PvP Rules
Who you can fight, new-player defence shield, cooldowns, rewards, and how winners are decided.
Related in Fights: The Fights Screen | Arena | Leagues | PvP Rules | Character Power
PvP fights are duels between two living characters in the same city. The game enforces strict gates before blades are drawn.
New player protection
When you create a brand-new character (not a rebirth), you receive a short PvP defence shield:
- For your first hour in the world, your defence cooldown is active.
- You can still attack other warriors, fight the bandit, and join Arena.
- Others cannot attack you while the window is active. You will not appear in their nearby warriors list, and your profile shows Resting if someone finds you by name.
- This uses the same defence cooldown system as after a duel. The old 1-day PvP immunity rule no longer applies.
Rebirth does not grant this shield. A character reborn after death can be challenged in PvP immediately. Murder still requires both attacker and target to be at least 3 days old.
Who can appear as an opponent
The nearby warriors list shows up to 20 candidates in your city who meet all of these:
- Same city as you
- Same league (Wolf levels 1–5, Bear 6–10, Dragon 11+)
- Level within ±3 of your level
- Health above 25
- Active player account (not a Game Master)
Weaker opponents (up to three levels below, within your league) are listed first; stronger ones fill the second group.
Who you CAN fight
A duel starts only when every check passes:
- You and the target are different characters
- Both are in the same city
- Both are in the same league
- Levels are within ±3
- Both have more than 25 health
- Your attack cooldown has expired
- Target's defence cooldown has expired
- You have attacked this target fewer than 3 times today
Who you CANNOT fight
- Yourself
- Game Master / admin accounts
- Anyone in a different city
- Anyone in a different league (even if within ±3 levels)
- Anyone in Illumara (premium safe zone, city ID 22)
- Fighters with 25 or less health
- Targets still on defence cooldown (recently fought)
- The same target more than 3 times per day
- While your own attack cooldown is active
Alliance mates can still be challenged, but the game asks for confirmation first.
How the winner is decided
Both fighters' Character Power is calculated from gear, guards, dragon, heroes, skills, health, house and city bonuses, racial traits, luck, farming buffs, and more. PvP then rolls critical hits and shield parries for each side (see Character Power for what drives those rolls). The higher final power wins. The attacker wins ties.
If your heir fights the player who killed your previous character, a vengeance bonus (+25% power) may apply.
Reading the fight result screen
After a PvP fight, tap the fight in your history to open the breakdown:
- Power score with optional details for critical and parry (chance shown, bonus explained in text)
- Equipped gear snapshot, racial traits, guards, dragon, mount, and active bonuses (house, race city, headquarters, horseshoe, farming buffs, hero)
- Health lost and league points (+25 win / −15 loss)
Opponents wearing a ring artifact can hide their power from your view unless you also wear one.
Fight rewards and penalties
Winner
- Gains 20 base XP (scaled by level)
- Takes 1–3 health damage
- Steals 10% of loser's carried gold (integer amount)
- Gains +25 league points
- +1 win on record
Loser
- Still gains 10 base XP (scaled by level)
- Takes 3–5 health damage
- Loses the gold transferred to the winner
- Loses 15 league points (minimum 0)
- +1 loss on record
If health drops to zero, death rules may apply.
Gear wear
PvP fights stress your kit. Equipped pieces can lose durability after a duel:
- Winner: about 1 equipped piece loses 1 durability
- Loser: about 2 equipped pieces lose 1 durability each
Gear is not deleted in PvP. When a piece is fully worn out it simply unequips until you repair it at the blacksmith.
Bandit and corsair sparring have about a 25% chance to nick 1 equipped piece by 1 durability.
Arena fights do not reduce durability.
Cooldowns
After a player duel:
- Attacker: 10-minute attack cooldown
- Defender: 10-minute defence cooldown
The defender receives a private message and may get a push notification.
Bandit fights (different rules)
- No defender required; solo NPC
- 15-minute attack cooldown
- Win: 15 base XP (scaled), 1–5 gold, 1–3 health loss
- Lose: 5 base XP (scaled), 0 gold, 1–5 health loss
- Does not update win/loss record, league LP, or fight history log
- Blocked in Illumara like normal PvP
Hiding from fights
Pay 100 gold per hour (up to 5 hours) to extend both your attack and defence cooldowns. During this time you cannot attack and others cannot attack you. Hiding is unavailable while you are already on fight cooldown from resting.
