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Combat Rules

This section refers to day-to-day combat. For raids, please see the following section. For wars, please see our 'war rules' page.

General Combat

  1. Parties must decide prior to engaging in combat whether it will be resolved through emotes (CRP = Combat Roleplay) or PVP. Once a decision is made, it cannot be reversed unless both sides come to a mutual agreement. 

    • If CRP is the chosen combat type, the defending party may elect to use the LotC rolling guidelines detailed in the section below or continue on with their own style.

  2. In the case that both parties cannot come to an agreement on CRP or PVP, the defending side (the one being attacked) may choose. If provoked, the character being provoked is considered as the defendant.

  3. Guards have priority to choose the combat-type if the other side has broken a law. This law must be clearly documented unless it is an obscure violation that disrupts the peace/warrants an arrest as per that settlement’s judgement. (e.g throwing eggs at someone’s lawn may not be written down as a law, but it may disrupt the peace).

  4. If a player is directed to stop with a sufficient halting emote and continues to run rather than responding, the attacker reserves the right to down said player, revive them and continue RP as if they are bound. In the case that they run again, they may be reported through a /modreq and will be teleported back to continue roleplay.

    • A sufficient halting emote must either contain a descriptive halting action such as “He moves to block her path, a hand held towards their weapon”, or both dialogue and said action. 

  5. If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

    • A Majority Vote is comprised of a minimum of 3/4 of players involved in the combat to override the PvP default and change to CRP.

    • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.

    • Spectators may not interfere in any way. They may follow along, if they have ran the command /status.

  6. Entering or running through a combat prohibited area, such as the Cloud Temple or fast-travels, during and/or to avoid combat is not allowed.

  7. You may not log out, fast-travel, or use your soulstone to escape combat (CRP or PVP) unless you have been disengaged/not been interacted with for 10+ minutes, or when killed if the other side permits it (rather than mechanically dying).

  8. If you are downed, you can only /d20 if the victor states you may or they have clearly emoted killing you. The use of the /d20 command to escape capture/combat of any kind is prohibited and will result in a forced permakill of your character unless both sides agree to allow them back for RP.

  9. The use of blocks, LWC, lava, water buckets, flint & steel, MyPet, or glitching is disallowed during CRP or PVP. This includes bypassing any locks/defenses you encounter during combat. 

    • Note on LWC: You may use doors, but you may not lock or place doors.

  10. Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.

  11. Soulbound items may not be taken from a character during combat (with the exception of staff event characters taking event-related items).

Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, Roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.


Mechanics Combat/PVP

  1. Sufficient roleplay is required before PVP.

  2. Things such as saying ‘halt’ are not considered sufficient roleplay, the attacker must be close to the person and make an emote trying to stop them/showing clear villainous intent (see General Combat Rules for halting information).

  3. In the case that PVP is called, all involved players must choose an appropriate /status which must match for all players on side that you are fighting for. 

  4. Players who are not directly involved in the conflict may not spectate PVP or intervene in any way, such as interacting with craftbook signs, reviving, or opening doors for players involved.

  5. The use of ender chests or storage containers during combat is disallowed. 

  6. Before initiating a /countdown, both sides must have clearly stated they are ready for PVP. Once one side is ready for PVP, there is a 3 minute time limit to start PvPing. If one side fails to meet this time limit, they automatically forfeit. Any parties that show up during these 3 minutes must vacate the area immediately. If found hiding or camping nearby, they will be punished. 

  7. Stalling is strictly disallowed, no new members may join during PVP or once it is called.

    • Stalling is defined as a player intentionally holding off conflict through OOC means while they wait for allies to arrive.

  8. To start PvP combat before the timer is over is prohibited. If either party starts to run before the timer is finished, they forfeit the ability to fight back and may only attempt to flee to safety instead. 

  9. Placing blocks or locking doors/trapdoors/signs while in combat is prohibited. However, you may seek shelter behind previously locked areas if you have access, such as your character’s home.

  10. If you are completely disengaged from PVP for 10+ minutes, it is considered over.

Roleplay Combat/CRP

  1. You may only move four blocks per emote.

  2. You may not mechanically run away from roleplay combat without it being possible, and having emoted prior and awaited for a reply from the opposing party. If this breaks out into a chase, you may then run a /countdown once all parties are ready (3 minute wait max). No movement may occur after these emotes until the countdown is completed. The runner may not fight back or be assisted, the opposing party reserves the right to down and revive them, then continue the roleplay as if they are bound.

  3. You may only make one major and one minor action per emote. A minor action is an action that does not directly affect the outcome of the combat, whilst a major action does. For instance, a minor action would be drawing your sword, a major action would be dodging/jumping out of the way or attacking. Another example, aiming a bow or taking an arrow from a quiver would be minor actions, whereas notching it, drawing it back, and releasing it are major actions.

  4. If you must go AFK for 10+ minutes during conflict roleplay, no additional parties may join until 10 minutes after the AFK player has returned.

Roll Combat

  1. All Combat Roleplay Rules apply.

  2. If Rolling combat is to be used, it must be decided on at the start of the CRP session by the defenders. It can not change afterwards unless both parties agree. Players may use their own rolling systems if agreed upon.

  3. When initiating an action, the people involved need to roll in order to determine its success. The aggressor and the defender will roll out of 20, whoever rolls higher wins the action/reaction. If the aggressor wins the success roll, they shall roll again using the below criteria to determine damage if their action was an attack. If the defender wins the success roll, they seize the initiative and become the aggressor. They can then initiate an action, triggering the action/reaction success roll again.

  4. To determine damage after a successful aggressor attack action, roll out of 20 again. In order to inflict a degree of damage detailed below, you must roll at least the minimum listed number or higher.

  • Critical Wound | 19/20

  • Heavy Wound | 16/20 

  • Wound or Disarm | 10/20

  • Minor Wound | 5/20

  • Miss | 2/20 (No damage rendered)

  • Critical Miss | 1/20 (Lose initiative instantly)

Capture Roleplay

  1. When capturing a regular player, such as common citizenry, you must have a plan and offer quality active roleplay. Such as planning to ransom, execute, etc. You may not just hold them for 2 hours to deprive them of any RP.

  2. Normal players/Citizenry (Not ROs, PROs, etc) may be held for up to 2 hours with active roleplay. After which they may be allowed to leave.

  3. Nations Leaders, ROs, Government leaders and military officers may be held for up to 3 hours with active roleplay. After which they may be allowed to leave.

  4. While captured, captors must interact with their hostage frequently through sufficient roleplay. If a captive believes they have been held too long and/or without sufficient roleplay they may modreq for assistance or request permission from the captor before soulstoneing out.

  5. If a player has to log off at any point throughout the capture, the players involved must first agree on a conclusion or resume the RP once they are able to both be online. While this is in effect, the captured persona cannot be played. If both sides can not come to an agreement a Moderator can arbitrate a solution. Refusing/avoiding cooperation with a captor will result in an infraction for avoiding RP.

  6. The capture timer begins only when the captive arrives at the holding location, not as soon as they are apprehended.

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