History — Player vs Player
PvP combat is opt-in per encounter. On wilderness tiles where other players are present, a Players toggle appears alongside the Monsters panel. Switch to the Players panel to see active players on your tile and issue a Challenge.
PvP combat works similarly to PvE — Attack or Cast each turn. You can use the Flee option to attempt to disengage from a PvP fight, which has no equivalent in PvE.
Outcomes & Rewards
| Outcome | Winner gets | Loser loses |
|---|---|---|
| Attacker wins | 10% of defender's carried gold • +1 Valor • +1 Guild Influence | 10% of carried gold • Reduced to 1 HP |
| Defender wins | 10% of attacker's carried gold | 10% of carried gold • Reduced to 1 HP |
Kills are announced in the world chat. Gold lost on defeat comes from gold currently carried — gold deposited at your Safehouse bank is never at risk.
Valor
Every successful PvP kill grants +1 Valor to the winner. Valor is the only source of this stat — it cannot be earned through PvE. It stacks indefinitely and applies a percentage bonus to all stats. For Death Knights and Necromancers, Valor is especially powerful — their class traits open extra Valor Channels that funnel additional scaling directly into STR or INT, making active PvP the central pillar of their long-term power.
PvP Quests & Advanced Class Unlock
PvP kills also count toward any active pvp_kill quest objectives. The advanced class unlock quests — Trial by Blood (Death Knight) and The Ashen Rite (Necromancer) — both require 25 PvP kills at level 100. Progress is tracked automatically; check the Quests panel for your current count.