Offline duel rules

We in social

Authorization

Registration Remind password
Advertisement

DUEL RULES



Rules of ordinary offline duels


Participants of a duel are putting their feuds at stake. Therefore, a landless citizen cannot fight in a duel.

A Knight may challenge another Knight or a Baron. A Baron may challenge another Baron or a Count. Counts are allowed to challenge another Count or a Marquis. Marquis may initiate a duel against a Marquis, Duke or Magister. Finally, Dukes and Kings may challenge any of other Dukes, Kings and Magisters.

A Magister may challenge anyone, who has at least one feud. In order to do so, the Magister himself must be owning no less than two feuds in the Lands in question, including the feud which indicates his status as a Magister.

Anyone, who has a feud, may challenge any clan member, irrespective of their ranks, if that clan has at least 1 feud in this version (if the challenged player is landless, then the challenge must be either accepted by another member of his clan, or supported by an in-clan feud transfer). A clan member may also challenge any feud-owning player.

An ordinary citizen (who is neither a Magister, nor a clan member) being challenged to a duel, may refuse it once or twice, but a special mark will appear near his coat of arms on the feud map (it will disappear after he accepts a duel challenge). The term between a refusal and a new challenge should be no less than a month. If a citizen refuses three duels in a row, he will pay a fine equal to half cost of three feuds in the game versions where he refused to fight, in favour of the Magistracy. But if he is already taking part in a duel in other Lands by the moment of a new challenge, he may refuse the new duel without any consequences for himself (this refusal won’t lead to appearance of the mark or taken into consideration among other refusals that can end with a fine).

A clan member can't refuse a duel challenge. If he's unable to play it for some reason, any other member of his clan must accept the challenge instead.

A Magister who is not a clan member, can ignore any challenges all the time (Magister's immunity); besides, he can't accept challenges if he has only a single feud in the Lands (Magister's feud). But if a Magister is member of a clan having at least two feuds in these Lands (including the Magister’s feud), then he must accept the challenges.

If a citizen does not accept a challenge before the start of a new duel round without being a clan member, he gets a refusal mark automatically. But if this citizen is absent on the Portal (not visiting the Tavern, not playing in the tourneys, not taking part in the life of Heroes Lands in any other way) for at least two months by the time of a challenge, he can ignore the challenges without any consequences.

A citizen has the right to participate only in one duel in each Lands at a time. If a citizen is already taking part in a duel in one of the Lands (for example, in HeroesLands 3), he can refuse any other duel (for example, in HeroesLands 4) without any consequences for himself. He can't accept a new challenge or challenge someone himself in the Lands, where he is already fighting in a duel.

Players cannot use their bonuses or special artifacts in duels.

In order to challenge another player, you must send a letter to the Magistracy and to the citizen you want to challenge. The letter should contain your nickname, opponent’s nickname and the reason for a challenge. It is highly appreciated to write challenges with humorous fantasy-style. If you’re unable to write such a challenge yourself, visit the Trade Table. There, you’ll be able to find someone to aid you for a moderate fee.

!!!Attention!!! If you have a feud, but it is not shown on the feud map yet, you may not participate in duels.

Together with the reason text, a challenger should provide the route for his army to follow. Therefore, to initiate a duel, you must:

  1. Determine your feud’s placement on the feud map.
    feud map
    feud map - number cells
  2. Then determine the placement of your opponent’s feud. If your opponent is living on another continent, you should take into account that you may get there only through a portal
    portal
    or shipyard
    shipyard
    shown on the map – even if you are a Black Dragon. :) When going through a portal, you’ll get to another teleporter on your destination continent, and then continue your walking/flying/crawling towards the opponent’s feud from there. The same rules apply to the sea route, except that you end up in another shipyard instead of a portal.

    The feuds can have various colored borders on the map, as described below:

    • black - the owner is blocked;
    • green - the feud is owned by a Magister (administrator of the Portal) and can’t be used in duels;
    • yellow - the feud has been won in an online tourney and therefore can only be taken away via an online duel;
    • red – a shipyard or a portal
    • A blue border surrounds the whole territory of any feudal.
  3. Describe your route in the letter:
    Route
    Route
    Route
  4. As you can see, in this case the route goes not only through neutral hexes, but also through some feuds owned by other players. Here’s an example of the route description:

    I, Sir Gorbik, challenge Sir Masterd to a duel in Heroes Lands 4. The reason is that the lizard spills my beer in the Tavern too often. My route to his feud goes through the following Lands: ¹¹ 76,77,91,105,119,120,134 – 100,99,98,84. Please note that these Lands are owned by the following Sirs: ¹77, ¹91 – Sir Kalex – here I go through the teleporter, getting to the teleporter ¹100 at continent Fortress, – ¹99, ¹98 - Swamp Chaos

    In case of an online duel, the route must start on an online feud and end on an online feud. The route may not start or end on a Magister’s feud (but can go through it). A special note for experts in pathfinding: don’t pass the same hex twice!

  5. Then, according to your route description, the Magister will calculate the cost of your travels.

    Travelling costs for free lands:

    • for Heroes Lands 2:
      • 9@ - for each hex of your native continent,
      • 18@ - each hex of any other continent,
      • 27@ - for passage through a portal or shipyard.
    • for Heroes Lands 3:
      • 8@ - for each hex of your native continent,
      • 16@ - each hex of any other continent,
      • 25@ - for passage through a portal or shipyard.
    • for Heroes Lands 4 and Heroes Lands 5:
      • 10@ - for each hex of your native continent,
      • 20@ - each hex of any other continent,
      • 30@ - for passage through a portal or shipyard.

    Travelling through other feudals’ lands is 2.5 times more expensive. Blocked players’ lands are considered free when calculating the travelling costs.

    Also, there is a bonus hex on the maps – the treasury, near the Supreme Magister’s citadel on the following continents:

    • Heroes Lands II - Barbarian
    • Heroes Lands III - Stronghold
    • Heroes Lands IV - Chaos
    • Heroes Lands V - Dungeon

    Instead of paying for passing through this hex, you will get a bonus:

    • Heroes Lands II - 85@
    • Heroes Lands III - 75@
    • Heroes Lands IV - 100@
    • Heroes Lands V - 100@

    Upon taking the road fee from you, the Magister transfers @ to the feudal lords, whose lands you will be passing through. The road fee remains in the Magistracy only for the unclaimed lands.

    Travelling through the lands of fellow clan members, vassals or suzerains is free

    !!Attention!! There are following penalties:

    1. The fine for not providing a duel route together with a challenge is now 50@*challenger’s feuds number in favour of the Magistracy (If you can’t browse the feud maps for technical reasons, please write to [email protected] before sending your challenge to the Magistracy).
    2. The fine for absence of a coat of arms for the challenger, and for absence of a royal flag (if he is a king) is equal to 30@*challenger's feuds number (if a king has no coat of arms and no royal flag, he will be fined twice).
    3. Travelling through the lands of a fellow clan member is not free if he has no coat of arms.
    4. Feudals without coats of arms don’t receive their fee from other players travelling through their lands.
    5. When challenging someone who has no coat of arms, or no royal flag in case of a king, the challenger pays half of the total road fee (discount does not apply to fines).

    If the challenged player accepts the challenge, he must send a confirmation letter to the Magistracy during the current duel round.

    On getting the confirmation, the Magistracy opens the duel in the corresponding section of the "Heroes Lands" after the end of the current duel round. The opponents must download the starting save themselves.

    During the first week after the duel’s start, the participants may ask the Magistracy to change the starting save. Such a change is possible only after requests from both participants, and only once; it is made within three days after receiving the requests. The term of the duel is not prolonged in that case.

    The Magistracy may deny a duel challenge without explaining the reasons. In this case, the duelists are informed by a letter from the Magistracy within three days.

The final (victorious) saves should be named with the nicknames of duel participants and sent to the Magistracy no later than the specified date (usually a month since the duel start) for examination of the results. Duel results are evaluated with priority of days. If the days are equal, the game score is compared. If both days and score are equal for both participants, a draw is announced.

If one of the duelists doesn't send his victorious save in time, he loses. If both players don't send their victorious saves, then they both lose. In the last case, each of them loses a feud in favour of the Magistracy. Bets on such duel won’t be returned.

By mutual consent of both duelists, the duel can be prolonged, but only once and for no longer than two weeks. In that case, the Magistracy informs the participants about the new deadline.

If one of the participants is unable to communicate with the Magistracy at the moment, the duel can be conventionally prolonged at request of the second participant. The Magistracy then sends a corresponding letter to both of them. If the first participant finds a way to get in touch with the Magistracy and send his final save before the initial deadline, but does not confirm the prolongation request by the second participant, then the latter one loses (if he does not send his save before the initial deadline). If the duel prolongation request is not denied by the first participant before the initial deadline, then the duel is prolonged by a single participant’s request.

Duel winner gets a feud from the loser. Besides, he receives arroba equal to the amount of his game score. If the loser was the initiator of the duel, he pays a 100 @ fine in favour of the Magistracy. If both participants lose, they are fined too.

If the challenged player loses his last feud, then he has the right to demand a revenge duel. The opponent cannot refuse such a duel. But if a player initiates a duel himself and loses, he can't demand a revenge.

If the player who demanded a revenge loses again, he's pays 100 @ in favour of the Magistracy (as the challenger) and his opponent gets arroba equal to his score, obtained while playing the revenge duel. He doesn't get another feud.

If a duel ends in a draw, each of the participants gets arroba equal to half of their game score. The feuds remain with their owners.

If a player loses a duel, he has the right to ask the winner for explanation within one month after the official results of the duel were published. A copy of such request must be sent to the Magister. At this request, the winner is obliged to send his savegames to the loser (down to daily ones) along with all the necessary explanations. If this had not been done within a month, the loser may ask the Magister responsible for duels to cancel the duel results. All moot points of sending the savegames and possible punishment of the infringer are decided by the Magistracy.

All inhabitants of the Portal may bet on active duels.

Send your challenging letters to [email protected].

"Wild duel" rules


Stakes in wild duels are wild feuds, i.e. feuds won for and absolute first place in a Wild Land tourney on a special map. These feuds are not shown on the ordinary feud maps. Instead, they are placed on the Wild Lands map. Therefore, only those players having a wild feud have the right to participate in such duel.

Travelling costs in a wild duel are:

  • for free cells:
    • 16@ – in Heroes Lands 3;
    • 20@ – in Heroes Lands 4;
  • for cells owned by other feudals – 2.5 times more expensive.

The route may go only through the known lands (i.e. cells with a finished map).

If you are isolated from your opponent, you may travel to his feud by means of teleportation, which costs 280@ in Heroes Lands 3 or 350@ in Heroes Lands 4.

Winning criteria in a wild duel are the starting hero’s experience points and, in case of equal XP, the sum of his primary skills without any artifacts (like in Wild Lands tourneys).

In all other points, the rules of ordinary offline duels apply to the wild duels too.




ALL RIGHT RESERVED. © 1999-2024 HEROESPORTAL TEAM