Battleground

Multiplayer game

Fight other players with any hypermood you like - for free. Swords, blasters, five sparring Sparkys and a weekly helmet.

Where to find it

  • Deep in the Blue Forest: take the path at the top right of the Blue Forest, up the walkway.
  • You arrive in the camp, the cobbled court at the bottom. It is safe: nobody fights there.
  • The pink line across the path is the edge of the camp. Cross it and you are on the Battleground.
WinBattleground Diamond Skull Helmet
  • Every knock-out: 20 XP - up to 30 knock-outs a day.
  • Your first knock-out of the day: 50 XP more.
  • Every knock-out: 2 gems - up to 30 gems a day.
  • Beat a Sparky: 1 Void Fragment, up to 30 a day - on top of what you earn in Munidark’s Swamp. Spend them at Scout Rowan’s exchange there.

Knocking out the same player gives rewards 3 times a day at most. Knock-outs between accounts on the same network or browser give nothing. Sparkys give no XP or gems - only Void Fragments.

  1. In the camp, press Hypermoods and pick 4. Any hypermood works here - you don’t need to own it, and it uses nothing up.
  2. Want to shoot from afar? Swap your Sword for the Blaster in the camp. Everyone else sees it in your hand.
  3. Walk over the pink line onto the Battleground. Everyone there can hit you - and you can hit everyone.
  4. Tap a player (or a Sparky). You walk up to them and fight with your sword.
  5. Use your 4 hypermoods when they are ready. They cost energy - sword hits fill it back up.
  6. Press Guard (E) just before a hit lands to block it - or bounce it back.
  7. Knock someone out to earn XP and gems. Knocked out yourself? You wake up back at the camp.

Scoring

  • The Board button in the game shows this week’s top players by knock-outs, and your own knock-outs and times knocked out.
  • A new week starts every Monday (UK time). The most knock-outs of the week wins the Battleground Diamond Skull Helmet.
  • Sparkys don’t count on the board.

Every hypermood here is one of five kinds. All the hypermoods of a kind are just as strong - so pick the ones you like the look of. You can have one Heal at most.

  • Strike4.5 s · 20 energy16 to 24 damage, up close. It stops a Blast someone is charging. Guard blocks it.
  • Blast12 s · 45 energy32 to 46 damage from far away. A ring shows under the target first - walk out of it in time and it misses. It breaks a Guard.
  • Rain13 s · 35 energy14 to 20 damage on the target, and a little less on everyone close to them. Walking away doesn’t help - Guard halves it.
  • Freeze15 s · 30 energy8 to 14 damage, and for 2.5 seconds the target can’t Guard or use hypermoods. It breaks a Guard.
  • Heal15 s · 40 energy30 to 44 HP back, for you or a friend. Only half as much while you are in a fight.
  • Change your 4 only in the camp, and not while you are in a fight. Your picks and your weapon are saved: they are there next time.
  • Not here: the potions, Rock Paper Scissors and Mini-U.

Everyone holds a weapon. Pick yours in the camp.

  • SwordUp close8 to 14 damage, one swing a second. Each hit gives 10 energy. A sword hit stops a Blast being charged.
  • BlasterFrom afar11 to 17 damage a shot, one every 0.7 seconds, 6 shots then a 2 second reload (R). You must aim: click a fighter (or aim with the mouse and press F) on a computer, drag the fire button on a phone. A miss is a wasted shot. Each hit gives 8 energy.
  • Three hits in a row charge your next hypermood: it hits half as hard again (not a Heal).
  • Energy goes up to 100. You start with 50, and get 3 more every second.
  • GuardEA shield for 1.2 seconds, ready again 6 seconds later. It blocks swords, shots and Strikes, and halves a Rain.
  • Just in timeParryGuard right before a hit lands. A sword is parried - the swinger can’t do anything for a second. A Strike or a shot bounces half back.
  • RingsStep outA Blast or a Rain shows a ring on the ground before it lands. Walk out of a Blast’s ring and it misses.
  • Blast and FreezeBreak GuardThey smash through your Guard and hit you in full.

Five sparring partners who all look the same. They are always out on the Battleground when someone is there to fight.

  • Each Sparky waits at its own spot. Walk near one and it comes for you - only one at a time.
  • They fight with a sword, a Strike, a Blast and a Rain - much softer than a player.
  • Hit one and it fights you back wherever you stand - even down the path to the camp. Only the camp is safe.
  • Beat one and it comes back to its spot 12 seconds later.
  • Each Sparky you beat gives you a Void Fragment - like a soldier in Munidark’s Swamp. They give no XP, gems or board points.
  • The campSafeNobody can hit you here, and you can’t hit anyone. Pick your hypermoods and your weapon here.
  • In a fight8 sHit someone or get hit, and you are in a fight for 8 seconds. Your HP bar gets a red edge.
  • The pink lineNo way backWhile you are in a fight you can’t walk back over the line into the camp - the line turns red. Stay out of trouble for 8 seconds and it lets you through.
  • Knocked out5 sAt 0 HP you sit down for 5 seconds, then wake up in the camp with full HP and 3 seconds nobody can hit you.
  • 16 players at most.
  • You have 280 HP. It comes back on its own, 5 a second, after 8 seconds without being hit.
  • Leave the Battleground and your HP and waits are forgotten: full HP next time.
  • Hypermoods blocked (/blockhypermoods)? You can watch, but you can’t fight or be hit.
  • No pets, floor finds or room events here - just the fight. (Void Fragments from Sparkys still come.)
  • Keys on a computer: 1-4 your hypermoods, E Guard, F shoot, R reload.