Duels
Challenge a crewmate to a fight in a ring. Nothing is at stake: no loot, XP or wear, and a fall is not a death.
Challenging someone
Right-click a player and choose Duel, or type /duel and their name. They have 30 s to answer.
Both of you need level 10 on a wallet account, out of combat (8 s without a blow), in the same crew, and on the shared island (not in a dungeon run or at the Pier), within 20 m of each other. Only crewmates can duel: invite them to your crew first. It is checked again when they accept.
You can have one challenge open, asking or asked. After a decline or no answer, the same two wait 60 s before another.
Untick Take duel requests on your character window (C) and nobody can challenge you.
The ring
The ring goes around the challenger, anywhere on the island's dry land: in town, at the camps, on slopes, beside houses. Out at sea it takes the nearest dry spot within 12 m, or asks you to step onto dry land. A ring is 40 m across, and nothing crosses its edge; buildings inside it block bodies, not spells. Any number of duels run at once, and nothing from one reaches another.
For a fair fight on open ground, the Duel Field is the open, level field south of the camp, on your map once you have found the camp. A ring there is named "at the Duel Field".
The fight
You stand on your marks, 8 to 16 m apart and facing each other, for a 3-2-1.
A duel lasts up to 3:00. From 2:00 every blow lands 5% harder each second, and at 3:00 it is a draw. /forfeit gives up.
A bar of its own, much larger than your normal health, shown as a share on your frames. The health your gear gives on top of Grit stays out of it. When the duel ends you have the health you had before it.
If your connection drops, you have 10 s to come back or you lose. Leaving the island gives the duel up.
Stealth hides you from your foe only beyond 4 m.
Anyone within 40 m sees the blows and heals land and both bars. When it ends, one line in local chat says how.
What a duel changes
Your gear's stats count in full. Against a player:
- Heals and shields are ×0.6.
- A crit's extra damage is halved.
- Armour counts half.
- No single blow takes more than 25% of duel health.
- Reflected blows are ×0.5, and the legendary weapons' own blows ×0.35.
- Stuns, roots and slows get shorter when they come again within 18 s: the second lasts half as long, the third a quarter as long, and after that they don't land.
- Hunter: Steady Aim is off.
- Firebrand: Bellows' and Roaring Pyre's crit-to-damage are off.
- Shaman: The Ward cuts half as much damage, and Tideshell loses a layer at most every 3 s.
- Rogue: Roll holds 2 charges, not 3.
What waits until it's over
No eating, bandages, tonics, brews or Homeward in a duel, no trip to the Pier, and no switching characters. Your buffs and Well Fed wait for you.
Your record
Your character window (C) counts your duels won, lost and drawn. Others see the count when they inspect you.