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The run

  • Time limit starts at 30 real minutes. Each Redoubt adds 15, up to 30 held. Every breach ends 3 hours after opening regardless.
  • Halls come five to a circle, ending in a Court whose lord gives a Redoubt checkpoint. Hall kinds include the Rift-Yard (close waves of rifts), the Span (generated platforming), the Rampart (a walkway under fire), the Athenaeum (an orrery puzzle), the Proving Walk, the Deepway and the Brink. Halls can also take a one-off twist, listed with the Decrees below.
  • Four bands: the Broken Galleries (halls 1–25), the Soul Cairn (26–50), the Shade Perilous (51–75) and the Havoc Wellhead (76 onward, endless). Every fifth Court is a Valkynaz lord with its own ground.
  • Lords have three phases and a fight mechanic that scales from 1 to 8 players: runes to step on in order, soul-gems to fill, banners to break.
  • Nothing gets faster with depth, every blow is telegraphed, and a long fight adds waves, not speed.
  • After each Redoubt: a 90-second rest with a full heal, a choice of one of three Vestiges, and a vote on the next circle's Decrees.
  • One life: your first death is a fall, and you watch as a witness until recalled. A second fall ends your run. At most 2 restoring potions per hall. Falling off a hall costs 10% health and never kills.
Sources (15)