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PvP: Misc



Up to date as of February 02, 2010

From Muppet Wiki

PvP is a webcomic written and drawn by Scott Kurtz. The comic is about the staff of a video game magazine.

External links

  • Official site
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This article uses material from the "PvP" article on the Muppet wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Although much of Dofus consists of fighting monsters, there are possibilities for PvP. PvP stands for Player versus Player.


PvP Types

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.

(Alignment) Aggression Challenge

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.

(Guild) Perceptor Battles

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.

General PvP Strategy

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 uses material from the "PvP" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

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:

  • Nagafen (US)
  • Vox (Station Exchange, in US)

Retired PvP servers: Darathar (UK), Talendor (DE) Gorenaire (FR), Venekor (US RP)

PVP Leaderboards


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.

PvP Combat

  • Many items, spells, combat arts, etc. have separate stats when used in PvP combat. This is to make up for the fact that players have less HP than NPCs.
  • Threat abilities tend to force enemies to be targetless (detaunts), lock their targets to the taunter, or do nothing. Other than taunting targeting is unrestricted in PVP.
  • Melee range is increased and rear/flank-requiring attacks (such as many Scout attacks) will work with either flank or rear positioning.
  • Control abilities (Snare, Root, Stun, Fear, Charm, Stifle, Mez, and Daze) cause immunity to that type of ability for twice the duration of the effect.
  • Ability ranges are more lenient and will work after the initial cast as long as the target stays within 2x the range of the ability. Spells are less likely to be interrupted in PVP.
  • Stealthy/invisible characters can be seen by opposing characters within 20m. Going into stealth, turning invisible or feigning death during combat makes opponents targeting you lose their target.
  • Healing or buffing characters fighting PVP battles will include you in their battle.
  • Players respawn in different areas of zones depending on their alignment.
  • Walking backwards is slightly slower than walking forwards on PVP servers.
  • Heroic Opportunities are unusable in PVP combat currently.
  • Groups or raids engaged in PVP battle cannot be joined, left or kicked from until the battles are over.
  • Rogue classes are unable to Pick Pocket other players. Predators can receive bounties from killing blue-or-better players.
  • Honorable Kills: Any kill of the opposing alignment that was engaged while the target had greater then 50% health. All players that generate at least one point of hate with the victim while the victim’s health is above the honorable kill threshold will be eligible to receive rewards, including experience, status, faction, and the ability to loot item or coin dropped by the other player.
  • Neutral Kills: Any kill of the opposing alignment that was engaged while the target had greater then 20% health. Neutral kills result in moderate faction gain.
  • Dishonorable Kills: Any kill of the opposing alignment that was first engaged while the target had less than 20% health. Dishonorable kills result in a loss of faction with both your alignment and the opposing city’s. Losing enough faction will cause you to fall out of favor with your alignment, and will restrict or remove any access to the rewards system.
  • Note: Dishonorable/Neutral status will be removed if the victim’s health goes above the specified thresholds during the course of the fight.
  • The Kill List: Honorably killing another player will place them on a list tied to your character, designed to reduce friend farming and griefing. Any Honorable subsequent kill of the same player will result in a Neutral kill until you have killed 20 other players.
    • Players will be removed from your list of recent kills after 30 minutes of real time.
    • Players will be removed from you list of recents if you kill more than 20 players in a first in first out order.
  • Mentoring or un-mentoring another player takes 30 seconds, and players cannot engage in PVP (or defend themselves) while mentoring.

Considering other players

  • Players who are able to attack you have a red border around their name (like an aggressive NPC)
  • Players can attack enemy players who are higher level than a certain amount below their own level, the amount depending on the zone they are in. Attacking a player whose level is too high to attack you allows them to counterattack.
  • If a player in your PVP level range is grouped with a person who is too high to attack you, that person will NOT have a red border around their name, they are unable to attack you; should you initiate combat with them, the higher level person they are grouped with is then free to attack you
  • PVP level range varies by zone:
    • Newbie areas = 4 level range
    • Antonica, Commonlands = 4 level range
    • Thundering Steppes, Nektulos Forest = 8 level range
    • Zek, Enchanted Lands = 8 level range
    • Rivervale, Feerrott, Lavastorm, Everfrost = 10 level range
    • DoF Zones = 10 level range
    • KoS Zones = 10 level range
    • EoF Zones = Various according to zone level
    • RoK Zones = Various according to zone level
  • If a player is "carnage flagged" (a red icon with a skull beside their name) they can be attacked by anyone of an opposing faction. Players in a hostile city zone become carnage flagged after a short period of time
  • Difficulty:
    • Solo players consider as solo
    • Grouped players consider as heroic
    • Players in raid consider as Epic x2/3/4, depending on how many players are in that raid; 7-12 players is Epic x2, 13-18 players is Epic x3 and 19-24 players is Epic x4.
    • Characters grouped with someone that would normally be too high for your level range consider as arrow up, those grouped with characters normally too low for your level range consider as arrow down.

Protection from PvP

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.

PVP Writs

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

  • I must kill six enemy characters.

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.

Risks and Rewards

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

  • Untitled
  • Hunter
  • Slayer
  • Destroyer
  • Champion
  • Dreadnaught
  • General
  • Master
  • Overseer
  • Overlord


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.

PvP Discord Tokens

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.

  • Fabled Rewards from Void Tokens cost from 100-150 tokens per item.
  • Fabled Rewards from Kunark Token cost from 75-125 tokens per item.


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.


  • All guards no longer politely banish enemies from their city. Instead, they attack any intruders that they dislike and can be attacked in return! (More aligned guards are aggressive)
  • New guards have been enlisted to protect the cities of Freeport and Qeynos, and existing guards have undergone extensive training to ensure they are capable of protecting the areas to which they are assigned.
  • Guards in Kelethin other than the Royal Guard are indifferent to non-aligned characters who have not killed large numbers of guards, as are most (all?) guards in Gorowyn. Non-aligned characters in these cities will still be rapidly carnage flagged however. Guards in Qeynos, Freeport and Neriak are all hostile to opposing characters.

Common Behaviors

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.


  • List of Guides For Beginners by Eradani
  • EQ2players info
  • EQ2Players official PVP info page
  • EQ2 official PVP forum

This article uses material from the "PvP" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Player versus player article)

From GuildWiki



Playing Guild Wars can generally be split into two more or less separate parts: Player versus Player (PvP) and Player versus Environment (PvE).

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:

While the PvP outposts are also separated into territories just like PvE, when playing matches your opponent might be from any territory even if you don't go to the International District.

PvP Characters

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

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.


  • Arena battles are fast paced. Fights usually end in less than three minutes.
  • Random Arenas are often used by many players as a "quick fix" of PvP. Other than a few points of Faction there is nothing at stake and there are no lengthy party forming periods, which can take a huge amount of time in Tournament Battles and GvG. For these reasons, Random Arenas are also a good way to try out PvP for new players.
  • Leaving the party after the battle or mission has started is generally considered rude, and will often make players angry. In Random Arena battles, missing party members get replaced by a new player between battles. So if you need to leave, do so after your party has won the battle, but before the timer for the next map starts.

Tournament Battles

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 vs Guild Battles

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

Automated tournaments are thrice daily and monthly tournaments for GvG and Hero Battle tournaments.

Conduct & Etiquette

  • Make every effort to carry a Resurrection Signet in your build, as it can turn the tide of battle. Many teams win simply due to having a Resurrection signet when the other team does not (especially in the Random Arenas). Monks, Ritualists and Paragons can carry other resurrect skills, or none at all, as they may not have time to resurrect.
  • It is generally considered polite for players to say "good game" or "GG" after a match (although sometimes it is used as sarcasm). It is also considered polite to say "gl and hf" ("good luck and have fun") or some variation thereof at the beginning of a match.
  • Leaving a game mid-match is considered especially rude, and some of your former teammates may PM you about it. Leaving at the beginning of a match is also considered quite rude and is seen often in Random Arenas, though has been reduced in effectiveness with the dishonour update.
  • Killing yourself intentionally is extremely unsporting, and generally irks players on both sides. This is most often done by a griefer using Necromancer skills.
  • Running away from your enemies for the sole purpose of prolonging a match is considered rude. Most people who do this use Ranger builds because of their defensive stances or Assassin Shadow Step abilities, however it is possible for any class to run. However, basic kiting and such is good tactics/playing so long as you are not simply running away.
  • Making a team of only Healing Monks with the purpose of irritating the enemy by holding a long match is extremely annoying.
  • Complaints about your team or your enemies' tactics, while possibly true, are rather unsporting and generally viewed as childish.
  • PMing defeated opponents to "own" or "serve" them is uncalled for. Everyone tries their best and winning simply means you performed well. It does not mean that your opponents were bad. Conduct yourself with sportsmanship and good manners.
  • PMing your opponents to complain and comment about their tactics after the match can be reported to ArenaNet for unsportsmanlike conduct and is very rude.
  • "Ranking" your opponents by showing your /rank or /zrank may be considered disrespectful, although the Zaishen Emote itself was made to sort of "finish off" opponents.


  • The background color of your guild's cape changes to match the color of the team you are on. The "detail" color will be a darker version of your team color. The emblem will remain the same.
  • In two team PvP matches, the colors are red and blue. For three teams, yellow is added. For four teams, add cyan. Other colors are purple and green.
  • If you have no cape a plain cape of the color of your team will appear instead.
  • It is impossible to hide your cape in PvP unlike PvE.
  • While in a PvP outpost, you will be under the effects of PvP (effect).
Facts about Player versus playerRDF feed

This article uses material from the "Player versus player" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Player killing article)

From the RuneScape Wiki, the wiki for all things RuneScape

"PvP" redirects here. For player killing worlds, see PvP worlds. For the the player killing minigame, see Bounty Hunter. For Player vs. Monsters, see PvM..
Player-killing in the Duel Arena

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%[1] 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.

On 15 October 2008, Jagex re-instated map-wide PKing on designated PvP worlds, although many aspects have been altered.

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!

Combat areas

The effects of piling in multi-combat areas

There are two forms of combat area found throughout the land of RuneScape - single and multicombat areas.

  • Single combat restricts players such that they can only fight one-on-one. In a multicombat zone, multiple players can attack multiple targets.
  • Multi-combat areas are identified upon entering by two crossed swords appearing in the bottom right hand corner of your screen. Anywhere else is classed as a single combat area. Multicombat areas are especially dangerous in on PvP worlds, as more than one player could attack you at one time. These areas are beneficial to groups of players, as it allows them to pile a player and greatly decrease the opponent's chance of escape or allowed a group of lower level players to fight a higher level player at the same time.

Player versus player areas

Stealing Creation

Main article: Stealing Creation

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

Main article: Soul Wars

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

Main article: Bounty hunter

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.

Clan Wars

Main article: Clan Wars

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.

Castle Wars

The Castle Wars lobby.
Main article: Castle Wars

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.

Duelling and the Duel Arena

Main article: Duel Arena

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.

TzHaar Fight Pit

Main article: TzHaar Fight Pit

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

Main article: Fist of Guthix

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.

Player-owned houses

Main article: Player-owned house

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

Main article: PvP worlds

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

Main article: Bounty 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.

Combat classes

Main article: Combat classes
The Combat Triangle

Melee fighters

Main article: Melee
  • Advantages - For those who want to get up close and homicidal, melee is the preferred option. This involves, generally, bulkier weapons and armour than the light and long-ranged range and mage options. Not only does this make you look more impressive, it gives the adventurer a strong advantage over Ranged attacks. Arrows and bolts will have a hard time piercing armour, allowing the melee fighter to get close enough to do serious damage. It also requires no ammunition as opposed to range and mage.
  • Disadvantages- The 'but' comes when encountering mages. Well-constructed melee armour does a good job of deflecting blades and bolts, but also manages to strongly conduct Magic attacks, increasing the effects and damage caused by an opportunist mage. An experienced spellcaster can also paralyse a melee combatant with a 'holding' spell and then attack from afar. Mages are melee fighters' arch enemies, and so should be avoided. But a good way for melee fighters to solve this problem is very simple: wear range armours with your melee weapon when you encounter mages.


Main article: Mage
  • Advantages - The mage may look like an easy target, wearing what could be described as a glorified flannel, but beneath their soft and stab-able exterior lies a dangerous opponent. A combination of 'holding' spells and Magic's conductivity through armour makes the mage strongly anti-melee, often keeping a hand-to-hand combatant incapacitated and highly vulnerable.
  • Disadvantages - Soft-to-the-touch cloaks and robes make the mage a tempting target for passing rangers. With little Ranged Defence, this often makes the mage a walking pincushion - and 'holding' spells will only encourage rangers to shoot from afar.

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.


Main article: Ranged
  • Advantages - With light, articulated armour for optimum ranging, the ranger is able to substitute what his or her armour lacks in physical Defence with magical resistance. This makes the ranger a strong adversary for the mage, who will find a foe that is well defended against magical attacks while also being able to attack from long distances.
  • Disadvantages - To keep nimble, the ranger has sacrificed a large element of his or her armour's melee Defence. A hand-to-hand combatant will be able to aim attacks at the joints and other unprotected areas with relative ease, as long as they can get close enough to do so. Although, many high-levelled rangers choose an option of "tanking" to counter this drawback. This process involved substituting some parts of the ranged armour for the bulkier melee armour. This process allows the ranger to have a high defence bonus as well as a strong ranged bonus.


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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-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.


This article uses material from the "Player killing" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010
(Redirected to PvP Combat article)

From SWG Wiki

PvP stands for Player versus Player.

Is a type of combat where at least two players enter in combat with the ability to incapacitate and kill each other.

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.

Open PvP

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.

This article uses material from the "PvP Combat" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to Open PvP article)

From TibiaWiki

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 Image:Germany.gif Germany 9:00 CET Open PvP May 13, 2004
Amera Image:USA.gif USA 12:00 CET Open PvP October 07, 2002
Antica Image:Germany.gif Germany 9:00 CET Open PvP January 07, 1997
Arcania Image:Germany.gif Germany 8:00 CET Open PvP December 22, 2004
Askara Image:Germany.gif Germany 8:00 CET Open PvP August 11, 2005
Aurea Image:Germany.gif Germany 8:00 CET Open PvP August 10, 2004
Azura Image:Germany.gif Germany 9:00 CET Open PvP March 30, 2004
Balera Image:USA.gif USA 11:00 CET Open PvP July 06, 2005
Berylia Image:Germany.gif Germany 8:00 CET Open PvP May 24, 2005
Chimera Image:USA.gif USA 12:00 CET Open PvP March 30, 2004
Danera Image:USA.gif USA 11:00 CET Open PvP February 16, 2005
Danubia Image:Germany.gif Germany 9:00 CET Open PvP April 17, 2003
Elera Image:USA.gif USA 11:00 CET Open PvP February 16, 2005
Elysia Image:Germany.gif Germany 9:00 CET Open PvP June 29, 2004
Empera Image:USA.gif USA 11:00 CET Open PvP April 19, 2005
Eternia Image:Germany.gif Germany 9:00 CET Open PvP February 11, 2003
Fortera Image:USA.gif USA 11:00 CET Open PvP October 20, 2004
Furora Image:Germany.gif Germany 8:00 CET Open PvP July 06, 2005
Galana Image:Germany.gif Germany 8:00 CET Open PvP September 16, 2004
Grimera Image:USA.gif USA 11:00 CET Open PvP May 24, 2005
Hiberna Image:Germany.gif Germany 9:00 CET Open PvP December 19, 2003
Iridia Image:Germany.gif Germany 8:00 CET Open PvP February 16, 2005
Isara Image:Germany.gif Germany 9:00 CET Open PvP July 15, 2003
Jamera Image:USA.gif USA 11:00 CET Open PvP December 22, 2004
Julera Image:USA.gif USA 12:00 CET Open PvP November 05, 2003
Keltera Image:USA.gif USA 11:00 CET Open PvP February 15, 2006
Kyra Image:Germany.gif Germany 8:00 CET Open PvP December 20, 2005
Libera Image:USA.gif USA 12:00 CET Open PvP November 14, 2002
Lucera Image:USA.gif USA 11:00 CET Open PvP October 20, 2004
Lunara Image:Germany.gif Germany 9:00 CET Open PvP December 10, 2002
Malvera Image:USA.gif USA 11:00 CET Open PvP August 11, 2005
Morgana Image:Germany.gif Germany 8:00 CET Open PvP March 30, 2005
Mythera Image:USA.gif USA 12:00 CET Open PvP May 13, 2004
Nebula Image:Germany.gif Germany 8:00 CET Open PvP April 19, 2005
Neptera Image:USA.gif USA 11:00 CET Open PvP July 06, 2005
Nova Image:Germany.gif Germany 9:00 CET Open PvP December 19, 2001
Obsidia Image:Germany.gif Germany 8:00 CET Open PvP August 11, 2005
Ocera Image:USA.gif USA 11:00 CET Open PvP December 20, 2005
Pandoria Image:Germany.gif Germany 8:00 CET Open PvP January 25, 2005
Premia Image:Germany.gif Germany 9:00 CET Open PvP April 03, 2002
Pythera Image:USA.gif USA 11:00 CET Open PvP November 24, 2004
Rubera Image:USA.gif USA 12:00 CET Open PvP July 10, 2003
Samera Image:USA.gif USA 11:00 CET Open PvP August 10, 2004
Saphira Image:Germany.gif Germany 8:00 CET Open PvP April 19, 2005
Selena Image:Germany.gif Germany 8:00 CET Open PvP March 30, 2005
Shanera Image:USA.gif USA 11:00 CET Open PvP April 19, 2005
Shivera Image:USA.gif USA 11:00 CET Open PvP January 25, 2005
Silvera Image:USA.gif USA 11:00 CET Open PvP March 30, 2005
Solera Image:USA.gif USA 12:00 CET Open PvP March 16, 2004
Tenebra Image:USA.gif USA 11:00 CET Open PvP September 16, 2004
Thoria Image:Germany.gif Germany 8:00 CET Open PvP July 06, 2005
Titania Image:Germany.gif Germany 9:00 CET Open PvP March 16, 2004
Trimera Image:USA.gif USA 12:00 CET Open PvP February 11, 2003
Valoria Image:Germany.gif Germany 9:00 CET Open PvP November 05, 2003
Vinera Image:USA.gif USA 11:00 CET Open PvP August 11, 2005
Xantera Image:USA.gif USA 12:00 CET Open PvP June 29, 2004
Xerena Image:Germany.gif Germany 8:00 CET Open PvP February 15, 2006
Zanera Image:USA.gif USA 11:00 CET Open PvP March 30, 2005

This article uses material from the "Open PvP" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki



  1. Player vs Player, a battle in which human players are adversaries.

See also

This article uses material from the "PvP" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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