# Player Killing

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Work In Progress...
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Outside the main capital of New Cambria, the king's rule is weak.  Players can be attacked at any time, losing any accumulated resources and gear on death.  The threat from rival adventurers seeking easier paths to wealth increases the further from safe zones the player ventures.

## FAQ

* Are any zones considered 'safe'?
  * Cities, Settlements, the Luminescent Ore mine, and the Abandoned Village are all safe zones.  In safe zones, you cannot be attacked.  If you run into a Safe Zone, there will be a 10 second window for any attacker to kill you, before you are marked as safe. &#x20;
* What happens if I die?
  * Death penalties vary based on where you are in the map. &#x20;
    * The map is divided into 4 region tiers - Tier 1 to Tier 4. &#x20;

## Items on Death

Always keep: Basic Tools, Quest / Unique Items, Coins (Silver)

*Item Retention on Death*

* Tier 2 (Yellow Zone)
  * Keep everything, 50% Durability Loss
* Tier 3 (Red Zone)
  * PvE
    * Keep armor/weapons, 50% Durability Loss on Armor/Weapons
  * PvP
    * Lose all but most valuable item
      * Dropped armor/weapons take scaling Durability Loss on # of attack
    * Can Home Teleport, TP out at any time, unless teleblocked
* Tier 4 (Red Zone)
  * PvE
    * Keep armor/weapons, 75% Durability Loss on Armor/Weapons
  * PvP
    * Lose all but most valuable item
      * 75% Durability Loss on Armor/Weapons (when picked up by killer)
    * Can't Home Teleport, but can TP out at any time, unless teleblocked
* Tier 5 (Black Zone)
  * PvE
    * Keep armor/weapons, 75% Durability Loss on Armor / Weapons
  * PvP
    * Lose all but most valuable item
      * 75% Durability Loss on Armor/Weapons (when picked up by killer)
    * Can't Home Teleport, but can TP out at any time, unless teleblocked
    * Attacking other players doesn't skull you

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Note: When items drop into the Loot Bag, there is a 25% chance of loss (deletion of item).
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## Gear Savior

The more players are involved in your death to PvP, the more likely it is for "Gear Savior" to trigger -> this perk will miraculously result in you keeping all of your equipped weapons & items after respawning.

## Stress on Aggressive Action&#x20;

When engaging in an aggressive action (that would <mark style="color:red;">**Skull / Mark as Outlaw**</mark> if not already a red name), players gain a significant amount of stress.  This does not trigger again until the player goes out of combat for a while.  This stress amount deals **half of the Stress gain to all players nearby** (including the target). &#x20;

## Trash Rate based on # of Killers

The more killers, the highest % of a player's loot and gear will be trashed on death.  By default, this percentage is 10%.  At 5+ killers, this scales to a 25% chance to trash for each loot item.

## FAQ

* Are there any consequences for PvP?
  * Attacking players that are not marked as an outlaw ("skulled") will result in you receiving the Outlaw / "skull" status.  **Outlaw players have red names.** &#x20;
    * Being an outlaw results in a variety of penalties for the player, including castle guards becoming aggressive, and losing ALL items/equipment on death in all zones.
* Does skull/outlaw status ever expire?
  * Yes, after 4h the status will expire (this timer ticks regardless of whether you are online or not), however, if you attack any more non-skull/outlaw players unprovoked you will have the status timer reset back to the full 4h.
* Does killing player with a trap count as PvP?
  * No, killing a player with a trap will not result in the skull/outlaw status being applied.
* Can multiple people attack me at once?
  * Yes, all areas outside the Safe Zones are multi-way pvp
* Are there any key binds for combat?
  * Yes, you can shift + left click on the ground and it will attack the nearest entity eligible to be hit. This can be useful when you are kiting large groups of mobs, or even players.
