Combat and risk
Kheldra has three risk zones, and the closer you are to the start, the safer you are. This page covers what each zone protects, what a PvP death can cost you, and how being downed and revived works.
On this page
The three risk zones
Zones are measured from the map origin (0, 0).
| Zone | Distance | PvP | What drops on a PvP death |
|---|---|---|---|
| Protected Town | Less than 12 steps | None | Nothing |
| Frontier | 12 to 37 steps | Possible, with both players opted in | Unprotected trade cargo |
| Lawless Wilds | 37 steps and beyond | Possible, with both players opted in | Every unprotected carried item |
The game shows a one-line warning when you step from one zone into a PvP zone.
PvP
- PvP is opt-in. Both players must have turned PvP on. You cannot turn it on inside protected town.
- After you turn PvP on, you can fight after 3 seconds.
- You cannot turn PvP off during combat.
- Characters on the same account cannot attack each other. Party and guild members cannot hurt each other.
- A protected home plot is safe ground. Nobody can attack from it or into it. See Housing and guilds.
- Melee reaches 1.6 steps and archery 9 steps. Solid terrain blocks both, and some places on the map have cover built in.
- A player who has just come back from being downed cannot be attacked for 8 seconds. Attacking ends your own protection early.
The combat tag
A PvP hit tags both players for 15 seconds. While you are tagged:
- You cannot turn PvP off.
- You cannot walk from the Frontier or the Wilds into protected town, and you cannot use a portal book to do the same.
- You cannot log out of the account. Any character on the account that is tagged blocks logout.
What a PvP death costs
- Protected town: no PvP, so no loss.
- Frontier: unprotected trade cargo drops. Trade cargo is the set of bulk goods sold on the Exchange, such as ore, ingots, lumber, planks, salt and leather.
- Lawless Wilds: every carried item drops, except equipped gear, gold, and the protected items listed below.
- Protected items never drop anywhere. They are keys, ledgers, contracts, cargo insurance tokens, trade seals, shipping manifests, survey maps, prospector reports, the market stall kit, coin pouches and both portal books.
- Equipped gear never drops. Each worn item instead loses 10 durability when you are downed in PvP.
- Gold never drops.
- Items in home storage are not carried, so they do not drop.
Dropped items lie on the ground where you fell. Only the player who downed you can claim them, and they must be within 2 steps. Unclaimed items return to you after 15 minutes.
Dying does not cost XP on live play.
Being downed
- PvP knockout: you are downed for 30 seconds.
- Monster death: you are downed for 60 seconds.
- While downed you cannot fight, cast, trade, or use a portal.
Revival
- When the timer ends, press Check revival to return. You come back with 30 percent of your maximum health, and at least 1.
- Press Pay for early revival to shorten the wait to 5 seconds. The game shows the gold fee and asks you to confirm. The fee depends on how much time you skip, and it rises with your character level.
- You come back where you fell, unless a hostile monster is within 6 steps. Then you come back at the town hospital, at the spawn point (0, 0).
See also: Combat for melee, archery, dodge and parry, and Towns and travel for the road.
Live game directory
Look up recorded creatures and bosses before choosing your next hunt. Browse the monster catalog.
Related guides
Written from the game as it is today. If a page and the game disagree, the game is right. Recent changes are listed in the changelog.