You design the fighter.
It does the fighting.
A browser RPG where you build a champion, write the rules it fights by, and watch the replay. Fights take about a minute. You never press a button during one.
Level gifts so far: 8 of 100 free packs at level 15, 0 of 100 blueprints at level 20.
- [T 3] Warrior → Slash: 81. Rogue at 81%
- [T 4] Rogue → Quick Cut: CRIT! 59. Warrior at 87%
- [T 5] Warrior → Slash: miss
- [T 15] Winner: Warrior
Deterministic by seed · repeatable blow by blow
Asynchronous PvP
You attack a saved copy of another player's champion whenever you want. They don't need to be online. When someone attacks yours, you get the replay.
Visible math
All the numbers are on your sheet before the fight: hit chance, damage ranges, what each skill does at each level. If you lose, you can see why.
What money buys, and what it doesn't
The store sells identity, time and Battle Points — and Battle Points buy packs, so money reaches items, materials and gems. What it does not reach: rank, season rewards, relics, cantos and titles. Those are earned or not owned.
Four ways to settle it
Four classes. The stats shown here are read from the game's own data.
Warrior
The Warrior starts slow. Every hit it takes builds Rage, and Rage pays for its heaviest attacks later in the fight.
Rage·HP 243·spd 40
Rogue
The Rogue attacks fast and its skills cost little. It wins by landing many small hits before the opponent's plan gets going.
Energy·HP 210·spd 52
Mage
The Mage's spells are expensive and go through armor. Between casts it is exposed, so a Mage build is a bet on landing the big hits first.
Mana·HP 210·spd 46
Channeler
The Channeler works with two poles, Light and Shadow, and gains by switching between them at the right moment. It is the most technical class in the game and rewards players who learn its timing.
Balance·HP 225·spd 48
Three lineages of the cataclysm
Your lineage changes your starting stats and gives one passive.
Tharûm
Affinity STR · VITThe Tharûm survived the breaking of the world by turning to stone rather than kneeling. They fight slowly and outlast. Choose Tharûm if you want to still be standing at the end: their skin takes less damage than anyone else's.
Stoneskin — flat damage reduction
Sylphar
Affinity DEXThe Sylphar outran the cataclysm and never slowed down. They strike first and are hard to hit. Choose Sylphar if you want to attack before the opponent does and dodge what comes back.
Lightstep — evasion and speed
Aeshtar
Affinity INT · SPRThe Aeshtar did not fight the arcane or run from it; they learned to speak with it. Choose Aeshtar if your build spends a resource, whether mana, balance or fury, and you don't want to run out: they resist magic and regenerate resource faster.
Communion — magic affinity and spirit
Your items remember
Each forge level rolls real bonuses and the item keeps a log of them, so two +7 swords can be different.
Common
Magic
Epic
Legendary
THE FLOOR · +1 to +4
It never fails. This is where every item you mean to keep begins.
guaranteed to +4 · 140 dust
THE RISK · +5 to +8
Here it can fail. If it does, the item drops a level and loses what that level gave it. Protection stops that.
90% down to 78% success · protection from 30 essence
THE SUMMIT · +9 and +10
No protection at +9 and +10. If it fails you drop a level and climb again.
75% at +9 · 210 essence per attempt · 1 catalyst
One real item's history
Worldbreaker +9- +1Strength +2·Physical damage +0.1%·Atk speed +0.1%
- +2Strength +2·Physical damage +0.1%·Crit +0.1%
- +3Strength +2.15·Crit +0.1%
- +4Strength +0.15·Atk speed +0.1%
- +5Strength +2.15·Physical damage +0.1%·Crit +0.1%
- ▼Fell from +5 to +4 — lost what that level had given it.
- +5Strength +4.15·Physical damage +0.3%·Health +0.1%
- +6Strength +4·Physical damage +0.1%·Health +0.1%·Atk speed +0.1%
- +7Strength +4.15·Physical damage +0.1%·Crit +0.1%·Atk speed +0.1%
- +8Strength +2.15·Physical damage +0.3%·Health +0.1%·Crit +0.3%·Atk speed +0.1%perfect level
- +9Physical damage +0.1%·Strength +0.15·Health +0.1%·Crit +0.1%
Forged total:Strength +23.05·Physical damage +2%·Atk speed +1%·Crit +1%·Health +1%
This history was generated by the game's own forge code, not written by hand.
Gems and sockets
- RubyPhysical damage +6%
- GarnetStrength +4
- SapphireMagic damage +7%
- DiamondCrit +5%
- EmeraldHealth +4%
- OpalAtk speed +3%
- OnyxCrit dmg +7%
Sockets depend on rarity: common 0, magic 1, epic 2, legendary 3. Each gem fills one.
Socketing isn't only more power — the gem also makes the item cheaper to build, so it leaves room for everything else.
Catalysts are not for sale: not one of them is. They're earned by clearing the story for the first time, and they rarely drop where materials drop — including inside the pack you buy with Battle Points.
Made by one person
Duelsmith is one person's attempt at what Duels (2007–2008) was: a game where you decide what your champion is and how it fights, and the fight itself plays out on its own.
The roadmap is public and every version has release notes, including what broke. If you report something, it usually changes the next week.
Questions for the smith
Common questions
- Do I need reflexes?
- No. Nothing happens in real time. You set up the champion and its plan, pick a target, and the fight resolves on its own.
- What does the store sell?
- Skins, champion slots, conveniences — and Battle Points, the same currency you earn by playing. BP buys packs, so it reaches items, materials and gems. It does not reach rank, season rewards, relics, cantos or titles: no SKU lists them, no pack contains them, and no amount of money produces one.
- Is it random?
- There are dice, but you see the odds before you fight, and every fight is replayable exactly as it happened. Two people opening the same replay link see the same fight.
- When does it launch?
- Yes. Season 1 is running. New things ship most weeks and are listed at /releases.
Make a champion. It takes two minutes.
Season 1 is running

