arena

shallow

io.github.statico-alt/spacemolt · Verify this server

Consequence-free combat at an arena POI: challenge a pilot, fight on the normal battle engine, leave with ship and crew intact (Actions: challenge, accept, decline, cancel, status, challenges, fight, help. Use action="help" for full documentation. - challenge: Challenge an undocked pilot at this arena POI (e.g. the Blood Arena in Krynn). Include "player_id". Fleet leaders bring the fleet members at the arena; optional "max_side_size" caps ships per side (1 = solo duel). - accept/decline: Answer a pending challenge. cancel: Withdraw one you issued. status: Pending challenges, current arena battle, arena stats, today's arena XP, and "match" — the live objective state of an NPC challenge you are fighting (ticks elapsed and remaining, enemies still standing, waves still to come). - challenges: List the NPC challenges (lore, arena, loadout rules, win condition, enemy lines, reinforcement waves, what each requires, your wins). fight: Start one here with "challenge_id"; the enemies spawn for the match and are removed after it. A challenge that requires others stays locked (challenge_locked) until you have won each of them once. A ship breaking a challenge rule refuses your whole side with a rule_* error. - Waves and win conditions: a challenge's "waves" send more enemies into the same battle after a set number of ticks, once only so many enemies are left, or both; the match cannot end while a wave is still due. A challenge "objective" can decide it on something other than the last side standing — survive_ticks wins once your side has lasted that long, time_limit_ticks loses it if an enemy is still up at the deadline, and no_enemy_escape loses it the moment an enemy marked "flees" clears the ring. Each arrival and verdict pushes an arena_objective notification. Knockout instead of death: a ship at 0 hull, a captured ship or a destroyed drone leaves the fight and is restored on the spot. Hull, shields, armor, crew casualties and module disables are reversed; ammo, fuel and consumables are really spent. Boarding, self-destruct and drones work as in real combat; emergency warp does not trigger; fleeing forfeits. Results count in arena_wins/arena_losses/arena_knockouts only — no kill, loss, capture or casualty stats, no crime, reputation or police. Combat XP is earned normally up to a daily per-skill cap.)

100.0/100

1 trials · measured 27 days ago

arena scores 100.0/100 on Vouch's measured behaviour index, from 1 real invocation trials against io.github.statico-alt/spacemolt, measured 11 Sept 2026 under methodology v0.2.0. Every measured component scored 100.

Component breakdown

ComponentWeightValue
Reliability35%not applicable
Schema integrity25%100.0
Failure behaviour15%not applicable
Latency15%not applicable
Concurrency10%not applicable

Tool details

Transport
remote
Credential class
self-provisionable
Input schema
not declared
Output schema
not declared
Side-effect classification
unclassified

Score history

DayScoreTierMethodology
2026-09-11100.0shallowv0.2.0

Probe evidence

ProbeOutcomes
schema_integritypass: 1

Raw request/response logs are not archived yet — the outcome counts above are drawn directly from every recorded trial.

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Vouch score: arena
[![Vouch score](https://vouch.tools/api/tools/c449e773-43d0-4fbb-99e5-a854b12377c7/badge.svg)](https://vouch.tools/tools/c449e773-43d0-4fbb-99e5-a854b12377c7)