Although much of Dofus consists of fighting monsters, there are possibilities for PvP. PvP stands for Player versus Player.
There are 3 instances where PvP may occur:
A challenge is a function in which a player can challenge another player to a fight simply for fun, sometimes with a prize or gamble on the winner(s), or even just to prove who is better. The receiver of the challenge has a choice to accept or refuse the challenge. There are no consequences or prizes for winning or losing, no health, kamas or experience is lost or gained. The battle can be ended at any time, even before it begins, by clicking 'cancel', which is next to the ready button. If the game is started, a player may leave at any time by ending a battle as any other battle would be ended (by clicking the flag under the display picture/clock/compass). There are no consequences for ending a battle.
Many players use the challenge function simply to see another player's level.
An aggressive challenge takes place when one player attacks another player of a different alignment. This type of challenge is available only to P2P players because it requires an Alignment (Although it is possible to become P2P, get an Alignment, then become F2P and still be able to take part in aggression challenges).
An aligned player can turn on (and off) his PvP mode / wings. When an aligned player has PvP mode on and his/her wings showing, then they may (in terms of PvP):
An aligned player may aggress someone of the opposite alignment or of neutral alignment if both parties have PvP mode on and have their wings showing (with the exception of those that are neutral). He or she has no option to refuse the challenge.
Disgrace points are gained for aggressing a neutral player, however Honour points are gained for defeating an oppositely-aligned player. If the opposing player's wings are dull, the attacker will not gain any honour points because the player's level is too low. The loser will take all usual effects of death except that their pet won't lose any HP. It is impossible to aggress anyone in Astrub.
Perceptors placed by a guild can be fought by anyone, F2P or P2P. Perceptors collect experience and drops from battles on that map and prevent another perceptor from being place there - all possible reasons for someone to attack one. They involve three stages:
Attacker Join Phase, where people may join to fight against the Perceptor. Members of the Collector's guild receive a message that they are under attack, and any who are not in battle or otherwise occupied may join to defend it. The names and levels of all attackers are visible in the guild window until the end of this phase.
Defender Join Phase, Any members who choose to defend are sent to the battle. They are given time to switch starting positions (if any are left open), but attackers can no longer join or switch position during this phase.
Battle Phase, where the two sides fight each other as they would any other battle, except the Collector attacks with the spells it has been given. The Perceptor acts as a summoner, so if it is killed the battle is given to the attackers. The defenders must defeat all attackers before they are granted victory.
If the attackers manage to defeat the Perceptor, they receive whatever items and xp the Perceptor was holding at the time. The Perceptor is also removed from the map, allowing another guild to place one there. Defenders on the losing side will be returned to their Save Point with 1 hp, but they will not lose any energy. Their equipped pets also will not lose health as a result of the defeat.
If the attackers are defeated, they suffer all the normal consequences plus an additional loss of 3000 energy. This is most likely designed to prevent frivolous or repeated attacks against a Perceptor.
It is always important to have a knowledge of your opponent. If you know the attack patterns of your enemy you will have the strategic advantage, especially if your opponent has not learned your characteristics.
Secondly, always choose your start position for your advantage. Long range characters should choose a square far from their opponent (obviously) that has an unobstructed line of sight. "Tank" classes such as Sacriers should ALWAYS choose a starting spot close to their opponents. Classes such as Ecaflips should base their choice of starting location based on main their attack's range, their initiative and how they think their opponent will act. Also, when choosing a starting spot let your opponent lock in while you consider your options.
The same classes that should always start close to their opponents should also attack, or move towards a state of attacking. More "fragile" classes (read: Cras) should have their own security as their top priority, attacking only when it will not endanger them. Middle classes should use their best judgement to decide when it is appropriate to attack.
This article is about PVP servers. See Arena for arena information.
PvP, or Player vs. Player combat allows characters in EverQuest II to fight and kill opposing teams' characters spontaneously throughout the world, not only in arena or duel battles. PvP has a different ruleset than normal combat.
There are 2 PvP servers available:
Retired PvP servers: Darathar (UK), Talendor (DE) Gorenaire (FR), Venekor (US RP)
There are three alignments or teams of players on PVP servers. Characters of Kelethin and Qeynos make up the Good team, characters of Freeport, Neriak and Gorowyn make up the Evil team, and Exiles are allowed to attack and be attacked by anyone.
Citizens of differing factions cannot communicate. Evil characters speak Lucanic, Good characters speak Antonican and Exiles speak Argot and other languages cannot be spoken. Chat channels are separate for different factions and only members of your own faction show up in /who queries. The only trading or exchanges permitted between factions are through Fences, neutral brokers. Characters on opposing teams cannot group, and guilds are all aligned with a faction and are exclusive.
Until a character reaches level 10 they are unable to kill or be killed by other players. When you change zones, you are granted 30 seconds immunity from PvP. You will not be able to attack anyone until your immunity expires. As of Live Update 35, you can no longer zone when if you have engaged in PvP. If you attempt to run through a zone you will bounce off of it.
Good and Evil faction-aligned NPCs in Qeynos Harbor, Nektulos Forest and elsewhere in other cities will give PVP Writs, similar to other status writs but requiring defeating a certain number of opposing characters. An example writ would be
PVP Writs will award character's city's PVP faction, status points, and T8 writs will also give insignia(s), which can then be used to buy PVP equipment.
Triumphing in more challenging battles is generally more rewarding.
Fame (Good Characers) is known as Infamy by Evil characters and Notoriety by Exiles. Fame is gained from killing enemies neutrally or honorably and decays while you are offline (LU 51).
The titles are
Players that are honorably killed can be looted for 60% of the coin they are currently carrying with them. Coin kept in the bank is not affected, so it is important to store money in the bank if expecting any PVP. - Note - There have been accounts of people losing upwards of 80% of their gold to PvP.
There is a chance that players that are honorably killed will drop a chest containing a random item that is COMMON, UNCOMMON, TREASURED, or HANDCRAFTED and not ATTUNED or NO-TRADE. LEGENDARY, MASTERCRAFTED, FABLED and MYTHICAL items may not be looted.
Players can acquire T8 writs from the pvp writ givers scattered throughout the game (most notably in Teren's Grasp in Kylong Plains or in the various city zones). Players can get T8 writs for either the Kunark Discord Tokens or the Void Discord Tokens. Each writ requires the honorable death of 6 players (no longer class specific) in your level range (must con green or above), and reward 5 tokens per turn writ completion. Writs are limited to 1 writ every 10 minutes (If you complete a writ 30 seconds after getting a new one, you have a nice long wait before you can get another writ).
These tokens can be spent on PVP gear and armor sets. The Void Discord Tokens can be spent at the rewards merchants in Moors of Yakesha and the Kunark Discord Tokens maybe spent at the rewards merchants in Teren's Grasp in Kylong Plains.
Killing enemies honorably or neutrally increases PvP faction with your city's PVP faction and decreases faction to the killed character's PVP faction. The factions are:
Gaining your team's PvP faction unlocks legendary and fabled items for purchase from PvP merchants within your city, which costs certain amount of money and lots of personal status points. Additional and significantly superior PvP armor sets are available for purchase in EoF using T7 PvP faction tokens (Antonican Heroism Token or Lucanic Carnage Insignia). In addition, with the introduction of the Rise of Kunark expansion, PVP items and armor are available for level 80 adventurers. As it stands now, you must complete PVP writs in order to gain PVP tokens for the PVP items/armor. PVP armor sets are available for each class, and each piece costs 100 tokens. The breastplate and leggings cost 150 tokens. New PvP armor was added with The Shadow Odyssey expansion pack; writs give 5 void insignia token per writ.
Being killed neutrally or honorably by an enemy and killing enemies dishonorably causes loss of faction.
Killing enemies honorably awards you status points. The number of status awarded varies based on the con of your opponent, how many people participated in the defeat, and amount of dps caused by you to the target. Ex. killing a solo player while in full group may award you 100-300 sp, while killing same target solo may award up to 5000 status points.
Killing enemies honorably awards you experience. This experience gain cannot be turned off.
Scouts, especially Predators are generally notably more common than on PVE servers. Turning off combat experience ("level locking") is more common, as players may wish to remain in a low level tier with a powerful character or gain achievements to aid in pre-80 PVP. It may be a good idea to group even if doing easy quests or killing easy mobs as numbers are a large advantage in PVP.
While in PvE human players fight cooperatively together against computer-controlled foes, they can also compete in the PvP arenas, as long as they have access to the area where the arena is hosted. PvP is a competitive game mode where human players can only fight against other human players. Only in PvP can Faction with Balthazar, fame, rank and guild rating be gained.
There are six different PvP modes:
Each PvE character can take part in PvP matches, providing the player's character has already reached the PvE location where the battle takes place. Players can also create PvP Characters. These Characters are level 20 with customized, maximum damage and protection weapons and armor. They can take part in all PvP matches (except low level arenas), even if no PvE character on that account has reached that location. PvP characters cannot enter explorable areas (besides the Isle of the Nameless) or cities. PvP Characters can unlock items with Faction, including: skills, runes, Heroes (Provided you have Nightfall or Eye of the North), and item upgrades.
For more info, see: PvP character
Arena battles put two teams of four players against each other. The winning objectives vary, depending on the map. Losing players are sent back to the lobby area, while the winning team awaits the next opposing team for the next match.
There are two kind of arenas, Random Arena and Codex Arena. In Random Arenas, players are randomly put together into teams. In the Codex Arena, parties are formed but they have only a limited number of skills that change every day.
The Global Tournament is only accessible through Heroes' Ascent. Teams consist of eight players, with no more than two henchmen. The tournament consists of several consecutive maps. The losers drop out, the winners advance to the next round. Different map types are used, many of them consisting of more than two teams. However, only one team advances to the next round. The highest amount of teams that can play used to be 6, however the amount of teams in one battle is now limited to 4. The amount of teams is also determined by the map the player is on. (For example, some maps can support two teams, while others can support up to 5 or 6 teams but only have a maximum of 4 teams playing against each other at once.)
For more information, see Heroes' Ascent.
Guild Battles are the highest form of PvP in Guild Wars. Elaborate builds and strategies are used during guild matches. They are the only source of guild rating, which determines the guilds rank on the guild ladder. For more detail, see the article: Guild vs Guild.
Automated tournaments are thrice daily and monthly tournaments for GvG and Hero Battle tournaments.
Player killing (PKing), or player vs. player (PvP), is the act of two or more players in combat, instead of a player and a monster or NPCs. At present, there are ten places in RuneScape where player killing can occur: Bounty Hunter, Castle Wars , Duel Arena, a player-owned house's combat ring or Dungeon, Stealing Creation, a PvP World or Bounty World, Soul Wars, Clan Wars, Fist of Guthix, and the TzHaar Fight Pits.
There was a time in the game's history that the entire map was open for player killing. Later, normal PKing was restricted to the Wilderness. However in 2007, Jagex ended PKing in the Wilderness and released Clan Wars along with Bounty Hunter as partial replacements. On 15 October 2008, Jagex re-instated map-wide pking, however it is was only made available on designated PvP Worlds. Stealing Creation was released on 11 November 2008. Released on 8 July 2009. On 9 September 2008, Clan wars also received a major expansion.
Originally, after the release of RuneScape Classic, players could select whether or not to play as player killer characters. Players could switch from player-killer mode to non-player-killer mode (in which the character could not attack or be attacked by other players) three times, after which they remained at their chosen setting forever. PvP combat could take place at most locations in the RuneScape world. The rules of combat were the same as in modern RuneScape Classic Wilderness. Lumbridge was designated as a neutral area in which players could not attack each other; this was done to prevent a practice called "spawn camping", in which recently killed players were immediately killed again as soon as they respawned. In addition to this restriction, NPC Guards and White Knights patrolled the cities of Varrock and Falador, breaking up PvP battles by attacking the aggressor. These guard units were limited in number, however, and if all the units in a city were already in combat, PvP combat could go on freely.
On 13 August 2001, this system was replaced by the Wilderness, partly due to complaints from many players who were unable to leave Lumbridge without being attacked by hordes of hostile player killers. Later, additional areas where PvP combat is allowed were added.
On 10 December 2007, Jagex made a highly controversial update that made pking in the wilderness only possible at the Bounty Hunter, which is unsafe, and Clan Wars, a safe minigame. Fist of Guthix, also safe, was not added until about four months after these updates. RuneScape lost about 6% of its paying players within the following month, although more long-term statistics have never been released. No known amount of lost free players is known, however it is possible it was more than the number of quitting members. The exact numerical makeup of quitters (bots versus legitimate players) is uncertain. Many of the quitters were PKers, while others were the leaving accounts of autoers. According to Jagex, almost all the lost players since the 10 December update have been replaced by new subscribers. It is still very common to find players on the forums ranting.
Some people don't like PvP worlds as it does not give you enough warning, however there is a sign when you log in that warns you PvP world ahead, you may lose all your items!
There are two forms of combat area found throughout the land of RuneScape - single and multicombat areas.
Stealing Creation is a game that allows almost every single combat skill. The whole area is multi combat, but you cannot bring any of your own items into the game. You make PVP items such as bows, Melee Weapons, And Magic runes and staffs.
Soul Wars is a Slayer minigame that was released on 10 February 2009. It involves a team of players fighting another team to collect the most Soul Fragments and destroy each other's avatars. The only items that are not allowed are capes, food and non combat items. There are no requirements although high Combat and Slayer is recommended.
Bounty Hunter was a dangerous minigame that was introduced into the Wilderness on 10 December 2007, and removed for the new Bounty Worlds. This game allowed players of three categories to fight off in a free for all to the death to obtain each others' items. The Level categories were 3-55 (low) , 50-95 (med), 95+ (high). This was the only method of PKing that allowed you to obtain another player's items as a reward for killing them after wilderness was not PVP. However, any player attempting to pick up items not belonging to his or her target would have incurred a penalty, preventing them from leaving the arena for a certain period. When originally released, the Bounty Hunter arena was a multicombat zone. The Minigame was later changed to a single-way combat zone because of the number of clans which picked off solo PKers. However, under certain conditions it is possible to be engaged by multiple players. This Minigame only allows players to bring combat related items. This minigame is currently a new version of bounty hunter in which it acts like the old wilderness. But its limitations start from edgeville and end in the deep wilderness meaning you can't get out of edgeville or wilderness. Items the other person has are no longer their items but the equivalent of a monster drop like in PVP.
This is a minigame that was introduced into the Wilderness on 10 December 2007. This game allows two clans to fight off in an enclosed location. There are also free-for-all arenas. Players may bring whatever items they wish into this minigame. Only in one of the free-for-all arenas are players allowed to lose items, and in a special selection on the normal clan wars. There is no limit to the amount of clan members.
Killing other players in Castle Wars is technically only a secondary objective to getting the enemy flag; however, many players fight amongst themselves with no regard to the team objective. Castle Wars can only be accessed by members, and is highly populated in world 24.
This is a place where players can fight in a controlled environment and choose rules to their fight. They can also place a wager on their fight. The duel arena has inspired a new type of character called a staker. These characters are created to make money by winning duels.
In RuneScape Classic, there is still a third option available when right-clicking on a player in normal areas. The option, "Duel-with", allows the player to send a duel request as if in the Duel Arena of the modern RuneScape game. There is also even the option to stake items, and to set specific rules in the duel, though this is very limited compared to the modern Duel Arena's rules. Such options include "No Retreating", "No Magic", "No Prayer", and "No Weapons". Once the rules are set and the stakes are agreed on, the players then proceed to fight under the condition of the given rules, if any.
On 20 November 2007 JaGex made a cap to the amount a player can win in a space of 15 minutes in a staked duel, which is set to 3,000 gold coins to make it harder for real-world traders to unfairly use the Duel Arena as a covert way of transferring items. This also applies to the 'player value' of items which will change according to any market fluctuations in the Grand Exchange. This resulted into the Duel Arena Riot as well as rendering stakers useless. As of 30 September 2008, the limit has been raised to 5,000 coins to 60,000 coins depending on quest points. For free-to-play, the limit is up to 10,000 coins.
The key difference between Bounty Hunter player killing and this form of duelling is that players cannot obtain the skull and crossbones effect upon attacking another player in a duel, and will not lose any of their items if they should happen to die.
The TzHaar Fight Pit is a safe minigame in which players fight against each other in a free-for-all arena. The winner is crowned champion once everyone else has been killed. Since killing someone ejects them out of the arena and into the waiting area, the first rule is all one needs to remember.
Fist of Guthix is a PvP minigame Released on 9 April 2008. Fist of Guthix is a one on one F2p and P2p Minigame where one player is being hunted by another player. Once the hunted player is killed, either the time ends or the players switch. At the end, the player with the most charges wins.
Players may fight in player-owned houses, both in combat rooms and dungeons. If killed in these areas, players respawn without losing any items. If the combat takes place in an enclosed area in the player-owned house, such as ranging pedestals or combat rings, they will respawn inside of the house. If combat takes place in the dungeon, players will respawn outside the house portal.
PvP worlds were released on 15 October 2008 and allow player killing in nearly 95% of the available space, with the exception of designated safe zones such as banks. There is specific gear unique to the PvP worlds that will provide short-term combat and/or skill boosts only on these servers. Combo Breaking usually occurs on these worlds.
Bounty worlds were released on the 6th of May 2009. These worlds only allow players to fight each other in the wilderness, however due to a recent update players may now travel throughout Edgeville and the Grand Exchange.
Not to mention that a Meeler that gets in close, bulky armour or not, will end up hitting a lot of times with damage typically ranging in the 10's and above. 'Holding' spells are very effective if the opponent isn't praying (praying is very common, however) and can allow you to maintain distance from Melee. Ice spells, both freezing and dealing high amounts of damage, work very well.
Mages tend to be extremely vulnerable to pile jumpers and player jackers of any combat style.
Bsing (back-stabbing) is something that most experienced players frown upon highly. Bsing is the act of killing someone in your clan. For example, you join a clan, then they take you out to the wilderness. Now, all over the wilderness is a multi combat area (except wilderness volcano). The deeper you go onto the wilderness, the higher and lower the levels you can attack or get attacked by. After they take you into the deep wilderness, they attack you with the other members of their clan. Because you are so deep in the wilderness, you can't teleport, and it is too far to easily run from them. Some clans object to this and will kill whoever tries to bs someone, accidental or not. Some clans will do this in a multi-combat area, but not in the wilderness. For example, the Varrock Sewers or Barbarian village. The way they will do this is they use a high level mage and Teleport-Block you. Then they will bind you and kill you. It is very rare to get away from this, but some players with extremly high defence levels (A.K.A defence pures) have done it. After they kill you, they will kick you from the clan. Bsing is a good way of making money alternatively, but it is not ethical or recommended because you will make it hard for the millions of people out on Runescape trying to have fun in PVP worlds enjoy themselves.
Anti-Player Killing (Anti-PKing, dubbed Anti-Random Player Killing or Ar-PKing by prominent clans dedicated to the practice) is the act of killing a Pker - generally denoted to be any armour wielding player with a skull.
An Anti-PKer is someone who only ever attacked PKers (i.e. Only attacking players with skulls) and never attacks anyone else. Some RuneScape clans are "Anti-Random PKing clans" and only ever kill PKers. Ironically, Anti-PKers often make more money than PKers, as the players they kill were skulled from killing other players, thus making the generated drop a higher one. Player killing was once a thing of the past, but due to the 15 October update, Anti-Player killers are once more on the rise.
As of 15 July 2009, all players entering a PvP or Bounty world are skulled upon login, which makes anti-pkers essentially the same as anyone else on a PvP world. This reduces their effectiveness tremendously.
PvP stands for Player versus Player.
PvP combat can be small (1-1) or large scale, but is usually two sides fighting each other. Faction Bases are the most common way to have large battles, as Battlefields are still non-functional.
This kind of combat has more action and emotion because the opponents do not use an artificial intelligence and the combat can reserve a lot of surprise for both sides.
PvP can be viewed as high-end content for combat players, because those you may fight will likely be hard-core combat players, thus difficult to defeat. It also takes great organization and effort to make a change in the Planetary Control Game, of which PvP is an imporant part.
Generaly, this encounter ends with the death of one of the participants, if it is a one to one fight. You can enter PvP combat two main ways. Two players may duel each other. They enter combat when they challenge each other to a Duel. Either player can opt out of PvP Combat by entering the /endduel command. Entering a duel has no effect on changing a player's faction setting.
The second form of PvP Combat is becoming PvP-Enabled. To do this, players must change their faction setting to Special Forces by visiting a Rebel recruiter or Imperial recruiter. After the 30 second timer, the player's status will change to declared. This will remain until the player talks to a recruiter again to change faction setting again, or until the player dies, at which time their status automatically changes to On Leave. While a Special Forces, players can attack and be attacked by other Special Forces players of opposing faction. They will also be be attacked on sight by enemy factional NPC's, just like Combatants.
PvP is a abbreviation for Player versus Player. In the Open PvP worlds the players can attack each other, however the excessive player killing is regulated by the Skull System.
Aside from Open PvP worlds, there are Optional PvP and Hardcore PvP worlds.
Open PvP Game Worlds
|Name||Location||Server Save||Type||Online since|
|Aldora||Germany||9:00 CET||Open PvP||May 13, 2004|
|Amera||USA||12:00 CET||Open PvP||October 07, 2002|
|Antica||Germany||9:00 CET||Open PvP||January 07, 1997|
|Arcania||Germany||8:00 CET||Open PvP||December 22, 2004|
|Askara||Germany||8:00 CET||Open PvP||August 11, 2005|
|Aurea||Germany||8:00 CET||Open PvP||August 10, 2004|
|Azura||Germany||9:00 CET||Open PvP||March 30, 2004|
|Balera||USA||11:00 CET||Open PvP||July 06, 2005|
|Berylia||Germany||8:00 CET||Open PvP||May 24, 2005|
|Chimera||USA||12:00 CET||Open PvP||March 30, 2004|
|Danera||USA||11:00 CET||Open PvP||February 16, 2005|
|Danubia||Germany||9:00 CET||Open PvP||April 17, 2003|
|Elera||USA||11:00 CET||Open PvP||February 16, 2005|
|Elysia||Germany||9:00 CET||Open PvP||June 29, 2004|
|Empera||USA||11:00 CET||Open PvP||April 19, 2005|
|Eternia||Germany||9:00 CET||Open PvP||February 11, 2003|
|Fortera||USA||11:00 CET||Open PvP||October 20, 2004|
|Furora||Germany||8:00 CET||Open PvP||July 06, 2005|
|Galana||Germany||8:00 CET||Open PvP||September 16, 2004|
|Grimera||USA||11:00 CET||Open PvP||May 24, 2005|
|Hiberna||Germany||9:00 CET||Open PvP||December 19, 2003|
|Iridia||Germany||8:00 CET||Open PvP||February 16, 2005|
|Isara||Germany||9:00 CET||Open PvP||July 15, 2003|
|Jamera||USA||11:00 CET||Open PvP||December 22, 2004|
|Julera||USA||12:00 CET||Open PvP||November 05, 2003|
|Keltera||USA||11:00 CET||Open PvP||February 15, 2006|
|Kyra||Germany||8:00 CET||Open PvP||December 20, 2005|
|Libera||USA||12:00 CET||Open PvP||November 14, 2002|
|Lucera||USA||11:00 CET||Open PvP||October 20, 2004|
|Lunara||Germany||9:00 CET||Open PvP||December 10, 2002|
|Malvera||USA||11:00 CET||Open PvP||August 11, 2005|
|Morgana||Germany||8:00 CET||Open PvP||March 30, 2005|
|Mythera||USA||12:00 CET||Open PvP||May 13, 2004|
|Nebula||Germany||8:00 CET||Open PvP||April 19, 2005|
|Neptera||USA||11:00 CET||Open PvP||July 06, 2005|
|Nova||Germany||9:00 CET||Open PvP||December 19, 2001|
|Obsidia||Germany||8:00 CET||Open PvP||August 11, 2005|
|Ocera||USA||11:00 CET||Open PvP||December 20, 2005|
|Pandoria||Germany||8:00 CET||Open PvP||January 25, 2005|
|Premia||Germany||9:00 CET||Open PvP||April 03, 2002|
|Pythera||USA||11:00 CET||Open PvP||November 24, 2004|
|Rubera||USA||12:00 CET||Open PvP||July 10, 2003|
|Samera||USA||11:00 CET||Open PvP||August 10, 2004|
|Saphira||Germany||8:00 CET||Open PvP||April 19, 2005|
|Selena||Germany||8:00 CET||Open PvP||March 30, 2005|
|Shanera||USA||11:00 CET||Open PvP||April 19, 2005|
|Shivera||USA||11:00 CET||Open PvP||January 25, 2005|
|Silvera||USA||11:00 CET||Open PvP||March 30, 2005|
|Solera||USA||12:00 CET||Open PvP||March 16, 2004|
|Tenebra||USA||11:00 CET||Open PvP||September 16, 2004|
|Thoria||Germany||8:00 CET||Open PvP||July 06, 2005|
|Titania||Germany||9:00 CET||Open PvP||March 16, 2004|
|Trimera||USA||12:00 CET||Open PvP||February 11, 2003|
|Valoria||Germany||9:00 CET||Open PvP||November 05, 2003|
|Vinera||USA||11:00 CET||Open PvP||August 11, 2005|
|Xantera||USA||12:00 CET||Open PvP||June 29, 2004|
|Xerena||Germany||8:00 CET||Open PvP||February 15, 2006|
|Zanera||USA||11:00 CET||Open PvP||March 30, 2005|