PvP Championship
Summery
| Herald |
|
The PvP Championship is a 5 versus 5 party knockout that opens six times a week in Midgard Memory. Five players pay one fee, are thrown into a sealed arena against another party, and stay there until one side has nothing left standing. Winners are not sent home. They queue for the next game, and the last party still in the running takes the title. Three arenas run side by side, which lets a full field of six parties settle an event in three stages instead of one long queue. Every member who steps into the ring walks away with Rank Points whether the game is won or lost, so even a first round exit is worth the fee. |
Schedule
Registration opens ten minutes before the hour and shuts the moment the game begins, so a party that arrives late has no second window. All times are server time.
| Day | Registration opens | Game starts |
| Wednesday | 11:50 | 12:00 |
| Thursday | 11:50 | 12:00 |
| Saturday | 00:50 | 01:00 |
| Saturday | 11:50 | 12:00 |
| Sunday | 00:50 | 01:00 |
| Sunday | 11:50 | 12:00 |
Requirements
| Requirement | Details |
| Party size | Exactly 5 members. A party of four or six is refused. |
| Online | All 5 members must be online when the party leader registers. |
| Reborn | Every member must be at least Reborn 5. |
| One PC per account | The PC of every member is bound to their account. No two members of one party may play from the same PC, and a PC already bound to another account is refused. |
| Entry fee | 50,000,000 zeny, paid by the party leader at registration. |
| Slots | Only the first 6 parties that register enter the event. |
How to Join
| Step | Image | Details |
| 1 | Herald |
Put together a party of exactly five and make sure all of them are online, because the check happens at the desk and not later. The party leader alone talks to the Herald at (100,80) in Midgard Memory, and only inside the ten minutes before a game. Come at any other hour and he will simply turn you away. |
| 2 |
Choose Register my party and the fee leaves the leader's zeny in one go. Your party name then goes out in the server broadcast. The sixth party to register closes the list, even with minutes left on the clock. | |
| 3 |
The draw is made the moment registration ends and the first games begin straight away. A broadcast tells you which arena took you. If an odd party is left over, it sits out the first stage with a private notice, then waits for the first winner to come free. | |
| 4 |
You land on your grace spot outside the barricades with thirty seconds on the clock to put your buffs up. Win, and you are not sent home. You go into the queue and are moved into the next free arena. Lose, and the run ends there. |
Match Format
| Rule | Value |
| Team size | 5 versus 5 |
| Round length | Up to 5 minutes |
| Rounds to win a game | 5 |
| Rounds per game | 10 at most |
| Preparation | 30 seconds before every round |
| Consumables | Blocked inside the arena |
| Buffs | Cleared on entry, recast in the countdown |
Bracket
The draw is fully random, so a champion can meet anyone in the first stage. Up to three games start at once, one per arena, and the winners fall into a queue in the order they finish rather than the order they were drawn.
The first two winners in that queue meet as soon as an arena frees up, and the next winner waits for the result of that game. It carries on until only one party is left. With an odd number of entries the party left over skips the first stage and joins the queue directly.
| Arena | Use |
| Arena 1 | One game at a time |
| Arena 2 | One game at a time |
| Arena 3 | One game at a time |
Three arenas are there for pace. A full field of six parties needs three stages instead of five, and a party that finishes early is told that it has to wait instead of being left to wonder why nothing is happening.
In the Arena
Both parties start outside the barricades on their own grace spot, close enough to see the ring and far enough that nobody swings early. The barricades never open. When the countdown reaches zero both teams are moved inside and the walls squeeze the fight into one strip of ground.
Death does not end a run. A fallen member is picked up and placed back on the grace spot, revived with full HP, SP and AP, and left there until the round is decided. A party with nobody left between the barricades loses the round, and so does a party that is still standing but has fewer fighters on their feet when the five minutes expire.
Consumables do not work inside, so potions, food and cash items stay in the bag. Buffs do not survive the trip either. Everything is stripped the moment you enter the arena map, cart and mounts included, which is exactly what the thirty second countdown is for. Your gear, stats, job level and items are untouched. Only the buffs are gone.
Rewards
| Result | Rank Points |
| Winning party | +10, plus +1 for every round won |
| Losing party | +3 for taking part |
Points go to every member of the party on their own, not to the leader alone. A game closed out at 5 rounds to 2 therefore pays each winner 15 points, and the losing side still takes 3 each for turning up.
The fee is not a deposit. It stays spent once your party has played a game, and comes back only when you cannot take the field at all or when the event is called off before your game.
Points reset on the 1st of every month, and the standings are built from the damage, healing, kills and deaths recorded in each game.
Rank
Every character carries its own Rank, earned only in the championship and measured in Rank Points. None of it is account wide, so two characters on the same account can sit in different tiers.
| Rank | Points | Bonuses while the rank is held | Daily decay |
| Unranked | 0 to 9 | None | none |
| A | 10 to 29 | All Stats +7, All Traits +1 | none |
| S | 30 to 59 | All Stats +10, All Traits +3 | 1 |
| SS | 60 to 149 | All Stats +15, All Traits +5, Ignore RES and MRES +1% | 2 |
| SSS | 150 and above | All Stats +20, All Traits +10, Ignore RES and MRES +3% | 3 |
Those bonuses belong to the rank and not to the character. They are written onto the player while the tier is held, a badge appears in the status bar to show it, and both disappear the moment the character slips out of the tier.
Points come from the championship and nowhere else. A won game pays 10 and another 1 for every round the party took, so a 5 round sweep is worth 15. A lost game still pays 3 per member. Whatever the total, it stays on the character until decay or the end of the month takes it away.
Tiers above A leak points every day. A leaks nothing, S loses 1, SS loses 2 and SSS loses 3, and the pass runs against the live season only, because the closed months are the record the season rewards are paid from. Losing points can push a character under the floor of its tier, and when that happens the rank follows the points down and the badge changes with it. Being offline is no protection either. The points are taken in the database whether the character is logged in or not, and the lower total is waiting at the next login.
A season is one calendar month. When it closes the points go back to zero for everyone and the finished month is kept as an archive. Before that happens, on the 1st, every character that ended the month inside a ranked tier is sent Championship Coins by RODEx. If the server happens to be down on the 1st, the payment is made at the next start rather than being lost.
| Final rank of the month | Reward |
| A | |
| S | |
| SS | |
| SSS |
Fair Play
One PC, one account. Every member's machine is bound to the account at registration, a PC already tied to another account is refused, and two members of the same party cannot share a machine, so a five man party cannot be farmed from a single desk.
Substitutes are not possible. The party that registers is the party that plays, because the size is checked as exactly five at the desk and again when the game is called. A party that is no longer ready at that point is skipped and its fee refunded.
Guildmates are not protected from each other. Two parties from the same guild can meet, and damage between them lands like any other attack.
FAQ
- Can I enter alone or with fewer than 5? No. The party must hold exactly 5 members and all of them must be online.
- What happens if a teammate crashes during a round? The round is forfeited to the other party, and the rest of the team plays on short-handed.
- What if our whole team disconnects? The round is forfeited as well. If both parties are gone at the same time, the game is cancelled and the slot is handed to the waiting party.
- Can I use potions or buff items inside? No. Consumables are blocked across the whole arena.
- Does my character get reset on entry? No. Only status effects are cleared, and stats, gear and items are left alone.
- What if a game ends in a draw? The party with more fighters still standing takes it, and a full tie goes to lot. A draw always uses up a round, so a game cannot be replayed forever.
- Can the same party win twice in one event? No. A party that loses is out, and a party that keeps winning continues until it is beaten or crowned.