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PvP & Corruption

No PvP toggle — attacking is the flag. Everyone starts peaceful, victims can always fight back, and killing someone who never engaged you brings corruption.

There is no PvP toggle at all. The decision to attack is the flag. There's no on/off setting and no keybind to fumble.

How it works

  • Everyone is peaceful by default. Every player starts as a non-combatant.
  • Attacking flags you. The moment you attack another player, the act itself makes you a combatant. There's nothing to switch on first.
  • The victim can always fight back. Whoever you attack can retaliate against you right away. They don't need to toggle anything, and defending themselves doesn't flag them or cost them anything. Everyone gets a fair chance to fight back.
  • Killing the innocent brings corruption. Kill a non-combatant who never engaged you and you gain corruption — you're the criminal. Fighting back, or killing the player who attacked you, carries no corruption, or a reduced amount.

Consequences

Players move through combatant states — peaceful, flagged, and corrupted — with consequences for unlawful kills (corruption penalties, stat dampening, gear risk) and relief for lawful play and bleed-off over time.

Because the rules live entirely on our server, PvP is something we can tune and fix instantly — no client dependency. It's one of the systems the engine makes easiest to balance.

At a glance

  • No toggle, no keybind — attacking is the flag.
  • Peaceful by default — everyone starts as a non-combatant.
  • Self-defense is free — fight back against your attacker with no flag and no penalty.
  • Unlawful kills bring corruption — corruption penalties, stat dampening and gear risk, bleeding off over time.
  • Server-side rules — tuned and fixed instantly.

Related: Combat · Aurora Borealis