Player killing (2024)

Player killing (1)
This article has a strategy guide.

All information on mechanics, setups, and tactics is on the subpage.

Player killing (2)

Player killing (commonly known as PKing, player vs. player, or PvP), is the act of two or more players engaging in combat against each other. Player killing differs from other forms of combat in that players do not fight against monsters whose actions are defined by RuneScape's game engine.

Contents

  • 1 Combat types
    • 1.1 Single combat
    • 1.2 Multi-combat
  • 2 Duelling
  • 3 Wilderness
  • 4 PvP-specific interactions
    • 4.1 Abilities
    • 4.2 Special Attacks
    • 4.3 Perks
    • 4.4 Items
    • 4.5 Auras
    • 4.6 Other
    • 5.1 Castle Wars
    • 5.2 Clan Wars
    • 5.3 Deathmatch
    • 5.4 Fist of Guthix
    • 5.5 Rated Clan Wars
    • 5.6 Soul Wars
    • 5.7 Stealing Creation
    • 5.8 Supply Runs
    • 5.9 TzHaar Fight Pit
    • 5.10 Wilderness Warbands
  • 6 General tips
  • 7 Dangerous mechanics
    • 7.1 Rushing
    • 7.2 Skull tricking
    • 7.3 Macing
  • 8 Event exploitation
    • 8.1 Anti-Player Killing
  • 9 XP
  • 10 History
    • 10.1 Wilderness
    • 10.2 Duel Arena
    • 10.3 Bounty Hunter (original)
    • 10.4 PvP worlds (historical)
      • 10.4.1 Bounty Hunter worlds
    • 10.5 Crucible
    • 10.6 DarkScape
    • 10.7 Bounty Hunter (2016 re-release)
  • 11 Update history
  • 12 References

Combat types[edit | edit source]

Single combat[edit | edit source]

Player killing (3)

Single combat, also known as "singles" or "1v1", restricts players so that they may only fight one target at a time. However, if a player stops attacking their opponent for a certain amount of time (the amount of time it takes to eat three pieces of food), it is possible for other players to attack one or both fighters. This is also known as "PJ" (player jacking), and considered dishonourable in PKing.

Popular single-way combat areas are Edgeville and the White and Red portals in Clan Wars.

If a player runs from a multi-combat to a single combat zone, only one of the attackers can attack the player as long as they are in the single combat zone.

Multi-combat[edit | edit source]

Player killing (4)

Multi-combat areas are identified upon entering by two crossed swords appearing in the corner of the screen. The zones will also have markers made out of rocks, flags and banners near the edges. Multi-combat areas are very dangerous, as multiple players can attack you at any given time.

These areas are beneficial to groups of players, as it allows them to pile a player and greatly decrease the opponent's chance of escape, or allows a group of lower level players to fight a higher level player at the same time. Multi-combat zones are very common on the east side of the Wilderness, while there are sparse groups of multi-combat zones on the west side.

Duelling[edit | edit source]

Main article: Duelling

Duelling is a feature re-released on 1 June 2016, allowing players to fight each other almost anywhere in RuneScape. No experience is earned from killing another player, nor are any items dropped upon death. Duels are initiated by right-clicking another player and selecting the "Duel" option to challenge them to a duel.

When the duel starts, both players are healed to full health, adrenaline is drained to zero, and any existing buffs and debuffs are removed. After the duel ends, both players' life points are returned to what they were before the duel started, and buffs or debuffs received during the duel are removed.

Wilderness[edit | edit source]

Main article: Skull (status)

The Wilderness is the largest and most popular player-versus-player zone in the RuneScape. It is divided into multiple single combat and multi-combat zones and home to different activities, creatures and skilling spots. In order for two players to fight in the Wilderess, both must opt-in to PvP by speaking to Vala near Edgeville. Opting into PvP causes the player to become skulled (Player killing (5)) every time they enter the Wilderness.

An unskulled player killed while inside the Wilderness will by default keep their three most valuable items and get sent to Death's office to reclaim their other items. However, if a player dies while skulled, whether to monster or player, all of their items will be dropped to the ground. Up to three items can be protected, increased by one each, if the player has:

  1. The Protect Item prayer/curse active.
  2. Recently eaten a fury shark.
  3. The powder of item protection buff active.

A player who successfully kills another player in the Wilderness will immediately be able to pick up their dropped items, and gain a 10 second "grace" period in single-way areas. Items dropped intentionally onto the floor also become immediately visible to other players, even those without PvP enabled. This makes the Wilderness a popular location for player killing due to the potential to make money. Dying in the Wilderness with PvP enabled will always cause the player to respawn in Edgeville.

The Wilderness contains multiple levels, from 1–60. Players may only attack each other if the difference between their combat levels is less than or equal to the current Wilderness level. This means that a player may be attacked by a greater range of combat levels the farther into Wilderness they travel. If the player possesses a demonic skull, Warbands supplies, or the hellfire bow, then any player may attack them, regardless of their combat level and setting, be it a single or multi-way area. The carrier may attack the hostile player(s) in response should they attack them first.

PvP-specific interactions[edit | edit source]

The following is a list of ability, perk, items, and aura interactions that work differently (or not at all) in PvP combat. In a few cases, instead of this change being limited to PvP combat, it is instead just limited in a few PvP areas.

Abilities[edit | edit source]

  • Channelled abilities do not display the Channel Bar in PvP, and is instead shown on the player's buff bar, similar to how channelled abilities were shown before the combat changes of March 2024. Additionally, if Revolution mode is active, the next ability that is ready to use on the Revolution action bar will be used immediately after a channelled ability is used, cancelling it early. These are likely bugs.
  • Essence of Finality special attacks do not work.
  • Provoke - for 6 seconds, both the user and the target deal 50% less damage to any other players they attack, discouraging the target from attacking other players. It has no effect when both the user and the target attack each other.
  • Natural Instinct steals all adrenaline from the user's opponents, transferring it to the user.
  • Reflect blocks and reflects 25% of damage instead of 50% of damage.
  • Devotion causes prayers to block 75% of damage instead of 100% of damage.
  • Surge, Bladed Dive, and Escape only have 1 charge and share cooldowns in the wilderness while opted into PvP, or any Clan Wars portals, even if Double Surge has been unlocked.
  • Limitless does not work in the wilderness while opted into PvP or red or purple Clan Wars portals.
  • Greater ricochet does not hit multiple times if the main target is in a single-target zone.
  • Smash, Havoc, Dragon breath, and Snipe will disable protection prayers for 5.4 seconds.
  • Decimate deals 30% more damage to targets with shields.
  • Reprisal has diminishing returns on returned damage after a certain amount of damage is taken.
  • Shadow tendrils has a lower chance of hitting its max hit.
  • Omnipower while an Igneous Kal-Mej or Igneous Kal-Zuk is worn, is only 65% effective.
  • Overpower while an Igneous Kal-Ket or Igneous Kal-Zuk is worn, is only 60% effective.
  • Death Skulls does not deal any damage nor does it bounce.
  • Bloat deals no damage in PvP.
  • Chaos Roar only boosts the next ability by an extra 25%.
  • Many stacks and ability effects (such as Berserk, Necrosis stacks, and Revenge immediately wear off when being an aggressor against other players in the Wilderness. The attacked player may use Berserk without it wearing off and maintain any existing stacks against their attacker.
  • Storm Shards are only 33% effective.
  • Volley of Souls is only 55% effective.

Special Attacks[edit | edit source]

  • The Eldritch crossbow's special attack, Split Soul, does not work.
  • The Fractured Staff of Armadyl's special attack, Instability, does not work.
  • The Lava whip's special attack, Get Over Here!, drags players within melee distance of the main target. If a player is pulled from single way zone into a multi-combat zone in the wilderness, then the multi-combat effect will be delayed by 10 seconds.
  • The Abyssal whip's special attack, Energy Drain, drains all of the opponent's run energy.
  • Morrigan's throwing axe and its superior version's special attack, Hamstring, prevents the opponent from using movement abilities.
  • The ancient mace and its superior version's special attack, Favour of the War God, ignores the opponent's protection prayers and reduces their prayer points by 10% of the damage dealt.
  • Zanik's crossbow's special attack, Defiance, will have its damage increased by 10% for each prayer the target has active, up to a maximum of 50%.
  • The Saradomin staff's special attack, Saradomin Strike, reduces the target's prayer points by 30%.
  • Zuriel's staff and its superior version's special attack, Miasmic Barrage, reduces the adrenaline gain of all players hit by 50% for 15 seconds.
  • The Death guard's special attack, Death Grasp, is only 40% effective.
  • The Bow of the Last Guardian's special attack, Balance by Force, is only 70% effective.
  • The Dark ice shard and Dark Shard of Leng's special attack, Icy Tempest, is only 70% effective.

Perks[edit | edit source]

Items[edit | edit source]

Auras[edit | edit source]

Other[edit | edit source]

  • Adrenaline resets to zero whenever a player initiates a fight against another player. The attacked player's adrenaline will not be drained.
  • The damage reduction from the Infernal Puzzle Box applies to wilderness PvP, but the puzzle box's damage increase does not.
  • Protection prayers and Deflect curses only block 40% of damage, instead of 50%.
  • Damage and accuracy boosting Ancient Curses have reduced opponent stat draining effectiveness in PvP.
  • Soul Split drains 1 prayer point from the opponent for every 68 damage dealt.
  • Ability stalling with magic abilities can only be done for a maximum of 3 ticks while in the wilderness or red or purple Clan Wars portal.
  • Hit chance is not calculated as damage potential, unlike in PvM.
  • Critical strikes increase damage by 20% of what they would do in PvM. That is, the base critical strike damage starts of at 2% (instead of 10% in PvM) and increases at specific combat stat level milestones up to 10% (instead of 50% in PvM) at level 90.
  • Death Mark cannot be applied in PvP.
  • The Split Soul incantation does not work in PvP.
  • Animate dead will reduce a single hit by a maximum of 40% in PvP instead of the normal 60%.
  • The dodge chance from Darkness doesn't work in PvP. Though the dodge chance from Deathwarden armour does.

Minigames and D&Ds[edit | edit source]

Main article: Minigames

Player killing is allowed in some minigames and most are safe deaths.

Minigames like Castle Wars, Soul Wars, Deathmatch and the White portal at Clan Wars make good practice grounds for PvP due to being safe. You can use them to get comfortable with the basics without losing any gear. However, minigame PvP only helps to develop a very shallow understanding of dangerous PvP. Players in safe PvP situations are more inclined to use higher tier gear without the risk of losing it. Additionally, players usually conserve supplies when there is no loot to be gained, meaning that they usually tend to not use food or potions.

Castle Wars[edit | edit source]

Main article: Castle Wars

Castle Wars is a combat-based, members-only minigame similar to Capture the flag but with a RuneScape twist.

Clan Wars[edit | edit source]

Main article: Clan Wars

Clan Wars consists of three different portals within Gamers' Grotto which allows players to engage in either free-for-all or team based player killing:

  • Purple portal - allows members of two opposing friend chats to engage in player-versus-player combat against one another.
  • Free-for-all (safe) (aka White Portal) - allows players to engage in free-for-all player-versus-player combat where all deaths are SAFE. The unofficial world for white portal is World 3 (F2P).
  • Free-for-all (dangerous) (aka Red Portal) - allows players to engage in free-for-all player-versus-player combat where all deaths are NOT SAFE and will result in all items and equipment being dropped to the ground.

Deathmatch[edit | edit source]

Main article: Deathmatch

Deathmatch is a safe player versus player minigame that replaced the Crucible. In it, players can fight against up to 29 opponents in an arena, aiming to get as many kills as possible in 10 minutes. Regularly spawning power-ups make the battles more interesting.

Fist of Guthix[edit | edit source]

Main article: Fist of Guthix

Fist of Guthix is a safe PvP minigame that involves strategy and is available to both members and free-to-play. The portal for the Fist of Guthix lobby can be found in Gamers' Grotto.

Rated Clan Wars[edit | edit source]

Main article: Rated Clan Wars

Rated Clan Wars is a clan-specific minigame added into the game on 12 April 2011, with the release of Clan Camp. It is available to both free players and members. It is lead by the Sergeant-at-Arms, who gives out the Rated Clan Wars badge which can be distributed to clanmates. Each player must have a badge in order to participate in a rated clan war. The leader can then challenge another clan and play.

Soul Wars[edit | edit source]

Main article: Soul Wars

Soul Wars is a members-only team minigame that lasts twenty minutes per game and can be played on any world. In Soul Wars, two opposing teams compete against each other to gather soul fragments and offer them to the Soul obelisk in order to weaken, and ultimately defeat, each other's avatars through combat.

Stealing Creation[edit | edit source]

Main article: Stealing Creation

Stealing Creation is a safe minigame that involves both skilling and player-versus-player combat located at the Mystic's Camp in the Gamers' Grotto.

Supply Runs[edit | edit source]

Main article: Supply run

A supply run is a safe members-only PvP Distraction and Diversion on Mazcab where players attempt to bring goebie supplies from Kanatah to Otot. Supply runs occur every 12 hours on every world (approximately 00:05 and 12:05 game time).

TzHaar Fight Pit[edit | edit source]

Main article: TzHaar Fight Pit

The TzHaar Fight Pit is a PvP minigame located in TzHaar City, in which a group of players compete to be the last one standing, with the winner being crowned the champion.

Wilderness Warbands[edit | edit source]

Main article: Wilderness Warbands

See Also
PvP Arena

Wilderness Warbands is a dangerous members-only Distraction and Diversion, composed of heavily defended storage camps guarded by the followers of the different Gods. They will set up camp in the Wilderness every seven hours, one time at each of the three locations. Large amounts of experience in either Farming, Construction, Herblore, Mining, or Smithing can be obtained by turning in warband supplies to Quercus. Supplies can be obtained by looting from the camp, or killing another player holding supplies. Opting into Wilderness PvP is required to loot a warbands tent.

General tips[edit | edit source]

If you're travelling to a teleport-restricted area, it is recommended to be well prepared. Here are a few tips that can help you to survive in the Wilderness:

  • Disable PvP if it is not required. Players who do not wish to be attacked by other players should make sure PvP is disabled by speaking to Vala near Edgeville.
  • It helps to wear armour. While it may appear tempting to go with no armour, it is not always a smart thing to do. Wearing cheap armour like Royal dragonhide armour or Lunar armour will dramatically increase your chances of survival with little risk. However, roaming the Wilderness naked can also prove useful, as player killers may hesitate to skull or expend time on someone who does not appear to be carrying anything of interest.
  • A shield goes a long way. Using shield abilities such as Reflect and Resonance are key to surviving an attack by another player, especially if you are on low health and/or out of food. A popular and cheap option is the Dark bow which allows you to use both ranged and defensive abilities. Mixing Resonance and a Binding Shot in with your general anti-stun rotation can help improve your chances of survival.
  • Teleportation gear is a must. You should always have an escape plan. Runes and interruptible items are NOT recommended. This is due to inventory space issues along with spell and teleport limits to level 20 Wilderness. Dragonstone equipment, such as the amulet of glory, allows teleportation from up to level 30 Wilderness and is a good option.
  • Fight back. In some cases, the attacker will not expect any retaliation and this in itself may drive them away. If they do persist, having a good understanding of PvP basics can even help you win the fight.
  • Consuming a gorajian mushroom heals 10% of the players maximum health, and for 10 seconds afterwards damage in PvP is reduced by a flat 15%.
  • Drinking a dose of powerburst of vitality will double the player's current life points for the next 6 seconds, and at the end of the powerburst's duration, the player's current life points will be halved. Meaning, it should be used when the player's health is high to minimise damage. During the duration of the powerburst's effect, the player should avoid eating, as consuming food during the 6 second period will essentially halve the amount of life points healed, once the powerburst wears off.
  • Knowing when to activate Anticipation vs. Freedom. Anticipation should ideally be used to mitigate stuns, as well as reducing damage taken. Freedom is optimally used by the player to break free from Debuff effects, notably: Stun, Snare, Ice spells, Bleeding (status), etc.
  • Drinking a dose of a Stamina potion, having the Endurance relic active, sipping an Ogre flask (salt water), or using the Spa in Oo'glog/Anachronia base camp.
  • If the player is attacked by a player killer, and the aggressor casts the spell Teleport Block, the player who is affected by the status, may equip a shield to cast the defensive ability, Immortality. Doing so, in the event the player "dies", they will be revived with 40% of their maximum life points and be provided with 2 seconds of damage immunity from incoming attacks. This will also remove any Teleport Block effect that the player might have had. Also, in the event the player does not "die" within Immortality's 30 second duration, the player will not be revived on death.

Dangerous mechanics[edit | edit source]

Rushing[edit | edit source]

Rushing is the act of attacking a player without giving them the opportunity to be ready to attack back. Many consider rushing to be dishonourable, but despite this, it is the most effective way of initiating a fight to your advantage.

Due to player complaints by people being rushed after killing an opponent in a single-way zone, an anti-rushing mechanic was implemented. Upon killing another player in a single-way zone, there is a 10 second "grace" period for the victor to obtain their spoils.

Skull tricking[edit | edit source]

Skull tricking involves using lesser known game mechanics, bugs or deceptions to skull a player against their will. You should always be aware of your surroundings when inside the Wilderness and be vigilant at all times.

A few common mechanics used to skull trick are:

  • Tricking you into carrying a demonic skull into the Wilderness. Carrying the items automatically skulls you upon entering the Wilderness in any way.

Macing[edit | edit source]

Macing refers to a group of players or team using the Superior ancient mace special attack to rapidly drain your prayer points and disable your Protect Item. The success of the tactic depends almost entirely on the coordination of the team. If they are experienced and well prepared for their attack, it is almost impossible for the target to get away. Macing happens in highly frequented areas of the Wilderness, such as at the Chaos Elemental, Revenants and lava strykewyrms.

It's often hard to predict a macing attack, because the team is hidden from view. Two players of the team will head to the desired spot, look for any potential victims, and attempt to skull trick them. Once the victim falls for the skull trick, the rest of the team appears and maces the victim to remove any prayers they may use.

If you find yourself surrounded by a large amount of players (who are most likely carrying ancient maces), keep your prayer points as high as possible at all times. Do not attempt to eat (unless you are sure you can get away), as by eating, you allow the PKers to deal more damage, which in turn results in you losing unnecessary prayer points. Be aware that PKers may attempt to use Calorie bombs to forcibly restore your health to drain more prayer points with their attacks.

If possible, try to run to a single-way area. This forces only one person to attack you at a time, which can be easier to deal with than multiple people attacking you.

Carrying one or more Fury sharks helps counter macing teams, as upon eating the Fury shark, you are given the effect of Protect Item for one minute. Try to remember when you eat the fury shark so you can reapply its item protecting effect if you find yourself still alive after one minute.

Event exploitation[edit | edit source]

Occasionally, events in the Wilderness attract large amounts of players, many of whom are not prepared to combat serious threats.

Wilderness Warbands is one of the more popular and active events in the Wilderness that requires opting into PvP. Spawning with a Server-wide Announcement, Wilderness Warbands awards a large amount of XP or coins. This attracts large groups of players, including other PKers.

Anti-Player Killing[edit | edit source]

Player killing (6)
This article has a strategy guide.

All information on mechanics, setups, and tactics is on the subpage.

Anti-player killing is where players will fight to defend themselves from the attacks of another PKer. Since having PvP enabled in the Wilderness causes the player to always be skulled, players should only be carrying items they are willing to lose if they die.

XP[edit | edit source]

Player killing (7)
This article or section is incomplete and could do with improvement.

Reason: Need formula on how damage dealt corresponds to XP
You can discuss this issue on the talk page or edit this page to improve it.

Prior to the Evolution of Combat, players were able to get combat experience from attacking other players. For a very long time after the Evolution of Combat, player killing did not yield any combat experience. This has since been changed, albeit with slight changes. XP is now given only after either the attacker or victim dies, and is based on damage dealt. Any "damage overkill" is also taken into account, so say if the victim had 100 more LP left and the attack would have done 4,000 damage, that also ends up into the XP calculation. Constitution XP is slightly below 1/3 of total XP gained as well.

For those who do not wish to gain experience while player killing, it can be disabled in the Combat Settings tab under the "XP Selection" area.

History[edit | edit source]

Wilderness[edit | edit source]

Originally, after the release of RuneScape Classic, players could select whether or not to play as player killer characters. Players could switch from player-killer mode to non-player-killer mode (in which the character could not attack or be attacked by other players) three times, after which they remained at their chosen setting "forever". The player-killer/non-player-killer modes were, however, removed from the game on 13 August 2001 when the Wilderness was added.

PvP combat could take place at most locations in the RuneScape world. The rules of combat were the same as in modern RuneScape Classic Wilderness. Lumbridge was designated as a neutral area in which players could not attack each other; this was done to prevent a practice called "spawn camping", in which recently killed players were immediately killed again as soon as they respawned. However, it was possible for a character to be attacked in the upper levels of Lumbridge Castle. In addition to this restriction, NPC guards and White Knights patrolled the cities of Varrock and Falador, breaking up PvP battles by attacking the aggressor. These guards were limited in number, however, and if all them in a city were already engaged, PvP combat could go on freely. At this time, the Bank of RuneScape was limited to Varrock and Falador and could only store gold coins. As a result, players would carry their valuables with them.

On 13 August 2001, this system was replaced by the Wilderness, partly due to complaints from many players who were unable to leave Lumbridge without being attacked by hordes of hostile player killers. Later, additional areas where PvP combat was allowed were added.

On 10 December 2007, Jagex made a highly controversial update that made PKing in the Wilderness only possible at Bounty Hunter, which is unsafe, and Clan Wars, a safe activity. Fist of Guthix, also safe, was not added until about four months after these updates. RuneScape lost a sizeable percentage[1] of its paying players within the following month, although more long-term statistics have never been released. No amount of lost free players is known, however it is possible it was more than the number of quitting members. The exact numerical makeup of quitters (bots versus legitimate players) is uncertain. Many of the quitters were PKers, while others were the leaving accounts of autoers. According to Jagex, almost all of the lost players since the 10 December update have been replaced by new subscribers. Riots started amongst many players after this update.

On 15 October 2008, Jagex reinstated map-wide PKing on designated PvP worlds. PKers could kill other players in those worlds; on other worlds, Revenants wandered the Wilderness as the game's substitute for PKers on those worlds. Essentially in those worlds, the Wilderness was rather safe, as revenants were unable to pick up drops from players they killed, meaning that if the player was fast enough, they could reclaim their items.

On 1 February 2011, the Wilderness and Free Trade update was implemented. This reverted the Wilderness back into its original state. The revenants, who patrolled the Wilderness when PKers could only do so in PvP worlds, were banished to the Forinthry Dungeon.

On 1 August 2022, the Wilderness Reborn update made PvP in the Wilderness opt-in. This meant that only players who opt-in to PvP by talking to Vala could engage in player-versus-player combat against other players with PvP enabled. Players with PvP enabled are now skulled at all times while in the Wilderness.

Duel Arena[edit | edit source]

Player killing (8)

Main article: Duel Arena

The Duel Arena was an ancient site where all players could go to engage in one-on-one combat. Players had the option to either have a friendly duel, where nothing is risked, or a staked duel, where either items or coins could be risked and the winner claims everything. It was located slightly north-east of Al Kharid before being replaced with Het's Oasis on 4 January 2022.

Bounty Hunter (original)[edit | edit source]

Bounty Hunter (also known as BH) was a player-killing minigame for both P2P and F2P players. Bounty Hunter was released on 10 December 2007 as a replacement for the ability to kill players throughout the Wilderness, which was removed in the same update as a counter measure to real-world trading. Bounty Hunter was later reworked and replaced by Bounty Hunter worlds on 6 May 2009.

PvP worlds (historical)[edit | edit source]

Main article: PvP worlds

PvP worlds, or Player-Vs-Player worlds, were entire designated worlds that were almost entirely Player-Vs-Player combat enabled. Only select areas (such as banks, respawn points, Entrana, and some guilds) were disabled to combat, and were marked by a skull with a cross over it. These worlds were modelled after the original wilderness; much of the same rules applied, such as level restraints to attack and skulls. You were skulled upon logging in to a PvP world and the Protect Item prayer was disabled. If you died whilst skulled, you would loseallof your items. To begin, one would have to simply choose a world that was marked as a PvP world when logging in. You were warned of the dangers. The first time you entered a PvP world, you were transported to Lumbridge and a manual was given to you explaining much of the concept (you could get a new one from the Doomsayer in Lumbridge should you have lost it). You would have a short immunity period before you could be attacked. After the first time, you had to be standing in a 'PvP Safe Zone' or you would not be able to login. In PvP worlds, youcouldlose your items, but at the same time, there were great rewards to be had!

While they existed, players had to had a minimum combat level of 20 to enter a PvP world. Their Summoning level did not count towards this requirement.

PvP worlds were removed on 1 February 2011 with the Wilderness and Free Trade Return update.

Bounty Hunter worlds[edit | edit source]

Main article: Bounty Hunter world

Bounty Hunter worldswere released on the6th of May2009. These worlds only allowed players to fight each other in thewildernessand travel throughoutEdgevilleand theGrand Exchange. These worlds were removed with the re-addition of the wilderness.

On 14 November 2016, an updated version of Bounty Hunter was released along with 2 new Bounty Hunter Worlds, one using the Evolution of Combat and the other using Legacy Mode.

Crucible[edit | edit source]

Main article: Crucible

The Crucible was a dangerous PvP minigame arena north-east of Edgeville where members with a combat level of 60 or greater could participate in solo player-versus-player combat. It was the replacement for Bounty Hunter worlds that were removed with the return of the original Wilderness. The Crucible was not world-based, but instead used an instance shard world to transport players from all of the servers to the instanced arena.

It was replaced by Deathmatch on 26 September 2016.

DarkScape[edit | edit source]

Main article: DarkScape

DarkScape was a variant of RuneScape, announced on 16 September 2015. It was a fork of the main RuneScape code as of late May 2015,[2] featuring an open PvP environment without "safe zones". Furthermore, only Legacy Mode combat was available; everyone started at combat level 3; and progress in RuneScape did not affect DarkScape in any way.

DarkScape was ultimately closed on 28 March 2016, following a lack of interest.

Bounty Hunter (2016 re-release)[edit | edit source]

Main article: Bounty Hunter

Bounty Hunter was a dangerous player-versus-player minigame that took place in the Wilderness. In it, players could fight assigned targets (bounty kills) or other players (rogue kills). It was removed in an update on 11 March 2019.

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included – see here for how to help out!

  • patch 3 October 2022(Update):
    • Characters who have PvP disabled can no longer use the 'Intercept' ability on players with PvP enabled in the Wilderness.
  • patch 27 July 2020(Update):
    • Fixed an issue where the Large Shell could stall a player in PvP zones.
  • patch 26 November 2018(Update):
    • Bleeds no longer deal 1 damage on their first hit in PvP.
  • patch 11 July 2016(Update):
    • Fixed cases where players would gain the wrong style of Combat XP in PvP combat.
  • patch 7 March 2016(Update):
    • The Clearheaded perk will no longer stop Anticipation appearing on your opposition's target interface in PvP.
  • patch 8 February 2016(Update):
    • The message box which appears when you kill somebody in PvP has now been removed.
  • patch 21 September 2015(Update):
    • Opponent's prayer drain rate when fighting someone in PvP using smite or soulsplit has been adjusted slightly.
  • patch 13 July 2015(Update):
    • Attempting to attack another player's follower from single-way combat whilst the player is in multi-way combat will now display their username correctly.
    • Blood necklaces will no longer interrupt single-way PvP.
  • patch 20 April 2015(Update):
    • Binding a target in PvP will now correctly bind them at their current location, instead of on arrival at their last chosen destination.
    • Eating in PvP will no longer lower the global cooldown on abilities.
  • ninja 2 March 2015(Update):
    • Players can now retaliate instantly against another player while fighting a strykewyrm. The strykewyrm will also stop attacking.
  • patch 26 January 2015(Update):
    • It is no longer possible to prevent other players from attacking each other by using a members' weapon in free-to-play worlds.
  • patch 27 October 2014(Update):
    • God staves will now turn into coins when their carrier is killed in PvP.
    • The amount of coins you receive from killing a player with a royal crossbow has been increased.
  • patch 8 September 2014(Update):
    • Passive versions of the Armadyl godsword no longer apply the Attack and Strength buff to the wrong person in PvP.
  • patch 18 August 2014(Update):
    • Some misleading text when you kill somebody with warbands items in your inventory has been reworded.
  • patch 11 August 2014(Update):
    • PvP loot will no longer appear to all players if both players die, one dying due to Wrath or Retribution.
  • hotfix 21 January 2014(Update):
    • Ensured that the Snapshot ability deals appropriate damage in PvP situations.
  • patch 10 September 2013(Update):
    • Entering a PvP area will no longer cause worn equipment to completely disappear.
  • patch 13 August 2013(Update):
    • Players should find their PvP opponents' buffs/debuffs are no longer cut in half under the combat info bar.
  • hotfix 17 May 2013(Update):
    • Armour from Player Owned Ports no longer drop so many coins in dangerous PvP situations.
  • patch 18 October 2010(Update):
    • Kayle's sling can no longer be used in PvP, consistent with the behaviour of the Wind Rush spell.
  • update 18 August 2001(Update):
    • Loot from player killing will now correctly assign the drops to the killer instead of someone else.
  • update 30 January 2001(Update):
    • Retreating was a bit too difficult (particularly in multi combat situations), as a result it has been improved and made easier.
    • Attacking another player first now removes the 3 item protection for 20 minutes of game time.
    • There is now a skull above your head when item protection is lost.
  • patch 29 January 2001:
    • The number of guards was further increased.[3]
  • patch January 2001:
    • The guards in Varrock city now attempt to stop people fighting. There are large number of guards at the bank, so assuming they haven't all been killed you can now withdraw your money more safely.[4]
  • update 28 February 2001(Update):
    • You can now choose to switch your character between PK and non-PK.
      • You can only switch this twice.
  • update 27 January 2001(Update):
    • You can no longer log out while in combat.
    • Added the ability to retreat from combat, stunning your opponent for 2 seconds and allowing you to escape.
    • Upon death you now get to keep your 3 most valuable items.
  • update 21 January 2001(Update):
    • Made Lumbridge safe to give a place to hide from player killers.

References[edit | edit source]

  1. ^ Dan Sabbagh. Online games group aims for growth the Nintendo way. The Times. (Archived from the original on 23 August 2011.)
  2. ^ DarkScape's FAQ. Jagex. (Archived from the original on 23 March 2016.)
  3. ^ Jagex. "RuneScape Newsletter - Issue #2." RuneScape News. The newsletter was sent via email.
  4. ^ Jagex. "Further combat improvements." RuneScape News. Update has since been removed.
Player killing (2024)

References

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