If you die in PvP you do not lose skills as you usually would. Instead, you take a .25 hit to your fight skill, as well as a small loss in body strength. If a resurrection stone is not active, or the player is not a 70+ faith Magranon priest, all items are dropped on death, and can be picked up by the opposing faction and looted. PvP can be very high risk, because losing all of your items, including valuable scale and drake, is a possibility. Players may also lose an affinity on death, and it is transferred to an opponent who damaged the player. If you kill a player on PvP, or are apart of a kill, you can gain a few possible things. All kills on players with above 10~ fight skill will give fight skill gains. A seventy fight skill player will give roughly .25 at 70 fs. This scales as you or the enemy gains or loses in fight skill. If you get a hit on an enemy, you may also receive their affinity. There is no limit to the number of affinities a player can have other than a max of 5 in any one skill, and all players receive one upon start up. If they lose their last affinity they will receive another after a set period of time. Finally, upon killing a player or dying, a player gains or loses rank. All players start with 1000 rank, and give progressively less as they died. Contrarily, if a player with very high rank dies to one with a very low rank, the amount lost from the player is increased greatly. While you may find yourself gaining only one rank from a group kill, when you die you may lose twenty or more, as your rank has been spread across all of the players that killed you. Likewise, killing an opponent in solo combat will increase the amount of rank you gain, as there are no other players to spread the rank to. The same can be applied to fight skill.
== Armor Armour ==
The current most common armour in PvP is a set of chain or leather armor armour with Web Armor [[web armour]] enchant. Other armors armours are used less frequently, sometimes due to rarity, and sometimes because they are not useful in combat. Below is a list of armorsarmours, their frequency of use in PvP, and their individual advantages and disadvantages.
'''Cloth:''' Rarely used in PvP. It is considered too weak for combat, however is a decent choice in a 1v1 scenario due to it's high dodge chance.
'''Leather:''' Leather is often used due to it offering decent protection while still giving the 30 % increase to [[Archery]] and [[Spells]]
'''Studded:''' Studded armor armour is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.
'''Chain:''' It is easy to make, and its supplies are in abundance in the land of Wurm. It provided a decent amount of armor armour while not being too restricting to speed. The glance rate is higher than that of studded, and being hit results in lighter wounds.
'''Plate:''' Plate armor armour is extremely cumbersome to the player. While it does slow the player down immensely, it has an extremely high glance rate, and damage done the player is greatly reduced. The weight of an entire plate set is over 20kgs, and as such, decreases the overall amount a player can hold.
'''Drake:''' It is made from the hides of dragon hatchlings. Its glance rate is considered to be higher than that of chain, and it has a considerably higher dodge rate. The entire drake set decreases a players movement only slightly more than the great helm alone. While your chances of dying are reduced in drake, the loss is much greater than if one were to lose chain. Drake is expensive when compared the other armor armour sets, and cannot be as easily replaced.
'''Scale:''' Scale is the strongest armor armour available to players. It offers nearly no movement penalty, and has an extremely high (higher than plate) glance rate. The dodge rate is greater than that of drake, and weighs only slightly more than the drake set. Scale is very rare, and only a few players are seen PvPing in it. Wearing scale gives the player a substantial advantage in PvP.
ArmorArmour, especially the higher tier armorsarmours, are often enchanted with [[AOSP ]] or Web Armor [[web armour]] to give an additional advantage to the player. AOSP returns a portion of the damage done to the player, and, just as vitally, adds the hurting status to the enemy. Web armor armour greatly reduced the movement speed of a player, and allows the person who was hit to retreat or call in their allies to go in for the kill. What enchant one gets on their armor armour is a matter of preference, although it is easier for BL to get Web Armorweb armour, and WL to get AOSP.
== Weapons ==
Like armorarmour, weapons are also a matter of preference in PvP. Some are very rarely used, while others are much more common. It is rare to see duel wielding in PvP.
'''Short Sword:''' The short sword is rarely seen in PvP. It is does low amounts of damage, but has a high swing rate and is very accurate. It is one handed, and thus can be used with a shield.
'''Pets:''' Having a pet in combat (usually a troll or crocodile) will give you what is known as 'gank bonus'. This greatly increases your chance to hit, and the chance of your pet hitting.
'''Aiming:''' Aiming for any spot besides the torso decreases your chance to hit the player, however the torso is also the most resistant of all body parts. While you may land more hits, they will each do considerably less damage than hits to anywhere else on the body. When chasing someone down, people generally aim for the feet/calves, which will cause the greatest slow down in movement speed. If the player is not wearing a helm, the head is often aimed for, as a single powerful shot may kill them if it hits their unprotected face. When no obvious weak spots are present, players will normally aim for whatever piece of armor armour they think is weakest.
'''Focusing:''' Each level of focus grants a +1 bonus to CR. This is the equivalent of 5 levels of fight skill in PvP. In one on one combat, it is highly recommended that you focus, in order to gain the upper hand in the fight. If one player gets to high focus, whoever gets the first hit in will often be the victor, as the they will immediately be in a position of power. Focusing takes four seconds, and the player is more vulnerable during this time. If you out focus your enemy, it is arguable that the disadvantage is made up for by the levels of focus already gained.