PvP

From Mirage Wiki


PvP, short for Player vs. Player, is a defining aspect of the social interaction in Mirage. Your first intended encounter with a PvP zone is at level 25 in the Imp zones and the areas surrounding Tartarus. In these zones every player can attack other players by either double-clicking or double-tapping on the player they wish to attack. Additionally, depending on the circumstances of your attack, you may end up with different penalties or even skulls, which are going to be explained further below.

PVP Combat Lock

Players who have attacked other players unprovoked will receive a PVP combat lock, preventing them from entering safe zones until they have been out of PVP combat for a period of time. If another player attacks you unprovoked first and has a white, red, or black skull then provided you do not have a skull of your own you can safely defend yourself without being locked out of safe zones.

PVP combat lock interactions expire after 1 minute of inactivity between involved players, so if you are attacked unprovoked and you run to safety, then sit in safety for longer than a minute, should you decide to then step out and attack the other player this will count as a fresh interaction (even if they still have a skull) and you will find yourself PVP locked and yellow skulled so keep this in mind when using safe zones tactically.

PVP Combat locks last:

Duration Circumstance
1 minute Since last attacking another player
10 minutes Since last killing another player

PVP Combat locks expire separately from PVE combat locks, meaning you can remain in combat against monsters and your PVP combat lock will still expire.

Skulls

Skulls are the various penalties you can accumulate by attacking players in PvP, each of them with their own experience loss on death. Note that attacking a skulled player AFTER they attacked you will not result in a skull for you.

Name Penalty on death Cause Duration
Yellow-skull.png Yellow Skull 25% Hitting a skulled player unprovoked
(Not visible to uninvolved players)
1 Minute
White-skull.png White Skull 25% Hitting a peaceful player unprovoked 1 minute if you hit a player
10 minutes if you killed a player
Red-skull.png Outlaw 50% 7-13 kills within 7 days 7 days after your first kill
Black-skull.png Exile 100%+ 14+ kills within 7 days 7 days after your first kill

Yellow Skull

A yellow skull tells a (white, red, or black) skulled player that another player who they have not attacked, and has no skull, has attacked them. It says they are now flagged as hostile specifically towards them.

Only the skulled player that was attacked, and the previously unskulled attacker can see the yellow skull. Put simply, it signifies three things:

  • The yellow skulled player is now protection zone locked, and can not run to safety
  • The (white, red or black) skulled player that was attacked can kill the yellow skull justifiably with no penalty
  • If the (white, red or black) skulled player that was attacked defends themselves and kills the yellow skull, that player will now lose 10% experience for the unprovoked attack

Yellow skulls exist to give players who are white, red or black skulled a way to justly defend themselves against other players who might choose to try and take advantage of the situation and kill them without consequence.

Yellow skulls expire when the affected player loses their PVP combat lock status, they are killed, or the player they attacked is killed.

White Skull

A white skull tells other players that the particular player has killed or attacked an innocent player recently.

Everyone can see the white skull. Put simply, it signifies three things:

  • The white skulled player is now protection zone locked, and can not run to safety
  • The player that was attacked can kill the white skull justifiably with no penalty and other players only get a yellow skull if they attack
  • If the white skulled player dies in any way they will lose 25% experience

White skulls are a way to tell apart friendly players and ones that might attack you first. However, generally speaking they are less dangerous than red or black skulled players.

White skulls expire when the affected player loses their PVP combat lock status or they are killed.

Red Skull

A red skull tells other players that the particular player has killed 7-13 innocent players in the last 7 days.

Everyone can see the red skull. Put simply, it signifies four things:

  • The red skulled player is now protection zone locked for the next 10 minutes, and can not run to safety
  • A player that was attacked can kill the red skull justifiably with no penalty and other players only get a yellow skull if they attack
  • If the red skulled player dies in any way they will lose 50% experience and the skull is not lost
  • The player will be referred to as an Outlaw on their player info.

Red skulls are a way to tell which players might be seriously dangerous. However, generally speaking they are less dangerous than black skulled players.

Red skulls expire 7 days after the last kill and are not lost on death. Killing a player unjustly while you have a red skull will reset the expire time to 7 days from the time of the kill.

Black Skull

A black skull tells other players that the particular player has killed 14 or more innocent players in the last 7 days.

Everyone can see the black skull. Put simply, it signifies five things:

  • The black skulled player is now protection zone locked for the next 10 minutes, and can not run to safety
  • A player that was attacked can kill the black skull justifiably with no penalty and other players only get a yellow skull if they attack
  • Every kill after the 14 initial kills will add another 10% on the players death penalty
  • If the black skulled player dies in any way they will lose 100% (+10% for every kill above 14) experience and the skull is not lost
  • The player will be referred to as an Exile on their player info.

Black skulls are a way to tell apart the most dangerous players. They might attack you or others on sight.

Black skulls expire 7 days after the last kill and are not lost on death. Killing a player unjustly while you have a black skull will reset the expire time to 7 days from the time of the kill.

Damage Reduction

Damage in PvP is reduced by 15%. This was done to make PvP fights a bit more involving rather than players nuking each other in a second.

Players below level 50 benefit from a further 25% reduction in incoming and outgoing damage in PVP. This is to give them more survivability, and to gently discourage player killing in the early game.