The Enigma Arcade is a collection of fast-paced PvP game modes where players can queue for matches, compete in dedicated arenas, and climb the monthly Arcade Leaderboard.
| Mode | Summary |
|---|---|
| Free For All | Everyone-versus-everyone. Last player active wins. |
| Last Team Standing | Blue vs Red, best of three rounds. |
| King of the Hill | Control the central altar to score. |
| Infection | Survivors vs Infected — convert or evade. |
Matches take place inside dedicated Arcade arenas and use their own rules, scoring, notoriety, and recovery systems.
When an Arcade lobby is available, players may use:
[ArcadeJoin
This opens the Arcade lobby window where available matches can be viewed and joined.
Entry requirements — to prevent the Arcade from being used as an escape from dangerous situations, you may only enter while:
These checks are performed again before the match begins — you cannot join a lobby from town, travel into a dungeon or combat situation, and then use the Arcade teleport to escape.
Multiple Arcade lobbies can exist at the same time. If all available arenas are already occupied, additional lobbies automatically wait for an arena to become free. Once an arena becomes available, the next waiting lobby automatically begins its countdown.
Countdown notifications: 15s · 10s · 5s · 4s · 3s · 2s · 1s
| Mode | Min Players | Max Players | Notes |
|---|---|---|---|
| Free For All | 3 | 14 | |
| King of the Hill | 3 | 14 | |
| Last Team Standing | 4 | 14 | Valid counts: 4, 6, 8, 10, 12, 14 |
| Infection | 4 | 14 |
Traditional everyone-versus-everyone PvP. Every other participant is treated as an enemy, including guildmates.
Players use their own weapons, armor, shields, spellbooks, backpack, potions, bandages, reagents, ammunition, and other legal equipment. Consumables used during the match remain consumed and equipment durability remains affected normally.
On elimination, not death:
The match ends when the configured objective is reached, the timer expires, or only one active player remains.
Players are divided into two balanced teams — Blue Team and Red Team — and remain on the same team throughout the match. Played as a best of three rounds.
| Event | Result |
|---|---|
| Player eliminated | Out for the rest of the current round |
| Next round begins | Eliminated players return |
| One team fully eliminated | Round ends |
| A team wins 2 rounds | Match ends |
Guild membership does not override Arcade teams — two guildmates placed on opposite teams are still enemies inside the Arcade.
Combines normal Arcade combat with an objective-based capture zone. Each arena contains a central KOTH Altar — players must stand within the capture area surrounding it to gain points.
Combat uses the same bring-your-own-gear rules as Free For All. Players respawn after being eliminated and continue fighting until the score or timer ends the match.
Uses a completely different rule set. At the start of the match, players are divided into Survivors and Infected, marked with the titles:
[Survivor] [Infected]
Unlike the other Arcade modes, Infection uses a standardized loadout — your normal equipment and backpack contents are safely stored for the match and restored when you leave. Players receive temporary Arcade equipment: Arcade Combat Ring, Infection Robe, and role-specific utility items.
| Role | Goal | Utility |
|---|---|---|
| Survivor | Remain uninfected until the timer expires | Repellent Charges |
| Infected | Convert every Survivor before time runs out | Adrenaline Rush |
Landing a valid infected attack on a Survivor converts them: they immediately receive the [Infected] title, Infected appearance, Infected notoriety, and Infected utility items.
Infection Transfer: if the final active Infected player leaves, disconnects, or is removed for inactivity, the match doesn't end — one active Survivor is randomly selected and converted into the new Infected, so the mode can't collapse from a disconnect.
The Arcade uses its own notoriety rules. Enemies appear orange while participating in Arcade combat, and guild membership does not override Arcade relationships:
| Mode | Example |
|---|---|
| FFA | Guildmates are still enemies |
| KOTH | Guildmates are still enemies |
| LTS | Guildmates on opposite teams are enemies |
| Infection | Players on opposite roles are enemies |
Arcade combat does not create normal murder counts or criminal penalties.
| Modes | Equipment Handling |
|---|---|
| Free For All / Last Team Standing / King of the Hill | Normal equipment and backpack. You may change weapons, shields, spellbooks, equip/unequip legal gear, use potions, bandages, reagents, ammunition, and rearrange your own containers. Anything used remains used afterward. |
| Infection | Normal equipment and backpack contents are temporarily stored. The backpack itself stays usable for Infection utility items. Everything is restored when the match ends or you leave. |
Several abilities are disabled inside the Arcade to prevent abuse:
Escape / Movement
Stealth
Summons
Also disabled: Wall of Stone, Energy Field. Pets, summons, and mounts cannot participate.
While actively participating in an Arcade match, players cannot use the Arcade to transfer or discard items. Blocked:
Your own backpack remains fully usable.
Leaving an active Arcade match counts as a forfeit. The same applies if you disconnect or remain inactive for too long — players receive an AFK warning before being removed.
If you are removed:
Different game modes continue or end depending on how many players remain.
The Arcade includes recovery systems for disconnects, client crashes, server crashes, server restarts, abandoned matches, and orphaned arena characters.
Completed Arcade matches contribute to the monthly Arcade Leaderboard. Players gain Wins and Losses.
| Ranked By |
|---|
| 1. Most wins |
| 2. Fewest losses |
| 3. Character name |
The leaderboard resets every month.