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PvP worlds (also known as Player-versus-Player worlds) were released on 15 October 2008. They allow players to clash almost anywhere, except for certain safe areas like banks, respawn points, and the Grand Exchange. A few things that were removed after the wilderness removal of December 2007 now have been added back to the game, such as the spell Teleblock and death drops. Because Jagex added the revenants only to replace dangerous PKers, they do not appear on PvP servers. High levelled players, or players confident in their ability, often go without armour to skilling areas, as the areas are usually empty, or less populated, hence less competition.
- Minimum of level 20 Combat (not including Summoning) to enter any PvP world.
Worlds 17 and 21 are free-to-play PvP worlds. Worlds 26, 72, and 86 are pay-to-play worlds.
In addition, worlds 32, 57, and 136 are free-to play Bounty worlds, while worlds 18, 65,124, and 137 are pay-to-play bounty worlds.
When logging into a PvP world, players are warned and given the option to return to the log-in screen to select another world.
- When you log in to a PvP world you will appear where ever you where you where last time you logged in.
- The PvP worlds manual will appear in the inventory, and if lost, may be replaced by talking to Mandrith, found in Edgeville bank or his brother Nastroth (both appear only in PvP or Bounty Hunter worlds.
- No borrowed items are allowed into a PvP world. If a player tries to log in to a PvP world with a borrowed item in their inventory, it will tell the player to bank it first before logging onto a PvP world.
- The Period of Immunity is only about 5 seconds, during this time, you are unable to be attacked.
- The "immunity" also works during teleportation and travel (such as while in a boat). However, to prevent abuse, this will not work for a short period of time whenever it is used too often.
Level range for a player with a Combat level of 96.
Any player within a particular level range of Combat level can be attacked. The range is calculated with this formula:
level range = ( 0.1 × Combat level) + 5 + Wilderness level
[Note that the result is always rounded down]
For example, a player with a Combat level of 100 may attack players with Combat levels between 85 to 115 (a 15-level range). If the player is in the Wilderness, the range increases as the player travels deeper, (directly based off the level of Wilderness the player is in).
Note: A player CAN be attacked by another player outside their range, if the other player has the player within their range. This player CAN of course retaliate if they are attacked this way, even though the other player is outside their level range. An example of this happening is when a player with a combat level of 50 attacks a player with a combat level of 40. The former person can do so because his range is 0.1*50+5=10, or combat levels 40-60 while the latter player has a range of 0.1*40+5=9, or combat levels 31-49.
The various Combat level colours:
There are a number of "safe zones" within a PvP world where players are not allowed to attack one another. Some of these areas are as follows:
If a player runs into a safe zone while in combat, a 10-second countdown timer appears. During this time, the player is safe from all players except the player who triggered the timer. According to Jagex, this is to prevent players from using "hit and run" tactics.
"Safe" minigames also allow player-versus player combat. Nevertheless, when a player is killed, the player loses nothing and will appear back at the start point.
These minigames are closed for player-versus-player attacks.
There are certain areas in RuneScape called "hot zones". These places are considered very dangerous as they are popular for players to come and kill each other. Many of these areas have monsters as well. A "flaming skull" icon will appear on the screen to notify players when they enter these areas.
Hot zones give players an advantage because there is a higher chance for killed opponents to drop better items in these areas, as opposed to killing players outside the hot zones. Hot zones are more dangerous, however, due to the larger number of players in these areas who will hunt you for the improved drops they can get.
Hot zones include, but are not limited to :
A new update now let players see how much drop potential they've acquired so far.
Death and Drops (Loot)
The death tolls in PvP servers are extremely high each day.
In a PVP world, as of 15 July 2009, all players start out with a skull and protect item prayers are disabled. This means that no matter, when you die, you lose all of your items.
If a player manages to kill another player in combat, they will receive certain item drops from that player. The total value of the drops is determined by the Earn Potential the player has at the moment of killing the other player. The final drop consists of a mixture of the following items: Items the player had on them that they lost, consumables, most regular items that are not "boss monster drops" and Ancient artifacts.
- Earned Potential (EP) will increase every 30 minutes you spend on a PvP world outside of a safe zone; in hot zones, the increase rate is a minimum of 15% every 30 minutes. Jagex stated in a news post that "These 30 minutes do not have to be consecutive - you can log out or visit safe zones - but the system only counts full minutes." However, it will likely take longer to build up your chances for a "good" drop if you do not spend 30 consecutive minutes outside of safe zones, especially if you keep dying over and over, with very little time in between deaths.
- As already explained, hot zones - areas of Ardougne, Varrock, Falador, the Wilderness, etc. - will increase player's earned potential by 25% every 30 minutes. If they are not in a hotzone, their potential will rise 10% every 30 minutes with a maximum of 40% only.
- Members must be carrying at least 75,000 coins (75k) worth of items on them for their "good" drop potential to increase, while free users only need 25,000 coins (25k) worth on them. If a player and their opponent does not fulfil this requirement, their chances of a "good" drop will not increase every 30 minutes, and as such their chances of receiving such a drop decreases dramatically.
- It is possible to increase your drop potential if you are not in a "Hot Zone" i.e Varrock and Falador even if you have 75,000gp and/or items worth 75,000gp+ . but if not in a hotzone it will increase over time at a lower rate.
Most of the time, the items dropped are normal equipment, mostly Mithril weapons in most free PvP worlds, such as weapons and armour from non-PvP worlds. However, in rare cases, special PvP-only drops such as Corrupt dragon equipment, Brawling gloves and rune armour will be dropped if you have a high EP.
Click here for a list of items dropped on F2P PvP worlds.
PvP world Tactics
- Ranged - Ranged is frequently used due to its very high speed (being able to fire 3-4 arrows between 2 spell casts). Also at high levels such as 70+ many players may hit 12s and 13s often at a very high speed.
- Magic - Magic is also used, although not very often due to the fact of having to buy, usually death runes (which on death result on a major loss), to deal greater amounts of damage. What makes magic efficient is the fact that most players wear their metal armour usually adamant or rune, so you can deal a good amount of damage with it.
- Melee - Melee is very often used usually players that use this have their strength at a very high level (e.g. player lvl 55 w/str75) melee is used mostly with rune scimitars and rune 2h swords.
- For a Ranged-Melee pure it's good to use a tactic called safe at (max hit) hp, this is used to make the fight last longer and not to be so rapid and be feared. When the opponent seems to have less hp than their safe limit he/she can eat but the attacker will try to KO the player.
- Some players use a tactic called kill swapping to get drops with a low risk. The players take turns as attacker and victim. The attacker takes 25/75k and 3 other items, the victim brings at least 75,000 coins, so that both the victim and the attacker meets the criteria of staking a high amount, hence promising a good drop (The victim lets the attacker kill him/her about 10 times, then they swap places.) (Sometimes players train together when they have just swapped places until the attacker has been in an attack zone for 30 mins). Players will often be seen at the grand exchange in f2p and p2p shouting "need 76k partner" or " need 76k trick partner." Due to a recent update by JaGex, players who use 76k-ing will have their drops significantly reduced. Because of this, the amount of 76k-ers have dropped by a large amount, Also players who kill each other get their drop rewards lowered if they kill the person who just killed them. This of course can be avoided by just bringing a third partner and switching victims every time.
- Also, two players used to attack each other in a hot zone with a fun weapon such as the easter carrot since it does not do damage. Both players would risk 75k and keep attacking each other with the fun weapon. This is the fastest and safest way to increase drop potential assuming the other can be trusted. (You can no longer use fun weapons to gain EP/Potential Drop rate). The most common method to gain EP before an update, is by using magic defence armour and autocast windstrike on each other, but JaGeX updated the game to stop increasing EP by using this so people now use wind bolt.
- Skillers (with at least level 20 combat) sometimes go on PvP worlds to enjoy the lack of competition at non-pk activities such as woodcutting or mining. For players who train on monsters on PvP worlds, an extremely useful way to avoid PKers is to check your message box. If you're currently fighting any NPC and it is NOT multiway combat, you will always receive the message: "I'm already under attack." and you will stop attacking the monster. This message happens usually several seconds before the player actually hits you so this would be a good time to run or teleport. Nevertheless, this is still not recommended as there is a high chance of death.
- Players attempting to escape into a Safe area (such as a bank) should be advised to turn Auto-retaliate off. This is because the attacker may run into a 'dangerous' area, causing you to retaliate, resetting the timer.
- Guilds are another area to use as a safe spot yet this is not always guaranteed because the player may have the correct stats or quest points to enter the guild to kill a player. However, it is highly unlikely that the pkers are wearing chef's hats or brown aprons. The Black Arm Gang and Phoenix Gang are ideal safe spots to escape from pkers who haven't joined the gangs though this is rarely used. Carrying certain keys such as the Weapons store key can also be effective ways of escaping players. Another rarely used tactic is wearing a bronze medium helm and iron chain body which will allow the player to enter the Black Knight's Fortress. In Port Sarim, a white apron can be worn to enter the Wydin's Food Store to seek safety and heal by taking unlimited bananas from the crate to recover. The drawback is that the pursuing player can get a white apron from the fishing store north, although this is unlikely because you can easily escape whilst the other player is attempting to get their own white apron.
- Combo breaking is the act of using a slower weapons special attack, and then switching to a faster weapon. Usually, the faster weapon will attack right after the special if timed right. This gives the opponent little to no chance of re-healing after the special, and is vulnerable to the faster weapon's attack.
Special PvP drops
These are special items that can be obtained as drops from PvP worlds. All but a strict few other items in RuneScape can also be dropped much more commonly and in greater numbers from these special PvP drops.
Corrupt dragon equipment
Corrupt dragon equipment have the same stats and boosts as normal dragon equipment, but have a limited amount of time to use(30 minutes), and are available to free-to-play players. They are an extremely rare drop, but you can improve your chances of getting this drop by increasing your EP. They can be bought and sold on the Grand Exchange.
IMPORTANT: Since Corrupt dragon equipment is also available to non-members, It has no special attack in non member worlds. Keep this in mind when purchasing (or using) dragon equipment.
Brawling gloves (m)
There are 13 kinds of Brawling gloves. These gloves add experience to certain skills while training in PvP worlds. They provide as much as 400% bonus (additive) to experience, quadrupling the usual experience gained.
Ancient Warriors' Equipment (m)
The equipment all come in two states:
- Level 78 requirements that will last 1 hour of combat - skill requirement depends on the individual items
- Level 20 requirements that will last 15 minutes. IMPORTANT: Level 20 equipment has NO SPECIAL ATTACK
The list of available equipment are as follows:
Sometimes, you will get ancient artifacts. These can be traded to Mandrith in Edgeville bank or Nastroth in Lumbridge castle for a set amount of coins.
|Broken statue headdress
|Third age carafe
|Bronzed dragon claw
|Ancient psaltery bridge
Types of Players
Disclaimer: These terms do not strictly follow these definitions.
On PvP worlds, there are a few general types of players:
- Lurers: Two people are needed to use this method. One low level player stands out in the open, waiting for an unsuspecting player to come by and kill them. When that happens, the lurer's friend comes out of hiding and kills the player. The duo then takes the drops. The players in hiding often use ancient magic to quickly kill the lured player.
- PKers: (Slang term for "Player Killer") These players are in PvP to kill others, not to get killed by others. They attack just about anyone.
- Pures: These players have one, two, or possibly three high combat stats, with other combat stats being significantly lower. Example of a Pure: 40 Attack, 60 Strength, high Hitpoints and 1 Defence.
- Defenders/Safers: These players try to play Runescape on PvP worlds like any other world, but fight players who attack them. They often flee from battle if losing.
- D-claws pker: These players jump out of safe zones and rely on chance for a good special attack using Dragon Claws. They either run if it fails, or may switch to a different weapon or combat style, such as using Ancient magicks.
- Looters: Otherwise known as "scavengers". These players go to hot spots like Falador and pick up items lying on the ground (e.g. arrows, drops, etc.), bank the items, then repeat. This is similar to people in Bounty Hunter. If being a looter bring telekinetic grab runes is also a very good idea.
- Dharokers: Players who use a Dharok's set against players. They usually try to make another player attack them while having the Protect Item prayer on. On rare occasions they wear a skill cape to increase loot drops, but they often wear a legends cape instead since it's only 450 gp, and an amulet of strength to increase their Strength bonus. These player types are more rarely seen now due to an update by JaGeX, which automatically skulls any player who enters a PvP or Bounty Hunter world. This causes them to lose their entire set of Dharok's on death (minus one item if they are risking nothing else with a higher High Alchemy value than Dharok's on a +1 Bounty Hunter world).
- Farcasters: These players will camp at an area that players will often visit to travel more quickly or recharge prayer. A couple examples of this include prayer altars and teleport spots. Always be wary when teleporting or recharging prayer in a PVP world. These types of players are frowned upon by melee warriors because in this case the mage has the intended advantage against melee. These types of players usually attack by freezing their opponent in place with magic such as bind or ice barrage, walks away a few steps, and continues to use ranged/magic attacks to attack their opponent. If the opponent is not using range or magic, they cannot strike back or move until the freeze time is up.
- Base campers: These players will camp at spawn points (e.g. Lumbridge, Falador, POH, etc.), to wait for an unsuspecting person to come and attempt to kill them.
- PJ's: Also known as "pile jumpers" or "player jackers," these players wait for a battle to end, and then kill the victor of the battle while they are weak and before they can pick up the spoils or heal themselves. Another example of a PJer is someone who will wait for an opening to attack while two people fight, and use this opening to unleash special attacks on an unlucky player. There is a high chance of death for the player being attacked, so it is best advised to use protection prayers if being pile jumped. PJers may also wait for one of the people fighting to eat and then attack the player that is attacking the eating player. Some Pjers use Dragon Claws, as these have an extremely high rate of kill. "PJing" is often frowned upon, and victims often follow with an insult.
- Anti PJers: These players are much like PJers, but will only attack those who attempt to pile jump/player jack, and most likely follow it with an insult.
- Energy wasters (AKA Hit & Runners)*: These players will attempt to attack another person without getting hit and keep running until the target is out of energy. Usually they use ranged or magic attacks.
- 0-itemers/1-itemers: In Lumbridge and other respawn points, players with either no items or only one item randomly attack players: when the player dies, he/she simply respawns and almost immediately runs out to attack other players again. The 1-iteming player will usually get near-worthless drops such as potions and food, sometimes getting mithril or adamant weapons or armour. Because of the drop tables, players who kill the no-itemers can get average drops to cover the expense of food wasted. One-itemers can quickly become annoying and harassing, and are generally frowned upon by players trying to "Really PK". 1-itemers are commonly considered obsolete after the 15 July 2009 PvP update that disables the protect item prayer. However, the update on 17 July 2009, which made 1-item worlds where players kept their most valued item after death, has caused a revival of this PvP type.
- Escape artist: Escape artists are usually equipped with their cheapest quickest means of teleportation. Many times, this is an Explorer's Ring, for upon near death they teleport to a safer area. If poisoned they may teleport to their spawn location and drop as many items as possible. The cabbage field is a place where they heal until the poison has gone away, or has been healed with an anti poison potion. However, on F2P worlds, this is a popular area to pick off players who are weakened by combat and have teleported themselves to the cabbage field.
- Special Attackers (Rushers): Special attackers usually drink a dose from a Super Strength and a Super Attack potion. Then, they may turn on prayers and use a special attack on someone. If the person doesn't die, the special attacker will often run or teleport away from the fight.
- Voiders: Voiders will most likely attempt to "PJ" with either a Dark Bow or a Rune Crossbow. They can hit very high and are very dangerous as they can hit up to 48/48 in a single volley. There are also Melee Voiders (who use Full Void with a Void Melee helm) who usually use Dragon Claws because of the special that hits 4 times.
- Vultures: Vultures sit in heavy combat areas (directly outside the Wilderness Ditch) and prey on players who just came out of a fight and only had time to pick up the most expensive item from the deceased player. This results in the "vulture" getting both the drop and the added loot from the victim of the freshly killed player.
Flamethrowers: these PKers use salamanders to attack. If the opponent uses a protection prayer, the flamethrowers could easily switch to another attack.
Many players have criticised the PvP worlds as a bad substitute to the old wilderness. Players risk a high monetary value of supplies, only to obtain drops worth a fraction of what opponents lose upon death as these are independent events. Raising drop potential also favours those not actively fighting in PvP worlds, as they would kill vastly more often than every 30 minutes if the value exchange (gained and lost) were to resemble the wilderness.
Some players argue player killing in a larger area makes up for the loss of profit for those skilled in player killing. The underlying reasons behind the change of mechanic on Jagex' part was one to prevent real world trading through the randomization of drops, thus this argument seems arbitrary as jagex did not announce they wished to limit the money-making aspect of pvp. It is further often mentioned that you can gain significantly more from a kill than the opponent loses, increasing the risk of "76king" as a form of real world trading. Many view this as evidence that jagex had ulterior motives for their solution to the problem of compatibility of pvp and real world trading, specifically wanting a larger group of players to profit from pvping.
Thus the PvP solution is often viewed as more than a game-fix, and actively a jagex policy of redistributing the profits gained during player killing. It is hard to argue that those less successful in the wilderness before the removal of the wilderness have not had their profits increased, nor is it easy to argue that those who were successful before the removal of the wilderness have not had their profits heavily curtailed. This implicit, unannounced game change, or "nerf" of pking is what has caused the most of the criticism, and the protests upon the release of this alternative to the old wilderness.
- Jagex had said that they were planning to release PvP worlds in September, but instead released it a month late on 15 October 2008.
- The randomly generated drops have been criticised by players who feel that they are not sufficient rewards for the time and danger involved in obtaining them. As of 9 December 2008, Jagex released a PVP world update that improved the drops.
- When PvP worlds were introduced, prices for Rune, Dragon, Barrows, and other armour and weapons, runite ore/bars, and potions skyrocketed.
- When PvP worlds were released, it was possible to auto-login to them, and unprepared people were killed without notice. This is now fixed.
- On the day PvP worlds were introduced, lobsters, sharks, and swordfish especially, but also many other types of food and potions, were nearly impossible to come by at the Grand Exchange due to the massive amount of demand.
- Some players who abused a bug in which they could not be attacked on PvP worlds and hence gain Earning Potential with little risk were banned for approximately 3 days. A few days later Jagex released Update:Anti-'76k'ing Measures on 26 October 2009 to address this issue. This, however, is being realised by some players to have not worked.
- Sometimes when logging in a pvp world your prayer and hitpoints will appear to be zero for a couple seconds after you log in.