How it works
Every number on this page is generated from the same game data the bot uses, so it can't drift out of date. Server tier right now: 1 (everyone's damage and health are ×1.1).
1. The basics
- Start with
.duel start(random class, race and gender) or build your own and paste.duel char setup <class> <race> <gender>. After that you can switch once for free, then it costs 100 coin and a wait. - Stamina (max 60) pays for commands: a fight costs 5, moving between town and arena 10. It regenerates 30 per half hour (centaurs twice as fast).
- Fights happen in the arena, shopping in town. Running a command in the wrong place moves you automatically, for the stamina cost. You can only fight people who are in the same place, opted in, and active recently.
- Health is seven body parts. Everything regenerates slowly over time (50 points per half hour spread across the body).
2. Characters and SPECIAL+M
Your character is your class plus your race, added together, plus any temporary effects (tavern drinks, weather, potions).
| Stat | What it does |
|---|---|
| Strength | Sets the bottom of your damage roll: Strength×10 up to 120. |
| Perception | Chance to deflect an attack and turn it back on the attacker. |
| Endurance | Soaks damage: a random amount between Endurance×10 and the hit is shaved off. |
| Charisma | Divides what you pay the merchant and multiplies what you're paid. Barbarians rage more when it's low. |
| Intelligence | XP gained per fight (win or lose). |
| Agility | Chance to dodge; druids' shapeshift chance; shortens how long potions' stat effects last on you. |
| Luck | Chance to find loot at the start of a fight you start. |
| Magic | Spell power. |
Classes
| Class | Str | Per | End | Cha | Int | Agi | Luc | Mag |
|---|---|---|---|---|---|---|---|---|
| Blacksmith | 5 | 1 | 4 | 2 | 3 | 1 | 3 | 2 |
| Mage | 1 | 1 | 2 | 3 | 4 | 2 | 3 | 5 |
| Scavenger | 2 | 1 | 2 | 3 | 2 | 3 | 5 | 3 |
| Rogue | 3 | 1 | 2 | 2 | 2 | 5 | 3 | 1 |
| Ranger | 3 | 3 | 2 | 2 | 5 | 3 | 2 | 1 |
| Knight | 4 | 2 | 5 | 3 | 2 | 2 | 2 | 1 |
| Paladin | 3 | 5 | 3 | 4 | 2 | 1 | 2 | 1 |
| Bard | 3 | 2 | 2 | 5 | 3 | 2 | 2 | 2 |
| Druid | 2 | 3 | 3 | 2 | 2 | 4 | 1 | 4 |
Races
| Race | Str | Per | End | Cha | Int | Agi | Luc | Mag |
|---|---|---|---|---|---|---|---|---|
| Human | 2 | 2 | 2 | 3 | 2 | 3 | 2 | 3 |
| Barbarian | 5 | 2 | 4 | 1 | 1 | 3 | 1 | 2 |
| Fiend | 2 | 2 | 2 | 5 | 3 | 2 | 1 | 2 |
| Vampire | 2 | 2 | 1 | 3 | 2 | 2 | 2 | 5 |
| Centaur | 4 | 4 | 3 | 1 | 2 | 3 | 1 | 1 |
| Gnome | 1 | 2 | 2 | 2 | 5 | 3 | 3 | 1 |
| Dwarf | 4 | 2 | 5 | 1 | 2 | 1 | 2 | 2 |
| Elf | 1 | 3 | 2 | 2 | 2 | 4 | 2 | 3 |
| Halfling | 1 | 2 | 2 | 3 | 2 | 3 | 5 | 1 |
Perks
- Rogue: can't hurt themselves, and gets an extra d20 in the opening roll.
- Ranger: double XP, and keeps their loot (it goes to their locker) when they die.
- Druid: when losing a fight, may transform into an animal and strike back. Bigger animals unlock with higher tiers.
- Blacksmith: cheaper forge prices, better sell prices, and sturdier armor.
- Mage: regenerates mana (up to 500) for spells.
- Barbarian: may go into a Berserker Rage on a hit for bonus damage equal to
Strength×10. Vampire: heals by the damage they deal. Fiend: loot and magic only work on themselves. Centaur: double stamina regeneration.
3. Anatomy of a duel
Every fight is recorded step by step. Open any duel from a player page to see the rolls with the actual numbers.
- Loot roll. The player who started the fight rolls
randint(min(Luck×10, 90), 100); 90 or more finds an item, which goes to whoever wins.Roll 100 finds rare items (stimpack, grenade, poisondart, steroid), 96-99 normal (healthpotion, manapotion, poisonpotion, timepotion, staminapotion, mysterypotion), 90-95 common (syringe, water, tranquilizer, garlic, antimagic).Luck 0 1 2 3 4 5 6 7 8 9 10 Chance 11% 12% 14% 15% 18% 22% 27% 35% 52% 100% 100% - Who gets the upper hand. Each fighter starts with one d20 (0 to 20), then earns an extra d20 for each advantage: the coin flip; more total SPECIAL; more current health; more XP; more kills; fewer respawns; a shorter current win streak (a catch-up bonus); being a rogue. Each fighter rolls all their dice and keeps the best; higher wins, ties are broken at random. A cursed fighter counts as 0.
Chance that the row's number of dice beats the column's:
vs 1 vs 2 vs 3 vs 4 vs 5 vs 6 1 dice 50% 33% 25% 20% 17% 14% 2 dice 67% 50% 40% 33% 29% 25% 3 dice 75% 60% 50% 43% 38% 33% 4 dice 80% 67% 57% 50% 44% 40% 5 dice 83% 71% 62% 56% 50% 46% 6 dice 86% 75% 67% 60% 54% 50% - Body part. 50% torso, 10% head, otherwise a random part that still has health.
- Damage roll.
randint(Strength×10, 120) × tier scale. - Defender's reactions. Deflect: roll
randint(Perception×10, 100); 95+ and the roles swap. Druid shapeshift: a flat chance of 2% + 1.2% per point of Agility, and the druid strikes back as an animal.Stat 0 1 2 3 4 5 6 7 8 9 10 Deflect 6% 7% 7% 8% 10% 12% 15% 19% 29% 55% 100% Druid 2% 3% 4% 6% 7% 8% 9% 10% 12% 13% 14% - Attacker's bonuses. Barbarian Berserker Rage: roll
randint((10-Charisma)×10, 100), 80+ addsStrength×10×scaledamage.Vampires heal for the damage dealt.Charisma 0 1 2 3 4 5 6 7 8 9 10 Rage 100% 100% 100% 68% 51% 41% 34% 30% 26% 23% 100% - The damage pipeline (in order):
- Dodge:
randint(min(Agility×10, 100), 100), over 90 dodges everything.Agility 0 1 2 3 4 5 6 7 8 9 10 Dodge 10% 11% 12% 14% 16% 20% 24% 32% 48% 91% 100% - Magic shield soaks damage until it runs out.
- Endurance removes a random amount between
Endurance×10and the full hit. High Endurance makes you very hard to hurt. Average damage that gets through per hit at scale ×1 (after Endurance, before dodge, shield and armor):Strength \ Endurance 2 3 4 5 6 7 8 9 2 25.0 20.3 16.0 12.3 9.1 6.3 4.1 2.3 4 30.0 25.0 20.0 15.3 11.3 7.9 5.1 2.9 6 35.0 30.0 25.0 20.0 15.0 10.5 6.7 3.8 8 40.0 35.0 30.0 25.0 20.0 15.0 10.0 5.7 10 45.0 40.0 35.0 30.0 25.0 20.0 15.0 10.0 - Armor on that body part shaves a random 1-33% off the hit and loses one point of durability. At 0 it breaks.
- Dodge:
- Aftermath. Winner and loser both earn XP (Intelligence × tier scale). Win/loss streaks, ranks and server tier update.
4. Body parts, death and deathblows
| Part | Base health | Armor piece |
|---|---|---|
| head | 330 | helmet |
| torso | 1000 | body armor |
| left arm | 250 | left gauntlet |
| right arm | 250 | right gauntlet |
| left leg | 500 | left greave |
| right leg | 500 | right greave |
| junk | 40 | codpiece |
Everything scales with the server tier. If your head or torso hits 0, or total health drops under 150, you're nearly dead: the attacker has 120 seconds to land a .duel deathblow. If they do, you respawn in town and they take your loot and any bounty. If not, you're healed and sent to town. You can't act during that window.
5. Ranks and the shared server tier
Your XP sets your personal pepper rank. The highest tier anyone has reached is the server tier: it unlocks commands for everyone and scales health and damage for the whole room.
| Tier | Rank | XP needed | Scale | Unlocks |
|---|---|---|---|---|
| 0 | N00b | 0 | ×1 | opt, deathblow, combat, grenade, location, version, docs, author, game, devmode, intent, about, weight, slots, blackjack, bj, lottery, casino, hall |
| 1 ◀ | Pimiento | 1 | ×1.1 | tier, usage, classic, hotkey, tavern, skills |
| 2 | Sonora | 100 | ×1.2 | bounty, harakiri, merchant, inventory, locker |
| 3 | Anaheim | 250 | ×1.3 | monster, craft, weaponslocker, explore |
| 4 | Poblano | 500 | ×1.4 | leaderboard, warroom |
| 5 | Jalapeno | 1000 | ×1.5 | character, health, streaks, stats, special |
| 6 | Serrano | 2500 | ×1.6 | magic, forge, armor, amulet |
| 7 | Chipotle | 5000 | ×1.7 | assault |
| 8 | Tabasco | 7500 | ×1.8 | trebuchet |
| 9 | Cayenne | 10000 | ×1.9 | random |
| 10 | Thai Pepper | 15000 | ×2 | roulette |
| 11 | Datil | 25000 | ×2.1 | title |
| 12 | Habanero | 45000 | ×2.2 | colosseum |
| 13 | Ghost Chili | 70000 | ×2.3 | mayhem |
| 14 | Mace | 100000 | ×2.4 | hungergames |
| 15 | Pure Capsaicin | 250000 | ×2.5 |
6. Loot and the economy
| Item | List price | Effect size |
|---|---|---|
| grenade | 1150 | 100 |
| healthpotion | 460 | 100 |
| manapotion | 460 | 100 |
| poisonpotion | 460 | -50 |
| timepotion | 368 | 0 |
| staminapotion | 460 | 15 |
| mysterypotion | 344 | 0 |
| stimpack | not sold | 100 |
| poisondart | not sold | -200 |
| tranquilizer | 254 | -2 |
| garlic | 460 | -1 |
| antimagic | 460 | -2 |
| syringe | 200 | 0 |
| water | 150 | 2 |
| steroid | not sold | 2 |
| townportal | 300 | - |
| ration | not sold | - |
| torch | not sold | - |
- Merchant (town): buying costs
list price ÷ Charisma(plus the market drift below); selling payslist price × Charisma ÷ 100. Stock is limited to 100 per item. Buying pushes an item's price up, selling pushes it down, and the shelves restock each hour. - Forge: each armor piece costs 500 coin, lasts 10 hits; repairs cost 50% of the proportional price.
- Tavern: drinks cost 80 and give temporary SPECIAL changes (+3 and -1s).
- Craft: poisondart = 1 syringe, 3 poisonpotion; stimpack = 1 syringe, 2 healthpotion; steroid = 1 syringe, 1 healthpotion, 1 poisonpotion.
- Bounties: put coin on someone's head; the killer collects. Random fights pay 100 coin to the winner.
Body armor, speed and weight
Everybody starts in Rags (up to 3% off a torso hit, never wears out). Real suits come from the forge and unlock as the server tier rises. A suit shaves a random 1..N% off every torso hit and loses a point of durability each time; when it breaks you're back in rags.
| Suit | Weight class | Grade | Max % off | Str | Price | Unlocks at tier |
|---|---|---|---|---|---|---|
| Quilted Armor | light | normal | 10 | 1 | 150 | 6 |
| Ghost Armor | light | exceptional | 18 | 2 | 450 | 10 |
| Dusk Shroud | light | elite | 26 | 3 | 1200 | 13 |
| Leather Armor | light | normal | 11 | 1 | 165 | 6 |
| Serpentskin Armor | light | exceptional | 19 | 2 | 495 | 10 |
| Wyrmhide | light | elite | 27 | 3 | 1320 | 13 |
| Robe | light | normal | 12 | 1 | 180 | 6 |
| Demonhide Armor | light | exceptional | 20 | 2 | 540 | 10 |
| Scarab Husk | light | elite | 28 | 3 | 1440 | 13 |
| Studded Leather | light | normal | 13 | 1 | 195 | 6 |
| Trellised Armor | light | exceptional | 21 | 2 | 585 | 10 |
| Wire Fleece | light | elite | 29 | 3 | 1560 | 13 |
| Breast Plate | light | normal | 14 | 1 | 210 | 6 |
| Cuirass | light | exceptional | 22 | 2 | 630 | 10 |
| Mage Plate | light | elite | 30 | 3 | 1680 | 13 |
| Ring Mail | medium | normal | 16 | 3 | 240 | 7 |
| Linked Mail | medium | exceptional | 24 | 4 | 720 | 11 |
| Diamond Mail | medium | elite | 32 | 5 | 1920 | 14 |
| Scale Mail | medium | normal | 17 | 3 | 264 | 7 |
| Tigulated Mail | medium | exceptional | 25 | 4 | 792 | 11 |
| Loricated Mail | medium | elite | 33 | 5 | 2112 | 14 |
| Chain Mail | medium | normal | 18 | 3 | 288 | 7 |
| Mesh Armor | medium | exceptional | 26 | 4 | 864 | 11 |
| Boneweave | medium | elite | 34 | 5 | 2304 | 14 |
| Splint Mail | medium | normal | 19 | 3 | 312 | 7 |
| Russet Armor | medium | exceptional | 27 | 4 | 936 | 11 |
| Balrog Skin | medium | elite | 35 | 5 | 2496 | 14 |
| Plate Mail | heavy | normal | 22 | 5 | 360 | 8 |
| Templar Coat | heavy | exceptional | 30 | 6 | 1080 | 12 |
| Hellforge Plate | heavy | elite | 38 | 7 | 2880 | 15 |
| Field Plate | heavy | normal | 23 | 5 | 396 | 8 |
| Sharktooth Armor | heavy | exceptional | 31 | 6 | 1188 | 12 |
| Kraken Shell | heavy | elite | 39 | 7 | 3168 | 15 |
| Gothic Plate | heavy | normal | 24 | 5 | 432 | 8 |
| Embossed Plate | heavy | exceptional | 32 | 6 | 1296 | 12 |
| Lacquered Plate | heavy | elite | 40 | 7 | 3456 | 15 |
| Full Plate Mail | heavy | normal | 25 | 5 | 468 | 8 |
| Chaos Armor | heavy | exceptional | 33 | 6 | 1404 | 12 |
| Shadow Plate | heavy | elite | 41 | 7 | 3744 | 15 |
| Ancient Armor | heavy | normal | 26 | 5 | 503 | 8 |
| Ornate Plate | heavy | exceptional | 34 | 6 | 1512 | 12 |
| Sacred Armor | heavy | elite | 42 | 7 | 4031 | 15 |
Speed = Agility × armor class (light 1.0, medium 0.95, heavy 0.90) × build (average of race and class: light 1.1 up to heavy 0.9) × encumbrance. If one fighter is at least 50% faster, they get an extra d20 in the winner roll. Medium and heavy armor also cost +5% / +10% stamina.
Carrying: capacity = 30 + 6×Strength + 2×Endurance + a build bonus. Past half capacity you slow down; you can't buy or take more than you can carry. Anything in the town chest (.duel locker) weighs nothing.
Amulets give +1 to one attribute and -1 to another. Each torso hit has a 50% chance to crack the worn amulet (10 cracks), and they can't be repaired.
Skill points
Every time you reach a new rank you earn a skill point to put into a base stat (.duel skills add strength). A stat can't go past 10 (base from your race and class, plus trained points). Resetting your points costs 100 coin each; a full game reset clears everything. Stats also do jobs outside of combat:
- Strength: damage, carry capacity, armor requirements
- Perception: deflecting hits
- Endurance: thick skin, health regeneration (+5% per point), carry capacity
- Charisma: shop prices
- Intelligence: repair costs (-3% per point, up to -30%)
- Agility: dodging, speed, stamina regeneration (+3% per point)
- Luck: loot finds, who wins close rolls
- Magic: spell power, mana regeneration (+5% per point)
The shared monster levels up with the server: every two server tiers it gains a point in each stat (Agility every three), up to 10.
Exploring
Leave town with .duel explore enter. Zones are generated from a world seed, so everyone explores the same layout, but fog of war is personal: a cell stays hidden until you step on it. Each step costs 3 stamina (more in heavy armor). Cells hold monsters, loot, traps, shrines, camps and, in some zones, a town. Monsters in the wild are tougher the deeper you go; if one kills you it keeps your items until someone beats it. Beat the warden at a zone's exit to complete it and open the next, bigger zone. Completed zones slowly fall back into fog (after 7 days per cell), and their monsters return.
| Zone | Size | Min rank | Town |
|---|---|---|---|
| The Mild Frontier | 5x5 | 3 | - |
| Jalapeno Flats | 7x7 | 5 | Ashford Hollow (opens: ration) |
| Serrano Badlands | 9x9 | 7 | - |
| Cayenne Canyons | 11x11 | 9 | Greywater Keep (opens: torch) |
| Habanero Hollows | 13x13 | 11 | - |
| Ghost Pepper Wastes | 15x15 | 13 | Saltmarsh Landing (opens: stimpack) |
| Scorpion Steppe | 17x17 | 14 | - |
| Reaper's Crater | 19x19 | 15 | Emberwick (opens: poisondart) |
A town portal (inventory use townportal, sold by the merchant) takes you home from anywhere. Finding a town opens a caravan route: new goods at the merchant for everyone, and the first one opens the casino.
7. Magic
| Spell | Mana | Max power | Effect |
|---|---|---|---|
| curse | 500 | 80 | target loses their next 4 duels and takes damage |
| shield | 300 | 80 | absorbs up to ~200 damage and heals |
| attack | 250 | 200 | damages the whole body |
| health | 200 | 200 | heals |
Spell power is randint(Magic×10, max) × tier scale × amount cast.
8. Events and weather
Weather (hailstorm, fog, sandstorm, windstorm, duststorm, snowstorm, thunderstorm) hits either the town or the arena and gives everyone there a -1 to one stat for 20-40 minutes. A "supply drop" puts a mystery potion in a random active player's locker. Neither runs on a fixed clock: they're scheduled at random, happen more often when more people are active, and only fire when someone is actually around.
Room events
- Monster: one shared monster whose health is the average of the active players.
monsterattacks it,monster huntsends it after everyone in the arena. When it dies a new one appears next time. - Grenade: needs a grenade. The first victim takes 100, the next two take 50 each (all multiplied by the server tier), the rest dodge.
- Trebuchet: a random projectile at a random arena player.
- Roulette: one bullet in six chambers, shared by everyone. Each safe pull grows the pot; whoever finally gets shot pays out everybody who survived. Pull twice in a row and a safe chamber is removed. Cursed players always hit the bullet.
- Assault: you fight everyone in the arena. Mayhem: everyone fights everyone once. Hunger games: knockout bracket. Colosseum: knockout where each fight deals a fixed 30 per entrant and the winner takes that as coin. Each has a shared cooldown and you can't instigate the same one twice in a row.
9. Your history
The bot keeps the last several duels for every player, including every roll. .duel why explains your latest fight in chat, and .duel web gives you a link to your page, where each duel has a full breakdown of why it went the way it did.