Duelsmith

A tactical RPG where the build is the weapon. No reflexes, no grinding twitch skills — theorycraft your champion, tune every stat and skill, set the tactical plan, and let it fight for you. PvP is asynchronous: your build defends while you sleep, and you strike at other players’ builds on your own time.

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The world

The Greatwork — an RPG where the build is the whole game

The world is called the Greatwork, and it was never finished. The war that nearly unmade it ended not in victory but in a pact: the Anvil-Peace. Its law is simple — war melts what the duel tempers. Since that day, every dispute in the Greatwork — between the three races, between houses, between rivals — is settled in the duel. Your rating is not a number. It is your voice.

You do not fight in person. The Forge does not record your body — it records your decision. Your build, your gear, your battle plan: pressed together into an Echo that duels in your name, awake while you sleep. This is an RPG where the build is the whole game and PvP is asynchronous — your Echo fights for you, and victory belongs to the better plan, not the faster click.

Beyond the tempered lands lies the Untempered — the raw edge of an unfinished world, where no map closes. Each season the great Forge is relit, the fine laws of combat are re-tempered, and the border moves. The Greatwork is still being made. So is your place in it.

Races

The three races of the Greatwork

Tharûm

Endurance

When the world broke, the Tharûm did not run and did not bargain: they endured, and the cataclysm left them stone. A Tharûm duelist wins the way a mountain wins an argument — by still being there at the end.

Sylphar

Tempo

The Sylphar survived by never being where the cataclysm struck — a people of tempo, courts, and debts that never quite come due. They treat the duel as a conversation where they always have the last word: strike first, be elsewhere, answer twice.

Aeshtar

The arcane

The Aeshtar met the cataclysm and did the unthinkable: they spoke to it, and what answered changed them. An Aeshtar duelist never runs dry — power is pronounced, sustained, and released at the chosen moment.

Institutions

The Cube, the Forge, and the Ladder

Two relics survive from the world’s forging, and all of civilization runs between them. Between chance and will lives the Greatwork’s true religion — theorycraft.

The Cube

Chance

The leftover chance of creation: feed it what you’ve milled down and it returns what it pleases. No one governs the Cube.

The Forge

Will

The will: it breaks the unworthy into dust and essence, and tempers the worthy into something the world hasn’t seen yet.

The Ladder

The Gallery of the 84

Every dispute is settled here, temper by temper. Climb it and your rating stops being a number — it becomes your voice.

The Gallery of the 84

The Ladder & its Guardians

The Ladder is asynchronous PvP against preserved build snapshots. When the Anvil-Peace was struck, eighty-four champions of the war generation surrendered their Echoes forever — hostages of the peace, kept exactly as the war ended. They are the Gallery of the 84: twelve Echoes per temper, seven tempers deep. Climbing the Ladder means walking through the end of the war, duel by duel.

Each temper is remembered by a Guardian — a name the Gallery still keeps, a legend climbers trade at the foot of the stair. Legend keeps Thrunn, the Open Gate, who took the lowest temper forever so no duelist’s first climb would be met with contempt; and Ghuram, the Anvil’s Hand, keeper of the seventh, whose hammer sealed the Peace. You won’t find them waiting at a door — they are stories the Ladder still tells.

The story

Season 1 — Khargrim, the Unbent

Khargrim climbed all seven tempers — the first in an age — and at the top the Gallery’s keepers offered him the 85th pedestal: his Echo consecrated beside the Twelve of the Anvil, forever. He looked at the 84 — Echoes that have fought without rest for centuries, for a peace they never chose to keep — and saw the cage inside the honor. “My Echo obeys me, not the Peace.” He walked off the Ladder — no rank ever held him — and took his warband to the edge of the Untempered to forge duels outside the pact. The uncomfortable truth of Season 1 is that Khargrim is not entirely wrong.

Latest release
v0.118.0La marca, y todo lo que la QA encontró2026-09-06All release notes →