Player versus player
This guide is for regulars choosing fights against other players and raiding their bases. Great weapons unlock at level 9; your weapon branch determines your attacks and specials for the rest of that life.
Loadout
Section titled “Loadout”Spend your first weapon point at level 2. Weapon upgrades follow the branch you choose, so you cannot switch branches during that life. These are the starting choices and their ordinary damage per player hit.
| Item | Base player damage |
|---|---|
| 3.33 | |
| 5.00 | |
| 13.33 | |
| 2.50 |
Base damage per hit against players.
The spears apply
Slowed, while
daggers attack 6 times per second and need you to
stay close. For raids, the Basic Axe deals 13.33 structure damage
per ordinary hit, compared with the Basic Spear’s 3.33.
Spacing
Section titled “Spacing”Each spear hit applies Slowed for 2.5 seconds. Repeated hits add separate slows, and each expires independently.
Hits push opponents away from the held weapon. Follow the displaced opponent to keep them in reach. Read combat for attack timing and knockback.
Defense
Section titled “Defense”At level 5, choose between shields and
bows; they occupy the same upgrade branch. Select your shield and face
incoming attacks. It protects the area it covers rather than your whole body.
Holding a
Basic Shield leaves you at 70 %
of normal speed.
The
Shield reflects 8% of intercepted melee hits, and
the
Great Shield reflects 12%. Reflection returns the full
incoming damage and prevents that hit’s damage and knockback on the defender. Projectiles are
reduced, never reflected.
Use a
Basic Bow when the opponent leaves melee reach, with a clear firing line
within the arrow’s 12-unit travel limit. Each shot costs
2 wood.
Resources block arrows. The Basic Shield blocks
65% of intercepted arrow damage, compared with 40% for melee.
Ordinary melee and arrows cannot damage members of your group. Explosions can still hurt group members.
Protection
Section titled “Protection”After a respawn, you have
Spawn protection
for up to 300 seconds. Gathering and damage over time do not end it. Melee,
arrow, explosion and spike damage to players, structures, zombies or bosses ends it early once
the total exceeds 1, including damage from your structures. Melee hits
and arrows deal no damage or knockback to protected players.
The
TNT and
Landmine are alternative choices in the
same upgrade branch. Their pages list costs and damage.
- Leave room to escape TNT. Its explosion damages you, your group and structures inside its 4-unit blast radius.
- Destroy placed TNT to trigger its explosion after 0.4 to 0.6 seconds. Thrown TNT has a 3.75-second fuse before the explosion delay, unless another explosion triggers it sooner.
- Move away from the blast. TNT applies
Burning for
3 seconds. Each burn reduces healing to 50% of what you
would otherwise receive.
A Landmine arms on contact and explodes when any of its contacts ends, even if someone else stays on it. Your own movement can trigger it. Keep shared routes outside its 12-unit blast radius.
The living player credited with the killing hit receives 40% of the victim’s resources and 35% of their total experience automatically. You do not collect a dropped bag, and an arrow kill pays the same player kill share as melee. These rewards are added on top of the 30 % of resources and 30 % of experience the victim keeps, with a minimum resource balance on respawn.
When the server’s leaderboard refreshes, the living player ranked
first by experience gains
Leader. It adds 20 current and
maximum health to that player. Losing the effect removes the maximum-health bonus and caps current
health at the reduced maximum.
Next steps
Section titled “Next steps”At level 14, your secondary branch can reach its Great tier. Compare the choices in the secondary tree.