter levels — from and to 
Gathering fighters: nobody picks an opponent 
A hero page opened from a request: level, gear and wins this week
How a duel goes
Two mages, one board of potions. They take turns: every chain is a blow to the rival.
A chain is a blow
Longer chains hit harder; a blast inside a chain hurts even more.
Dodge, block, fury
A blow can be dodged or blocked, and a fury strike lands harder than a normal one. The odds depend on your hero's race, skills and gear.
A charged staff
Chains charge your staff. A charged staff hits three times harder and can't be dodged.

Before a fight: the rival's race and level. In this version every rival and teammate in the arena is a hero run by the game 
A duel: one board, taking turns 
The result: XP for damage, and sparks
XP for a fight
- XP comes from damage. The higher the level of the one you hit, the more the damage is worth.
- The higher price goes to the winners. Without a win, damage to higher-level heroes counts as damage to an equal. Damage to those below your level earns less XP.
- The daily rule. The first ten fights of a day give full XP, later ones a quarter. A repeat fight with the same rival on the same day earns less XP.
- The first arena win brings a one-time XP bonus.
- Sparks follow the XP of a fight. A lost fight and a draw give XP too — and so sparks. The arena neither needs nor spends lives.
Team fights
A team fight is played in lanes: each pair of opponents has a lane and a board of its own. A chain hits the opponent in your lane, the staff hits any enemy. Whoever wins a lane goes to help a teammate.

Two on two
Two lanes. Join a request from hero level 3, post your own from level 5.

Three on three
Three lanes. Join a request from hero level 3, post your own from level 6.
- Team seats. Teams gather for twenty seconds; heroes run by the game take the free seats one by one. The game deals the sides and the lanes so that the sides are as close in levels as possible.
- XP is counted as in a duel: for your own damage to each enemy. The result is shared by the side. The first team win of the day doubles the XP.
Four ways to fight

Human
All-rounder: a bit of everything, and a quicker learner than the rest.

Elf
Dodger: agile and accurate; strikes back the moment a blow misses.

Dwarf
Blocker: shrugs off hits and sends part of each blow back.

Orc
Bruiser: hits hardest of all, and harder still in a fury.
The arena week and the Hall of Names
- The weekly table. Arena wins go to the table; the count resets on Monday, and the top ten earn a prize in sparks. The table is shared by the player's hero and the heroes of the game.
- The Hall of Names. A medal marks your first win over a character at full strength. Twelve medals earn the title Arena Champion.
- Rookie's club. After your first arena defeat Blub gives you a gift: in the next fights the hero's plain blow is stronger.
In development
Plans, not promises: none of this is in the first version.
- Live opponents — in duels and in teams — and a player league: only together with online play

