ChaosMode's PvP Theory V3.135
Table Of Contents
Part 1 – Preface
Part 2 – Courtesies
Part 3 – Armor & Weapons
Part 4 – Magic, Items & Caves
Part 5 – Useful Spells
Part 6 – Class & Strategies
Part 7 - Tips
Archive - Kat's PvP Manual
Archive – AnonMECH's PvP Guide
Part 1 – Preface
There is no sure fire method to Player vs Player combat. PvP is more of a thinking game than the usual hack and slash combat method many people use for killing monsters. To be good at PvP, you need to get to know your own character's abilities and be able to use them to your advantage. With experience you will come to know your opponent's advantages and disadvantages. Know yourself, and know your opponent.
PvP on the Realm can change at a moment's notice. It is recommended that the What's New section be checked on a day to day basis.
Part 2 – Courtesies
In group PvP, strategies vary from group to group. The best thing to do is listen to your group leader and let them call the shots. Another thing to consider is where you want to PvP. If you PvP in Tourney Grove, you won't lose anything if you die. If you PvP in Forest of Death you can lose multiple items. All other areas that allows PvP, you lose only one item.
It has never been written, but there are a few courtesy rules that "most" players use when they PvP in Tourney Grove:
- No Rusting
- No Healing
- No Fearing
- No recasting of Invulnerability
- No Incinerating.
Try and keep in mind that Tourney Grove is mostly a practice area and if you stick to these rules, more people will want to spar with you in the future. These are courtesy rules that most players use, but you will want to check with your opponent before you jump into battle. You never know if they're going to surprise you with a 12 round Stun followed by Rusting all of your hard earned items.
Part 3 – Armor and Weapons
Armor
There are two classes of armor. Sword swinging armor and spell casting armor.
Sword Swinging Armor
- Saurian Helm
- Obsidianite Cowl
- Plate of Invulnerability (can also use Mythril Plate)
- Bracers of Defense
- Mythril Greaves
- Boots of Nimbleness
- There are exceptions depending on your character. An all strength Giant Warrior may want to wear all cloth armor to get an extra hit. It's player preference.
Spell Casting Armor
- Hood
- Cloth or Troll Leather Cowl
- Cloth or Troll Leather Shirt
- Bracers of Defense
- Cloth or Troll Leather Pants/Skirt
- Boots of Nimbleness
- Shield
- A Wizard or Thief may want to wear Mythril armor for the added protection even if it makes them slower. It's player preference.
Weapons
If you have strength you will want to use the Wrath. An Executioner's Axe does more damage, but gives you less hits. Both have a level requirement of 200. PvP is all about doing as much continuous damage as possible before your opponent has a chance to regenerate or heal themselves. The more attacks you get the better. If you're using an Executioner's Axe and get 4-5 attacks, a miss will hurt you a lot more than it would someone using a Wrath.
If you have low strength and high dexterity, you will want to use either the Admantium Throwing Dagger or an Uruz Dagger (level requirement 550 for the Uruz). Throwing Daggers allow you to hit a target from a distance and can also counter your opponent's hits even when you are shifting.
The Sword of Tiwaz is an awesome sword for hunting, but should be avoided when you PvP. If your opponent is using a Wrath or Executioner's Axe, they can simply Stun you and hit you. With a range of 2 squares, you won't be able to counter any of their hits since their range is 3 squares.
Rings and Amulets
- Ring of Intelligence
- Ring of Endurance
- Ring of Mysticism Resistence (either 15% or 25%)
- Amulet of Combat
- Amulet of Death Magic Protection
- Amulet of Free Will
- Amulet of Intelligence
- Thaumaturgy Amulet
- Necromancy Amulet
- Elementalism Amulet
Other Wearable Items
- Back Pack
- Baldric
- Robe/Skirt
- Belt of Carry
Rare But Helpful
- Helm of Defense
- Helm of Khan
- Helm of Berserking
- Hood of Shifting
- Finvarra's Armor
The new Finvarra Armor items can boost your strength up a few notches if they are also enchanted with strength.
All items that you can equip should be enchanted with at least strength and dexterity. Optional enchantments are Improve Armor, Regeneration and Shields. The types of rings and amulets you wear depends on the type of character you are playing.
I don't know all of the Stun/Berserk ranges, but 12 Intelligence will give you a 5 round Stun/Berserk (7 rounds extended), and 17 Intelligence gives you 6 rounds of Stun/Berserk (9 rounds extended). You have to play around with them to find out the stats that work best for you.
Part 4 - Magic, Items and Caves
We can no longer stack Mysticism spells like we used to. We now receive a Myst immunity that directly relates to the amount of Myst cast on the target. Example: Target is stunned for 5 rounds and is immune to Myst spells for 10 rounds, with the exception of Spell Blast, Mind Shackle, Iron Chains, Psychic Orb, and Anti-Magic Aura.
Along with Myst immunity, we now also have items that effect Myst spells that can add up to 110% Myst resistence. Thaumataurgy, Necromancy and Elementalism spell circles now require the use of Magic Amulets to get full effectiveness from those spell circles.
There are two caves players can utilize to receive "blessings" that can help them in combat. Test of Souls grants the "good aligned" player immunity to Death Magic for 6 hours (also player hair turns white). Dark Guantlet grants the "evil aligned" player with 90% resistance to poison for 6 hours (also player hair turns black).
White hair lets the player PvP while being saintly and gives him immunity to Death Magic. Black hair is something that "hitters" have more use for. In a long drawn out match where both players just hit each other until one dies, having black hair will cause you to take less damage from poison than the other player, and gives you an advantage.
Part 5 – Useful Spells
Anti-Magic Aura
Stops anyone in the combat cloud from casting any type of magic, including you. Does not affect magic items such as orbs, wands and baubles.
Despothes' Wrath
All opponents are hit by a fireball, ice storm or lightening bolt. Damaging spell is random.
Duach's Vengence
Smites non-evil opponents for 1-1000 points of fire based damage. Doesn't affect evil players. Duach's Crystal can be used.
Elphame's Justice
Does large amounts of damage to wanted opponents. No damage to unwanted players.
Enid's Blessing
Heals and cures all members of your PvP group. Costs 1500 mana each use.
Mabon's Forced Flee
Basically forces an opponent to flee. Mabon's Staff may be used.
Berserk
Works on all players. Myst immunity is equal to duration of the spell. Based on Intelligence.
Confuse
Works on all players. Myst immunity is equal to duration of the spell. Based on Intelligence.
Curses
Increases or allows damage of specific type.
Death Touch
No longer takes off ½ of Enemy's Hit Points. An Amulet of Death Magic Protection blocks all of Death Wish and Death Touch. It also gives 50% resistance to all Necromancy spells. Based on SDM (Spell Damage Modifier).
Death Wish
No longer hits the target with caster's health. Doesn't affect Evil. An Amulet of Death Magic Protection blocks all of Death Wish and Death Touch. It also gives 50% resistance to all Necromancy spells. Based on SDM (Spell Damage Modifier).
Defenselessness
Reduces armor rating By 50%.
Extension
Increase duration of spells. Good to do after being spelled up and while waiting for a victim.
Fire Shield
Protects against Incinerate. If enchanted on an item, it will also protect the item.
Freeze
Makes opponent unable to move until duration wears off or damaged. Can attack you if you are in range.
Heal
A fast spell. Allows for counter strikes.
Indestruct
Protects armor/weapon against damage. Use with extension.
Invulnerability
Protects against melee damage.
Stun
Works on all players. Myst immunity is equal to duration of the spell. Based on Intelligence.
Part 6 – Character Class & Strategy
Character classes don't mean very much when it comes to PvP. In PvP, there are really only two classes; Hitter and Caster. I've summarized the strategies of both.
One vs. One PvP Strategy:
The basic strategy for all players is to Stun/Berserk your opponent so they're helpless while you use your offense on them, whether it's with Sword or Magic.
Here are a few basic hitting and casting based strategies that may or may not help you.
Just remember that they are basic and require adjustment to make them work for your character. The greatest piece of PvP advice I can give to anyone is always learn from your opponent. Someone who kills you can teach you much more than someone you killed.
Before combat all character types should cast Greater Invisibility, Invulnerability, see Invisibility and Extension.
Hitter Without Mysticism Resistance
- Berserk your opponent (if you have at least 12 intelligence or better with or without intelligence items worn), or use a Wand of Berserk. The reason you want to Berserk instead of Stun is so you can keep hitting them while you curse them at the same time. This of course works best when they are using a sword instead of a dagger.
- If you were able to Berserk your opponent, now Dispel them.
- Spell Blast your opponent.
- Defenselessness your opponent.
- Cold curse your opponent.
- Electric curse your opponent.
- Fire curse your opponent.
- Poison curse your opponent and get ready to attack (or be Stunned/Berserked). (Steps 1-8 are based on a 7 round Berserk)
- Your opponent will probably use steps 1-8 on you to even up the score, however, if your opponent was Spell Blasted, he might not have the extension bonus to his/her Stun/Berserk that you had. Having higher dexterity and casting first is a definite advantage.
- From here on out you match wits with your opponent and try to gain the next advantage, which will probably come in the form of you being released from your Stun/Berserk and Stunning or Berserking your opponent again.
- When you attack your opponent, you should try to do so while being Invisible and while they can't see Invisibility.
- Another hitting tactic is to try and fumble your opponent, or summon some decoys to distract some of their hits. Imagine fighting a King Kilrog, you only get to hit him once or twice if it summons Undead.
I've found that summoning Night Friends works a little better since they always attack your opponent and they have to counter the Night Friends instead of hitting you. Undead are okay, but Necromancers sometimes summon more Zombies and don't distract any of your opponent's hits.
- If your opponent has a throwing dagger and they are shifting, you should also cast shift. When you hit them, they will shift away and counter attack you. When they do, it will usually cause you to shift closer to them so you won't have to walk as far to hit them.
Hitter With Mysticism Resistance
Pretty much the same as above except you won't be trying to Stun/Berserk your opponent. Basically, you're just going to dispel them, start cursing, and then start hitting. Having white hair will help you against casters and having black hair will help you against a hitter's poison damage.
Casters/Magic Users
- Stun your opponent.
- Dispel your opponent.
- Spell Blast your opponent.
- Try Death Wish on your opponent to see if they're saintly.
- If saintly, summon a few Daemons and keep Death Wishing them. If not, summon Faery Queens to see if they're evil. Faery Queens double damage to evil.
- If they're not evil, summon Daemons.
- You can keep Death Wishing them even though they're not saintly for half damage, or you can hit them with Poison Bolts for cumulative damage. You can also switch to an Elementalism Amulet and start using Elementalism spells.
Gust of Wind, Sandstorm, Lightning and Stoning are some offensive spells that work well. If you use Lightening or Poison Bolts on them, you will want to curse them first.
- After your opponent breaks their Stun, cast Shift to make it harder for them to hit you. If you see that they are also shifting, you might want to consider un-equipping your throwing dagger.
- If you aren't doing poison damage to them, you can cast Freeze. This stops them from chasing you around and forces them to use magic until you have the chance to Stun them again.
- Another thing you can do that will waste one of your opponent's rounds after they break Stun, is cast fumble on them so they have to re-equip their weapon.
Thieves
- Stun your opponent.
- Dispel your opponent.
- Spell Blast your opponent.
- Defenselessness your opponent.
- Summon Daemons or Faery Queens.
- Attack with throwing dagger if you're able to equip an Uruz, or try Death Wish.
- Shift when your opponent breaks Stun.
- Keep Spell Blasting so they can't Stun you or Banish your Daemons.
- Stun them again when their Myst immunity wears off.
- Bring Daemon or Faery Queen count up to 5 if it isn't already.
- Keep Death Wishing them or hitting them with your dagger.
- You can also cast Fumble on him/her so they have to re-equip their weapon, after they break Stun.
Part 7 – Tips
If you want to keep the Invisibility and Stun advantage, you will have to try and keep your opponent from seeing you. When they break Stun/Berserk, they are going to try and recast See Invisibility or use a Mass spell on you.
You will want to keep Spell Blasting and Dispelling them until their Myst immunity wears off so you can Stun/Berserk them again. Just keep in mind that it all works both ways, and if they have the Invisibility advantage, they will be trying to do this to you too. So above all, anticipate your opponent's moves.
A Note from TheOracle - I rarely PvP. Even when I do, it is always against friends. I am completely unqualified to instruct anyone on the nuances of PvP in The Realm. I am merely the editor of this section, not a writer. This section can only exist on this site through the efforts of those who have the knowledge, and the patience, to teach us all.
If you have any ideas relating to PvP not given here, and are willing to share what you know, your contribution would be greatly appreciated. Please click on the email link below and take a few minutes to teach all of us PvP rookies the ropes. Ample credit will be given (unless you prefer to remain anonymous, in which case be sure you tell me that).
©The Realm and related graphics are the property of Norseman Games LLC, Inc.
©website and all maps contained therein copyright 1998-2005 by TheOracle and HyJinks.