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
| Mode | Risk | Reward | Drains balance? |
|---|---|---|---|
| World PvP (general) | Combat-tagged for 15s | $500 + $5/trophy + 10 ⛁ + bounties + ELO | No — no balance loss on death |
| PVP Mine | Full-loot on death — see below | 2× block values + 5 ⛁/block + kill loot | Yes — victim loses 100%, killer takes 25% |
The PVP Mine is the only place your balance is at risk. If you die in the PVP Mine — to a player, to lava, to fall damage, or by combat-logging — your entire Denarius and Auctoritas balance is drained to zero. 75% of it is destroyed; 25% goes to your killer if there is one. Mine there with a small balance, or not at all.
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
| Reward | Amount | Notes |
|---|---|---|
| Denarius kill bonus | $500 + $5 per victim trophy | Scales with the victim's lifetime PvP prestige — high-trophy targets pay more. |
| Auctoritas tokens | 10 ⛁ base | Flat per kill, configured in pvp.yml kill_rewards.tokens_base. |
| 25% of victim's balance (PVP Mine only) | Variable | In the PVP Mine: killer gets 25% of victim's money + tokens; 75% destroyed. World PvP does NOT drain. |
| Active bounty pool | Variable | All unclaimed bounties on the victim pay out to the killer in one transaction. |
| Trophy +1 | Permanent stat | Adds to your lifetime PvP trophies, which scale future kill rewards. |
| Killstreak increment | 1 kill | Triggers milestone broadcasts and bonus currency at configured thresholds. |
| Player head (optional) | 1 head | Drops at the victim's location if head_collection is enabled. |
| ELO rating change | ±variable | Standard ELO with K=32; killer gains, victim loses (floored at 0). |
Kill-farming is detected and blocked: the same killer/victim pair is rate-limited to one kill per 5 minutes, and a killer can only score 3 kills per session on the same victim. Beyond those limits, the kill is logged as abuse and no rewards are paid. The victim's balance is also protected.
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
adminPlaceBountyfor events.
Killstreaks & Milestones
Consecutive kills without dying build your killstreak. At configured thresholds (from pvp.yml pvp.milestones), the milestone fires:
- A currency reward (Denarius, Auctoritas, or whatever the config specifies)
- A direct message to you with the milestone text
- 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)
| ID | Name | Type | Max | Effect |
|---|---|---|---|---|
lifesteal | Lifesteal | Healing (weapon) | 5 | Heals attacker 1 HP per level on every hit. The single most impactful melee enchant. |
bleed | Bleed | Damage over time | 5 | 20% chance to deal DoT — 1 + 0.5/lvl damage per 20-tick interval for 5s. |
thunderbolt | Thunderbolt | Burst damage | 3 | 5% chance to summon a lightning bolt + 5 bonus damage. |
inferno | Inferno | Ignite | 4 | 15% chance to set the target on fire; duration scales +20 ticks/level. |
shatter | Shatter | Anti-armor | 5 | Every hit: +0.25 damage per armor point the target wears, scaling with level. |
executioner | Executioner | Execute | 5 | +30% damage per level when the target is below 40% HP. |
berserker | Berserker | Last-stand | 5 | +20% damage per level when YOU are below 50% HP. |
vampire_fangs | Vampire Fangs | On-kill heal | 3 | Heals 4 HP per level on kill (not hit). Pairs with Lifesteal for sustainable 1vN. |
poison_edge | Poison Edge | Status (target) | 5 | 8% chance to poison for 5s; amplifier scales with level. |
frostbite | Frostbite | Slow | 5 | 12% chance to slow the target; amplifier scales with level. |
true_damage | True Damage | Armor pierce | 5 | Every hit: 1 + 0.5/level damage that bypasses armor entirely. |
chainsaw | Chainsaw | Armor pierce | 5 | 15% + 10%/level of damage ignores armor. |
crowd_control | Crowd Control | AoE damage | 4 | 25% chance to splash 40% + 10%/level of damage to nearby enemies in 4 blocks. |
knockback_cannon | Knockback Cannon | Knockback | 3 | 30% chance to launch target with strong horizontal + 0.6x vertical knockback. |
Armor
| ID | Name | Max | Effect |
|---|---|---|---|
bulwark | Bulwark | 5 | Flat damage reduction — 1 HP per level per armor piece. With 4 pieces at Lv 5, -20 HP per hit. |
phoenix_revive | Phoenix Revive | 1 | On lethal hit: revive at 50% HP with brief invulnerability. 5-minute cooldown. |
thorns_reflect | Thorns Reflect | 5 | Reflect 10% per level of incoming damage back to the attacker. |
evasion | Evasion | 4 | 5% + 4%/level chance to completely dodge an incoming attack. |
last_breath | Last Breath | 2 | On lethal hit: cling to 1 HP with brief Regeneration II. 90s cooldown. |
damage_cap | Damage Cap | 4 | Any single hit is capped to 10 - 1/level HP. Hard counter to burst builds. |
heat_shield | Heat Shield | 1 | Complete immunity to fire and lava damage. |
last_stand | Last Stand | 3 | Grants 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
/withdrawbanknotes, 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 topregularly. 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
| Setting | Value |
|---|---|
| Combat tag duration | 15 seconds |
| Last-damager window | 10 seconds (PVP Mine) |
| Base kill reward | $500 + $5 per trophy + 10 ⛁ |
| Trophy loss on death | 10 (configurable) |
| Minimum bounty | $1,000 (configurable) |
| Kill-pair cooldown | 5 minutes (anti-farm) |
| Max kills per victim per session | 3 (anti-farm) |
| PVP Mine kill loot split | 25% to killer, 75% destroyed |
| PVP Mine death drain | 100% of Denarius + Auctoritas |
| PVP Mine base token rate | 5 ⛁ per block |
| Safe zone radius | 10 blocks around entrance |
| Combat log penalty | Death (full drain in PVP Mine) |
| ELO K-factor | 32 (standard formula) |
| ELO starting rating | 1000 |
| Mine region | X 63–163, Y 66–114, Z -139 to -39 in PVP_Mine world |