Arvel hakkında
Where Will You Head Today?
Conquest
An Archon stands at the center of the map.
Capture it and your faction starts earning points. The first faction to reach 200 wins.
The problem is keeping it.
When enemies contest the Archon, scoring stops completely.
Lose control for even a moment, and those points start going to the other side.
Taking it is one thing. Holding it is another.
And enemy players aren't the only threat.
Defend the Archon against whatever comes your way.
Dungeon
This is where you hunt for gear, earn experience, and grow stronger.
Every run reshuffles the rooms and corridors.
The higher the difficulty, the better the tier of gear you can find.
Survival
There is no winning.
No final wave. No final boss. No clear screen.
A new wave comes every two minutes, and each wave adds another direction for enemies to attack from.
Eventually, there will be no side you can afford to leave undefended.
Your base will fall.
How long you lasted is your record.
Custom
Use the built-in editor to create your own terrain and villages, and configure resources and monsters.
Your custom map is automatically transferred to anyone who joins the room.
Invite your friends.
Then make them suffer.
──────────────────────────────You're Not Hiring Stats. You're Hiring People.
Recruit mercenaries and build a squad of your own.
Every mercenary has different abilities, but they also have different personalities.
How brave they are, how disciplined they are, how compassionate they are — these aren't just words written on a stat sheet.
Their personality affects their decisions and changes the way they fight.
A hothead might fire off a skill the moment it's ready.
A disciplined fighter may hold onto it until the moment it actually matters.
You give the orders.
But how they fight under those orders depends on who they are.
──────────────────────────────Your Weapon Is Your Class
One-handed swords, sword and shield, two-handed weapons, dual wielding, spears, bows, and magic wands.
You don't choose a class and stay locked into it.
The weapon in your hands determines how you fight and which skills you can use.
Every weapon has its own path to mastery.
Picking up a new weapon means learning how to fight with it from the beginning.
It's not that you can't use it.
You're just not used to it yet — and that's exactly why there's a reason to keep using it.
Magic wands branch into two paths:
offensive magic and healing magic.
Which path you take is up to you.
──────────────────────────────Timing Is Everything
Mashing the attack button won't be enough.
Basic attacks and combos have precise timing windows for chaining into the next strike.
Read your enemy and time your attacks, skills, items, and dodges carefully.
Left Click opens with your first attack.
From there, the combo branches into Q or E.
Q is fast but weak. It buys you time.
E is slower but powerful. It knocks enemies back and staggers them, giving you control of the fight.
It's not about how many tools you have.
It's about when you use them.
──────────────────────────────All for That One Perfect Affix
Items drop across multiple tiers and rarities.
Prefixes and suffixes automatically shape their names.
Something like Cruel Longsword of the Eagle.
Main weapon, off-hand, helmet, armor, gloves, boots, necklace, and ring.
Each of these eight slots can roll different affixes.
Set bonuses become stronger as you collect and equip more pieces of the same set.
Even the same Strength +N isn't equal between a Tier 5 Unique and a Tier 1 Magic item.
And even two Tier 5 Uniques can roll differently.
That's why you go back in.
For that one affix.
──────────────────────────────Alone, or With Friends
Build a squad of mercenaries and head out alone,
or open your world and bring your friends along.
You can also face other players in Conquest,
from 1v1 all the way up to 3v3, fighting under opposing banners.
Explore the world.
Hunt monsters.
Throw yourself into wars between nations.
How you face this world is up to you.