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PvP takes place in the Huggler Memorial Colosseum located in The Big Mountains. In order to participate, after choosing to Fight at the Colosseum, you must break your Magical Mystical Hippy Stone. By doing so, you become eligible to attack other players, and to be attacked by other players, until the end of the current PvP season or until you ascend.
Participants have two PvP-related statistics: Fame and Swagger. They also receive a discrete number of PvP fights every day.
Fame begins at 100 for all participants. Fame increases when you win, and decreases when you lose, unless the attacker chose a specific opponent (see below). Fame cannot go below 0, but there is no known ceiling. The players who currently have the most fame or have taken the most fame from other players are tracked on the PvP Leaderboards.
Normal Fame and Hardcore Fame are tracked separately. Ascending into Hardcore will cause you to use your Hardcore Fame, and breaking the prism or ascending into a non-Hardcore run will cause you to use your Normal Fame.
Swagger goes up when you attack. You gain +1 swagger for each win, +1 for attacking a random opponent, and +1 for winning all seven minigames against a random opponent (maximum +3 from a single fight). You do not gain Swagger on defense. You never lose Swagger, except when you spend it.
Participants entering the PvP for the first time receive a one-time Swagger bonus of w/2.5 + f/25 where w is the number of White Canadians drunk and f is the number of pretty flowers picked under the old PvP system.
Accounts receive 10 PvP fights per day, and may receive Extra PvP Fights from consumables, rollover equipment, and clan furniture. Unused fights carry over to the next day. You can have a maximum of 100 fights after rollover. For help increasing the number of PvP fights you have per day, see Maximizing Your Rollover PvP Fights.
It costs one PvP fight to attack another account. It costs nothing to defend. Each attack decrements the attacker's effects by one turn. No effects are decremented when defending.
The following effects are not decremented by attacking: Teleportitis, On the Trail, Absinthe-Minded, Form of...Cockroach!, Shape of...Mole!, Form of...Bird!, Everything Looks Yellow, Everything Looks Blue, Everything Looks Red, Nauseated, Touched by a Ghost, Chilled to the Bone, Dreadsylvanian curses, Bored With Explosions, Personal Thundercloud, The Rain In Loathing, Juicy Boost, and Timer effects. (There may also be others!)
Initiating a PvP attack does not consume an adventure.
Players may PvP while falling-down drunk.
When initiating a fight, the attacker gets to decide:
- whether to fight a random opponent, a random tougher opponent, or a specific player
- Choose a minigame to lead off with.
- whether to try to take Fame, Flowers, or Phat Loot (not available in Ronin or Hardcore)
In addition, the attacker may choose win and loss messages, one of which will be displayed to the defender.
If you attack a specific opponent, neither you nor the defender will gain or lose Fame. You will gain no Swagger if you lose, and 1 Swagger if you win.
If you attack a random opponent, you get 1 Swagger for a loss, 2 for a win, or 3 for a perfect win. In addition, the winner will gain some Fame, and the loser will lose some Fame:
- If the loser's Fame is less than or equal to the winner's, the winner will gain 1 Fame (2 Fame if you attacked for Fame) and the loser will lose 1 Fame (2 Fame if you attacked for Fame).
- If the loser's Fame is higher than the winner's, the winner will gain (ΔF)1/2 Fame (rounded up), and the loser will lose (ΔF)1/3 Fame (rounded up), where ΔF is the difference in Fame scores. The gain/loss will be 50% bigger if you attacked for Fame.
It is not completely clear how random opponents are chosen. However, the algorithm seems to prioritize opponents with similar Fame, ascension count, or level to you some of the time. If you attack a random tougher opponent, the algorithm is more likely to pick players with more Fame than you, or players with a high Fame total. (This needs spading.) If your fame is much, much higher than your next available target (over ~6k fame difference) you will not be able to hit upwards, instead getting the error message Sorry, I couldn't find the player "".
If the attacker loses the fight, (s)he will suffer a loss of dignity and lose some stats. The exact stat loss seems to depend on the attacker's level (formula needs spading), and caps at 200 stats. In Hardcore/Ronin, the stat loss is only 1/10 of the regular amount (caps at 20 stats).
If the attacker chooses to fight for Phat Loot, and wins the fight, (s)he will steal a random PvPable item from the defender's inventory. Items marked with a special flag (no trade, no sell, no discard, gift items, and quest items) cannot be stolen. A meat golem sometimes prevents item loss, causing the attacker to receive a pretty flower instead.
There are two Hills: Normal and Hardcore. At any moment, one player on each side may be the King (or Queen) of the Hill.
At the start of each season, both Hills are empty. The first player to attack and win will claim the empty Hill, becoming King or Queen. Subsequently, anyone who attacks and defeats the player on the Hill becomes the new King or Queen.
The "benefits" of being King/Queen:
- Your avatar is displayed prominently in the Hall of Champions.
- Your text in the /pvp chat channel is rendered in boldface for up to 24 hours.
- The total amount of time you spend as King/Queen counts toward a leaderboard.
- Players may always attack you, even if they have already beaten you today (unless they are out of fights).
If you ascend while on the Normal Hill, or if you break the prism while on the Hardcore Hill, the Hill will become empty. The first person to attack and win will claim it, just like the start of a season.
Your Hill time is tracked throughout the whole season, no matter how many times you gain or lose the Hill.
If you attack and lose while on the Hill, you do not surrender the Hill to the defender. You can only be knocked off the Hill if someone attacks you and wins.
If you attack an opponent and lose, as mentioned above, you lose stats. How many stats you lose isn't yet fully spaded. This much is known:
- The stats lost are always evenly distributed among your 3 stats at level 13 and below. Spading suggests that, at level 14 and above, stats lost are NOT always equal (needs confirmation past level 15):
|You lose X Strengthliness.|
You lose X Magicalness.
You lose X Cheek.
- It is possible to "gain" 0 stats from losing a PvP fight, which looks like this:
|You gain 0 Strengthliness.|
You gain 0 Magicalness.
You gain 0 Smarm.
- You can see the "raw" amount of stats lost in your History - this may differ from the actual loss due to the truncation effect used to guarantee even distribution at level 13 and below.
- Moon signs and effects that increase stat gains (e.g. The Wombat's +10% to all Muscle gains) also increase the stat loss due to loss of dignity.
- Total stat loss (outside Hardcore/Ronin) caps at 200 points. Stat loss in Hardcore/Ronin is 1/10 the regular amount, capping at 20 points.
Stat losses are not suffered on defense.
PvP itself consists of seven rounds of fighting called "minigames". From Season 1 through Season 18, if the attacker chose to attack with a stat (not Ballyhoo), the first round will be Adventurer's Prowess:
|Adventurer's Prowess||The stat which the attacker chose to attack with is compared, higher stat wins. This minigame has a slight variance, so if the two amounts are relatively close the higher will not always win.|
As of Season 19, "Adventurer's Prowess" was removed and an attacker can no longer chose Stats to attack with. Instead, attackers chose one of the available minigames, and that minigame is guaranteed to be in the fight. All six of the other minigames are randomly chosen from the minigames available that season. These minigames will change at the start of each season.
After all seven rounds, the player who won the majority of minigames wins the match. Tiebreakers are awarded to the defender if the score would otherwise be tied (e.g., 2 wins, 2 losses, and 3 ties results in a score of 5-2 for the defender; 3 wins, 1 loss, and 3 ties results in a score 3-1).
|Craft Brew is Optimal*||Nothing says optimal like a delicious hand crafted Blue Moon! (Most drinks from the Gnomish Microbrewery.)|
|DEFACE||Which outfit fits best into a four-bit array? (most hexadecimal digits in the outfit name.)|
|Familiar Rotation*||Who has kept their familiars in balance by rotating them each non-casual ascension? (Most unique familiars shown in ascension history since the season started.)|
|Obviously Optimal*||Who has fetched the most optimal drinks? (The Pan-Dimensional Gargle Blaster from Fernswarthy's basement is obviously optimal.)|
|Optimal Ascension||Who is the most optimal? (Ascended most recently.)|
|Optimal Dresser||Who has wasted the least energy applying body coverings? (Lowest total pants/shirt/hat power)|
|Optimal Drinking*||Who has obtained the most turns of effects while also drinking?|
|Optimal PvP*||Who is optimal at PvP? (Most total fame gained this season.)|
|Optimal Variety||Who has consumed the most unique booze in the past 0x10 days?|
|Outfit Compression||Who uses the fewest bytes for outfit storage? (Shortest equipment names, 23 points for an empty slot.)|
|The Optimal Stat||Who has the highest Item Drop Bonus?|
|Totally Optimal*||Who has taken the optimal path through the Copperhead quest and beat up the most non-straggling protesters at the Zeppelin?|
* Scores are tallied separately in Hardcore and Not-Hardcore, outside of ronin the highest of your two scores will be used. (No score is added in casual runs before 1500 turns have passed.)
For minigames from past seasons, see PvP Season History.
Each board has a Normal side and a Hardcore side.
- Individual boards:
- Top Hill Holders: total time (hours:minutes:seconds) spent at the top of the hill.
- Fame: your current Fame score.
- Most Winningest: offensive wins from random fights minus losses from random fights (offensive OR defensive losses).
- Most Fame Taken: The amount of fame gained while attacking (not affected by either offensive or defensive fame loss).
- Clan boards:
- Top Hill Holders: total time (hours:minutes:seconds) for all pledged clan members at the top of the hill.
- If you are on a leaderboard at the end of a season, your best ranking on that leaderboard will be listed on your profile, and you will receive a number of angst burgers and 5-hour acrimonies determined by your rank:
|Position||# of consumables|
- Prizes are accompanied by a message from a PvP Store NPC.
Each PvP season lasts two (real life) months. Fame is reset at the start of each season, and new minigames are revealed. All minigame progress is also reset.
Beginning with Season 3, the regular season (the period during which leaderboards are active) ends on the 15th day of the second month. The exact cut-off point is the rollover which occurs at 0230 UTC on the 15th, i.e. the evening of the 14th in the US, or early morning of the 15th in Europe. This gives a roughly two-week "post-season" period, with the leaderboards frozen. During this time, Fame is no longer won or lost. Players may still knock each other off the Hill, but Hill time is no longer tracked for leaderboard purposes.
|1||May 1, 2012 to July 1, 2012||-||-|
|2||July 1, 2012 to September 1, 2012||-||-|
|3||September 1, 2012 to November 1, 2012||October 15, 2012||-|
|4||November 1, 2012 to January 1, 2013||December 15, 2012||-|
|5||January 1, 2013 to March 1, 2013||February 15, 2013||-|
|6||March 1, 2013 to May 1, 2013||April 15, 2013||-|
|7||May 1, 2013 to July 1, 2013||June 15, 2013||-|
|8||July 1, 2013 to September 1, 2013||August 15, 2013||-|
|9||September 1, 2013 to November 1, 2013||October 15, 2013||-|
|10||November 1, 2013 to January 1, 2014||December 15, 2013||-|
|11||January 1, 2014 to March 1, 2014||February 15, 2014||-|
|12||March 1, 2014 to May 1, 2014||April 15, 2014||-|
|13||May 1, 2014 to July 1, 2014||June 15, 2014||-|
|14||July 1, 2014 to September 1, 2014||August 15, 2014||-|
|15 (Pirate season)||September 1, 2014 to November 1, 2014||October 15, 2014||Black Bart's Booty|
|16 (Holiday season)||November 1, 2014 to January 1, 2015||December 15, 2014||Holiday Hal's Happy-Time Fun Book!|
|17 (Ice season)||January 1, 2015 to March 1, 2015||February 15, 2015||Antagonistic Snowman Kit|
|18 (Drunken season)||March 1, 2015 to May 1, 2015||April 15, 2015||Map to Kokomo|
|19 (Bear season)||May 1, 2015 to July 1, 2015||June 15, 2015||Essence of Bear|
|20 (Pirate season)||July 1, 2015 to September 1, 2015||August 15, 2015||Black Bart's Booty|
|21 (Numeric season)||September 1, 2015 to November 1, 2015||October 15, 2015||Manual of Numberology|
|22 (Holiday season)||November 1, 2015 to January 1, 2016||December 15, 2015||Holiday Hal's Happy-Time Fun Book!|
|23 (Optimal season)||January 1, 2016 to March 1, 2016||February 15, 2016||ROM of Optimality|
|24 (Ice season)||March 1, 2016 to May 1, 2016||April 15, 2016||Antagonistic Snowman Kit|
|25 (Bear season)||May 1, 2016 to July 1, 2016||June 15, 2016||Essence of Bear|
|26 (Numeric season)||July 1, 2016 to September 1, 2016||August 15, 2016||Manual of Numberology|
|27 (School season)||September 1, 2016 to November 1, 2016||October 15, 2016||School of Hard Knocks Diploma|
|28 (Holiday season)||November 1, 2016 to January 1, 2017||December 15, 2016||Holiday Hal's Happy-Time Fun Book!|
|29 (Bear season)||January 1, 2017 to March 1, 2017||February 15, 2017||Essence of Bear|
|30 (Ice season)||March 1, 2017 to May 1, 2017||April 15, 2017||Antagonistic Snowman Kit|
|31 (Pirate season)||May 1, 2017 to July 1, 2017||June 15, 2017||Black Bart's Booty|
|32 (Optimal season)||July 1, 2017 to September 1, 2017||August 15, 2017||ROM of Optimality|
|33 (School season)||September 1, 2017 to November 1, 2017||October 15, 2017||School of Hard Knocks Diploma|
|34 (Holiday season)||November 1, 2017 to January 1, 2018||December 15, 2017||Holiday Hal's Happy-Time Fun Book!|
See PvP Season History for more details on past seasons.