The Arena is Dark Ages player-versus-player space, ranging from informal duels to organized team matches.
Steps
- Agree on duel or team format, allowed equipment and abilities, boundaries, resurrection, and victory conditions before anyone attacks.
- Build a sequence for protection removal, curse or control, burst damage, peel, healing, and retreat rather than using a monster rotation unchanged.
- Stay through the declared end and revival process and respect current Arena and host rules.
Reference notes
Arena damage is temporary, but the combat rhythm differs from hunting: burst classes commonly save several ready abilities and execute them together instead of spending each cooldown immediately.
A finishing lockout combo can prevent the target from healing themselves, but it does not stop an ally from healing or protecting them. Coordinate target selection with the team.
Protection removal, control, healing denial, positioning, and a clear disengage signal matter as much as raw damage. The match host decides the allowed abilities and equipment.

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