Fall of Varrock

Duelling & Staking

From the Fall of Varrock Wiki - The classic stake-your-items duel. Challenge a player anywhere in a safe zone, set the rules, both put up items and coins, then get whisked to a private arena and fight to the death - the winner takes the whole pot. Escrowed and crash-safe, so it can't be scammed.

Duelling is where you back yourself with your bank. Challenge another player - at the bank, in

the square, anywhere safe - both of you put up a stake - items, coins, whatever you dare - and fight

to the death. The winner takes the whole pot. This is the old-school stake, and it doesn't hold

back.

You don't travel to an arena any more: the moment both stakes lock in, you're both **teleported into

a private copy of the arena pit, and when it's over you're dropped right back where you were

standing**. Every duel gets its own arena, so any number of fights can run at once. Want to sharpen

up first? The PK Training Arena is still the place to practise.

How a stake works

  1. Challenge - right-click another player anywhere in a safe zone and choose Challenge. They get a clickable challenge in their chatbox, just like a trade request - when they accept it, you pick the rules.
  2. Set the rules - choose how the fight is fought (see below).
  3. Put up your stake - add items and coins exactly like a trade. Both sides see each other's stake and its total value.
  4. Confirm - the third screen is the full classic confirmation: your opponent's **combat stats**, every agreed rule spelled out, what happens when the duel starts, and both locked stakes with their values. Accept it and the fight is on.
  5. Fight to the death - you're both teleported into your own private arena, a short countdown, then it's live. First to fall loses.
  6. Payout - "Well done! You have defeated <name>!" - the winner receives both stakes (banked if their inventory is full) with a spoils summary of what was won and its value, and both fighters are teleported back to where they accepted the duel.

It can't be scammed

Duel Arena staking in RSPS history is a notorious scam pit. This one is built so it simply can't be:

  • The stakes go into escrow the moment you both confirm - not into your opponent's hands. The classic "remove your item at the last second" trick is impossible; the confirm screen shows both locked stakes and their value.
  • Nothing changes behind your back - any change to the rules or either stake instantly resets BOTH accepts, flashes the changed row, and locks the Accept button for a few seconds ("Wait...") with a warning. You physically cannot agree to something you haven't seen.
  • Your worn gear and the rest of your bank are never at risk - only what you explicitly staked. Dying in the arena drops nothing of your own.
  • Crash-safe - if the server ever goes down mid-duel, the duel is voided and **every stake is returned** to its owner on the next login. Staked wealth cannot vanish.
  • Every duel is logged.

The rules

When both players accept the challenge, the Duel Arena rules screen opens for both of you.

Either player can click the toggles; any change resets both accepts, so nothing can be slipped

past you at the last second. Both accept → the stake screen opens.

Combat rules (the checkbox column):

  • No Melee / No Ranged / No Magic - ban whole combat styles. At least one style must stay legal.
  • No Prayer - prayers are disabled (and switched off at the start).
  • No Food / No Drinks - no eating, no potions.
  • No Movement - both fighters are rooted. You start on adjacent tiles so melee still connects - no stalemates.
  • No Forfeit - the duel is strictly to the death; the forfeit option is disabled.
  • No Weapon Switch - whatever's in your hands at FIGHT! is your weapon for the whole duel.
  • No Special Attacks - the spec bar is disabled.
  • Whip only / DDS only - house weapon whitelists.
  • Fun weapons - you can only attack with a whitelisted joke weapon (rubber chicken and friends). Bare fists don't count - no weapon, no attack.
  • Show Inventories - each of you can see the other's worn gear and backpack (what they have, not how many) - no hidden hasta up the sleeve.
  • Obstacles - the fight happens in an obstacle pit: walls and pillars that block movement and line of sight. Can't be combined with No Movement. *(Opening soon - the pit is being inspected.)*

Forbidden gear (the paper-doll): click any equipment slot to forbid it for the duel. Forbidden

worn gear is taken off automatically when the fight starts - so you need **enough free backpack

space for it, checked when you confirm the stake. Forbidding the weapon or** shield slot also

bans every two-handed weapon (a 2H fills both).

Presets - one click sets a whole rule sheet:

  • Whip - the classic whip-stake format: no ranged/magic/prayer/food/drinks/movement/forfeit/specials, inventories shown, every gear slot forbidden except the weapon. Any one-handed weapon is legal.
  • Boxing - the same, plus the weapon slot - bare fists.
  • Save / Load - keep your own favourite rule sheet on your account.
  • Last - reload whatever the two of you agreed last time.

Companions:

  • No companions (the default) - a pure 1v1. Your companions stand down for the whole duel; nobody's bodyguards can interfere.
  • Allow companions - both sides' companions fight too, defending their owner and battling each other. With a full roster that's up to a 4v4 party brawl. A companion that falls is out for the rest of the duel - no respawning reinforcements. (Companions are never part of the stake and drop nothing.)

Always in effect:

  • A level playing field - at the start of every duel both fighters are reset: boosted (and drained) stats back to base, special attack to 100%, prayers off, poison cured, Vengeance cleared. No walking in pre-potted with a charged spec. When it's over, both fighters leave fully restored - the classic hospital treatment, minus the walk.
  • Forfeit (::forfeit) concedes the fight - your opponent takes the whole stake. Logging out mid-fight costs you the stake too. Under the No Forfeit rule there's no conceding at all.
  • Draws are real - if you both fall on the same tick, or the fight hits the classic 15-minute limit, it's a draw and both stakes are returned.
  • No teleporting out - the arena is sealed until someone falls.
  • The duel is sealed - outsiders (players, bots, anyone) can't touch either fighter; your private arena means nobody can even walk in.
  • You can't stake a training bot - bots are for practice, players are for stakes.
  • You can only challenge someone in a safe zone - in the wilderness, you just attack them.

The scoreboard

Every staked duel goes on the record - the classic arena wall boards, without the walk:

  • ::duels in-game shows the most recent results and your own record (wins-losses-draws and your biggest pot won).
  • The website scoreboard lists the last 50 staked duels - winner, how it ended (forfeits and flights are marked), the pot, and the rules it was fought under.
  • Your duel record also appears on your player profile on the site.

Tournament matches are exhibition bouts - they never touch the scoreboard or your record.

Coming soon

The obstacle pit opens once its inspection wraps up.

WikiMinigames & Bosses

This page was last edited on 2026-08-11.