Daily BattleMatch Expedition
BattleMatch is now coordinated end-game group content for exactly five level 10,000 players. Use the physical BattleMatch board beside the Downtown 1 mailbox to schedule a run, join an open roster, leave before the ready check, or review the rules.
At the scheduled time, the organizer starts a ready check. All five distinct players must be online on the same account, device, and connection identity used at signup. When everyone accepts, the team is moved together into Backyard BattleMatch.
Signup and access
- Only one expedition may be scheduled globally per Eastern Time calendar day, and each account receives one attempt in that run.
- Exactly five different accounts, IP identities, and device identities are required.
- The ready check opens 15 minutes before the chosen time and closes 30 minutes after it.
- The active roster is formed into an expedition group for party status, chat, healing, and teamwork.
- Direct warps, recalls, teleport skills, and map handoffs into BattleMatch are blocked.
Clear-to-advance rules
- Each stage contains a finite monster force. Defeated enemies do not respawn.
- The progression pad remains locked until every enemy in the current stage is defeated.
- One survivor using the unlocked pad advances the whole surviving roster together.
- Difficulty, durability, damage pressure, and attack tempo rise at every stage.
- Regular expedition monsters do not produce farmable item drops.
Death means elimination
- If a player dies, disconnects, or quits the expedition, that character is out for the day.
- An eliminated member cannot reconnect, warp, or use a pad to re-enter that run.
- The remaining players may continue, but the dungeon does not scale down for them.
- A full party wipe ends the expedition without final rewards.
- After completion, survivors have 15 minutes to collect rewards before returning to Downtown 1.
| Stage | BattleMatch Area | Combat purpose | Advance condition |
| 1 | Backyard BattleMatch | Opening coordination check and first end-game damage pressure. | Defeat every Backyard enemy. |
| 2 | Junkyard BattleMatch | Higher health, stronger hits, and faster monster attacks. | Defeat every Junkyard enemy. |
| 3 | Himalayan BattleMatch | Sustained healing, target selection, and positioning become important. | Defeat every Himalayan enemy. |
| 4 | Spaceship BattleMatch | The hardest full-map clear before the final encounter. | Defeat every Spaceship enemy. |
| 5 | Sky BattleMatch | One final raid boss replaces all normal Sky monsters. | Defeat the Eclipse Sovereign. |
The Eclipse Sovereign
The Sky arena contains one enormous ranged AOE boss with a persistent, authoritative health and mana display. Its closest target takes the full direct hit; nearby players caught around that target take 50% splash damage. Its health and damage were increased by 20%, so a durable character must control proximity while healers and ranged attackers manage spacing.
The Sovereign is the only monster in Sky and can pursue players across the full arena. At 75%, 50%, and 25% health it enrages: attacks accelerate, damage pressure rises, and its AOE expands. Nine dedicated eight-direction animation atlases provide 19 authored idle, walking, attack, hurt, and transition poses so the enormous boss remains readable while the group repositions.
GM exception: GMFantasy retains direct access for live testing and recovery. This exception does not grant daily rewards to ordinary accounts.
Eclipse Mark: move before the blast
Every 15–20 seconds, the Sovereign announces a selected player and places a visible three-second warning on that character. The red danger zone is locked to the player’s position at the moment the mark appears; it does not chase them. Move more than roughly five tiles away before the countdown reaches zero.
- Opening and 75% phase: one marked location per cycle.
- 50% phase: two consecutive marks, 1.5 seconds apart.
- 25% phase: three faster marks, 0.85 seconds apart.
- Anyone still inside a recorded blast zone loses 45% of maximum health. Armor, evasion, and standing still cannot cancel the mechanic.
- Spread before a volley, keep escape lanes open, and avoid placing overlapping zones beneath the tank or healer.
Guaranteed final reward burst
Defeating the Eclipse Sovereign creates exactly ten Sunset-family drops reserved for the surviving expedition roster:
- One random Paramount item with 10 Strength, 10 Spirit, 10 Dexterity, and 10 Power—including the Paramount Eclipse Orb and Paramount Eclipse Bazooka.
- Nine random Sunset items selected across the full progression from Stage 0 through Superior.
- Ultra-rare bonus: each successful daily clear has a 5% chance to create one Paramount Sovereign Sigil in addition to the ten guaranteed rewards. The Sigil only comes from this boss.
- These rewards replace ordinary boss drops and cannot be collected by spectators or unrelated accounts.
The Sovereign Sigil equips in the dormant Sigil square on the Character Equipment panel. Every class-legal Paramount piece, a compatible Paramount weapon, and the Sigil must all be equipped before the custom complete-set battle form activates.