PvP

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PvP (player versus player), usually called PKing (player killing), is what Roat Pkz is built around. You can fight other players in the Wilderness, in several PvP zones and in minigames such as Last Man Standing, the Duel Arena and Tournaments. Every kill in a dangerous area gives you PK points, the server's currency, and the loser's items.

This page is an overview of how PvP works on Roat Pkz. Each section links to the page with the full details.

Where you can fight

In a dangerous area you lose your items when you die; in a safe one you keep them.

Area How to get there Combat levels you can fight When you die Notes
Wilderness Walk north of ::home, or use a teleport such as ::hills, ::easts or ::revs Up to the Wilderness level apart from your own Dangerous The main PvP area, with Bounty Hunter targets, the Wilderness bosses, the Revenant Caves, the Wilderness events and most of the multi-combat areas.
Edge PvP (Brid Zone) ::edgepvp or ::brid 25 levels apart Dangerous A separate PvP area with a safe bank in the middle, made for hybrid fights. Ranged attacks only work if you have 1 Defence, or against players standing at the graves south of the bank.
Weekly PvP zone ::pvp 25 levels apart Dangerous A PvP copy of Lumbridge, Camelot or Varrock with a safe area. It moves on every Sunday at 10:00 server time, from Lumbridge to Camelot to Varrock and back to Lumbridge.
Risk Zone ::riskzone or ::highrisk 25 levels apart Dangerous. You are always skulled in the arenas and can't use Protect Item, so you keep none of your tradeable items. Seven arenas that each need a minimum risk: 100, 1,000, 5,000, 10,000, 25,000, 100,000 or 500,000 PK points. If your risk drops below an arena's minimum, you are moved out of it. After you die in an arena, you can't fight in the arenas for 30 seconds.
Donator PvP areas The Donator Dungeon of the Donator Zone, and the PvP areas of the Royal Donator Zone and the Divine Donator Zone Any level in the Royal and Divine areas; Wilderness levels in the Donator Dungeon Dangerous Singles-plus combat. You can't teleport out of the Royal and Divine PvP areas; leave through the exits.
Fun PK ::funpk Any level Safe An arena where you keep your items and get no PK points. Its northern part is multi-combat.
F2P Zone ::f2p Any level Safe Free-to-play style fights: only the items from the shop there, the standard spellbook, no members' prayers and no Vengeance, and your combat stats can't be boosted above 112.

Outside the Wilderness, the PvP zones show the range of combat levels you can fight instead of a Wilderness level. In Edge PvP, the weekly PvP zone and the Risk Zone you can only teleport out of the PvP part with a universal teleport or a royal seed pod with charges, so walk back to the safe area to teleport normally.

PvP minigames and events

Activity What it is
Last Man Standing A battle royale where everyone gets the same gear. Safe.
Castle Wars Saradomin against Zamorak, capture the flag. Safe.
Duel Arena Stake items or PK points on a 1v1 duel with rules you both agree on.
Tournaments Knock-out tournaments where everyone gets the same gear, several times a day. Safe.
Clan Cup A tournament between clan teams.
Bounty Hunter You get a target with a similar combat level whenever you are in the Wilderness.
Bloodlust A single-way PvP event in the Wilderness, five times a day.
Clan Warfare A daily multi-combat event in the Wilderness where clans fight for points.
Wilderness Hotspot One PvP area at a time gives double PK points for kills. It moves every 30 minutes.

See Minigames and Events for times, entry and rewards.

Combat levels

In the Wilderness, you can attack a player if the difference between your combat levels is no more than the Wilderness level that both of you are standing in. For example, at level 10 Wilderness a level 116 player can fight players from level 106 to 126, as long as they are at level 10 or deeper too. In Edge PvP, the weekly PvP zone and the Risk Zone the difference can be up to 25 levels, and in the Royal and Divine donator PvP areas and the safe zones anyone can fight anyone. Your Bounty Hunter target can be attacked whatever the Wilderness level.

If the difference is too big, the game says Your combat level difference is too great to attack that player here.

Skulls and dying

Attacking a player first in a dangerous area gives you a skull for 20 minutes. When you die in a dangerous area you keep only your most valuable items:

Not skulled Skulled
Without Protect Item 3 items 0 items
With Protect Item 4 items 1 item
  • Protect Item can't be used in the Risk Zone or by Hardcore PvP accounts.
  • Some untradeable items are always kept, some break and some are always lost; see Items Kept on Death.
  • The player who dealt you the most damage gets the kill. Your lost tradeable items drop for them, or go into one of their loot keys (see below).
  • Dying removes your skull and your teleblock. Where you respawn depends on where you died; see Dying in the Wilderness.

Single-way and multi-combat

Much of the Wilderness, and the PvP zones such as Edge PvP and the Risk Zone, are single-way: once someone is fighting you, nobody else can join in until you have been out of combat for a short time (6 seconds in the Wilderness). In multi-combat areas anyone can attack anyone, and barrage spells and chinchompas hit several players at once. The donator PvP areas use singles-plus, where fights between players come before fights with monsters. See Multi-combat areas for the full rules and a list of the areas.

Combat mechanics

Page What it covers
Game tick Everything in combat happens in game ticks of 0.6 seconds.
Attack speed How many ticks each weapon waits between attacks.
Protection prayers Protect from Magic, Missiles and Melee cut another player's hits of that style by 40%. The page also covers Protect Item, Smite, Redemption and Retribution.
Prayer and Rigour and Augury The other prayers, including the offensive ones.
Special attacks Every special attack, and the rules for using them on players.
Vengeance The Lunar spell that deals 75% of the next hit you take back to whoever hit you.
Freezing Ice spells, binding spells and other freezes, and how long they last.
Teleblock The spell that stops a player from teleporting for 5 minutes, or 2 minutes 30 seconds with Protect from Magic.
Poison Poison and venom.
Ancient Magicks, Standard spellbook and Lunar spellbook The three spellbooks.
Skulling and Items Kept on Death What a skull does and what you keep when you die.
Multi-combat areas Single-way, multi-combat and singles-plus combat.
Phoenix necklace, Food and Potions Healing and boosting during a fight.

Rewards

  • PK points: a kill in a dangerous area is worth 500 PK points, plus extra for your donator rank, for your opponent's kill streak and while your voting bonus is active. This is doubled in the Wilderness Hotspot, on double PKP weekends and while the Well of Goodwill's Wilderness perk is active, up to 5,000 PK points for one kill. The points drop as an item; use Claim on it. Spend them in the Pk point shop. Kills in safe areas, duels and minigames give no PK points.
  • Kill streaks: every kill since your last death adds to your kill streak, which changes the colour of your skull. Ending someone's streak gives you 25 extra PK points for each kill in it, and killing a player on a streak of 25 or more is announced to everyone.
  • Crates: a kill in a dangerous area can also drop a Bronze, Silver, Gold, Platinum or Mythical Crate, and killing your Bounty Hunter target can drop a Bounty Crate.
  • Bounty Hunter: killing your target gives and upgrades Mysterious emblems, which the Emblem Trader buys for Bounty Hunter points to spend in the Bounty Hunter shop.
  • Clue scrolls can drop from player kills, and during the holiday events kills also give event tokens.
  • Rankings: kills count towards your kills, kill streaks and PvP rating (Elo) on the Hiscores, and towards the PvP Achievements.

Loot keys

With loot keys turned on, the items your victim drops for you go into a loot key in your inventory instead of onto the ground, so you don't have to pick them up one by one. Loot keys are off until you turn them on with Skully at ::lootkey; his settings also let you choose whether food and potions, items without a PK point value and items above a value you set still drop to the ground. You can have up to 5 keys at a time. Open them at a loot chest outside the PvP areas, such as the one at ::lootkey or in the Mage Bank. While you are skulled, your skull shows how many keys you carry, and keys are always lost when you die, so other players can take them from you.

Protecting yourself

  • Risk defence lets you avoid fights with players who risk much less than you.
  • PvP blacklist: players on your blacklist (::blacklist) can't attack you, and you can't attack them, in the PvP zones outside the Wilderness and in the Wilderness while either of you is at level 5 or lower. It doesn't apply when you both stand in a multi-combat area. You can add 3 players, more with a donator rank; see Blacklist for the full rules.
  • Teleporting out: in the Wilderness most teleports stop working above level 20, and a teleblock stops them all. See Teleporting out.
  • Protect Item and staying unskulled let you keep your most valuable items when you die; see above.

Getting your gear

  • Outside PvP areas you can spawn items that are not rare, for example with ::item, ::food, ::barrage, ::veng and ::tb (see Commands). You can't spawn items in a PvP area, so bring everything you need.
  • Items you can't spawn come from shops such as the Pk point shop, the Bounty Hunter shop, the Last Man Standing shop and the Mage Arena shop, from bosses and from other players.
  • The Pre-Set option of the Rune pouch loads the runes for Ice Barrage, Vengeance, Teleblock or Bind, and the Looting bag holds extra loot while you are in the Wilderness.

See also