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PvP Basics

PvP rules depend on the area. Fights in the prison are policed by guards, while the Pit, KOTH, and duels have their own rules.

Private Forgotten Polis is PvE-only. It does not use the old Pilgrim, Wanderer, or Defiler alignments. The older public Polis alignment rules no longer apply.

New-player protection

Players new to the server can't attack or be attacked by other players for their first 30 minutes of play. Time in the tutorial doesn't count, so the clock starts when you reach spawn. It only applies to accounts that have never played the server before, so returning players don't get it at a new map.

  • /pvp shows how long your protection lasts.
  • /pvp on ends it early. You'll be asked to confirm with /pvp on confirm, and it can't be turned back on.
  • Duels, Skywars, KOTH and cell raids ignore the protection, since you walk into those on purpose.

Starting a fight

You can only start a fight with a sword or axe. Opening hits with anything else are blocked. Once someone attacks you, a short retaliation window opens and you can fight back with whatever you like. Gang-mates can never hurt each other anywhere, with two carve-outs: an active /duel, and a same-gang cell raid where you're on opposite sides.

Private Forgotten Polis

Use /warp polis to open the private-run menu. Private runs disable PvP and bypass alignment selection.

On death, you keep your inventory, collected loot, and XP, and return to server spawn. There is no alignment gear roll or 5-minute alignment deathban. The old Wanderer and Defiler alignment-specific warp delays do not describe private runs.

See Death & Item Loss for the differences between private Polis, the prison, the Pit, the Sacred Way, and events.

Combat tag

The moment you land or take a hit, you'll see "You are now in combat!". While tagged, escape commands are blocked: /home, /sethome, /warp, /mines, /spawn, /tpa, /tpahere, /tpaccept, /trade, /pv, /jet, and /cellvisit. The tag wears off shortly after the fighting stops.

Combat logging

Logging out doesn't save you. Disconnecting outside a safe zone (whether you're tagged or not) leaves a stand-in for about 20 seconds carrying your gear and health. If it's killed, you drop loot exactly as if you'd died, and your attacker gets the credit. If it survives, you resume where it left off when you log back in, including any damage it took. Weapon trim leech and jewel leech from enchant procs don't work on combat loggers.

Reading damage numbers: increased vs more

Combat wording is standardised across enchants, trims and jewels:

  • Increased bonuses are additive. Every increased source you have sums into one pool that scales your base damage once. Two 20% increased sources give +40%.
  • More bonuses are multiplicative. Each more source multiplies on top of everything else. Two 20% more sources give ×1.44.
  • Critical strike bonuses read +X% to Critical Strike Multiplier: the number is added to your multiplier rather than scaling it.

A more multiplier is worth a lot more than the same number as increased once you're stacking bonuses, so read tooltips carefully.

Leech

All healing from dealing damage is Leech: a percent of the damage you deal is Leeched as Life instead of healing instantly. Every source (the Lifesteal enchant, the Orb of Moros implicit, weapon and wand trim leech, of Vampirism jewels, the Wraithheart's Soul Siphon) banks into one pool that heals you at up to 1 HP per second combined. Overflow banks up to 6 HP and keeps draining at the capped rate; the bank empties the moment you reach full health, and clears on death.

Weapon notes

  • Bows are a real weapon: arrows pierce most of a target's armour, so a well-drawn shot genuinely hurts geared players.
  • Glass-cannon tradeoff: holding an Ancient bow makes you take +15% damage and a wand +10%. See Wands, Bows & the Glass-Cannon Tradeoff.
  • Auto Clicker (/ac) is a PvE tool: it never hits players. See Boss Fight Mechanics.
  • Wands and bows stay PvE-only: they do nothing to other players, so save them for bosses and shades. Wand enchants only matter against mobs.
  • Trinkets don't touch PvP, with one exception: Ensnare, a rechargeable trinket dropped by Uber Echidna, is the only item in the game that affects PvP.

Open PvP also fuels events like KOTH and Skywars, which have their own participation and combat rules. Stack the right gear before you step out.

Version history

v4.0.2

  • Fixed a weapon-swap exploit affecting bow damage and effects.

v4.0.0 (Map 4)

  • New: players new to the server can't attack or be attacked by other players for their first 30 minutes of play. Time in the tutorial doesn't count, and duels, Skywars, KOTH and raids ignore the protection. /pvp shows how long it lasts and /pvp on ends it early.
  • Weapon trim leech and jewel leech from enchant procs no longer work on combat loggers.
  • /ma is now /autoclicker (/ac) and never hits players.

Private Polis

  • Private PvE runs replace alignment selection. Inventory, collected loot, and XP are kept on death. The public-Polis alignment rules below are historical.

v2.0.0

  • Defiler and Wanderer bonus drops were reduced. The Defiler's second loot roll is now a 50% chance (was 100%) and the Wanderer's a 20% chance (was 30%).
  • Bows are a real weapon now: arrows pierce most of a target's armour, so a well-drawn shot actually hurts geared players.
  • Holding an Ancient bow makes you take +15% damage and a wand +10% (a spelled-out glass-cannon tradeoff); wands and bows remain PvE-only against players.
  • Diamond and iron sword and axe base damage increased 10%.
  • Damage-over-time ticks and magic damage were re-classified for combat buffs (DoTs no longer feed or break on-hit effects, and magic now counts as a real hit), and every duel now ends with PvP cooldowns fully reset.

v3.0.0

  • The Ancient Roads were removed. Forgotten Polis is now the only alignment zone.
  • Healing from dealing damage is now Leech: every source banks into one pool capped at 1 HP per second, with up to 6 HP banked.
  • Damage wording standardised everywhere: increased bonuses sum additively, more bonuses multiply, and crit reads +X% to Critical Strike Multiplier.
  • Added Ensnare, an Uber Echidna trinket, the only item in the game that affects PvP.