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Duels and the arena

Two ways to fight another player without anyone dying, losing anything or getting a red name: a duel anywhere out in the open world, and the arena, Kestrel's pit under Aldhearth, where everyone fights at the same level, with a rating, a ladder and a champion every week. Both are apart from PvP (K): you need nothing switched on, and nothing you do in them marks you.

Duels

  1. Right click (or tap) a player out in the open world and choose Challenge to a duel. They must be within 20 tiles, and neither of you in a town, on a floor or down a dungeon. The challenge stands for a minute, and while it stands you cannot send that player another.
  2. They Accept (or decline) from the toast. A count of three runs on both screens; you are both dismounted.
  3. During the count the world's rules still hold. If one of you hits anybody else, or anybody else (a player or the Grown) hits one of you, the duel is off. A yield or a death during the count calls it off too: no winner, nothing counted.
  4. Once the count ends, it is just the two of you: the Grown and other players cannot touch you, and you can hurt nobody else (the Grown included: your blows, your arrows, your powers and your pet's breath do nothing to them). Swords, powers and arrows land on each other, PvP on or off, even on the safe ground in front of a town's gate. A fall, poison or lava still hurt you; whatever would kill you there is a yield instead.
  5. Nobody dies. At one life the loser yields, and keeps everything: no gold lost, nothing dropped, no death. At the end both of you get back the life and the mana you had when the count ended (never more: a potion you drank is gone).

No duel out of a fight. You cannot challenge, or accept, while either of you was in a fight lately (a blow on or from a player in the last fifteen seconds, or hurt by anything in the last fifteen), and never with an orange or a red name: an outlaw cannot duel, the Watch wants a word first. A duel is no way out of a fight.

No duel as a shield. Not with a trade pack on your back ("Not with a trade pack."), and two who have just duelled wait a minute before the next. Once the count ends, a duel keeps to its ground: it is fought where it began.

A duel is over, and the winner told to everyone near, when:

What happensWho wins
Someone reaches one life, or presses Yield (twice) in the DUEL box, or types /yieldthe other
The two are 40 tiles apartwhoever is nearer to where it began (the one who ran loses)
One walks into a town, or down a dungeonthe other (leaving the field forfeits)
One of the two is more than 25 tiles from where the count endednobody: the duel has wandered from its ground
One takes up a trade packnobody: the duel is off
One leaves the gamethe other
Three minutes are upwhoever has more of their life left (the same: nobody)

Only a duel that was really fought (past the count, with a blow landed or twenty seconds of it) is told to those near and counted for the achievements.

The arena

Kestrel the Arena master stands on the Grand Plaza of Aldhearth, south-west of the Great Flame, and his pit lies under the town. Everyone fights there at the same level: 50. A level 1 can meet a level 150 and either can win. And you do not have to walk to him: you put your name down from wherever you are.

Everyone fights at level 50

In the pit your own level and your rekindlings are set aside. Everyone has what a level 50 has: the same life, the same strength, the same mana. What you carry and what you have learned still count, but evened out, so they are an edge and never a wall:

Putting your name down

The Arena window, opened from anywhere with Shift+K: your ratings, Everyone fights at level 50, and the buttons for a 1v1, a 2v2 or a spar
The Arena window, opened from anywhere with Shift+K: your ratings, Everyone fights at level 50, and the buttons for a 1v1, a 2v2 or a spar

The match

The pit is a round floor of sand under old stone, with a ring of pillars to fight around (two of them have fallen, so no round is quite the same) and braziers at each end. It fights like any floor: powers, bows and glaives, a shove on every blow. It is sealed like an event's floor: nothing out in the world (a rift, a door) can be opened from it.

Rating

Everyone starts each mode at 1000. After a match your rating moves by Elo with K = 32: beat someone rated like you and you gain 16, they lose 16; beat someone rated far above you and you gain more. Your level does not matter: a level 1 who beats a level 50 gains what anyone gains against the same rating, no more. In 2v2 each fighter's own rating moves against the other side's average. 1v1 and 2v2 have separate ratings. A character started over starts again at 1000 in both, with no record (and a champion's due owed to the old one goes with it). The change is told at the end and shown in the Arena window with your wins and losses and your place on the ladder.

The same two fighters on one day (UTC) count in full for their first two matches, at half (K = 16) for the third to the fifth, and not at all from the sixth: no change, not a rated match, and nothing counted for the achievements. (In 2v2, the pair of fighters who have met most decides.)

The season

The ladder is a weekly season that turns every Monday at 00:00 UTC, like the Rift Ladder. The Arena window shows the top ten of each mode and last season's best. When the week turns, the best of each mode's ladder who has fought at least 5 rated matches against at least 3 different fighters is that mode's champion: they get the title Champion of the Pit (shown with your name from the Achievements window) and 500 gold, announced to everyone. If nobody has fought that much, the mode has no champion that week. A champion who is offline gets the gold by post (the Mail window, U) and the title the next time they log in; a due that waits more than eight weeks is forgotten. Then everyone starts again at 1000.

Sparring

Spar with a grey copy (from the Arena window, any time, from anywhere) puts you in the pit against a grey copy of yourself: your look, your weapon, your life, a little less than your blow. It comes for you when the count is done. Nothing rides on it: no rating, no experience, no loot. Yield to end it early.

For the achievements

Duels and arena matches are counted (for the achievements and titles that count them): a duel that was fought reports a win or a loss for each of the two, a rated arena match the mode, the win or loss and your new rating. Draws, spars, duels called off and matches that are not rated count nothing.