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PvP Rules

From Sanctuary Shard

Revision as of 14:52, 14 August 2019 by MamaWillow (talk | contribs)

These PvP Rules apply to 1-on-1 PvP Combat that does not include Guild War Combat or dueling which by design is mutually consensual.

PvP Needs a Reason
We assume that those playing on our shard expect that another player has a good role-play reason for wanting to start a PvP fight. We assume those reasons have to do with the shard storyline and have depth to them. With that said, here are some of the expectations for PvP.
Where you can fight
These rules would assume that standard UO PvP mechanics are on for the mainland, i.e. attacking causes criminal flag unless in a guild at war. Only consensual dueling is active on Summer Isle and Underhill using the "I wish to duel" system built into Serv UO.
You have a real reasons to fight.
"My character is a bad guy." isn't good enough reason. We expect to see real role-play depth and valid triggers that are more rare then they are common. If your character's blood lust is triggered by the wind blowing we assume that they are not stable enough to be of any use to the god or gods that wanted to bring them here.
Right to back down, apologize or walk away.
We require characters to have enough self-control to allow the other character to back down, apologize or walk away. If someone backs down, apologizes, or walks away, this means they cannot be stabbed in the back, verbally attacked or followed. The conflict is considered over and no combat is allowed.
Sneak Attack
We allow for the fact that a character, by its design, might back down from a fight they did NOT start only to look for a more opportune setting to even the score.
  • You have 30 mins, after backing down from a fight to attack the other party one-on-one. You must have been clearly threatened, not just insulted.
  • You can not bring a friend to help you. You can not use another one of your characters. You can not ask someone else to attack them for you.
  • We assume that if you picked a fight with someone you know enough to be on your guard afterwards.
One on One
We assume that the fight is between two people unless their guilds are already at war. Given that limitation, it is acceptable for another person to stand to defend you, but then you can not participate. This restriction does not apply to guilds who are at war with each other or the dueling system which allows teams.
RP Guards
You may choose to role-play that you have 2 guards, but their only allowable action is to move your character out of the conflict. They can not be used for intimidation or combat (obviously).
In-Game Guards
There will be guard in populated areas like towns, villages and castles. They will respond as you would expect to criminals and criminal actions.
Looting
Looting is completely disabled in these cases, and your corpse items go back into the bank if you are unable to retrieve them. (Looting of bodies can only happen between warring guilds.)
Death Curse
After two PvP encounters between two players within two months, either player may call down a death curse on the other player which has the possibility of causing a long term need to heal after their next PvP battle with that same person. When a death curse strikes it will limit the character from healing after a death for 24-72 hours. (We are considering implementing ways to effect this with Spellweaving.)
Recommendations
We strongly recommend that you turn on your journal logs and don't go OOC at all. Once harsh words have started STAY IN CHARACTER! Going OOC during role-play conflict never improves the conversation, and staff end up having to tell both parties they crossed the line of good IC/OOC manners.
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