Contents

PvP

You can switch PvP on anywhere outside the city's walls, but never inside them: type /pvp on, or /pvp off to switch it off again. Below ground the flag makes no difference, since nobody fights anybody there but the dungeon.

Who can fight whom

Two players can fight when both have PvP on, both are out in the open in the same zone, neither is inside a city's walls, and they are not in the same party. Their nameplates turn red. Click one, or Tab to them, and you attack them as you would a creature: auto-attack, abilities and all.

A blow on a player lands at 50% of what it would do to a creature, and their Shield Wall and Barrier take their share as they would against anything. A hold — a root, a slow, a stun, a silence, a sleep — lasts 50% as long on a player. A rogue who has used Disappearing Act cannot be fought until it ends or they act, and only their party can see them meanwhile. The priest's Hurricane does not throw players. Rend bleeds a player as it bleeds a creature. Sunder's taunt does nothing to a player. A player can miss, dodge, parry and block a player's blow the same way as a creature's, by the same levels (see misses, dodges, parries and blocks).

Every class has one action made for this: the warrior's Hamstring, the ranger's Pinning Shot, the bard's Lullaby, the mage's Frost Nova, the priest's Blight and the rogue's Garrote. Each works on creatures too. The bard's Lullaby is an area: every player you may fight within 8 m of its target falls asleep, and so does every creature there.

A player brought down lies where they fell and wakes at the nearest of the zone's graves, as after any death. Killing a player pays nothing: no experience, no loot, nothing on the escalation ladder.

Someone to fight

Flag yourself outside the walls and you will not wait long for a fight: 2 computer-run fighters come for you, of any class and at your level, knowing their class's whole skill tree, arriving about 45 m off. Everything above applies to them as to anyone: red nameplates, the PvP share, holds and all. They see you from 120 m and run at you, round whatever stands between, open with their cooldown, then their class's PvP action, their stun and their attacks, and use their defence when they are hurt. One you kill is replaced after 20 seconds. If they kill you, they leave you alone for 15 seconds after you wake, unless you attack someone first. Switch PvP off, or leave the zone, and they go.

Parties

Parties still form on their own, and when both players have PvP on they hold together over 250 m instead of 40 m. Since you cannot fight anyone in your own party, a party's leader can /lock it so nobody else is grouped in, and /kick a member; see parties. /leave takes you out of a party yourself.

Contested ground

The Bloodmarch, past the Frostmark, is contested: walk onto it and you are flagged for PvP, whatever you had chosen, and you cannot switch it off while you are there. Leave it and you are back to however you had it set before.