Online multiplayer · 2D mage duel

⚔ Lava Arena ⚔

Sling spells to knock your rivals into the lava. The safe island keeps shrinking, so there's nowhere to hide. Spells do tiny damage — the lava is the real killer. Last mage standing wins.

No install needed — create a free account (or hop in as a guest), share the link with friends, or fill the arena with AI bots.

  • 6Elements
  • 24Elemental rings
  • Up to 60Mages per room
  • 7Game modes

Top 50 mages

The global leaderboard, pulled straight from the live server — ranked by match wins, then experience, then kills. Updates every few minutes, not instantly, to keep the arena running smoothly.

# Mage Max Lv 🏆 Wins ⚔️ Kills 🌋 Pushes
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How the duel works

A floating island over a sea of lava. You barely damage each other with spells — you win by shoving rivals off the edge. Then the lava creeps in and squeezes everyone together.

1

🛒 Shop

Stroll a marketplace town — five stalls: Spell Shop, Guild Hall (skill tree), Weaponsmith, Armory and Alchemist — spending gold, spell points 💠 and skill points, then ready up (up to 5 min).

2

⏳ Spawn

Mages drop onto the island. A short grace period — move, but no lava, no damage yet.

3

💥 Fight

The island starts shrinking. Trade spells, grab power-ups, land knockbacks, bump rivals into the lava.

4

👑 Last mage wins

Every fight is its own match. Payouts scale with your finishing place, and everyone earns XP toward the next level (each level pays spell points 💠 + a skill point). An MVP card shows the standout, then the shop reopens.

🌋

The lava is the killer

Standing in lava drains HP fast — and the burn ramps the longer you linger: a quick dip barely stings, lingering is fatal. Spells only chip; knockback positioning is how you actually get kills.

🏝️

A shrinking, living island

Each match generates a fresh, organic procedural island dotted with collidable trees and rocks (they block movement and fizzle spells, so they double as cover). It shrinks until it's barely five mages wide.

🌐

Zero-install multiplayer

Server-authoritative real-time simulation streamed to every player. Friends just open a URL — over the internet, on your LAN, or same-PC tabs. Create a free account to keep your stats, gold bank and unlocks — or hop in as a guest.

🤖

Bots & solo play

Fill the arena with AI mages that roam, aim, dodge the lava and sling spells. Play solo, test builds, or let bots fill early rounds until friends jump in.

🌳

A 212-node skill web

Path-of-Exile-style: 6 inner stat wheels, 6 support wheels and 6 element columns of stacked rings. Spend points on the 156 minor skills; every big node — wheel centers, bridges, keystones — is earned free by completing its rim. Finished rings graft elements across hotkeys.

🎮

Keyboard, mouse & gamepad

WASD to move, mouse to aim, remappable spell keys — or plug in a controller. Channel Meditate (G) to ramp mana regen, and hold Tab for full standings.

Six elements

Each spell slot carries exactly one element — picking and switching is free (invested levels park per element); you only pay to level the spells. Your element re-mechanics and renames your spells, and no two elements feel the same.

🔥

Fire

"Hits the hardest — burns, stacks and ignites — but the softest shove in the game."

  • Bolt: Fireball — the highest damage of any element (×1.3), on fast bolts
  • Every fire hit stacks burning (Kindling) — each stack amplifies ALL your fire impacts; fill the mark to 10 and it ignites for a burst
  • Level 5+: hits leave a blazing pool on the ground
  • Starburst fork: a lobbed firework shell that airbursts into raining embers
🧊

Ice

"Slow, heavy control — chills that ramp into earned freezes."

  • Bolt: Icicle — slow, heavy flight and a gentle shove: control over push
  • Freezes are earned: chill accumulates over repeated hits, escalating the longer you keep landing ice — then foes thaw wet & slippery (they slide farther)
  • Level 5+: the bolt freezes its whole flight path
  • Ice Rink fork: a frictionless sheet — foes skid, you glide

Electric

"Arcs that hit whole packs — build the CHARGED mark, then detonate it."

  • Bolt: Spark — a zapper orb inside a big telegraphed zap-disc: the disc stacks CHARGED, the orb's core detonates the mark on contact
  • Its heavier spells chain-arc through many foes at once, stacking CHARGED on everyone struck
  • An electric Q's direct hit detonates the whole mark for a burst
  • Volt Rush fork: a damaging lightning dash that zaps its whole line
🪨

Earth

"Boulders, telegraphs and venom — area control that stays behind as cover."

  • Bolt: Sinkhole — a telegraphed cave-in that drags foes to the pit and roots them (pure impact)
  • Poison lives on the venom forks (Venom Orb, Predator Plant, Toxic Mire, Plague Wave) — it stacks, and a hit on a capped foe detonates the whole mark
  • A boulder economy: Rockslide & Stone Eruption drop rock cover, Boulder Toss hurls it all back
  • The 2nd-hardest knockback in the game, on big honest telegraphs
🔮

Arcane

"Low numbers that MULTIPLY — charges, swarms, homing and pulls."

  • Bolt: Spiral Orbs — one growing orb that wraps the target and banks up to 3 charges
  • Homing is arcane's identity — the Seeker Dart bursts into a hunting shard swarm
  • Its dedicated markers (the Prism Fan wedge, Singularity) leave foes vulnerable (+60% knockback taken)
  • Ultimate: Black Hole — a vortex that eats spells and grows as it feeds, then detonates
🌪️

Wind

"The fastest bolts and the strongest displacement — wind doesn't shove, it CARRIES."

  • Bolt: Gale — grabs whoever it touches and hauls them to the end of its flight; it steers to your cursor, and a re-tap pops it early
  • Windswept stacks: at 3 stacks the foe is UPROOTED — no ground friction, every hit skates them like ice
  • Downburst throws foes airborne; Windwalk vanishes, then drops an anchored storm
  • Hurricane ultimate: ride its eye, re-fire swallowed spells, or split it into Twin Cells
💍

One element per slot

Your kit specializes — every slot is a pure school. Want a second element on a hotkey? Complete that element's ring in the skill tree to graft its signature on top.

See the elemental rings ↓

The spellbook

Four elemental slots plus the neutral Blink — the first spell on each hotkey is free. Level each 1 → 10 independently with spell points 💠 — bolts start small and grow to full girth, cooldowns start high and shrink as you level (mana cost is the late gate). Your element renames every slot.

KeySlot 🔥 Fire 🧊 Ice Electric 🪨 Earth 🔮 Arcane 🌪️ Wind
QQ Primary bolt
Fast, spammable, low cooldown
FireballIcicleSparkSinkholeSpiral OrbsGale
EW Heavy spell
Big entities — meteors, storms, walls
MeteorBlizzardLightning BoltRockslideSeeker OrbDownburst
FE Area burst
Novas, zones & tricks
SupernovaFrost NovaStatic NovaTremorArcane BarrierWindwalk
RR Signature ultimate
Your element's showstopper
Hellfire PentagramFrozen CitadelTempestTectonic GraspBlack HoleHurricane
Space Blink
Neutral dash — no element, no mana
Blink is elementless and free to cast, with its own 10-level ladder (+9% distance, −3% cooldown per level). Skill-tree nodes add range, faster recharge and brief i-frames on the hop.

Spells are named by slot. Default keys (all remappable): Q = Q / left-click, W = E, E = F, R = R, Space = Blink, plus Meditate = G. WASD stays free for movement.

LVL 5

Bolts start small at level 1 and grow to full girth at 10 — and level 5 unlocks an element power spike that keeps escalating to 10 (a level-10 heavy spell fires up to 40 projectiles): Electric fires orbs in every direction, Fire pools blazing ground on hit, Ice freezes its whole wake, Earth throws a heavy slow boulder, and Arcane marks everyone near the impact.

🔴 R — Signature Ultimates

R is a full elemental slot of its own — level it like the rest, with an ultimate-tier cooldown (10s ramping down to ~5s). (The old Ward's knock-shield lives on inside Frozen Citadel and the tree's knock-resist nodes.)

😈Hellfire Pentagram

A demonic sigil sears into the ground beneath you, then erupts in a train of 3→7 fire-nova waves that hit everyone standing on it.

🧊Frozen Citadel

Raises a large frozen arena — foes inside slow, then freeze over, and take pulsing damage and shoves, while you and your allies resist knockback.

Tempest

A storm cloud follows you, smiting the nearest foe on a cadence — and every strike chains.

🪨Tectonic Grasp

A ring of risen rocks drags every foe inside to your center, then crumbles in a small crush — the pull is the spell, and the gathered pile is the setup for the rest of your kit.

🕳️Black Hole

A thrown vortex that pulls foes and projectiles into orbit, swallows every spell that touches it, grows as it feeds — then detonates.

🌪️Hurricane

A travelling typhoon that drags foes along its path, re-fires the spells it swallows as a Debris Cannon, can be ridden in the eye — and Shift-casts into Twin Cells.

🟡🔵🟣🔴 Signature Paths — fork every slot

Each element's Q, W and E forks into 3 exclusive paths, picked free at shop time: the classic spell, or one of two archetypes that reshape the cast — same levels, different shape. And R forks too — keep your signature ultimate, or swap in one of two alternate ultimates per element.

0 · Classic

The original spell, untouched — long range and the highest payoff for good aim.

1 · Signature fork

On Q every element forks its own way — Ice and Wind get piercing lances, Fire lobs a Starburst firework shell, Electric gets Volt Rush (a zapping lightning dash), Earth's Boulder Toss hurls every banked boulder, and Arcane alone gets a true homing dart (~0.62× damage) — reliability's tax. On W & E: walls, zones, minefields and summons.

2 · Cone

A short-range telegraphed wedge: ~1.55× damage and heavy knockback after a 0.4s rooted windup — a true melee peel, with the telegraph visible to everyone. (Earth swaps its cone for a swelling Venom Orb.)

🌱Predator Plant

Earth W summon — a killable carnivorous plant that bites up close and spits venom at range, and prefers whoever you tagged last.

⛰️Stone Eruption

Earth E fork — a ring of boulders bursts from the ground, slamming foes outward, then settles as a defensive ring of cover you can hurl back with Boulder Toss.

🌩️Thundercloud & Chain Mine

Electric W — park a storm that zaps and chains, or scatter a telegraphed minefield where one pop chain-detonates every other mine in the field.

🧱Wall of Flames

Fire W — a line of burning patches for zone denial, or Flame Blast: one big telegraphed detonation.

🌀Vortex Bomb & Wind Wall

Wind W — a delayed blast that yanks everything inward, or a gust barrier that blocks mages and spells.

🔴 R alternate ultimates — two per element

☄️Meteor Storm & Dragon's Breath

Fire R — a staggered barrage of meteors over the aimed circle, or a channelled flamethrower cone.

❄️Absolute Zero & Glacial Spear

Ice R — an expanding frost ring that freezes every foe once, or a charged piercing lance that freezes a whole line and shatters into shards.

🌩️Lightning Storm & Orb of Annihilation

Electric R — a parked storm raining chained strikes, or a slow travelling zapper that chains, then bursts.

☣️Plague Wave & Boulder Rain

Earth R — concentric outward toxic quake rings that sink poison stacks, or a sky-barrage of boulders that slam down and stay as cover.

🌌Singularity & Mirror Images

Arcane R — an aimed, anchored, oversized black hole with a bigger blast, or 2–3 clones that echo your bolt.

🌬️Skyfall & Wind Shear

Wind R — an updraft that suspends foes airborne while your aim drags the group, or an instant gust corridor that slams everyone down the lane (wall hits splatter).

The skill web & elemental rings

A Path-of-Exile-style web of 212 nodes. Your spell kit stays pure — one element per slot — and the tree is where schools mix: complete an elemental ring to graft a second school's signature onto one hotkey. The kit specializes; the tree mixes.

🛞 Buy minors, earn the big nodes

Only the 156 minor skills cost points (2 to start, +1 per match, +1 per level-up). Wheel centers, bridges and keystones light up free once their rim is complete — downsides included. Respec is free and refunds everything.

💍 24 elemental rings

One ring per element × hotkey, stacked in columns Q → E → F → R (the deeper rings only open through the column's Q ring). Complete a ring's 4-minor rim and that element's signature grafts onto that one slot's hits — capped at a mixed tier (level 5), so pure specialists stay on top.

⚗️ Match your own school to AMPLIFY

A ring matching the slot's own element doesn't graft — it amplifies the native signature: faster Kindling stacks, longer freezes, an extra chain hop, harder shoves, self-haste, tighter homing with no tax.

The six rings

🔥Ember Ring

Hits stack BURNING, whatever school the slot is. Native fire: stacks build ×1.35 faster.

❄️Frost Ring

Hits chill the victim toward an earned freeze. Native ice: pure-rate chill even on assists, freezes last +15%.

Storm Ring

Hits arc a zap to a nearby foe and build a CHARGED stack. Native electric: chains one extra hop.

🪨Boulder Ring

Hits shove ×1.15 harder and briefly stagger. Native earth: deeper shove, longer stagger.

🌬️Gale Ring

Hits gust the victim back and add a WINDSWEPT stack. Native wind: harder gust + self-haste on hit.

🌀Seeker Ring

The slot's bolts become HOMING (small damage tax); non-bolt casts loose seeking darts. Native arcane: tighter steering, no tax.

212

The web fans out from a hub: 6 inner stat wheels (HP · regen · mana · speed · toughness · footing — the only source of max HP, mana and speed), 6 support wheels (artillery, sage, bastion, zephyr, guard-orbs, sear-aura), and 6 element columns capped by keystones. Many minors are conditional — bigger numbers that only count "while moving" or "below 40% HP" — and big nodes carry reactive procs (on kill, on dash, on hit-streak). Drag-pan and zoom to explore.

Worked examples

  • Fireball + Frost Ring. Your pure-fire fireball keeps its whole kit — and every hit ALSO chills at the mixed rate. Four hits earn a freeze.
  • Icicle + Ember Ring. Ice keeps its control kit; every hit also stacks BURNING — fill the mark to 10 and it ignites.
  • Fire kit + Seeker Ring on Q. Fireball bolts become homing for a ×0.92 damage tax — reliability bought with tree points instead of a school swap.
  • The full arcane column. Four Seeker Rings — every hotkey's bolts home — and unlocks the Arcane Swarm capstone: +5 projectiles, the only projectile-add in the tree.
  • Keystones trade, never just give. Windrunner: +32% speed but −25% knock resist. Juggernaut: +15% damage reduction but −10% speed. Every downside is part of the deal.

The Armory — staves & outfits

Gear shapes your build. Grab a staff from the Weaponsmith or an outfit from the Armory — staves trade damage for knockback, outfits trade defense for speed (nimble leathers vs heavy plates), each with one build-defining amp. Nothing here is a straight upgrade.

Every staff and outfit is a permanent account unlock with two price tags: gold 🪙 (1,500–2,000 — the persistent bank, slow-earned in matches, roughly 5–10 full games per piece) or cash 💵 (15,000–20,000 — the support-the-devs wallet, an instant unlock). Save loadout presets in the Armory and reapply your whole element/path build in one click next game. (Sign in to keep your unlocks — guests can't bank.)

🪄 Staves — build-defining weapons

Thirteen staves, priced by how strong/universal they are, swapped freely once owned. Each carries a damage ↔ knockback trade-off plus one soft-boost that amplifies a matching build.

Twisted Branch

Hits hard, weak shove. Widens your auras.

+30% dmg−20% knock

Apprentice Orb

Big shove for lava-shoving; adds an extra orbiting orb.

−20% dmg+35% knock

Ember Root

Faster spell recharge — cast more often.

+15% dmg−12% cooldown

Flamefang

Control-leaning, plus self knockback-resistance.

+20% knock+15% resist

Emerald Coil

The balanced all-rounder — no weaknesses, no spikes.

+10% dmg+10% knock

Serpent Eye

Sustain build — steady HP regeneration in your hand.

+2 HP/s−15% dmg

Frost Chalice

Your auras tick harder — a caster's control staff.

+20% dmg+25% aura

Void Talon

Orbs also slow on pop — lockdown and shove.

+25% knockorb slow

Twinshard Sceptre

Splits your cast — one more projectile on every volley.

+1 projectile−18% dmg

Stormlash Sceptre

Every chain arc reaches one extra foe.

chain +1no trade-off

Cinder Sceptre

A satellite spark orbits every bolt you fire.

+1 spark−10% knock

Sage's Sceptre

Meditate banks a deeper mana reserve.

Meditate +25−8% dmg

Colossus Sceptre

The glass hammer — maximum punch, minimum shove.

+40% dmg−30% knock

🛡️ Outfits — leathers vs plates

Eleven outfit sets worn over the tunic — nimble leathers run faster but shrug less, heavy plates shrug damage but plod. Each carries its own amp:

  • 🥾Trail Leathers — scout sustain: steady HP regen on the move.
  • 🛡️Steel Plate — the anchor: shrugs damage and knockback.
  • 💨Windrunner Garb — pure speed, paper armor.
  • 🧘Monk's Vestment — deeper Meditate trances.
  • 🔮Runeward Plate — battle-mage spell recharge in heavy armor.
  • 🗿Juggernaut Plate — the heaviest anchor in the game.

👘 Team colors & fitting room

Undyed sets and the base tunic tint to your team color; dyed sets keep their own palette. Hover any staff or outfit in the shop for a fitting-room preview of your mage wearing it.

The spell bar & shop icons re-skin to your active element — every slot shows that element's spell name and art.

Power-ups & bounties

Glowing pickups drop on the island mid-fight (they sink when the lava swallows their tile). Grab one by walking over it — drops are weighted, so Mana is common and Invuln is rare.

❤️HealRestore 10–50 HP, scaling up as the round goes on
💧ManaRestore 10–50 mana, scaling up as the round goes on
HasteDouble move speed for 5s
⚔️Power+80% spell damage for 8s
💨Force+70% knockback for 8s — the lava-shove special
RapidHalved cooldowns for 8s
🛡️InvulnInvulnerable for 5s (the rarest drop)
👻GhostNear-invisible for 10s

💰 Whoever's leading wears a bounty coin that grows up to 25 gold — take them down (a shove into the lava counts) and the gold on their head is yours.

Game modes

The host picks a mode in the lobby. Every fight is its own match — what changes between matches (scoring, lives, eliminations) is what makes each mode distinct.

⚡ Quick match

The starter — a short best-of-five FFA for up to 10 mages. A new spell hotkey opens every player level (W at 2, E at 3, R at 4), so the final is fought full-kit. Highest score after five is champion.

🏆 Championship

The full session — up to 10 mages, ten matches, scored on points: +50 for last mage standing, +10 per kill, +1 per 100 damage dealt. Most points is crowned champion — nobody's eliminated.

💀 Survival

A 25-mage gauntlet with 5 lives each. Every match is a 5-minute survival timer — outlast it, don't be last. Not alive at the bell costs a life; zero lives means out. The final few play a Grand Final for 10× gold.

🥊 Sudden Death

Bracket-style mata-mata on a massive 60-mage map. Each round the first mages to fall — up to five — are eliminated to spectators, thinning the field round after round down to the last mage standing.

♾️ Infinite

A Championship that never ends: last-mage-standing matches loop forever, points bank cumulatively, everyone respawns and nobody is eliminated. No champion is crowned — you fight until everyone leaves.

🟥🟦 Team Battle

10 vs 10, bot-filled to 20 — humans are spread across both sides first, friendly fire off, and the full spell kit (your R included) is handed up front. Last team standing wins.

👥 Squads

Six squads of three (bot-filled to 18). Same last-team-standing rules as Team Battle — humans spread across squads first, full kit up front.

🚪 Quick Gameplay

The menu's matchmaking button, not a mode: it drops you into the fullest joinable lobby — full of players, not bots. If none exists you get a fresh bot-filled room you can start solo.

🎯 Training

A solo practice sandbox — a private room, no lava shrink, an immortal dummy that walks back to center. Everything is free: full kit, unlimited purse, the whole skill tree. Nothing persists once you leave.

🔓 Modes unlock as the host plays: Quick match from the start · Championship at 5 lifetime matches · Survival at 15 · Sudden Death at 30 · Infinite at 50. Anyone may join any mode — only the host needs the unlock to pick it.

Layer on host toggles: 🤖 Add bots 🗺️ Map themes — Wasteland · Grassland · Frozen (slippery ice!) · Ruins · Necropolis · The Void 👁 Spectate

Enter the arena

Play free in your browser — create a free account or hop in as a guest. Or grab the Windows desktop app to launch straight into a window of its own.

⚠️ The Android app is still under testing — expect rough edges. It's unsigned, so your phone may warn about installing from an unknown source; you'll need to allow it in your device settings.

The desktop app wraps the live game in its own window. On first launch Windows may show a SmartScreen prompt for the unsigned installer — choose More info → Run anyway.