Everquest II PVP
The background conflict on PvP servers is the struggle between good (the residents of Qeynos and Kelethin) and evil (the residents of Freeport). You hunt and battle members of the opposing alignment to gain experience, status, faction and titles. Further rewards become available at PvP merchants as you earn standing with your city, and you may purchase rewards from these merchants.
All areas on a PvP server are open to player versus player engagement — nowhere is completely safe, so be on your toes! You will, however, find relative safety within the protective walls of your home city where you can rest and replenish supplies.
- 1 Who is fighting Whom?
- 2 How do you know if some one is an enemy?
- 3 Can I talk to them?
- 4 PvP Combat
- 5 Stealth and Invisibility
- 6 Zoning
- 7 PvP Death
- 8 PvP Rewards
- 9 Do exiles still get faction when they kill someone?
- 10 The Kill List
- 11 PvP Related Commands
- 12 PvP titles
- 13 Miscellaneous
Who is fighting Whom?
How do you know if some one is an enemy?
- Check the color con of their name above their head.
- If the colors are like a mobs colors; grey, green, dark blue, white, yellow, orange or red, then it is an enemy PC.
- If the color is pinkish purple (roleplaying), light blue, or bright green (fellow group member) then it is a friendly PC.
- If you are in stealth, it is likely an enemy PC will not have a red agro outline around their name, but their con color will still indicate them as an enemy.
Can I talk to them?
Players on opposing sides will not be able to understand each other’s speech. This language barrier extends to all languages. No matter which language you choose to communicate with — be it gnomish, draconic, oggish, or any other — characters from the opposing city will not be able to understand you.
Combat between player characters will function somewhat differently in many aspects than combat between player characters and monsters (this is known as player versus environment, or PvE, combat). Note that the changes that are described below only apply to PvP combat; PvE combat follows the standard ruleset on PvP servers.
The default maximum range for melee combat has been increased. Positional spells and combat arts that require the caster to be either behind or flanking the opponent will work if either requirement is met. Note: This is only the case against PCs.
Taunts and Threat Reduction
Taunts can change an enemy PC’s target in PvP and even hold the enemy’s target on the taunter for short durations of time. Spells that reduce threat or lower a target’s position on a creature’s threat list (such as the Swashbuckler’s Evade combat art or Templar’s Placate spell) can force PCs to completely lose their target focus.
Control spells, such as Snare, Root, Stun, Fear, Charm, Stifle, Fascination, and Pacify cannot be refreshed on a PC target, and, for a short duration after the effect expires, the affected PC will be immune to future effects of this type. This immunity period is as long as the original duration of the spell. For example, if you are rooted by an opposing PC for 10 seconds, you cannot be rerooted while you are still under the effect, and when the root breaks, you cannot be rooted again for 10 seconds following the break.
Note: This immunity only applies to player cast spells of this type. You are not immune to these spells cast by non-player characters.
Stealth and Invisibility
A character affected by invisibility or stealth will appear as a shadowy outline if he or she comes within a short distance of a PC of an opposing alignment. Outside this range, the invisible or stealthy PC remains unseen.
Players affected by abilities or spells that allow them to detect invisible or stealthy characters, or that are significantly higher level than an invisible or stealthy PC, will see opposing PCs as shadowy outlines as they normally would.
Upon entering a zone, PCs will be immune to PvP engagement until they initiate a hostile action or move. This will prevent unscrupulous players from “camping” zone-in points to catch enemies in unfairly vulnerable positions. Viewing PvP Spell and Combat Art Effects. A separate inspection option has been included on PvP servers that will let you view how spells and combat arts function in the PvP ruleset. You can view this through the right-click context menu.
PvP within city walls works a little differently than it does in the outside world. A PC cannot attack another within a city unless one is flagged for city PvP.
The rules for city PvP are as follows:
- Attacking any NPC in a safe zone (i.e., a city) flags the attacker for city PvP.
- Anyone flagged for city PvP can be attacked by anyone of the opposing alignment in any zone, within the standard PvP rules governing engagement.
- Anyone that attacks a city PvP flagged PC also becomes flagged for city PvP.
- The city PvP flagging lasts for 15 minutes from the last hostile action taken against a safe zone NPC or another PC flagged for city PvP.
Death during a PvP encounter will result in moderate experience debt. You will not receive armor damage. Note, however, that if you are on any creature’s threat list at the time of your PvP death, you will suffer standard PvE death penalties, including armor damage.
You will also lose a percentage of coin that you have on you. The coin loss is between 50 -75%, so use the bank!
You can also lose an item, but you will not lose legendary/fabled items. Lore items can be lost!
You can also lose infamy/fame if you get killed by another player.
If you get killed by the same person within 30 minutes, you will lose no coin, items or fame / infamy.
Rewards for emerging triumphant from a PvP conflict vary depending on how the kill took place:
Any kill of the opposing alignment that was first engaged while the target was at full or nearly full health is considered an honorable kill. The first group or solo PC that engaged the target will receive experience, status, and faction rewards.
Any kill of the opposing alignment that was first engaged while the target had at least half health but not full or nearly full health is considered a neutral kill. The first group or solo PC that engaged the target will receive moderate faction gain, but no experience or status rewards.
Any kill of the opposing alignment that was first engaged while the target is significantly hurt is considered a dishonorable kill. The results of a dishonorable kill are detrimental, and include a loss of faction with both your alignment and the opposing alignment. Losing faction with your own side in this way can cause you to fall out of favor with your alignment and will restrict or remove any access to the rewards system.
Do exiles still get faction when they kill someone?
No faction. Tokens drop for exiles when someone from the other alignment gets a hit in. For example, if an exile is beating up on a freep. A Q jumps in and takes a fame shot at the freep. The exile will loot a lucanic token from the chest because a qeynosian was on the hate list of the freep.
The Kill List
Honorably killing foes will place them on your character’s kill list. Any subsequent honorable kills of the same PC will be counted as neutral kills until you have killed 10 other PCs. Neutral and dishonorable kills have no effect on the list.
PvP Related Commands
- shows the amount of kills and deaths you have achieved in PvP
- shows the PvP range for the zone you are in
- shows who you have killed in the last 30 minutes.
- /target name
- This also works good if their too far away on your screen or behind something.
- shows the list of people in the zone of your alignment. Handy for scouts so you can sift out who is on your side.
If you attack somebody and then try to fly, you will discover that you cannot. However, if you are attacked and do not attack back, you will be able to use the griffon tower.
Killing others will result in you gaining faction with The Lucanic Knights if you are from Freeport or The Royal Antonican Guard if you are from Qeynos. Raising this faction will eventually enable you to purchase PvP equipment from merchants.
An example of how to get around
From Qeynos take the carpet from Qeynos Harbor to Sinking Sands and the carpet there at the docks to Butcherblock. While in Butcherblock commit suicide on a red mob and choose the respawn point "Greater Faydark". From there go left down the road avoiding mobs to the zone to Greater Faydark.