Combat and PvP
How a hit is resolved
Section titled “How a hit is resolved”-
Validity. Self-hits, forcefielded targets, dead humanoids, NPCs still spawning, and any pair where either side has Pacifist mode on are all rejected.
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Dedupe. A hitbox ID on the target prevents one source hitting the same target twice inside a 20 second window.
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Damage.
damage = basex tier PowerMultix your Damage stat buffx ability DamageMulti/ cross-tier penaltyx every offense multiplier on you/ every damage multiplier on the target -
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.
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Knockback. Stacked force values, 0.5 seconds each, capped at 500.
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Aftermath. Floating damage text, lifesteal, and a 10 second mutual combat tag.
Kill payouts
Section titled “Kill payouts”| 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 mode
Section titled “Pacifist mode”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.
The combat tag
Section titled “The combat tag”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.