Duels
Duels are consensual, no-risk PvP fights fought in dedicated arenas. You start one at a Duel Stone, agree on rules with your opponent, and get teleported into an arena for the fight. Nothing is lost on death — you are resurrected, your gear is restored, and 1v1 duels earn ladder experience toward your rank on the leaderboard.
Unlike the scheduled events, duels are available any time — just find a Duel Stone.
Starting a duel
Double-click the Duel Stone. You must be alive, within reach of the stone, not fresh out of player-vs-player combat (last 30 seconds), and not currently signed up for a CTF or tournament. This opens the duel setup window where you:
- Pick the rules (see below).
- Add participants — target other players near the stone to challenge them. A challenged player gets an accept window with 15 seconds to respond (they can also decline, or decline and ignore you).
- Start — everyone confirms the rules and participants in a ready-up window.
Team duels
Duels are not just 1v1: you can add more sides and grow each team up to 8 players. The challenge flow is the same — every player must individually accept. Note that only 1v1 duels count for the ladder.
Rulesets
The initiator picks a base ruleset and optional flavors; everyone sees and confirms the exact rules before fighting.
- Preset rulesets:
Mage 5x,Mage 7x,Standard 7x— or build a fully custom ruleset, toggling individual spell circles, skills, combat abilities, weapons, armor and items. - Flavors (quick toggles): Potions, Paralyze, Fields, Area Effect, Summons.
Rules are actually enforced — a banned spell, skill, potion or item simply will not work once the fight begins.
The fight
- When everyone is ready, the duel finds a free arena and teleports all fighters in, positioned at their starting points. (If all arenas are busy, the duel waits and retries until one frees up.)
- All buffs are stripped and both sides are frozen for a 10-second countdown. An energy wall separates the fighters; illegal items are removed from your hands.
- At zero the wall drops and the fight is on.
- The duel ends when one side is dead, flees the arena, or yields. In team fights a player can say "i yield" to forfeit and be killed out of the match (not allowed in 1v1 — fight it out). If nobody wins within 15 minutes, the duel is declared a tie.
- Afterwards everyone is resurrected, re-equipped from their corpse, fully restored, and teleported out. You will be offered a rematch with the same players and rules.
Losing a duel costs nothing — no item loss, no murder counts, no lasting harm. Aggression flags from the fight are cleared when it ends.
The 1v1 ladder
Every ranked (1v1) duel awards or removes ladder experience:
- Winning earns XP; losing costs a little. The amount depends on the rank gap — beating a higher-ranked player pays far more than farming lower-ranked ones.
- XP translates into ladder levels (up to level 50) and your position on the ladder.
- A 1v1 leaderboard item near the duel stone shows the standings; your wins, losses and rank are tracked.
- Matches fought inside tournaments count five times the normal XP for a win (and double for a loss).
There is no gold reward for duels — the ladder is the prize.
Duels and events
One competitive activity at a time: while you are signed up for a CTF or tournament you cannot start a duel, challenge anyone, or accept a challenge. Conversely, signing up for a CTF cancels any pending duel you had. A duel that is already being fought is never interrupted.
Related pages
- Events Overview — the scheduled event system
- Capture the Flag — team PvP on the event schedule
- PvP — open-world PvP rules
- Player Killers — murder counts (duels never give them)