How duels work

Every number below is the one the server fights by. There is nothing hidden and nothing rounded for display.

Where

A duel is fought in an arena, and both players have to be standing in it. The Tiltyard is one. The room lists everyone else on the floor with their combat level. Level multiplies gear in every roll, so a big gap is decided before the first swing; nothing stops the fight, and nothing pretends it is fair.

Challenging

A challenge names a loadout — what you will be wearing when the fight starts — and a wager, which may be nothing. Your stake is held the moment you challenge; the other player's is held the moment they accept. Neither of you sees what the other named: both kits are put on together, at accept, and the fight is decided then. What your profile shows in the meantime is whatever you happen to have on.

A challenge waits 120 seconds and then lapses, and it is withdrawn if you leave the arena. Declining costs nothing. After a challenge between two players closes without a fight — declined, withdrawn or lapsed — the challenger cannot ask that player again for 2 minutes. You cannot challenge a character on your own account, anyone who is busy, or anyone you have muted; a challenge from somebody you have muted is never shown to you.

The fight

The same rules as any fight, with a player on the other side: the better-armed strikes first, the triangle acts on armour, both of you drink when you fall below the threshold, and both weapons drain on the killing blow. You fight from the health you have, not from full. The log is revealed on the same clock to both of you, and neither gains anything by reading ahead, because leaving forfeits.

No experience is paid for a duel, to anyone.

Losing, fleeing, and the pot

The loser dies as a monster would kill them: the walk back to their tavern, one hit point, 20% off every stat for 8 minutes, and every elixir gone. The winner keeps whatever health the log left them.

Drink your elixir before you accept. The whole fight is decided the moment it starts, so a bottle opened during it reaches your next fight and not this one — and if you lose, it dies with you. The same goes for the bank door beside you: nothing taken out mid-fight reaches the fight.

Fleeing a duel costs what fleeing any fight costs — the wounds already shown, and 20% off every stat for 2 minutes — and it forfeits the pot. The other player's fight ends at once as a win, and the record says you fled.

pot = 2 × wager · the winner is paid pot less 5%

The house's share is deleted, as the auction fee is. A fight that reaches the round cap with both standing is a draw and both stakes go back.

The record

Every fought duel is kept for good: who fought whom, for how much, and who won, or fled, or drew. It is on both profiles, and wins are counted on the leaderboard.

The reference How combat works

Every number on these pages is read from the same rows the game runs on, so it cannot drift out of date. Drop chances are exact.