PvP on the server isn’t turned off: danger is part of survival. But attacking a peaceful player has a price —
karma. Check your own status with /karma, someone else’s with /karma <nick> (they have to be online).
Nick color
| Nick | Who it is | Can you kill them without a sin? |
|---|---|---|
| Green, ⛨ | Newbie: first hour of play | They can’t be hurt at all |
| Normal | Peaceful player | No — killing them gives you a sin |
| Purple, ⚔ | Aggressor: just attacked a player | Yes, anyone can |
| Red, ☠ | Murderer: 3 sins or more | Yes |
| Dark red, ☠ | Maniac: 10 sins or more | Yes |
Aggressor
Hit a peaceful player first and you’re an aggressor for 30 seconds: your nick turns purple, and anyone can kill you without a sin. Every new hit extends the mark. You can always defend yourself: hitting back doesn’t make you an aggressor, and neither does hitting an aggressor or a murderer.
It’s not just hand hits that count: arrows, potions, lingering potion clouds and tamed pets count too.
Sins
Kill a peaceful player — +1 sin. No sin for:
- self-defense — killing an aggressor;
- killing a murderer or a maniac;
- a fight where both of you are in the PvP zone;
- a duel by agreement;
- killing your own alt (an account from the same IP) — those kills don’t count at all.
Finished someone off with a fall or lava after your hit? The kill is still yours.
- 1–2 sins — nobody sees them but you.
- From 3 sins — murderer. Your nick is red for everyone, and you show up on everyone’s locator bar (the strip at the bottom of the screen), no matter where you hide.
- From 10 sins — maniac. Your nick is dark red, and villagers and the wandering trader won’t trade with you anymore.
Every sin weakens you
Starting from the third, each new sin takes away a bit of your strength:
- you deal less damage to players and take more damage from them;
- you walk slower (milk doesn’t help);
- elytra wear out faster (they don’t break, they just stop holding you in flight);
- rockets on elytra get a cooldown.
| Sins | Your damage to players | Damage to you | Speed | Rocket cooldown |
|---|---|---|---|---|
| 5 | 94% | 106% | 99% | 0.1 s |
| 10 | 81% | 124% | 97% | 0.5 s |
| 20 | 60% | 168% | 92% | 1.4 s |
| 40 | 32% | 309% | 83% | 4.2 s |
/karma shows your current penalty.
How to clear your sins
1 sin wears off per hour of play — gradually, once a minute. But only while you’re not fighting anyone: any hit from a player on a player (in a duel and in the PvP zone too) pauses the decay for 10 minutes. Sins don’t wear off while you’re offline, and dying doesn’t clear them either.
Newbie protection
For your first hour of play (time actually played, not time since you registered), other players can’t damage you, and your nick is green. Anyone who tries to hit you will see how much protection you have left.
But if you hit a player yourself, the protection is gone instantly and for good.
PvP zone
The +− quadrant (X greater than 0, Z less than 0), more than 300 blocks from the center — in the Overworld and in the Nether below it.
- When both players are in the zone, karma doesn’t apply at all: no sins, no aggressors, no penalties, no newbie protection. Newbie protection doesn’t burn out, though — it works again outside the zone.
- A player’s own penalties (speed, elytra, rockets, trading) are lifted while they’re in the zone.
- Hit someone outside the border from inside the zone (or the other way around) and karma counts as usual.
- Clanmates can’t hurt each other in the zone either.
- Fighting in the zone still pauses sin decay: the only way to clean up is peaceful play.
- No claims in the zone.
Duels
Want to fight a friend with no consequences? Challenge them to a duel.
| Command | What it does |
|---|---|
/duel <nick> | challenge to a duel — your friend gets the buttons [Принять] (accept) and [Отказать] (decline) |
/duel accept [nick] | accept a challenge (same as /duelaccept) |
/duel deny [nick] | decline (same as /dueldeny) |
/duel end | end the duel |
- A challenge lasts 60 seconds. If you both challenge each other, the duel starts right away.
- While the duel is on, a fight between the two of you doesn’t count: no sins or penalties, newbie protection doesn’t get in the way and doesn’t disappear, and you can even fight a clanmate.
- The duel ends when one of you dies (the whole server will see who won), after 10 minutes, with
/duel end, or if someone leaves the game. - If a third player jumps in, normal karma rules apply to them.
- No PvP inside claims, even in a duel.
Where there’s no PvP at all
Inside any claim, nobody can hurt anybody. But whoever got into a fight is in combat for 15 seconds: during that
time /home, /spawn and /tpa don’t work, and if you leave the game in combat, you die and your items drop.