Kheldra

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).

ZoneDistancePvPWhat drops on a PvP death
Protected TownLess than 12 stepsNoneNothing
Frontier12 to 37 stepsPossible, with both players opted inUnprotected trade cargo
Lawless Wilds37 steps and beyondPossible, with both players opted inEvery unprotected carried item

The game shows a one-line warning when you step from one zone into a PvP zone.

PvP

The combat tag

A PvP hit tags both players for 15 seconds. While you are tagged:

What a PvP death costs

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

Revival

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.