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Arena and PvP

Want to test yourself against other players? Player versus player is built in, and it is always something you choose, never something forced on you.

Duels

Challenge any player you meet to a friendly duel. Nothing is on the line but pride, so it is the easiest way to learn a matchup or settle a friendly argument.

The Ashen Coliseum

The Coliseum is the realm's arena, where you face other players in ranked matches, one on one or two on two. Each bracket keeps its own standing, so a win lifts you up that ladder for the whole realm to see. Ranked play opens at level 15, and that applies to your partner too: if either of you is below it, the queue stays closed until you both qualify. All of player versus player lives behind one button, marked PvP: open it and pick a tab, Thornhollow Fields, one on one, or two on two, then sign up alone or with your partner. While you are queued or in a match, the other tabs stay locked, so you can never sit in two queues at once.

What ranked play pays

A ranked win pays Honor, the player versus player currency, and a loss you play to the end still pays a smaller share of it, as does a draw, so rating is the only thing a loss really costs you. Honor is meant to reward real matches: beating the same opponent or the same team again on the same day pays nothing further (nor does losing to them again), a long winning day pays in full for its first stretch of wins and then halves what a win pays, halving it again deeper in and staying there, and a match your opponent forfeits still moves your rating but pays no Honor at all. That day is the realm's own: it rolls over at the realm's nightly reset hour, the same boundary every daily lockout clears on.

Climbing the ladder

Ranked play tracks your standing over time. Check the leaderboard to see where you sit and who holds the top of the realm.

Honor

Honor is the currency of fighting other players. You earn it in the Coliseum and out on Thornhollow Fields, it is kept apart from your coin and never mixes with it, and your character sheet shows how much you are holding. There is exactly one thing to spend it on: Warfare gear.

Two quartermasters keep the same shelves, so trade with whichever is nearer. FURY, the Honor Quartermaster, stands in Eastbrook Vale, and Warmarshal Draven Kole, Master of the Warfare Stores, keeps the counter in Highwatch. Their stock is the Warfare tier: five armor families, plus necks, rings, and weapons shared across all of them.

Honor purchases are final. The buyback list only ever holds what you sold: a coin purchase can usually be sold back for its sell price and reclaimed from that list if you change your mind again, but Warfare gear is soulbound the moment you buy it, so it can never be traded, mailed, or sold back for anything, and it never reaches that list. The shop asks you to confirm for that reason: read the piece before you press it.

Warfare gear

Every Warfare piece carries Warfare Offense and Warfare Defense Rating, and those two ratings do nothing at all against monsters. They apply only when you fight another player, in a duel, in the arena, or on the battleground, where Offense adds to the damage you deal and Defense cuts the damage you take, each up to its own ceiling. Each armor family is also a set, and its set bonuses are likewise Warfare rating or effects that only work against players, so a full honor kit's set bonuses count for nothing on a dungeon boss. The pieces themselves still carry their ordinary stats, armor, and weapon damage, and those work everywhere; it is the Warfare ratings and the set bonuses that go quiet against a monster.

That is the deliberate trade. Warfare gear is built for fighting players, not as a shortcut past the dungeon tiers: a Warfare piece never carries the combat ratings a dungeon epic in the same slot does, and the Warfare rating and set bonuses it carries instead are spent entirely on other players. If you want to hold your own in the arena, buy it. If you want to clear heroics faster, earn your gear in the dungeons.