BattleMatch: Ready Up Together
Form a party of 3–10 level 10,000 players. Any member can click the physical BattleMatch board beside the Downtown 1 mailbox to start immediately, with no schedule or signup menu.
Every party member receives a Ready Up popup, even in another map. The entire party must confirm within two minutes. Only after everyone is ready and the server rechecks eligibility does the whole team move into Backyard BattleMatch.
Party readiness and access
- There is no daily attempt limit. After a run ends, any eligible party—including the same accounts—may start again as soon as the shared gauntlet is free. Only one ready check or expedition can occupy it at a time.
- Every member must be online, alive, level 10,000, and using a different account, public connection, and trusted device. If a member has not trusted the current device at login, Ready Up will explain how to qualify.
- All 3–10 members must accept, not just the first three. Declining, timing out, disconnecting, changing maps or changing the party cancels the current ready check.
- Finish pending bank moves or Sunset upgrades first. Players already in a Pet Trial or BattleMatch cannot join a new ready check.
- Wait somewhere safe: the popup does not pause combat. Eligibility and the complete party are checked again before entry.
- 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
- Backyard, Junkyard, Himalayan, and Spaceship each contain an exact finite roster of 50 enemies. Defeated enemies do not respawn.
- A persistent Monsters Left counter is reconciled by the server and updates throughout each clear.
- At zero, the whole surviving roster advances automatically after three seconds. The unlocked progression pad remains a fallback.
- Native map monster visuals remain, while outgoing pressure rises through Green, Blue, Red, and Black Wyvern combat curves from stage 1 through stage 4.
- Regular expedition monsters drop no Gold, Tau, ordinary items, Uniques, Protection, or higher-stage Sunsets. Their only possible loot is a small chance at one clear Stage-1 Sunset.
Death means elimination
- If a player dies, disconnects, or quits the expedition, that character is out of the current run.
- 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 the boss falls, every survivor receives the persistent eleven-item Roll/Pass panel. Reward settlement remains open until every eligible choice has been resolved, then a 30-second return countdown begins.
| Stage | BattleMatch Area | Combat purpose | Advance condition |
| 1 | BattleMatch Backyard - Red | Opening coordination check with Green Wyvern combat pressure. | Defeat 50 enemies. |
| 2 | BattleMatch Junkyard - Red | Stronger Blue Wyvern pressure and faster monster attacks. | Defeat 50 enemies. |
| 3 | BattleMatch Himalayan | Red Wyvern pressure makes healing, target selection, and positioning important. | Defeat 50 enemies. |
| 4 | BattleMatch Spaceship | Black Wyvern pressure provides the hardest full-map clear. | Defeat 50 enemies. |
| 5 | BattleMatch SkyMap | One final raid boss replaces all normal Sky monsters. | Defeat the Eclipse Sovereign. |
The Eclipse Sovereign
The Sky arena contains one enormous melee AOE boss with a persistent, authoritative health and mana display. It must close directly beside a target before striking; its closest target takes the full direct hit, while 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. A Sky Provisioner food vendor waits beside the entrance before the final pull.
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. Preview runs do not create ordinary expedition rewards.
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.
Server-authoritative final reward roll
Defeating the Eclipse Sovereign opens eleven reward decisions for every surviving expedition member. Nothing is placed on the floor, so auto-pickup cannot claim the reward set:
- One Paramount Sovereign Sigil with base 0 Strength, 0 Spirit, 0 Dexterity, and 0 Power.
- Nine random Superior Sunset items of any active Superior type, each with base 0-0-0-0 named stats.
- One random Fantasy item, available only from this boss settlement and nowhere in ordinary/global monster drops.
- Each survivor chooses Roll or Pass for every item. Rolls are generated by the server from 1 to 100; the highest roll wins, and a tie is rerolled until one winner remains.
- Winning items are delivered through a verified durable inventory transaction. If the winner has no safe capacity, the award stays pending for that winner instead of becoming a floor drop.
- These rewards replace ordinary boss drops and cannot be rolled on by spectators, eliminated members, or unrelated accounts.
- After every survivor locks all eleven choices, a 30-second countdown begins and the party is returned automatically to the Downtown 1 safe zone.
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.