Chapter 2: Diablo 2 Competition Rules (This Is Free, of Course...)

The rules governing the PVP tournament shall be observed as follows:

Part I: The Proving Grounds and Preliminary Measures

1. The field of engagement shall be selected at random, spanning the desolate spaces that lie just beyond the gates of Acts I through V. This chosen map shall serve as the sole arena, wherein all paths to subterranean caverns or adjacent territories—such as the Cold Plains—shall be barred.

2. The arena shall remain entirely barren, stripped of all wandering beasts, fallen corpses, unopened chests, and stray artifacts.

3. Competitors shall be cast by chance into the sanctuaries of Acts I through V, where a reprieve of three minutes shall be granted. Within this window, they may freely reallocate the arts of their skill trees. Upon the stroke of the third minute, they shall be thrust beyond the city walls, separated by an initial distance of twenty meters, whereupon the clash shall commence. No intermission shall be suffered during the heat of combat; should a contender find grievance, they must reserve their counsel for the intervals between rounds, addressing the arbiter alone. To avert needless discord, direct confrontation between rivals regarding disputes is strictly forbidden, and all appeals must pass through the mediator.

4. Beyond the phials of mystical draughts automatically provisioned to replenish the empty slots of one’s girdle upon entry, all scrolls and elixirs are forbidden. Furthermore, all shrines and restorative wells within the realm have been extinguished.

Part II: Fundamental Doctrines of Engagement

1. The donning of any jewelry or charms imbued with toxic venom is strictly prohibited.

2. Venomous affliction wrought directly by a combatant’s inherent skills and spells shall be entirely permissible.

3. The enlistment of mercenaries or hirelings is strictly forbidden.

4. Contenders must rely solely upon their own panoply of arms and raiment; the lending or borrowing of gear is banned, and any violation shall result in immediate disqualification from the tourney.

5. Passive or evasive conduct shall not be tolerated. Should a combatant display a lack of martial intent within a single round, they shall receive two stern warnings; a subsequent offense shall forfeit the round entirely.

Supplementary Provisions:

The Criteria for Passive Conduct: Evading active combat for a duration exceeding one minute, or secreting oneself within chambers or hollowed depressions for more than one minute.

A party deemed evasive during active combat shall receive two admonitions, and a third infraction shall forfeit the current round. Should the sands of time run out at the ten-minute mark—inclusive of any extensions—with the duel yet unresolved, the judgment shall favor the aggressor, and the evasive party shall be declared the loser.

(1) Total victory is achieved by slaying the adversary within the span of ten minutes.

(2) Warnings shall be issued for cowardly evasion of battle; a total of three such warnings shall forfeit the round to the opponent.

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