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Team duel system

Scars of Honor features a duel system built around both individual and party-based challenges rather than only one-versus-one combat. A duel can be initiated against a solo player or against another team, with acceptance handled through party leadership.

Party duel rules

When a challenged player is part of a party, only the party leader receives the notification to accept the duel. This gives the group a single point of control over whether the match begins.

The system supports team-versus-team and team-versus-one encounters. A visible timer appears once the duel starts.

Defeat state and victory condition

The duel uses a last-man-standing rule. A participant who is defeated is not removed in a conventional death state; instead, that character is stunned. The stun prevents the defeated player from continuing to move, deal damage, heal, or otherwise interfere with the remaining duel.

This stun state remains until the duel is resolved. Once the opposing side's final active participant is defeated, the duel ends and affected characters return to a friendly state.

Health threshold and forfeit rules

A duel ends when a participant reaches 5% health. Players can also refuse a duel before it begins.

The system includes a duel area boundary. Moving more than 20 meters away causes a forfeit unless the player returns within 10 seconds. This acts as an anti-kiting and anti-disengagement rule for organized duels.

A player can also intentionally forfeit. After a short delay of roughly several seconds, the duel flag disappears.

Source

  • Recording: We Reworked the Gronthar Race… (And Built a New Duel System)
  • YouTube: Watch on YouTube
  • Published: Thursday, March 26, 2026 at 2:32 PM UTC

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