ZAP-Battle_Arena icon

Battle Arena

Arenas where anything fights anything: tame and wild creatures, players, PvP, teams or free-for-all. Calm rooms, gates for every size, a spectator mode and a building kit with ring walls and stands.

By ZAP
Last updated 5 days ago
Total downloads 41
Total rating 0 
Categories Building AI Generated PvP
Dependency string ZAP-Battle_Arena-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

ValheimModding-Jotunn-2.30.2 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.2
denikson-BepInExPack_Valheim-5.4.2360 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2360

README

Battle Arena – holmgang for everything that breathes

Build an arena and let anything fight anything: your wolves against a friend's boars, a player against a troll, deer against hares against hens, a Cluck Fighter against a bear cub, or plain PvP. Put up a banner for every side, bring the fighters into the rooms around the field, set the rules at the desk and pull the lever. The horn sounds, the gates wind up, and the sides fight until one is left standing.

Nothing fights in a room. Whatever stands in one – tame or wild, a troll or a player – is calm: it does not attack, it cannot be hurt, it does not run off. Only when the horn sounds does it fight, and only the other side.

Where Cost
Arena moderator (the holmgang desk) Hammer → Arena, workbench 20 Wood, 2 Bronze, 4 Leather scraps
Side banner Hammer → Arena, workbench 6 Wood, 4 Leather scraps, 2 Resin
Chamber post (free-for-all) Hammer → Arena, workbench 4 Wood, 4 Stone, 1 Resin
Betting board Hammer → Arena, workbench 8 Wood, 1 Bronze, 2 Leather scraps
Portcullis (small), 2.6 × 3.2 m Hammer → Arena, forge 12 Wood, 4 Bronze
Portcullis (large), 4.2 × 5.2 m Hammer → Arena, forge 20 Wood, 8 Iron
Arena gate, 7 × 8.6 m Hammer → Arena, forge 40 Wood, 12 Iron
Great arena gate, 11 × 14 m Hammer → Arena, forge 80 Wood, 24 Iron, 30 Stone
Rope net, 4 × 4 m Hammer → Arena, workbench 4 Leather scraps, 2 Resin, 2 Wood
Arena barrier, 4 × 1.4 m Hammer → Arena, workbench 8 Wood
Arena barrier (tall), 4 × 3 m Hammer → Arena, workbench 14 Wood
Roll of honour Hammer → Arena, workbench 6 Wood, 2 Leather scraps

Every piece in the materials of Valheim's own building sets. Timber pieces in wood and dark wood, stone pieces also in stone, black marble and grausten: the desk in wood, dark wood, black marble and grausten; the banner's foot in stone, black marble and grausten; gates, barriers, ring walls and ring gates in all five; stands, benches and gangways in wood and dark wood. The costs above are for the first material; the others take dark wood (fine wood), stone (a fifth more), black marble or grausten instead of the wood, and stone is cut at the stonecutter. Black marble pieces are trimmed in gold, grausten pieces in glowing flametal. The hammer has three tabs: Arena (desk, banners, roll of honour, net, ground stake, vébönd), Arena timber and Arena stone.

Building an arena

  1. Put up the arena moderator (the holmgang desk) at the edge of your field.
  2. Put up a side banner for every side, within 50 m of the desk. A banner makes the ground around it a room.
    • E on the banner: next colour (red, blue, green, gold, white, black, purple, orange). A new banner takes a colour no other banner near it flies yet.
    • Shift + E: the size of the room, 2 to 16 m around the banner.
    • Banners of the same colour are one team, wherever they stand.
  3. Build walls and gates between the rooms and the field as you like. Every gate within 50 m of the desk opens when the fight begins and shuts once everyone is back. The desk does that; nobody has to stand at a winch.
  4. With the hammer in hand the rooms and the field are marked on the ground.

Free-for-all chambers

For a great free-for-all, build small chambers round the field instead of (or as well as) team rooms, each with its way in and its gate to the field, and put a chamber post in each. The post has no colour: whoever waits in its chamber fights alone, against everyone.

  • E on the post: the size of the chamber, 1.5 to 8 m (a new one is 3 m).
  • One to a chamber. A rider and the mount carrying him count as one; a player with his wolf are two.
  • If a chamber holds more than one when the horn sounds, its gate stays shut and they sit out the round, calm in their chamber. The call says who. Everyone else goes in and fights.
  • A gate belongs to the room whose edge it stands on (within 3 m). Gates of team rooms open as always.
  • Chambers and team rooms can share one arena: every chamber is a side of its own next to the teams.

The field is the circle between the rooms (a little past the farthest room). The desk can set it larger or smaller.

Gates for every size

The gate openings come from measuring every creature in the game:

Gate Opening Takes
Portcullis (small) 2.6 × 3.2 m players (1.85 m), wolves, boars, Dvergr, skeletons
Portcullis (large) 4.2 × 5.2 m bears (3.8 m), lox (4.6 m), Fenrir, the Unbjørn's cousins
Arena gate 7 × 8.6 m trolls (7.9 m), stone golems, moose, Abominations
Great arena gate 11 × 14 m dragons, bosses

A portcullis is an iron grid wound up on a winch into its frame (its frame stands twice as high as its opening). The two big gates are timber wings that swing in.

Flyers. Spread rope nets over the field as a roof (they snap to each other at the corners) and bats, drakes and dragons stay in. Even without a net nothing leaves the field during a fight: a fighter that strays turns back to the middle.

The fight

  1. Bring the fighters into the rooms: walk in, let your animals follow you in, ride in, lead them on a leash. How wild animals get there is up to you (a trap, a lure, a leash that holds them).
  2. E on the desk opens its window; Shift + E pulls the lever.
  3. Pull the lever. The horn sounds, the sides are fixed and the gates open after 10 seconds:

    Holmgang! · Team against team: Red 2 · Blue 3

  4. The sides fight. Everyone in the fight wears a ring in the side's colour at its feet; the top of the screen shows who still stands and the time.
  5. The last side with a fighter on its feet wins. The horn sounds again, the fallen get up, and everyone walks back to its room. Then the gates shut.
  6. Back in a room, everyone who fought is healed to full health.

Pulling the lever during a fight stops it.

The arena moderator

E on the desk opens its window. Besides the rules it has:

  • Start: now (the lever), in 1, 2, 5 or 10 minutes, or when I stand in my room. A timer counts down at the top of the screen for everyone at the arena, with calls at one minute, half a minute and the last seconds. When I stand in my room is for a fight without a referee: whoever chose it walks into a room himself; then a short count (10 s) runs and the horn sounds. Call off stops a planned start.
  • Moderation: take the desk and only you work it (rules, lever, timer, announcements) – and whoever a ward lets build there. Give it up again, or leave the game, and it is open to everyone.
  • Announcements: type a line and Announce, or one of the quick calls (Get ready!, Quiet in the stands!, Last round!). Everyone at the arena reads it in the middle of the screen:

    Ragnar announces: Ragnar against Astrid – here we go!

Who fights whom

The desk reads it from the rooms:

In the rooms Fight
Two or more banner colours Team against team, one team per colour
One player per colour and nothing else Duel (PvP)
One colour, several players with their animals Each with his animals: every player and the animals that follow him are a side
One colour, anything else Everyone for themselves
Chambers (chamber posts) Everyone for themselves: every chamber is a side of its own

At the desk you can make it one team per colour always, or everyone alone (then even a pet fights its owner).

Rules at the desk

  • Death: Spared – nobody dies; at no health a fighter falls and stays down until the fight is over. Beasts to the death – creatures die, players are spared. All to the death – players too (with tombstone, like any death).
  • Time limit: none, 2, 3, 5, 10 or 15 minutes. At the limit the side with the most health left wins (the fallen count as nothing).
  • Rounds: one, best of 3, best of 5. Pull the lever again for the next round; the score stays as long as the same sides line up.
  • Field: its radius, or from the banners.
  • Gates: open or shut them by hand outside a fight.

The three dials on the desk turn to the rules you set, the lever stays thrown while a fight is on, and the hourglass is turned over at the horn.

Everything fights

Most creatures fight with their own attacks. For those whose own mind never attacks, the arena lends them a fight:

  • The young of wolves, lox, bears and moose have attack movements of their own but never use them: in the arena they do (the bear cub and the moose calf with their real bites and horns).
  • Deer, hares, hens, chickens, seals and piglets have no attack at all. In the arena a deer lowers its antlers and rams, a hare kicks, a hen pecks, a seal snaps. Their blows grow with their health (square root), so a seal stings harder than a hare but no animal hits like a troll.
  • Cluck Fighters (if installed) fight with their own pecks, kicks and abilities.
  • In a fight nobody flees: not at low health, not from fire, not from a foe it cannot reach. A tame animal does not run back to its player in the middle of it.

Experience

Arena fights teach a little – not enough to make the arena a farm.

  • Players learn the skill Holmgang (in the skills menu, with the desk as its sign): each level spends 0.2 % less stamina in arena fights, a fifth less at 100. Weapon skills rise from blows as anywhere.
  • Creatures gain whatever experience their own mod keeps: the growth of Pig Riding's boars and Bear Riding's Bearborn, Cluck Fighters' levels, Wolfborn's experience. Creatures without such a mod gain nothing.
  • Points come for bringing a foe down in a spared fight (by the foe's strength: a wolf about 4, a troll about 12), for taking part (1) and for winning (3 more). A real death is rewarded by the creatures' own mods, so it is not counted twice.
  • No farm: everything is halved, a round under 20 seconds or a stopped one gives nothing, and each fighter's points shrink once it has had 30 in a game day (at 60 a third, and so on).

Betting

Put a betting board at the arena (within 50 m of the desk) and it takes bets in coins.

  • Bets are taken from the horn until the gates open; with a board at the arena the countdown lasts at least 30 seconds. E on the board opens the betting window: pick a side, put coins together (+10, +50, +100, +500), place the bet.
  • One side per round (you may raise your stake on it), at most 1000 coins. A fighter bets only on his own side.
  • All stakes go into one pot. Who bet on the winner shares it by stake, and the house adds a little on top: 5 % with two fighters and one bettor, more for every further fighter, bettor and onlooker, at most 40 %. Only the first 100 coins of each stake count for the house bonus, so a big stake on your own boars is no gold mine.
  • A draw or a stopped round gives every stake back. A round under 20 seconds pays the pot without the house bonus. Nobody on the winner: the house keeps the stakes.
  • Winnings come by themselves while you are near the arena (also later, if you had gone).
  • A crowd makes the fight count: every bettor raises the round's experience by a tenth, every onlooker (a player near the arena who does not fight) by a twentieth, up to double.

Nobody else gets hurt

  • Rooms are safe. In a room nothing attacks and nothing is hurt, also not by fire or poison, and nothing dies.
  • Fighters and onlookers leave each other alone. A fighter does not hit the crowd, and nobody in the crowd can help a side.
  • A side does not hurt itself. Players on the same side cannot hit each other.
  • The fallen are untouchable until the fight is over.
  • The arena stands. Fighters do not damage buildings within 60 m of the desk (a troll would tear down its walls).
  • Quiet during a fight. No wild creatures spawn in or near the field while a fight is on.
  • A player who stays off the field for 15 seconds during a fight gives up; a creature that cannot find its way back is counted out after 45 seconds.

The roll of honour

The board shows the last ten fights of the nearest arena:

Day 12 · Red wins · Team against team · 5 fighters

Watching a fight

Near an arena where a fight is on, press K (or Watch at the desk) and the camera leaves your body. Your body stays where it is (sit down on a stand first); no fighter can hurt an onlooker.

  • 1 – Overview: a crane over the field, turned with the mouse, zoomed with the wheel. Trees and walls do not hide the fight.
  • 2 – Follow: behind one fighter. A / D go to the next one.
  • 3 – Through its eyes: from the fighter's own head, looking where it looks; its body is drawn as a shadow only. For small animals the eye sits a little higher (a hen's eyes are in the grass).
  • K or Esc: back to your body. When the arena is quiet again you are back by yourself.

Fallen? In a spared fight your camera goes to your side by itself while you lie on the ground, and comes back when the fight is over.

Killed? In a fight to the death your spirit stays: you watch the fight to its end, then you wake up in your bed. K wakes you at once. Only real players get this; thralls and creatures do not.

Near a fight everyone also gets:

  • Health bars over every fighter on the field (not only within 10 m), the name in its side's colour.
  • The fighter list on the right of the screen: every fighter with a health bar, the fallen greyed out.
  • The calls of the fight in the middle of the screen, like a level-up:

    Wolf brings down Boar · Troll is out cold – out of the fight

  • Map pins for every fighter during the fight.

Watching only works near the arena: the world is loaded around where you are (a ghost's place is where it fell).

The building kit

Two more hammer tabs, Arena timber and Arena stone, with what vanilla lacks for an arena. Curved pieces are a sixteenth of a ring: sixteen close it, and they snap together at their ends.

Piece Sizes Where Cost
Ring wall in all five materials, chest high (1.4 m) or tall (3 m) radius 8, 12, 16, 24 m workbench / stonecutter 6–14 Wood (tall: double)
Ring gate with a small portcullis, all five materials radius 12, 16, 24 m forge 24 Wood, 4 Bronze
Stand, three rows of seats, curved behind the ring wall radius 8, 12, 16, 24 m workbench 16–24 Wood
Stand, straight 4 m workbench 16 Wood
Bench, with or without a back 4 m, four seats workbench 6 / 8 Wood
Gangway, roofed, straight or corner small (2.9 m wide) and large (4.5 m) workbench 20 / 30 Wood
Ground stake levels 8–32 m around it workbench 2 Wood
Vébönd, hazel post and rope 4 m to the next post anywhere 2 Wood, 1 Leather scraps
  • Every seat on the stands and benches is a real seat (E to sit down), facing the field.
  • Put the stands behind the chest-high ring wall: over a tall one even the top row cannot see.
  • The ring gate is opened by the desk like any gate.
  • The gangways are as wide and high as the two portcullises: a small one for players, wolves and boars, a large one for bears and lox.
  • Ground stake: E chooses the radius (8, 12, 16, 24 or 32 m), Shift + E levels the ground and treads it down to bare earth, like the hoe. The edge eases into the land.
  • Vébönd: the old holmgang marked its field with hazel posts and a rope. Each post holds the rope to the next.

Shields

Rune stones that burn bones, like the game's own shield generator, for two shields.

Piece Where Cost
Shield generator (stone, black marble, grausten) Hammer → Arena, forge 20 Stone, 6 Iron, 2 Surtling cores
Dome core (stone, black marble, grausten) Hammer → Arena, forge 30 Stone, 10 Iron, 4 Surtling cores
Ring shield adapter Hammer → Arena, forge 2 Iron, 1 Surtling core
  • Generators hold up to 50 bone fragments (E one, Shift + E ten). Each feeds the nearest connector within 20 m – a dome core, a ring shield adapter or the arena moderator – and a thin light shows which. Several generators on one shield add up: it lasts longer. One bone stops 50 damage; whatever a shield stops is drawn from its generators, the fullest first.
  • The arena dome: a great dome round its dome core (radius 16 to 48 m, E; Shift + E switches it on and off). While it has charge, no building inside takes damage and no missile from outside gets in. Empty, it falls, and the buildings take damage again.
  • The ring shield stands while a fight is on, on the ring of the arena: a wall and a roof of light.
    • No missile crosses it, neither from the stands into the ring nor out of the ring into the stands.
    • Fighters who have stepped into the ring stay in it, and flying fighters stay below its roof (14 m).
    • Onlookers who walk into the ring are pushed out.
    • Its shape: ring shield adapters set on the ring wall (at least three; the shield runs from adapter to adapter). Without adapters only a round arena of ring walls gets a ring shield, along its walls. Any other arena without adapters has none.
    • Generators feed it through any adapter or through the arena moderator.
  • With the hammer in hand the dome and the ring's shape show faintly.

The real thing

The holmgang was the old Norse duel: two men met on a small island (holmr) or in a marked square, with rules agreed beforehand – how many shields, who may step in, whether it ends at first blood or at death. The arena keeps that: the sides and the rules are fixed at the horn, the field is marked, nobody from outside may step in, and a fight can be spared.

Who is a foe is the game's own question (BaseAI.IsEnemy: factions, tame, groups). The arena answers it for its fighters by side alone, and the game's own AI does the rest.

Configuration

BepInEx/config/zap.battlearena.cfg

Arena, brawling and recipes (server-synced, admin only)

  • CountdownSeconds (10): from the horn until the gates open.
  • EnterSeconds (10): the short count after the starter stepped into his room (when I stand in my room).
  • LinkRange (50): banners and gates within this many metres belong to the nearest desk.
  • DefaultRoomRadius (4): room size of a new banner.
  • ResultSeconds (8), ReturnSeconds (45): how long the result shows, and how long the gates stay open at most for the walk back.
  • OutOfFieldSeconds (15): a player off the field this long gives up.
  • HealAfterFight (on), ProtectBuildings (on), ProtectSpectators (on), QuietDuringFight (on).
  • Experience: ArenaXp (on), XpFactor (0.5), DailyBudget (30), SkillPerPoint (1).
  • Betting: Betting (on), BetSeconds (30), MaxStake (1000), BonusStakeCap (100).
  • Shields: Fuel (BoneFragments), FuelPerGenerator (50), DamagePerFuel (50), GeneratorReach (20 m), RingShieldHeight (14 m).
  • BrawlDamage (1): multiplies the blows of creatures that never attack on their own.
  • Cost and station of every piece in its first material, e.g. ba_desk = Wood:20,Bronze:2,LeatherScraps:4, ba_desk_Station = piece_workbench; the other materials follow from it.

Client

  • ShowHud (on): the sides, the time and the score at the top of the screen.
  • ShowSideRings (on): the ring in the side's colour under every fighter.
  • ShowRoomsWithHammer (on): rooms and field marked on the ground while the hammer is in your hand.

Watching (each player's own)

  • SpectateKey (K): watch a fight near you, and stop watching.
  • FightMessages (Center): where the calls of a fight appear: Center, TopLeft or Off.
  • ShowFighterList (on), ShowFighterBars (on), MapPins (on).
  • AutoSpectateWhenDown (on): watch your side while you lie fallen.
  • GhostWatch (on): killed in a fight to the death, watch it to the end before you wake up.

Multiplayer and compatibility

  • Everyone needs the mod (Jotunn checks it). Works on dedicated servers. Every client reads the sides from the desk, so all agree on who fights whom, whoever owns which creature.
  • Your own PvP switch is not touched: in a fight PvP is on for its players, outside it is as you set it.
  • Cluck Fighters (zap.cluckfighters): fighters take part with their own moves. Not needed.
  • Riding mods: a ridden mount and its rider fight for the same side.
  • Animal Leash (zap.animalleash): an animal led on a rope keeps following the rope in a room; it is calm all the same.
  • A pet told to stay goes back to its post after the fight.
  • Thralls as moderators (for Thrallhold and other mods): BattleArena.Api.ArenaApi lets any character do what a player does at the arena moderator – take and give up the desk, announce, start now, on a timer or when it stands in a room, call off, set the rules – and read the desk's phase, status and moderator. Calls go the same way as a player's, so a thrall moderator is announced and respected like one.
  • Ward: only those allowed by a ward can use a desk or banner inside it.
  • Creatures another mod keeps from dying (Wolfborn, Bearborn, Boarborn, Elder Dragons: unconscious or asleep instead of dead) count as fallen the moment they go down, also in a fight to the death: they lie out the rest of the fight, untouchable, even if their own mod wakes them earlier.
  • The arena does not change any creature outside a fight: the same factions, attacks and fleeing as always.

Deutsch

Battle Arena – Holmgang für alles, was atmet. Bau eine Arena und lass alles gegen alles kämpfen: deine Wölfe gegen die Eber eines Freundes, einen Spieler gegen einen Troll, Hirsche gegen Hasen gegen Hühner, ein Kampfhuhn gegen ein Bärenjunges oder einfach PvP. Für jede Seite ein Lagerbanner, die Kämpfer in die Räume um den Kampfplatz, am Holmgang-Pult die Regeln einstellen, Hebel ziehen: Das Horn erklingt, die Fallgatter gehen hoch, und gekämpft wird, bis nur eine Seite steht.

Im Raum ist Ruhe. Was in einem Raum steht, ob zahm oder wild, Troll oder Spieler, greift nicht an, nimmt keinen Schaden und läuft nicht weg. Erst beim Horn kämpft es, und nur gegen die andere Seite.

Aufbau. Pult an den Rand des Platzes, für jede Seite ein Banner im Umkreis von 50 m. E am Banner wechselt die Farbe, Umschalt + E die Raumgröße (2–16 m). Gleiche Farbe heißt gleiches Team. Tore im Umkreis öffnet und schließt das Pult selbst. Mit dem Hammer in der Hand sind Räume und Kampfplatz am Boden markiert.

Tore für jede Größe, ausgemessen an allen Wesen des Spiels: kleines Fallgatter 2,6 × 3,2 m (Spieler, Wölfe, Eber), großes Fallgatter 4,2 × 5,2 m (Bären, Lox), Arenator 7 × 8,6 m (Trolle, Golems, Elche), großes Arenator 11 × 14 m (Drachen, Bosse). Seilnetze als Dach halten Flieger drinnen; wer vom Platz abkommt, kehrt ohnehin zur Mitte zurück.

Der Kampf. E am Pult öffnet das Fenster, Umschalt + E zieht den Hebel. Nach 10 Sekunden öffnen sich die Tore. Jeder Kämpfer trägt einen Ring in der Farbe seiner Seite, oben am Bildschirm stehen die Seiten und die Zeit. Nach dem Sieg stehen die Gefallenen auf, alle gehen zurück in ihre Räume und werden dort geheilt.

Wer gegen wen, erkannt aus den Räumen: mehrere Farben – Mannschaft gegen Mannschaft; je Farbe genau ein Spieler – Zweikampf; eine Farbe mit mehreren Spielern und ihren Tieren – jeder mit seinen Tieren; sonst jeder gegen jeden. Am Pult lässt sich das festlegen.

Regeln am Pult: Schonkampf (niemand stirbt), Tiere auf Leben und Tod, alle auf Leben und Tod; Zeitlimit (danach gewinnt, wer mehr Leben übrig hat); eine Runde, Bester aus 3 oder 5; Größe des Platzes; Tore von Hand. Die Wählscheiben am Pult zeigen die Regeln, der Hebel bleibt während des Kampfes umgelegt, die Sanduhr wird beim Horn umgedreht.

Alles kämpft. Junge Wölfe, Lox, Bären und Elche benutzen ihre eigenen Angriffsbewegungen, die sie sonst nie einsetzen. Hirsche rammen mit dem Geweih, Hasen treten, Hühner picken, Robben schnappen; die Stärke wächst mit ihrem Leben. Kampfhühner kämpfen mit ihren eigenen Hieben und Fähigkeiten. Im Kampf flieht niemand.

Niemand sonst kommt zu Schaden. In Räumen gibt es keinen Schaden und keinen Tod. Kämpfer und Zuschauer lassen einander in Ruhe, eine Seite verletzt sich nicht selbst, Gefallene sind unberührbar, die Arena-Bauten bleiben heil, während des Kampfes spawnt nichts. Wer als Spieler 15 Sekunden außerhalb des Platzes bleibt, gibt auf; ein Wesen, das nicht zurückfindet, wird nach 45 Sekunden ausgezählt. Die Ehrentafel zeigt die letzten zehn Kämpfe.

Arena-Moderator. Das Pult heißt jetzt Arena-Moderator. Start sofort, in 1, 2, 5 oder 10 Minuten (mit Zeit oben am Bildschirm und Ansagen bei einer Minute, einer halben und den letzten Sekunden) oder wenn ich im Lager stehe: Ohne Kampfrichter läuft der Auslöser selbst ins Lager, dann zählt ein kurzer Timer (10 s) herunter. Moderation übernehmen: Dann bedient nur der Moderator das Pult. Ansagen: frei getippt oder als Schnellansage, groß in der Mitte für alle an der Arena.

Materialien. Alles in den Werkstoffen der Vanilla-Bausätze: Holz, Dunkelholz, Stein, Schwarzmarmor (mit Gold) und Grausten (mit Flammenmetall). Die Kosten richten sich nach dem Werkstoff, Stein wird am Steinmetztisch gebaut. Drei Hammer-Registerkarten: Arena, Arenabau Holz, Arenabau Stein.

Einzelkammern für jeder gegen jeden. Statt (oder neben) Teamräumen kleine Kammern um den Platz bauen, jede mit Zugang und eigenem Tor zum Platz, und in jede einen Kammerpfahl stellen. Wer in einer Kammer wartet, kämpft allein gegen alle. E am Pfahl stellt die Größe ein (1,5–8 m). Ein Kämpfer pro Kammer (Reiter und Reittier zählen als einer): Sind beim Horn mehr darin, bleibt das Tor dieser Kammer zu und sie setzen die Runde aus; alle anderen ziehen ein und kämpfen.

Wetttafel. Vom Horn bis zum Öffnen der Tore (mit Tafel mindestens 30 s) nimmt sie Wetten in Münzen an: E öffnet das Wettfenster, Seite wählen, Einsatz zusammenstellen, abschließen. Eine Seite pro Runde, höchstens 1000 Münzen, Kämpfer nur auf die eigene Seite. Wer richtig liegt, teilt den Topf nach Einsatz, und das Haus legt etwas drauf: 5 % bei zwei Kämpfern und einem Wettenden, mehr mit jedem weiteren Kämpfer, Wettenden und Zuschauer, höchstens 40 % (gezählt werden je Einsatz nur die ersten 100 Münzen). Unentschieden oder Abbruch: alles zurück. Der Gewinn kommt von selbst, sobald man bei der Arena ist. Volle Ränge zählen auch für die Erfahrung: jeder Wettende +10 %, jeder Zuschauer +5 %, höchstens das Doppelte.

Erfahrung. Arenakämpfe bringen ein wenig Erfahrung, aber nicht genug zum Farmen: Spieler lernen die Fertigkeit Holmgang (jede Stufe spart in Arenakämpfen 0,2 % Ausdauer), Tiere bekommen die Erfahrung ihres eigenen Mods (Eber aus Pig Riding, Bärenborn, Kampfhühner, Wolfborn). Punkte gibt es für das Niederstrecken eines Gegners nach seiner Stärke, für Teilnahme und Sieg; alles halbiert, kurze oder abgebrochene Kämpfe geben nichts, und nach 30 Punkten am Spieltag wird es immer weniger.

Schilde. Schildgeneratoren verbrennen Knochen wie der Vanilla-Generator und speisen den nächsten Verbinder in 20 m: den Kuppelkern (eine große Kuppel über der Arena: kein Schaden an Bauwerken darin, kein Geschoss von außen kommt hinein), oder den Ringschild über einen Ringschild-Adapter oder das Pult. Der Ringschild steht während des Kampfes: Kein Geschoss geht hinein oder hinaus, Kämpfer bleiben im Ring und unter seinem Dach, Zuschauer werden hinausgeschoben. Seine Form geben die Adapter auf der Ringbande (mindestens drei); ohne Adapter bekommt nur eine runde Arena aus Ringbande einen Ringschild. Mehrere Generatoren machen jeden Schild haltbarer.

Leibeigene als Moderatoren. Über BattleArena.Api.ArenaApi kann jeder NPC (z. B. ein Leibeigener aus Thrallhold) das Pult bedienen wie ein Spieler.

Zuschauen. Bei einem laufenden Kampf in der Nähe drückst du K (oder Zuschauen am Pult): 1 Überblick von oben, 2 einem Kämpfer folgen (A/D wechselt), 3 mit den Augen des Kämpfers. K oder Esc bringt dich zurück. Wer im Schonkampf fällt, schaut automatisch seiner Seite zu; wer auf Leben und Tod stirbt, bleibt als Geist bis zum Ende und wacht dann im Bett auf (nur echte Spieler). Dazu Lebensbalken über allen Kämpfern in Teamfarbe, die Kämpferliste rechts, Kartenmarken und die Kampfmeldungen groß in der Mitte („Wolf streckt Eber nieder“), einstellbar je Spieler (Mitte, oben links, aus).

Arenabau. Zwei weitere Hammer-Registerkarten: Ringbande in allen fünf Werkstoffen, brusthoch oder hoch, für 8, 12, 16 und 24 m Radius (16 Stück ergeben einen Kreis), Ring-Tore mit Fallgatter, gebogene und gerade Tribünen mit echten Sitzplätzen, Bänke, überdachte Gänge in Fallgatter-Breite, der Kampfboden-Pflock (ebnet und tritt den Boden fest) und das Vébönd aus Haselpfählen mit Seil.

Mehrspieler: Alle brauchen den Mod, dedizierte Server gehen. Der eigene PvP-Schalter bleibt unberührt. Kampfhühner (zap.cluckfighters) nehmen teil, wenn installiert. Wesen, die ein anderer Mod nicht sterben lässt (Wolfborn, Bärenborn, Eberborn, Elder-Drachen), gelten beim Umfallen sofort als gefallen und bleiben bis zum Ende des Kampfes liegen, auch wenn ihr Mod sie früher aufweckt.