Duels for Throne: In this type, a tribe member challenges the current tribe leader. The victor becomes the new leader, while the loser is muted for 7 days. The new leader cannot be challenged for 21 days.
Duels for Reward:In these duels, both participants have something to gain. The specific terms of what's won or lost are flexible and are decided by the participants themselves.
Duels for Mute:In this type of duel, the loser is muted for 7 days. Death is a subcategory of this type, but can be declined.
Duels are conducted on a turn-based system that can span multiple days, and tribe leaders get +10 in every stat in duels that are not part of any tournament.
Total Stats:
Health: starts at 100
Armor: starts at 100
Shield: starts at 100
Stamina: starts at 100
Time: starts at 3 days
Each attack will have armor penetration and a block chance.
First, a die is rolled to resolve the block chance. if the attack is blocked, all of the damage goes to the SHIELD, NOT THE HEALTH, AND NOT THE ARMOR.
If the attack fails to block, then we resolve the damage, which requires a calculator.
Basically, each attack will have armor penetration, (for example, 60, in which 60% of the damage would hit the health, and 40% would deal damage to the armor) resolve this, and then subtract the stamina of the attack to the player's stamina. They also have a hit chance, which is normal.
Example: Attack has 50 armor penetration, 1 shield block chance, and 50 damage. It costs 20 stamina and works on a roll of 2-6. Their opponent is at full.
Rolls a 4, the attack hits the opponent, the block die is rolled, it is a two, and the block does not happen, since the block chance was 1. The attack deals 10 damage to the health and 10 damage to the armor.
If not enough armor is remaining to withstand the incoming armor penetration, the overflow damage goes to the health. For example, 20 armor is remaining, but the upcoming attack deals 30 damage to the armor and 10 to the health (as per armor penetration calculations). Then, 10 damage will affect the health, and since the armor is too less, it will defend 20 damage and the remaining 10 will go to the health. Therefore, the result will be -20 health and -20 armor, with 0 armor remaining after the attack.
Similarly, if the shield is not enough to completely block the attack, the remaining damage goes to the armor, and then regular armor penetration is done with the remaining damage. For example, an attack of 50 damage and 60 armor penetration is done, and is blocked. However, the remaining shield is 20 only. Thus, it blocks 20 damage, and the rest (30) goes to the armor. Now, armor penetration is calculated from the REMAINING DAMAGE, in this case 30. We calculate 60 armor penetration of 30, resulting in -12 armor and -18 health.
3 days time is provided for each move, and is reset after the move is played, much like Daily Matches in chess.
Breath attacks can be used once only and do not cost stamina. Not all dragon tribes have breath attacks.
Special attacks can only be used once also, and DO cost stamina. All dragons have special attacks.
Rest and repair are UTILITIES. They can be used instead of an attack.
25-move rule: There will be a move counter in all duels, which will count the number of moves played. Unlike chess, here, we will count each player's action as a separate move, for example, if A plays Tail Club and B plays Punch in response, 2 moves have been played.
After the number of moves have touched 25, this rule comes into effect. When move 25 is reached, if neither player is seen to have health lesser than or equal to 15, the game will be called a draw. However, if one or both players have health lesser than or equal to 15, the game will progress. After this, if the game continues to move 50, we will check the same criteria once again. If the health still meets the criteria, we will continue once more and check again in move 75. This will continue unless one player wins, or the health touches 15 or less than 15 during a checkpoint. Checkpoints arrive in intervals of 25 moves, as you may have already noticed.
To summarize, every 25 moves, the health of both players will be checked, and if none of their health is lesser than or equal to 15, the game is called a draw. If it is, the game continues and the health is checked again after 25 moves.
Armageddon: If a duel ends in a draw due to the 25-move rule and a tiebreak is necessary, an Armageddon is held. In an Armageddon, the Rest utility does not have its healing effect, and can only restore stamina, not health.
Tail Smash (SeaWings) Damage: 80 Hit Chance: 3-6 Block Chance: 1-2 Armor Penetration: 0 Stamina: 20 Effect: -20 damage for opponent next turn, +10 damage for user next turn, and opponent cannot use Firebreath next turn
Neurotoxic Venom (HiveWings) Damage: 70 Hit Chance: 1-6 Block Chance: No Block Armor Penetration: 0 Stamina: 10 Effect: Opponent cannot do anything next turn, but this attack cannot be used if the opponent still has any armor remaining
Carrion Bite (NightWings) Damage: 90 Hit Chance: 3-6 Block Chance: 1-2 Armor penetration: 80 Stamina: 30 Effect: If not blocked, it will deal 5 damage each turn for the next 5 turns, and also subtract 8 stamina from opponent for the same 5 turns
Leafspeak (LeafWings) Damage: 40 Hit Chance: 1-6 Block Chance: 1 Armor Penetration: 50 Stamina: 30 Effect: -10 damage for opponent next turn
Silk Wrap (SilkWings) Damage: 20 Hit Chance: 2-6 Block Chance: 1 Armor Penetration: 100 Stamina: 10 Effect: +10 damage for next turn
Duels can be done for different purposes.
There are three types of duels:
Duels are conducted on a turn-based system that can span multiple days, and tribe leaders get +10 in every stat in duels that are not part of any tournament.
Total Stats:
Health: starts at 100
Armor: starts at 100
Shield: starts at 100
Stamina: starts at 100
Time: starts at 3 days
Each attack will have armor penetration and a block chance.
First, a die is rolled to resolve the block chance. if the attack is blocked, all of the damage goes to the SHIELD, NOT THE HEALTH, AND NOT THE ARMOR.
If the attack fails to block, then we resolve the damage, which requires a calculator.
Basically, each attack will have armor penetration, (for example, 60, in which 60% of the damage would hit the health, and 40% would deal damage to the armor) resolve this, and then subtract the stamina of the attack to the player's stamina. They also have a hit chance, which is normal.
Example: Attack has 50 armor penetration, 1 shield block chance, and 50 damage. It costs 20 stamina and works on a roll of 2-6. Their opponent is at full.
Rolls a 4, the attack hits the opponent, the block die is rolled, it is a two, and the block does not happen, since the block chance was 1. The attack deals 10 damage to the health and 10 damage to the armor.
If not enough armor is remaining to withstand the incoming armor penetration, the overflow damage goes to the health. For example, 20 armor is remaining, but the upcoming attack deals 30 damage to the armor and 10 to the health (as per armor penetration calculations). Then, 10 damage will affect the health, and since the armor is too less, it will defend 20 damage and the remaining 10 will go to the health. Therefore, the result will be -20 health and -20 armor, with 0 armor remaining after the attack.
Similarly, if the shield is not enough to completely block the attack, the remaining damage goes to the armor, and then regular armor penetration is done with the remaining damage. For example, an attack of 50 damage and 60 armor penetration is done, and is blocked. However, the remaining shield is 20 only. Thus, it blocks 20 damage, and the rest (30) goes to the armor. Now, armor penetration is calculated from the REMAINING DAMAGE, in this case 30. We calculate 60 armor penetration of 30, resulting in -12 armor and -18 health.
3 days time is provided for each move, and is reset after the move is played, much like Daily Matches in chess.
Breath attacks can be used once only and do not cost stamina. Not all dragon tribes have breath attacks.
Special attacks can only be used once also, and DO cost stamina. All dragons have special attacks.
Rest and repair are UTILITIES. They can be used instead of an attack.
25-move rule: There will be a move counter in all duels, which will count the number of moves played. Unlike chess, here, we will count each player's action as a separate move, for example, if A plays Tail Club and B plays Punch in response, 2 moves have been played.
After the number of moves have touched 25, this rule comes into effect. When move 25 is reached, if neither player is seen to have health lesser than or equal to 15, the game will be called a draw. However, if one or both players have health lesser than or equal to 15, the game will progress. After this, if the game continues to move 50, we will check the same criteria once again. If the health still meets the criteria, we will continue once more and check again in move 75. This will continue unless one player wins, or the health touches 15 or less than 15 during a checkpoint. Checkpoints arrive in intervals of 25 moves, as you may have already noticed.
To summarize, every 25 moves, the health of both players will be checked, and if none of their health is lesser than or equal to 15, the game is called a draw. If it is, the game continues and the health is checked again after 25 moves.
Armageddon: If a duel ends in a draw due to the 25-move rule and a tiebreak is necessary, an Armageddon is held. In an Armageddon, the Rest utility does not have its healing effect, and can only restore stamina, not health.
Regular Attacks:
Damage: 20
Hit Chance: 2-6
Block Chance: 1-2
Armor Penetration: 40
Stamina: 10
Damage: 50
Hit Chance: 3-6
Block Chance: 1-3
Armor Penetration: 20
Stamina: 20
Damage: 60
Hit Chance: 2-6
Block Chance: No Block
Armor Penetration: 60
Stamina: 50
Damage: 80
Hit Chance: 5-6
Block Chance: 1
Armor Penetration: 50
Stamina: 60
Utilities:
Use Chance: Always Works
Effect: +40 Stamina, +10 Health
Use Chance: 2-6
Effect: +20 Shield, +20 Armor
Special Attacks:
Damage: 30
Hit Chance: 2-6
Block Chance: 1
Armor Penetration: 0
Stamina: 10
Effect: -20 damage for opponent next turn
Damage: 30
Hit Chance: 2-6
Block Chance: 1
Armor Penetration: 0
Stamina: 10
Effect: -20 enemy armor penetration next turn
Damage: 30
Hit Chance: 2-6
Block Chance: 1
Armor Penetration: 100
Stamina: 20
Effect: N/A
Damage: 80
Hit Chance: 3-6
Block Chance: 1-2
Armor Penetration: 0
Stamina: 20
Effect: -20 damage for opponent next turn, +10 damage for user next turn, and opponent cannot use Firebreath next turn
Damage: 60
Hit Chance: 4-6
Block Chance: 1
Armor Penetration: 50
Stamina: 20
Effect: N/A
Damage: 70
Hit Chance: 1-6
Block Chance: No Block
Armor Penetration: 0
Stamina: 10
Effect: Opponent cannot do anything next turn, but this attack cannot be used if the opponent still has any armor remaining
Damage: 90
Hit Chance: 3-6
Block Chance: 1-2
Armor penetration: 80
Stamina: 30
Effect: If not blocked, it will deal 5 damage each turn for the next 5 turns, and also subtract 8 stamina from opponent for the same 5 turns
Damage: 40
Hit Chance: 1-6
Block Chance: 1
Armor Penetration: 50
Stamina: 30
Effect: -10 damage for opponent next turn
Damage: 20
Hit Chance: 2-6
Block Chance: 1
Armor Penetration: 100
Stamina: 10
Effect: +10 damage for next turn
Breath Attacks:
Damage: 60
Hit Chance: 3-6
Effect: N/A
Damage: 50
Hit Chance: 2-6
Effect: -10 damage for opponent next turn
Damage: 100
Hit Chance: 6
Effect: N/A