Eternal Duels Back to the game

How this works

Everything a new duellist needs, and nothing a spreadsheet would tell you better.

Starting out

You make a fighter, pick a class, and are dropped into the arena with almost nothing. The first hour is about finding out what your character is good at; everything after that is about proving it against people.

There are two classes. Fighter hits things with steel; Mystic does it at a distance. The class you choose decides which skills are open to you and which weapons you can hold, and it cannot be changed afterwards.

Follow the first quest chain in your Quest Journal. It exists to walk you through the parts of the game in the order they start to matter, and it pays well enough that skipping it is a waste.

Fighting

Fights resolve on their own. You do not press anything during a duel — everything you were going to decide, you decided before it started. Afterwards you get a full log of what happened, turn by turn.

Skirmish

A practice bout. No rating, small rewards, no consequences. Use it to see how a new build behaves. Skirmishes strip out actions and scrolls, so what you are testing is the character itself.

Challenge

The real thing. You call someone out; they accept or decline. Both sides choose what they bring — loadout, action set and scroll — and the challenger chooses when sending, the defender when answering.

Why the rewards dry up

You can only earn from the same opponent three times in a 12-hour window. After that the fights still happen, but they pay nothing. This stops one convenient opponent from becoming your whole income.

Opponents more than five levels away from you pay nothing at all — in either direction. Beating someone far below you is not an achievement, and losing to someone far above you should not be punished.

Wands can be turned aside

A wand is the one weapon a defender can resist outright. When they do, the blow does nothing at all — no damage, no effect. What decides it is their Resilience, and several skills push that number either way: Wand Mastery makes you harder to resist, Wand Slinger strips the defence, and Feedback hurts anyone who turns your wand aside.

What goes on your record

Wins and losses against other players always count. Fights against training dummies count too, but only when the two of you are within five levels of each other — far enough apart and the result is recorded for the dummy alone. A record built on the weakest opponent in the roster would not say much.

Your character

Every level gives you points to spend on six attributes. Nothing is wasted — but nothing is free either, and a character that puts a little into everything will lose to one that committed.

AttributeWhat it does
StrengthDamage with heavy weapons. Some armor needs it.
DexteritySpeed, accuracy, and getting out of the way.
VitalityHealth. The least exciting and the most missed.
IntelligenceDamage with staves and wands.
PerceptionFinding the gap. Critical hits.
ResilienceShrugging off what lands anyway.

Attributes feed the numbers you see on your sheet — armor, dodge, block, critical chance and the rest. Gear feeds them too, and usually more.

Resist

Fourteen skills in the game can be resisted — poisons, freezes, attribute drains, the roars and shouts that strip your damage. Your Resist decides how often you shrug them off. Some are cancelled outright; others still land, but weakened.

It comes mostly from Resilience, with smaller contributions from Dexterity and Perception, and a good deal of it rides on gear. Few people pour points into it directly and they do not need to — but a duellist with none of it is helpless against a caster who brought the right opener.

Armor and absorb

The Armor rating on your gear is not a percentage. It is converted into absorb — the share of incoming damage you simply do not take. The curve gives less and less for each further point, so the first hundred are worth more than the tenth hundred, and no amount of it makes you immune.

Absorb works against weapon blows and against abilities alike, and it does not care what level your opponent is: the same armor behaves the same way against everyone. A few items and skills add absorb directly on top of what your armor gives.

A critical hit does not cut through absorb on its own. A few skills can — Sledgehammer is one — and they say so in their own text. Absorb otherwise holds against crits exactly as it does against anything else.

Gear

Your character has a Power budget that grows with level. Every item costs Power to wear. You cannot exceed the budget, so gearing up is not about owning the best pieces — it is about which of them you can afford to have on at once.

A single enormous weapon may cost as much as half your armor. That is a real choice, and both answers are playable.

Slots open as you go

SlotOpens at
Weapon, off-hand, chest, legs, gloves, bootsLevel 1
Helm, shouldersLevel 10
RingsLevel 15
Wrists, shinsLevel 20
BeltLevel 30
CloakLevel 40

Items you cannot wear yet are still worth keeping. An empty slot costs nothing, and the piece will be there when the slot opens.

A shield is worth more than the armour on it. Shield Mastery makes shields cheaper to carry and adds to your armour; Shield Bash strikes back every time you block, and Shield Slam can negate an attack outright and hurt them for it. A shield without those skills is mostly a wall.
The off-hand is the exception: the slot is open from the start, but what goes in it has to be earned. A shield needs Shields, a second weapon needs Dual Wield, and a wand needs Wands — three separate skills, and none of them covers the others. A two-handed weapon takes both hands and leaves the slot empty.

Loadouts

You can save three complete outfits and switch between them. One of them can be marked as preferred — that is the one other players see on your profile, and the one they fight when they skirmish you. It does not have to be the one you actually bring to a duel.

Packs

Packs are where gear comes from. You buy them with tokens and open them; what falls out is not up to you.

PackCostWhat is in it
Eternal Duels Core I10 tokensThe everyday catalogue. Common up to epic.
Royal I35 tokensUncommon up to legendary. Court armories and old titles.
Wyrm100 tokensRare up to artifact. Everything a dragon left behind.

Each pack gives one item, with a small chance of a second. It also gives two scrolls, plus a one-in-ten chance of a third.

The rarest pieces exist in limited numbers across the whole server. Once enough copies of a legendary or an artifact have been found, that piece stops appearing and nobody else will ever open one. What you are wearing says something about when you got here.

Skills & paths

Levelling gives skill points as well as attribute points. Skills sit in trees, arranged in three tiers — the deeper ones need ranks in the shallower ones first.

Openers

Some skills are openers: they only work if you have selected them as your active one, and you can only have one active at a time. An opener shapes the whole fight rather than a single turn, so switching it is a real decision, not a tweak.

Reading a skill

Every skill and opener shows two things: a line of flavour, and underneath it exactly what it does — the numbers, the duration, and whether the target can resist or absorb it. Open the skill and you will see the same for every rank, so you can tell what the next point actually buys before you spend it.

Two words worth knowing. Resistable means the target can shrug the effect off with their Resist; some of those still do something reduced instead of nothing at all — a resisted freeze still strips a little absorb, a resisted drain still takes a smaller bite. Absorbable means the damage goes through their absorb like a weapon blow rather than ignoring it.
Nothing in the game grants attacks for free. You get two swings a turn with your main weapon and one with an off-hand weapon, and everything beyond that is earned — Quickness up to every second round, Staff Focus every third, a handful of actions, and Head Butt, which takes one from your opponent and gives it to you. Dexterity decides who swings first, not how often.

Starting over

You can forget everything you have learned and get the points back. Be aware of one consequence: whatever is in your off-hand comes off with the skills, because the skill that allowed it is gone. The item is not lost — it goes back to your bag and waits until you learn the skill again. The same applies to a saved loadout: it will leave the off-hand empty rather than put back something you may no longer carry.

Your High Path

At level 15 you choose a High Path. Fighters become Warrior or Assassin; Mystics become Mage or Druid. It opens a second skill tree and a set of actions that belong to nobody else.

The choice is permanent. Before you make it you can browse both trees in the Skills tab — including their openers — so you are not deciding blind. Afterwards the other one disappears.

Actions

From level 25 you can buy actions with gold and slot them into specific turns of a fight. This is the part of the game where you stop fighting and start planning.

  • An action set holds up to six actions, placed on turns 1 to 10.
  • Most actions have a cooldown, so the same one cannot sit on two turns close together.
  • You can save several sets and pick which one to bring, per duel.
  • NPCs never use actions. Skirmishes strip them out.

Actions are bought once and kept forever. The strongest of them are not the ones with the biggest numbers — they are the ones that answer what the other player was counting on. A trap that shuts down a fast opponent is worthless against a slow one, and decisive against the right target.

Scrolls

A scroll is a single-use insurance policy. You bring one into a duel, it fires on its own, and afterwards it is gone.

Unlike an action, you do not decide when a scroll goes off. Some trigger at the start of the fight; others wait until you are hurt. Choosing one is not asking what is my plan but what am I afraid of from this opponent.

They come out of packs, they are common, and none of them will win a fight on their own. The skill Scribe, on the Path of the Staff, makes them stronger.

A scroll is spent when you send a challenge, not when the fight happens. If the other player declines or the challenge expires, you get it back.

Quests

The Quest Journal holds everyone who has work for you. Chains unlock in order and at set levels — finish one and the next appears.

They are worth doing on their own terms. Early ones pay in experience; later ones in tokens and packs, which at that stage matter more.

Some chains are bought rather than earned, and some run only while an event is on. Those are kept on their own tabs, so the list you see is the list you can actually work on.

The ladder

The ladder opens at level 40. It is the endgame: ranked duels against opponents near your rating, and a table that is scored every Thursday at 08:00 server time — the same moment the challenge rewards reset.

How a ranked match happens

  • You enter the queue, and you choose your loadout, action set and scroll there — before you know who you will face.
  • The system pairs you with someone near your rating. The longer you wait, the wider it looks.
  • Both of you get 72 hours to change your mind. You can see the opponent's profile, but not what they are actually bringing.
  • If you change nothing, you fight with what you queued with. Nobody loses by not answering.

A ranked match cannot be refused. That is the point — otherwise the ladder would be about who you avoid rather than who you beat. Ranked fights also pay 20% better than an ordinary challenge, win or lose.

Ranked or unranked

You appear on the table once you have played 10 ranked matches this week. Matches, not wins. The counter resets with the season, every Thursday at 08:00 server time.

End of season

PlaceReward
1st700 tokens
2nd500 tokens
3rd250 tokens
4th100 tokens
5th75 tokens
Everyone else who qualified50 tokens

Gold & tokens

Two currencies, and they do not overlap.

Gold comes from fights and quests. It buys actions and pays the vendor. It is common, and it is meant to be spent.

Tokens buy packs, and packs are the only source of gear worth wearing. They arrive slowly — from challenges, quests and the end of a ladder season — so what you spend them on is the closest thing this game has to a long-term decision.

You can hold 2000 tokens at most. Anything a reward would push past that is lost — so spend before you sit on a full purse.

Anything you do not want can be sold to the vendor for gold, with two exceptions: quest rewards and anything won in an event are bound to you. They cannot be sold or traded, and they never drop from a pack — the only way to own one is to have earned it.

Events

A few times a year something takes over a corner of the game for a week or two. While it runs, a Season tab appears in your Quest Journal; when it ends, it disappears along with anything you left unfinished.

Events pay in their own currency, earned from ranked fights — winning gives more, but losing is never worth nothing. What you collect goes toward a ladder of rewards you can see from the start, so you always know what you are working toward.

Nothing is accepted or handed in. You fight, the count rises, and the rewards arrive on their own.

The rarest rewards are a choice — two options, one pick, and the other is gone. Take your time over it; there is no way back.