PLAYER COMBAT
PvP, Destinies and Rewards
Global player-combat rules live here. Open a Combat Destiny for its complete live kit, costs, cooldowns and restrictions.
Last verified against server Pre-Alpha 0.1 + Base Stat 150 ·
OVERVIEW
One player-combat system, six specialized paths
Combat Destinies add PvP techniques to real trained builds. They do not grant skill points, replace the shared 720.0 cap or increase creature-combat Codex power.
Global PvP rules · accuracy, skills and poison
GLOBAL RULES
Accuracy, skills and PvP boundaries
Equal opposed weapon attack and defence values give a 65% base hit chance before other modifiers. Not every spell or technique uses a weapon hit check.
Shield parry: PvM and PvP
A shield is required. At Dexterity 80 or more, Parrying determines the following chance on each eligible attack. Lower Dexterity reduces it; 30% is not the maximum.
| Parrying | PvM shield chance | PvP shield chance |
|---|---|---|
| 100 | 30% | 30% |
| 110 | 32.5% | 31.25% |
| 120 | 35% | 32.5% |
The PvP column includes the current half-strength contribution above 100. Shield blocking does not reduce every hit by these percentages.
| Skill at 100 trained | PvP weapon damage | PvP direct Magery damage | Additional use |
|---|---|---|---|
| Tracking | +10% with bow/crossbow only | None | Find eligible players; no active tracking arrow is required for the damage component |
| Inscription | None | +10% to eligible direct spells | Higher Power Scroll tiers add flat damage; Flame Strike follows its own flat path |
| Lumberjacking | +20% with a valid axe only | None | Also improves wood harvesting |
Full supplemental-skill reference
| Trained skill | Tracking: bow/crossbow | Inscription: eligible spell | Lumberjacking: valid axe |
|---|---|---|---|
| 50 | +5% | +5% | +10% |
| 100 | +10% | +10% | +20% |
| 105 | +12.5% | +10% and +1 flat | +22.5% |
| 110 | +15% | +10% and +2 flat | +25% |
| 115 | +17.5% | +10% and +3 flat | +27.5% |
| 120 | +20% | +10% and +4 flat | +30% |
Flame Strike is excluded from the generic Inscription row: it gains +2 flat at 100 and +6 flat at 120. Values are components before other bonuses, mitigation and the final PvP weapon-hit ceiling.
PvP: direct Magery damage progression
Same spell roll and target, before Inscription, resistance, critical hits and rounding. The final column is the percentage of the listed 100 Magery / 100 Eval Int spell range. Chain Lightning and Meteor Swarm apply it to their target-count roll; Flame Strike uses it only through 100 skill.
| Magery | Eval Int | Magery factor | Eval Int factor | Final spell range |
|---|---|---|---|---|
| 100 | 0 | 100% | 52% | 52% |
| 100 | 20 | 100% | 54% | 54% |
| 100 | 40 | 100% | 60% | 60% |
| 100 | 50 | 100% | 65% | 65% |
| 100 | 60 | 100% | 70% | 70% |
| 100 | 80 | 100% | 85% | 85% |
| 100 | 100 | 100% | 100% | 100% |
| 110 | 100 | 105% | 100% | 105% |
| 120 | 100 | 110% | 100% | 110% |
Eval Int deliberately starts at 52%, rises slowly for light hybrid investment, reaches 85% at 80 and reaches full damage at its hard cap of 100. Magery can still progress through its supported Power Scroll tiers; against players, trained Magery 110 counts as 105 and trained Magery 120 as 110.
Poisoned weapons against players
The wielder must meet the stored coating’s trained Poisoning requirement: Lesser 30, Regular 50, Greater 80, Deadly or Lethal 100. For an eligible hit, effective Poisoning × 0.20% + effective Taste Identification × 0.15% gives one delivery roll, up to 35%. Each input is capped at 100; these are not two separate poison attempts.
| Poisoning | Taste Identification | Delivery chance |
|---|---|---|
| Below coating requirement | Any | 0% |
| 30 | 0 | 6% |
| 50 | 0 | 10% |
| 80 | 0 | 16% |
| 100 | 0 | 20% |
| 50 | 50 | 17.5% |
| 80 | 80 | 28% |
| 100 | 50 | 27.5% |
| 100 | 100 | 35% |
Use an eligible coated weapon and land a qualifying hit while charges remain. A transferred coating does not grant its maker’s skill. A charge is consumed only when the target actually accepts the poison. Failed rolls, immunity and an equal or stronger active poison do not consume a charge. Below the coating requirement, the weapon still deals its normal physical damage. The same trained requirements apply in PvM, whose delivery-chance curve is separate.
The first damage tick is immediate in PvP and PvM and counts toward the normal tick total. Reapplying the same level while it is already active does not trigger another first tick. A successful Cure ends the poison without granting temporary immunity, so a later successful application can start a new poison. Hostile player-owned pets and summons use the appropriate PvP classification; innate creature poison is not given the weapon-proc formula.
COMBAT CODEX
Select one Destiny and use its live techniques
The personal Combat Codex shows every active technique, command, cost and cooldown. Passive techniques show their trigger instead of a use button.
- Train all three listed base skills to 100.0.
- Speak with Aldric, Master of Combat, in Britain and preview each path.
- Confirm one Destiny. Only one may be active.
- Find the Combat Codex in your backpack and double-click it to open your PvP techniques. You may also use the player commands printed inside the book.
SIX COMPLETE GUIDES
Combat Destinies
Each page contains every live ability, its artwork, activation type, requirements, cost, cooldown, duration, range and restrictions.
Blademaster
Gap closing, movement pressure and healing reduction.
Open full Destiny guide →Fencing 100 · Tactics 100 · Anatomy 100Duelist
Fast prepared attacks, counterplay and consecutive-hit pressure.
Open full Destiny guide →Mace Fighting 100 · Tactics 100 · Anatomy 100Crusher
Stamina pressure, armor reduction and short movement control.
Open full Destiny guide →Archery 100 · Tactics 100 · Anatomy 100Marksman
Range control, spell interruption and stationary armor pressure.
Open full Destiny guide →Fencing 100 · Hiding 100 · Stealth 100Shadow
Target marking, stealth timing and strong healing reduction.
Open full Destiny guide →Magery 100 · Evaluating Intelligence 100 · Meditation 100Mage
A deliberate player-damage immunity window with a complete action lock.
Open full Destiny guide →PvP Points · Jhelom rewards and limits
PERSISTENT CHARACTER CURRENCY
PvP Points from official events
Open .pg, select the PVP tab and read the current balance. The same tab opens PVP REWARDS and the Arena-Proven title controls.
| Source | Points | Rule |
|---|---|---|
| Real participation | 4 | At least 60% presence and activity in at least 3 distinct one-minute windows |
| First kill of the same account | 2 | Compared by killer and victim account |
| Second kill of the same account | 1 | Same event run |
| Third and later kill of the same account | 0 | No further farming value |
| Third place | +2 | Ties use the lowest occupied place |
| Second place | +4 | Ties use the lowest occupied place |
| First place | +6 | Ties use the lowest occupied place |
| Unique victory | +2 | Only when first place is not tied |
| Maximum per event | 20 | Hard award cap |
The Champion, Elimination and Conquest use the same PvP Points balance. Their eligible score ranking awards 15 points to the top quartile, 8 to the next quartile and 3 to the next; team events can add one point for the winning team and one for the qualified top healer. Fifteen-minute events award once, while the two 30-minute team events award twice.
One eligible character per account is selected for an event payout. Every event uses a unique run ID, so the same payout cannot be replayed. The balance and processed receipts persist through world saves and restarts.
PVP EVENTS
The next event starts 30 minutes after the previous one ends
Jhelom FFA, The Champion, Elimination and Conquest run in that permanent order. The saved scheduler preserves the next event and its countdown across world saves and restarts.
| Order | Event | Format | Maximum duration |
|---|---|---|---|
| 1 | Jhelom FFA | Free for all with arcade mount and fast respawn | 15 minutes |
| 2 | The Champion | Free for all built around the current Champion | 15 minutes |
| 3 | Elimination | Round-based team survival | 30 minutes |
| 4 | Conquest | Team control zones and combat scoring | 30 minutes |
After an event finishes or is cancelled, the next event starts 30 minutes later; registration opens during the final five minutes. With every event running for its maximum duration, the complete four-event cycle lasts about 3 hours 30 minutes. An event that finishes early also advances the cycle earlier. Open .pg → Events → PvP or use .events. Every row has its own Registration, Scoreboard and Details controls.
PvP Reward Shop · complete catalogue
LIVE CATALOGUE
PvP Reward Shop
Purchases use only the character’s PvP Points. Each purchase has an idempotent receipt; points are not kept when delivery fails.
| Reward | Cost | Ownership and use |
|---|---|---|
| PvP Sash | 250 | Hue 40, Blessed, character-bound; cosmetic only |
| PvP Cloak | 250 | Hue 40, Blessed, character-bound; cosmetic only |
| PvP Robe | 250 | Hue 40, Blessed, character-bound; cosmetic only |
| the Arena-Proven | 1,000 | Permanent character-bound title unlock |
| PvP Llama | 1,000 | Hue 40, Blessed, character-bound cosmetic mount token |
| Jhelom PvP Trophy | 500 | Repeatable, tradable house trophy with purchaser provenance |
| PvP Banner | 500 | Repeatable, tradable Hue 40 house banner with provenance |
| PvP Horse | 1,000 | Hue 40, Blessed, character-bound cosmetic mount token |
| PvP Statue | 500 | Repeatable, tradable Hue 40 warrior statue with provenance |
| PvP Zostrich | 1,000 | Hue 40, Blessed, character-bound prestige mount token |
BUILD THE CHARACTER
A Destiny is only one part of a legal build
Offence, defence, healing and utility must still fit inside the shared 720.0 skill-point cap.

