Combat

PvP (Complete)

The full PvP guide — World vs PVP Mine, combat tag, bounties, killstreaks, ELO, trophies, combat enchants, and kits.

PvP in Imperium is built around the PVP Mine - a void-world arena where the richest ores in the empire are guarded by free-for-all combat. Outside the mine, PvP is consent-driven (bounties, duels, the Colosseum); inside it, anything goes. The system is driven by three coordinated services: PVPService (engagement rules, kill rewards, bounties, killstreaks, ELO), PVPMineService (the arena, block values, death drains), and CombatEnchantService (custom weapon + armor enchants). This guide covers all three plus the meta strategies for climbing.

The Two PvP Modes

ModeRiskRewardBalance at risk?
World PvP (general)Combat-tagged for 15s$500 + $5/trophy + 100 ⛁ + bounties + ELO + the death-penalty transferOn a PvP kill: victim loses 20% Denarius / 20% Auctoritas / 10% Civitas to the killer. Environmental deaths lose nothing.
PVP MineFree-for-all in the richest mine2× block values + 5 ⛁/block + kill lootOn a player kill: victim loses 20% of Denarius + Auctoritas; killer takes 25% of the drain. Environmental deaths in the mine no longer drain (the old full-balance wipe is disabled).

The full-balance drain is gone. The PVP Mine used to zero your wallet on any death - it now charges a 20% drain on player kills only (the killer pockets a quarter of it, plus a spoils pouch of 25% of your last-5-minutes mine earnings). Sanctioned minigames (CTF, Colosseum) charge no death penalty at all, and public mine worlds keep your inventory on non-PvP deaths.

Combat Tagging

The moment you deal or take damage in PvP, you are combat-tagged for 15 seconds. While tagged:

  • Logging out kills you. The server sets your HP to 0 on next-tick, triggering the death event (and the balance drain if you're in the PVP Mine). Logged in code as handleCombatLogout.
  • The tag clears on safe-zone entry or after the 15-second timer expires (no fresh damage).
  • Re-entering combat resets the timer - you cannot wait it out while actively fighting.

The PVP Mine uses the same 15s combat-tag window and adds a last-damager tracker valid for 10 seconds - even environmental deaths (lava, fall) within that window credit the last damager as the killer for loot purposes.

Safe Zones

The PVP Mine entrance has a 10-block-radius safe zone in the spawn world (centered on -122.5, 266.5) where PvP is disabled. Use it to bank, sell, swap gear, and buff before re-entering. Y is intentionally not bounded, so you can't be ganked mid-jump.

The mine itself (X 63-163, Y 66-114, Z -139 to -39 in the dedicated PVP_Mine world) is full-PvP. WorldGuard denies TNT, creeper explosions, fire spread, and mob spawning globally; the mine region overrides to allow block break/place so you can mine.

Kill Rewards - Full Breakdown

RewardAmountNotes
Denarius kill bonus$500 + $5 per victim trophyScales with the victim's lifetime PvP prestige - high-trophy targets pay more.
Auctoritas tokens100 ⛁ per killFlat per kill, configured in pvp.yml pvp.rewards.kill.amount.
Death penalty transfer (outside the PVP Mine)20% / 20% / 10%A PvP kill outside the mine drains 20% of the victim's Denarius, 20% Auctoritas, and 10% Civitas - all transferred to the killer. Environmental deaths lose nothing.
Kill drain (PVP Mine)20% of balancesDying to a player in the PVP Mine drains 20% of Denarius + Auctoritas; the killer takes 25% of the drain (5% of the balance), plus a spoils pouch of 25% of the victim's recent mine earnings.
Active bounty poolVariableAll unclaimed bounties on the victim pay out to the killer in one transaction.
Trophy changesKiller +1 / victim -10Trophies scale the Denarius kill reward - high-trophy players are worth more to kill.
Killstreak increment1 killTriggers milestone broadcasts and bonus currency at configured thresholds (5/10/25/50/100).
Player head (optional)1 headDrops at the victim's location (head_collection is enabled).
ELO rating change±variableStandard ELO (K=32, provisional 64, Master 24); killer gains, victim loses (floored at 0).

Kill-farming is detected and blocked two ways. Repeated kills of the same victim within 10 minutes have rewards decay ×0.5 → ×0.25 → 0 (the decay resets after 60 minutes without killing that victim), and an abuse check blocks pair/session-farmed kills outright - no rewards are paid and the victim's balance is protected. Streak bonuses are suppressed while the decay multiplier is zero, so a farmed pair can't farm streak rewards either.

The Bounty System

Any player can place a Denarius bounty on another player with /bounty place <player> <amount>. The minimum is $1,000 (configurable in pvp.yml). The Denarius is withdrawn immediately and held in escrow.

  • Multiple bounties stack - every unclaimed bounty on a target sums into a single pool.
  • Any kill counts - world PvP, PVP Mine, or Colosseum. The killer gets the entire pool in one transaction.
  • Bounties are public - check the top targets with /bounty top.
  • Admins can place server-funded bounties via adminPlaceBounty for events.

Killstreaks & Milestones

Consecutive kills without dying build your killstreak. At configured thresholds (from pvp.yml pvp.milestones), the milestone fires:

  1. A currency reward (Denarius, Auctoritas, or whatever the config specifies)
  2. A direct message to you with the milestone text
  3. A server broadcast: "⚔ <player> is on a <N> killstreak!"

Death resets your streak to zero. There's no grace period - one death undoes the whole run. See Killstreaks for the full milestone table and tips.

Trophies & ELO

Every kill adds +1 trophy to your permanent stat; every death subtracts 10 trophies (configurable). Trophies scale the Denarius kill reward linearly - high-trophy players are worth more to kill, which creates a self-balancing "rich target" economy.

ELO uses the standard formula with K=32:expected = 1 / (1 + 10^((victimELO - killerELO) / 400)), then change = 32 × (1 - expected). Killer gains the change; victim loses it (floored at 0). Everyone starts at 1000. See Arena Ranking (ELO).

Combat Enchants - The Weapon Table

The /ce command family stamps custom enchants onto weapons and armor via the CombatEnchantService. Every enchant is config-driven (see combat_enchants.yml), with proc chances and per-level scaling. Below is a curated list of the strongest options - there are 50+ total.

Weapon (Sword / Axe / Bow / Crossbow)

IDNameTypeMaxEffect
lifestealLifestealHealing (weapon)5Heals attacker 1 HP per level on every hit. The single most impactful melee enchant.
bleedBleedDamage over time520% chance to deal DoT - 1 + 0.5/lvl damage per 20-tick interval for 5s.
thunderboltThunderboltBurst damage35% chance to summon a lightning bolt + 5 bonus damage.
infernoInfernoIgnite415% chance to set the target on fire; duration scales +20 ticks/level.
shatterShatterAnti-armor5Every hit: +0.25 damage per armor point the target wears, scaling with level.
executionerExecutionerExecute5+30% damage per level when the target is below 40% HP.
berserkerBerserkerLast-stand5+20% damage per level when YOU are below 50% HP.
vampire_fangsVampire FangsOn-kill heal3Heals 4 HP per level on kill (not hit). Pairs with Lifesteal for sustainable 1vN.
poison_edgePoison EdgeStatus (target)58% chance to poison for 5s; amplifier scales with level.
frostbiteFrostbiteSlow512% chance to slow the target; amplifier scales with level.
true_damageTrue DamageArmor pierce5Every hit: 1 + 0.5/level damage that bypasses armor entirely.
chainsawChainsawArmor pierce515% + 10%/level of damage ignores armor.
crowd_controlCrowd ControlAoE damage425% chance to splash 40% + 10%/level of damage to nearby enemies in 4 blocks.
knockback_cannonKnockback CannonKnockback330% chance to launch target with strong horizontal + 0.6x vertical knockback.

Armor

IDNameMaxEffect
bulwarkBulwark5Flat damage reduction - 1 HP per level per armor piece. With 4 pieces at Lv 5, -20 HP per hit.
phoenix_revivePhoenix Revive1On lethal hit: revive at 50% HP with brief invulnerability. 5-minute cooldown.
thorns_reflectThorns Reflect5Reflect 10% per level of incoming damage back to the attacker.
evasionEvasion45% + 4%/level chance to completely dodge an incoming attack.
last_breathLast Breath2On lethal hit: cling to 1 HP with brief Regeneration II. 90s cooldown.
damage_capDamage Cap4Any single hit is capped to 10 - 1/level HP. Hard counter to burst builds.
heat_shieldHeat Shield1Complete immunity to fire and lava damage.
last_standLast Stand3Grants Resistance when the wearer drops below 50% HP.

Enchants are read from the attacker's held weapon on hit and from the victim's 4 armor pieces on damage taken. Status effects (Poison, Wither, etc.) use Bukkit PotionEffectType names. All proc chances are per-hit; weapon enchants with proc-chance: 1.0 fire every time.

The PVP Kit

The standard PVP loadout is a custom-enchanted netherite kit granted by admins (or earned through high-end crates/events). A typical min-maxed build:

  • Sword: Lifesteal V + Bleed V + Executioner V + Chainsaw V + Vampire Fangs III
  • Helmet: Bulwark V + Phoenix Revive I + Last Breath II
  • Chestplate: Bulwark V + Damage Cap IV + Thorns Reflect V
  • Leggings: Bulwark V + Evasion IV + Heat Shield I
  • Boots: Bulwark V + Last Stand III

See Equipment for the armor-set system and how PVP kits are distributed.

Combat Styles - 1.8 vs 1.9+

Imperium supports both combat styles via a per-player toggle. The 1.8-style mode removes the 1.9 attack-cooldown for faster, spam-click PvP; the 1.9+ mode retains the cooldown for tactical timing. Switch with the combat-style command (see Commands). Most top PvPers prefer 1.8 for the higher DPS.

Strategies - Surviving & Climbing

PVP Mine Survival

  • Bank before entering. Sell your Sarcina, deposit spare Denarius via /withdraw banknotes, store them in your vault. Enter the mine with only what you can afford to lose.
  • Stay near the walls. The center is where 1vN ganks happen. Mine in a corner where you can fall back to the safe zone.
  • Watch the BossBar. It shows the next reset timer and player count. Few players = safer mining; many players = high alert.
  • Watch for events. PVP Mine events multiply Denarius AND tokens - but they also draw the whole server. Mine aggressively during the event window or skip it.

Killstreak Preservation

  • Equip Lifesteal. The single biggest streak-protector - every hit heals, so you can out-sustain chip damage.
  • Carry Phoenix Revive. One get-out-of-death-free per 5 minutes can save a 50-kill streak from a single mistake.
  • Bank milestones immediately. The currency reward is already yours, but if you die on a 50-streak after only collecting 10-kill rewards, you've lost nothing extra - don't get greedy.

Bounty Hunting

  • Check /bounty top regularly. Targets with high bounties are usually online and active - track them via the friends list or legion mates.
  • Coordinate with legion members to corner a target in the PVP Mine. Only the killing blow gets the pool, so agree in advance who claims it.
  • Self-bounties are not blocked, but they don't pay out to yourself - your killer gets the pool. Useful for tipping friends if you're leaving the server.

Quick Reference

SettingValue
Combat tag duration15 seconds
Last-damager window10 seconds (PVP Mine)
Base kill reward$500 + $5 per trophy + 10 ⛁
Trophy loss on death10 (configurable)
Minimum bounty$1,000 (configurable)
Kill-pair cooldown5 minutes (anti-farm)
Max kills per victim per session3 (anti-farm)
PVP Mine kill loot split25% to killer, 75% destroyed
PVP Mine death drain100% of Denarius + Auctoritas
PVP Mine base token rate5 ⛁ per block
Safe zone radius10 blocks around entrance
Combat log penaltyDeath (full drain in PVP Mine)
ELO K-factor32 (standard formula)
ELO starting rating1000
Mine regionX 63-163, Y 66-114, Z -139 to -39 in PVP_Mine world