The game
A skilling game with no walking. Every stat is a skill you train, every fight runs the classic tick formulas, monsters drop bones and gold, and the point is to max a character and take it to the arena. The chain is the ledger; the browser is the game.
characters. The free lane hands out per wallet, one every across everyone, until the supply is gone; the team can slow that interval, never stop it. A wallet is free, so a bot that asks first is a player that asked first, and it still has to train the character. The rest cost ETH each, up to a transaction, paid to the team wallet in the mint transaction. The team can switch the paid lane between ETH (at most ETH) and USDG (at most USDG; the launch setting is ) at any time; in USDG the mint page shows an approve step and a mint that sends ETH is refused. The page reads the currency and the price off the chain. are minted to the dev wallet at deploy, and whatever is unminted hours after the open can be swept there by anyone.
Skills
skills on the classic XP curve: level is XP. Combat level is the classic formula, 3 for a fresh character and maxed. Total level runs from to .
A trip is one transaction to start and one to collect. A gathering trip takes what its node can give, up to ; a processing trip burns its inputs at the start and mints its outputs at the collect. There is no roll: the yield is known the moment the trip starts. Anyone may collect a finished trip; the goods go to the character's owner. A ruby finishes a trip now.
Every gathering skill has a tool: a hatchet for trees, a pickaxe for rocks, a fishing rod for spots, matches for every fire. A tool sits in the wallet and is never spent; a trip refuses to start without it. Each comes in the starter kit, is made at the forge or the bench from a bar or a log, or is bought in the store for PVP.
Every tree, fishing spot and rock has a stock that regrows at a fixed rate per hour, and a trip takes from it. An empty node sends the trip back short, XP included. Every XP grant is the classic number times ; a character training the best tier it can, nonstop, reaches 99 in about hours. of them is still months.
From level in a skill a trip can be minutes long, from an hour: as many bags as fit, the yield, the XP and the inputs in proportion, still two transactions.
The forge smiths gear from bars at the classic levels, sabre to breastplate, bronze to runic, five minutes a bar. The bowcraft bench cuts bows from logs, works hides into ranged armour and strikes Matches from a log. There is no crafting skill.
Cooking. A cook lights a fire: Matches in the wallet, never spent, and log burned per trip whatever the count; a long trip burns one log a bag. The log is the tier the cook's level calls for, and every fire also pays that log's XP once. Cooked fish is dungeon food: a character carries it into a trip and eats it under the threshold you set. Nothing eats outside the dungeon.
. Logs on a fire: tiers, one per log, a log a unit with Matches in the wallet, leaving , which bury for Prayer XP below bones. Every fire a cook lights trains it too. It has a cape and no place in the combat level.
Combat
The classic formulas. Effective level is level times the prayer's boost, plus the style bonus, plus eight. Max hit is half plus effective strength times the strength bonus plus 64, over , rounded down. Attack roll is effective attack times the attack bonus plus 64; the defence roll likewise. When the attack roll is higher, the chance to hit is one minus the defence roll plus two over twice the attack roll plus one; otherwise it is the attack roll over twice the defence roll plus one. Magic defence is seven tenths Magic and three tenths Defence. Damage is uniform from zero to the max hit.
The triangle is in the gear: melee armour carries a large negative magic defence, robes a negative ranged defence, leather a negative melee defence. Styles: melee accurate, aggressive, defensive and controlled; ranged accurate, rapid and longrange; magic casts a spell from the standard book, each with a level, a base max hit and runes per cast. A staff supplies its own element's rune.
Prayer points equal the Prayer level and drain per round while a prayer is on. Protection prayers block that style from monsters and keep of a player's hit in the arena. Boost prayers add the classic percentages. Bones are buried from the wallet for Prayer XP.
A dungeon trip is of game time, at most attack events, run on chain when it is collected: attack by attack at the weapon's speed in ticks, the monster fighting back, the character eating under your threshold. Every kill pays combat XP, four per damage to the style and a third of that to Health, rolls the drop table, drops the monster's bones and releases a share of the vault. Each piece of gear has a durability in fights and breaks when it is reached.
The pack has slots. Food takes a slot each; arrows and runes carried take a slot per kind; stackable loot takes a slot per kind; every piece of gear and every bone takes a slot. The trip ends when the pack is full, at the time cap or at the event cap. A character that dies keeps its XP, everything worn and everything carried, and brings home nothing it found, no loot and no bones. It comes home dead: it earns nothing and starts nothing until it is revived on the Boost tab for PVP, its rung untouched.
Before you send it, the Fight tab rehearses the trip: the same code the settle runs, on the character as it stands and the supplies you picked, times from random seeds. The line under the monster is the chance of dying across those trips, red from , amber from ; a round nobody died in reads as under . Then the lowest HP any trip reached, how often the pack fills, the kills, the meals, and how often the ammo runs out. Nothing is written. The trip's own seed is the hash of a block nobody has seen.
The monsters are set to a curve, measured with one loadout: the best sabre, great helm, breastplate, greaves and tower shield the levels allow, the aggressive style, no prayer, and of the best fish the fishing level catches. The kills that loadout on about of trips at its gate and under two levels later; the on about at its gate; the dungeons gated up to on up to at the gate and about two levels later. From the on, that loadout dies on up to of trips at the gate, about when levels past it, under when past it. A maxed character dies on about of trips at the top monster and almost never at a dungeon gated or below. Better gear, more food or a prayer moves your own odds.
The vault and the pool
Every character is minted with PVP in a vault, of the supply across the collection. Each of the combat level-ups (the six fighting skills to , five from level one and Hitpoints from ten) releases one share, paid on the trip that earned the level. A fresh character has its full vault; a maxed one has spent it; a buried one's remainder is burned. At the tuned pace the six fighting skills to is about hours of fighting, so a fighter releases about PVP an hour.
PVP comes from the vault, the first steps, the house's share of every fee, a tournament's prize, or the pool.
The pool is one Uniswap v4 pool, ETH against PVP, opened with PVP and no ETH, the supply priced at dollars at that day's ETH price. Buying pays of the ETH in. Selling pays a share of the ETH out: until the mint ends, then one point a minute down to , minutes after the last character is minted or the window closes. Both taxes go to the dev wallet. The sell tax right now: . Exact-output swaps are refused, so the tax is always in ETH. Marketplace royalties are a different fee: they reach the house and split like every other. PVP is a plain ERC-20: any wallet holds it, any contract holds it, any router moves it. The taxes live on the pool's hook and nowhere else, so a swap through this pool pays them whichever router sends it. The swap box on the mint page goes through the game's own router; other routers list this pool as they choose.
PVP leaves the game through burns: of every Exchange sale goes to the house, which pays of it to activated holders and burns ; the boost rungs, every store purchase and a dead character's vault are burned whole. The arena's rake on a PVP pot reaches the house the same way; on an ETH pot the house's goes to the buyback, which burns the PVP it buys.
Permanent death: how it works
The short version. If your duelist is up for sale on a marketplace and you never activated it, it can be burned. Gone forever, and the PVP in its vault gone with it. Everything else is safe.
| Your duelist is | Can it die? |
|---|---|
| Listed for sale, never activated | YES |
| Listed for sale, activated | no |
| Not for sale, never activated | no |
| Not for sale, activated | no |
What "activated" means. You burned the cross for it: PVP, once, on its play page. That is the same step that lets it train and fight. Every duelist comes with PVP locked inside, so the cross is a fraction of what it holds.
What "listed for sale" means. You put it up on OpenSea or another marketplace. Doing that makes you approve the marketplace to move your duelists, and that approval is what the chain can see. Cancel your listings and revoke the approval on the marketplace, and the duelist is not for sale.
Listing a duelist that plays. A duelist on a trip or in a dungeon cannot change hands, by the same rule that stops one being sold out from under a running trip. A marketplace tries the sale, it fails, and the order is marked no longer valid. Collect the trip and the listing works again. Only activated duelists take trips, so this is the one way activation can get in a sale's way; anyone can collect a finished trip, and the team sweeps them.
How to make yours safe. One of two things: activate it, or take it off the market. Activating is the better one, because an activated duelist is safe even while listed, and it earns from the House.
Who picks, and how. A random draw, off chain, from the duelists that are listed and not activated. The pick is then fed to the reaper contract, which checks every rule on chain before it burns anything. An activated duelist, a duelist that is not for sale, or one on a trip or in a fight is refused, and one refused id cancels the whole batch. The reaper cannot burn anything outside the rule.
What happens when one dies. The token is burned. Its listing dies with it. The PVP in its vault is burned: the vault itself at once, and, because the vaults have paid out through a bridge since the coin changeover, the bridge's matching coin in a burn pass the team runs. The House page shows what is waiting for that pass. Its items are not touched; they stay in the owner's wallet. Permanently dead so far: .
Items and the Exchange
Every log, fish, ore, bar, bone, rune, arrow, weapon and armour is a kind in one ERC-1155, with a row in the registry: what it is, its level to use, its bonuses, its heal value, its durability. Every piece of gear and every tool is its own numbered token, RUNIC SABRE #7; the rest are stacks under one id. Items trade on the marketplace like the characters, with the same fee to the house on every sale. A wallet's balances are its bank, with no cap. Worn gear is escrowed on the character and travels with it. Ten slots: helm, body, legs, shield, weapon, ammo, runes, cape, amulet and ring. Metal comes from the forge, ranged armour and bows from the bowcraft bench, staffs and sorcerer robes from Dark sorcerers or the store, arcane from Infernal Sorcerers, amulets and the four combat rings from the giants, the fiends and the Black Drake King.
The Exchange is an order book per item. Post a buy or a sell at a price and a quantity; it matches the best opposite offers and the rest waits. The taker gets the maker's price. At most fills per offer, open offers per wallet, partial fills, cancel returns the escrow, and the minimum price is PVP. of every sale comes off the seller and goes to the house: to activated holders, burned. The Exchange has no owner.
The special store
The items nobody crafts are bought here, and the PVP is burned. A row is an item, a price and a stock. The team appends rows and freezes them one by one; a frozen row never changes. A buy pulls price times count from your wallet, burns it, and mints the items to you in the same transaction. The store holds nothing.
The paper crowns: colours, of each, ever, at PVP. Everything in the store is cosmetic and trades on OpenSea. The other rows are the classic shop prices in PVP: the four elemental staffs, the sorcerer hat, the blue sorcerer robe, a ruby, and the four tools at PVP each with no limit. The table below is read from the contract.
The arena
Two fighters, two wagers in PVP or in ETH, and two ETH seat fees to the house. Eight tables: four in PVP, , and four in ETH, , with seat fees of ETH. The wager is escrowed at the post and at the accept. The Pit opens at combat level : a challenge is open to any character at it, or names one.
Each round both fighters pick in secret: an attack style or eat, and which prayer is on. Picks are committed as hashes, then revealed; the round resolves both attacks, prayer drains, HP moves. seconds to commit, to reveal. The reveal opens only when both hashes are in or the commit window has closed, so nobody changes a pick after seeing the other's. A missed commit does nothing that round; two rounds with no commit from either side void the fight. A withheld reveal forfeits the round: the other pick resolves alone and the withholder does nothing. withheld reveals in a row forfeit the fight. It goes until one is at zero HP, or a draw at rounds. The winner takes both wagers less a rake, and any bounty on the loser. The rake goes to the house whole, in the table's currency: to activated holders, to the buyback in ETH or burned in PVP; the seat fees split the same way. A forfeit rakes like a win; a draw or a void returns both wagers. The loser is wounded for a day, or buried in a death match. Each round's roll is the two revealed secrets hashed together.
Fights sign from a session key made on the Pit page: a burner key in your browser, authorised once from your wallet for up to days. A transfer of the character clears it.
Tournaments
Single elimination from a seeded draw. Anyone opens one by funding a prize in PVP or ETH and naming a closing time; sponsors add to the pot until the draw, and the creator can cancel before it, which refunds every funder. A character alive and idle at combat level enters once for nothing, up to of them. After the close anyone calls the draw, which takes the hash of the block after it, and anyone pairs the entrants from that seed. An odd count gives the last of the order a bye, paired first the next round.
Each pair is seated in the arena with nothing brought: no wager, no seat fee, no death, no food; a ranged fighter shoots from a quiver the seat supplies and a magic fighter casts the strongest spell its level allows. Round one opens at the first commit; from there it is any fight, with the forfeit rule and a wound on the loser. A round lasts . When every fight has a result, or the clock runs out, anyone advances the bracket: a fight still going goes to the side with more HP, then to the seed. A side that cannot be seated forfeits.
Payouts by elimination tier: of the pot from the winner down, by default, and what the tiers leave goes to the winner too. Each placed character's owner claims once. The winner is minted a Champion's cape: + to every defence, + prayer, wearable at any level, one per tournament. The Tournament contract has no owner.
Tokenomics
PVP, minted once to the dev wallet in the deploy transaction and sent on in the same transaction. There is no minter.
sits in the vaults, inside every character, released only by levelling. is the pool seed, PVP on one side with no ETH behind it, so the first buyers set the price. Airdrops and tournaments come out of the dev wallet's ; the first-steps gold out of the tutorial fund.
PVP reaches a player by playing or buying. It leaves through burns: activation and the rungs, every store purchase, a fifth of every PVP fee, a buried character's vault, every revive, and the buyback.
The coin
The house
Every fee the game earns reaches the house and splits as it arrives: among activated characters by weight, to the buyback in ETH or burned in PVP. The fees are the seat fees, the duel rake, the Exchange's tax and marketplace royalties (). The paid mint goes to the team wallet and never touches the house. goes to the team, and there is no function to add a team destination.
Weight is total level times rung. A fresh activated character, total level , weighs ; a maxed one, total level , weighs ; the rung multiplies that. A character is activated once its owner has burned rung , the cross, PVP, and it is alive; until then it earns nothing and no tournament takes it.
A claim pays ETH and PVP together in one push, up to characters at a time; an ETH push that fails is banked as credit to withdraw. A fee that arrives as a token, royalties a marketplace pays in USDG, waits in the house until anyone converts it: the whole balance is sold for ETH through the Converter on the one pool the dev named for that token, and the ETH splits like any fee; WETH is unwrapped the same way. The Converter's routes are the dev's until they are frozen; after that nobody can change where a token is sold. The house's two settings, the buyback's address and the Converter's, are each set once by the Core's owner.
Every contract that holds value has a dev exit. The rescue sends the whole ETH balance, or the whole balance of any token, to the dev, over every credit, escrow, wager, prize, vault and lock. It exists because on an earlier project a character owed ETH was burned by mistake and the ETH stayed where it was. After a rescue the house still says what each character is owed, and a claim reverts for lack of balance rather than paying anyone someone else's share.
Buyback. The buyback's of every ETH fee lands in a pot; anyone may add to it and nothing spends it on its own. Anyone presses Burn while the pot is not empty: the caller takes of the pot first, the rest buys PVP from the pool in one swap through a fixed route, and every PVP bought is burned in the same transaction. The house page quotes the pool and sets the floor under; a swap under the floor is undone whole. The pool's buy tax applies to this swap like any other. The route is fixed to the pool and frozen by the dev once the pool exists; after that nobody can change it.
Boost. Four rungs, priced off the cross, PVP, and burned: the cross times , so PVP, for on house weight. Rung is activation: nothing starts before it, no trip, no dungeon, no fight, no tournament, and the first steps cannot be completed. Rungs two to four change only the house weight. The same cross revives a dead character, its rung untouched. The rung travels with a sale and dies with a burial. The Boost contract has no owner and no setter.
Green and red
Green is farming: the skilling skills, the house and the Exchange. Red is dungeons, monsters and duels. A character's side is whichever it has more levels in, and its card is framed in that colour.
The leaderboard is on chain: the top duelists by XP earned, every skill summed less the every duelist is minted with, each with the wallet that holds it now. A fresh duelist is on it from the mint, ties go to the lower number, and a buried character leaves it.
The look. Every duelist is born with a race, a sex, a skin, a hairstyle, a hair colour, a shirt and trousers, fixed at mint from its id and the Renderer's public salt. There is no reveal: anyone can read any id's look before it is minted, and a race gives no advantage in any fight or task. Races are exact, , spread through the ids by strata, , each placed by the salt and stepped past any id a rarer race already holds. Sex is half and half; the hairstyles and skin tones (humans only) are equal. Hair colour runs . Shirts run . Trousers run . On the card the duelist wears its gear over the clothes: armour covers the shirt and the trousers, a helm hides the hair. Its marketplace attributes carry the seven born traits, every level, every slot, the vault and whether it is wounded, read live.
Skill capes. The first time a skill reaches the Core mints that skill's cape to the owner: + to every defence, + prayer, wearable only by a . of them, worn in the cape slot.
First steps
A fresh character arrives with : the prawns are dungeon food and the matches light its first fire. Then eight things, each checked from the character's own XP: cut a log, catch a fish, cook it, mine an ore, smelt a bar, fight something, bury bones, cast a spell.
Do all eight and the Tutorial contract hands over the kit and the gold, once per character: , and PVP from a fund of that anyone can top up.
Randomness
Every roll in a dungeon trip comes from a block hash nobody can see when the start is signed. Starting a trip asks the seed queue for the hash of a block about ahead on the parent chain's clock, near the trip's end; the queue records it from anyone's traffic, and your own Collect records it if nothing else has. The collect runs the whole fight from it. A hash stays readable for about , so a trip must be collected within about of its end: past that the trip is lost, the supplies come home, nothing else does, and the duelist dies. Nobody runs anything for the game; every settle is the player's. Arena rounds use no block hash: the seed is the two fighters' revealed secrets hashed together.