Skip to content

Combat and PvP

  1. Validity. Self-hits, forcefielded targets, dead humanoids, NPCs still spawning, and any pair where either side has Pacifist mode on are all rejected.

  2. Dedupe. A hitbox ID on the target prevents one source hitting the same target twice inside a 20 second window.

  3. Damage.

    damage = base
    x tier PowerMulti
    x your Damage stat buff
    x ability DamageMulti
    / cross-tier penalty
    x every offense multiplier on you
    / every damage multiplier on the target
  4. Spread and falloff. Plus or minus 5 % random, then linear distance falloff (minimum one third, hard cut at 2x range) or radial falloff for explosive sources.

  5. Knockback. Stacked force values, 0.5 seconds each, capped at 500.

  6. Aftermath. Floating damage text, lifesteal, and a 10 second mutual combat tag.

Victim You get
Player 15 % of their XP loss + 10 000 + 5 seconds of their idle rate
NPC 70 % of its XP + 100, split by damage share

On a kill the victim drops min(floor(tier^(2/3)), 7) orbs sharing the pot, and your chosen kill effect plays on them.

Pacifist is the PvP toggle, and it is on by default.

With Pacifist on you cannot be hit by players and cannot hit them. The cost:

  • Occult and Champion both require PvP enabled
  • You cannot capture the hill or the castle — cappers in Pacifist mode are ignored by the pad and get a one-off explanation message

Turning it off makes you worth killing: your XP loss is what pays your killer.

Being hit tags both parties for 10 seconds. While tagged you cannot use the SkyDrop button, and the music switches to the battle track. It clears on its own.