PvP & Murder System¶
New Dawn features a robust PvP and murder system with meaningful consequences for criminal activity. Understanding these mechanics is essential for both aggressors and victims navigating the dangers of Felucca.
Overview¶
Player vs Player combat is enabled throughout New Dawn's single facet (Felucca). The murder system tracks kills, applies consequences, and creates a dynamic criminal ecosystem where actions have lasting impacts.
Murder System¶
Short-Term vs Long-Term Murders¶
New Dawn distinguishes between recent and historical kills:
Short-Term Murders:
- Recently committed murders
- Decay over 24-48 logged hours (time actually played)
- Can be removed with forged pardons
- Contribute to stat loss calculations
- Affect temporary red status
Long-Term Murders:
- Murders that have "aged" past short-term
- Permanent once you reach 5 long-term murders
- Cannot be removed or decayed
- Permanent murderer status at 5+ long-term
- Represents your true criminal history
Permanent Consequences
Once you reach 5 long-term murders, you are permanently marked as a murderer. This is irreversible through normal decay.
How Murder Counts Work¶
Receiving a Murder Count:
- You kill another player
- Victim can report you for murder (if eligible)
- You receive 1 short-term murder count
- Murder announcements visible to all players
Who Can Report:
- Players who were killed by another player
- Cannot report if you killed yourself (even if someone dealt 99% damage)
- Must not have been in consensual combat (duel, guild war, etc.)
Murder Count Limits:
- No maximum number of murders
- Each murder count contributes to penalties
- Stat loss scales with murder count
Stat Loss System¶
Murderers suffer stat and skill penalties based on their short-term murder count:
Stat Loss Formula:
- Scales from 20% to 40% based on short-term murders
- Applies to both stats (STR/DEX/INT) and skills
- Formula: Base 20% + (murder count × scaling factor)
- Maximum: 40% at 25+ short-term murders
Example:
- 5 short-term murders = ~24% stat/skill loss
- 15 short-term murders = ~32% stat/skill loss
- 25+ short-term murders = 40% stat/skill loss (maximum)
When Applied:
- Occurs upon death as a murderer
- Temporary penalty
- Can be restored (see below)
Viewing Your Status¶
Use the "I must consider my sins" gump:
- Shows short-term murder count
- Shows long-term murder count
- Displays when you can use forged pardon
- Stat loss percentage
- Other criminal status info
Forged Pardons¶
What Are They:
- Special items that clear your murder counts
- Found at the Yew Courthouse
- Single use
- Expensive or difficult to obtain
How They Work:
- Use on yourself
- Removes all short-term murders
- Sets long-term murders to zero
- Removes red (murderer) status if under 5 murders
- Does not work if you have 5+ permanent long-term murders
Pardon Strategy
Use forged pardons before hitting 5 long-term murders to avoid permanent murderer status.
Dungeon Restrictions for Murderers¶
15-Minute Dungeon Ban¶
If you die in a dungeon with 5+ murders, consequences apply:
Ban Mechanics:
- All your accounts (linked by IP and Discord) are banned from that specific dungeon
- Ban lasts 15 minutes from time of death
- If you die in another dungeon, the timer resets to 15 minutes for all dungeons
- Attempts to enter during ban eject you to Dawn (Event Center)
Linked Accounts:
- Ban applies account-wide
- Linked by IP address
- Linked by Discord ID
- Prevents multi-client abuse
Multiple Dungeon Deaths
Dying in Despise resets the timer. Dying again in Covetous before those 15 minutes are up resets it again.
Resurrection for Murderers¶
Reds (murderers) can only resurrect at:
- Chaos Shrine (specific location)
- Party/guild members with resurrection spells
- Wandering healers (sometimes)
Cannot use:
- Town healers
- Virtue shrines
- Most NPC healers
Criminal Actions¶
What Makes You Criminal¶
Actions that flag you as a criminal (gray):
Criminal Actions:
- Attacking innocent (blue) players
- Stealing from innocents
- Using beneficial acts on criminals
- Looting innocent corpses (old stealing rules apply)
- Using provo/discord on innocent players' pets
Criminal Timer:
- 2 minutes (120 seconds)
- Shown as a debuff icon
- Anyone can attack you freely
- Guards will kill you in town
Permagray Status¶
Old stealing rules are enabled:
- Looting blue corpses can make you permagray
- Permagray lasts until your next death
- Can be attacked by anyone
- More severe than temporary criminal
PvP Combat Rules¶
Multi-Client Restrictions¶
- Cannot attack someone with multiple accounts simultaneously
- System detects and blocks multi-client PvP
- Helps maintain fair combat
- One account in dungeons for most content
Fields and Area Damage¶
- Field spells (fire, poison, para) can damage anyone
- Purple potions don't stack
- Explosion potions can hit anyone
- Area effects don't discriminate targets
Gates and Travel¶
- Criminals CAN cast Gate Travel (Patch 0.31, reverted Patch 0.29)
- Useful for escape or travel despite criminal status
- Other travel restrictions may apply
Guard System¶
Calling Guards¶
NPCs can call guards if:
- They have line of sight to the criminal
- Within 12 tiles of the guard zone
- Actually see the criminal act
What Guards Do:
- Instantly kill criminals in guard zones
- Very powerful, unavoidable
- Clears criminal status through death
NPC Witnesses
NPCs need line of sight to call guards. Stay out of sight or eliminate witnesses before acting.
Guild Wars¶
War Declarations¶
- Guilds can declare war on each other
- War proposals and acceptances sent to Discord
- Creates structured, consequence-free PvP between guilds
During Guild War:
- No murder counts for killing enemy guild members
- No criminal flags
- Clean PvP between warring guilds
- Tracked and announced
Harrower Guild Regions¶
When spawning a Harrower, you can create a temporary guild region (1 hour):
- Players not in your guild or allied appear orange
- Orange players are attackable without consequence
- Creates safe zone for your guild during Harrower
- Expires after 1 hour
Town Safety¶
Guard Zones¶
Most towns are protected by guards:
- Criminal actions result in instant death
- Guards are called by NPCs and players
- Very high damage, essentially instant kill
Exception: Bucs Den Inn
- Guard region removed
- Free PvP zone within the inn
- Dangerous but lawless
Strategy & Tips¶
For Murderers¶
- Watch your count: Stay under 5 long-term for reversal options
- Use pardons strategically: Before hitting permanent status
- Plan dungeon trips: 15-minute ban applies on death
- Know resurrection spots: Chaos shrine is your friend
- Accept the risk: Murder has consequences
For Innocents¶
- Report murders: Make killers face consequences
- Travel in groups: Harder to target
- Stay aware: Watch for reds in dangerous areas
- Use guards: Stay near town protection when possible
- Learn to fight back: Best defense is a good offense
For Everyone¶
- Understand flags: Know when you're criminal
- Guild politics matter: Wars provide clean PvP
- Account linking: Remember bans affect all accounts
- Communication: Coordinate with guild for safety
Related Systems¶
- Combat System - Combat mechanics for PvP
- Capture the Flag - Structured PvP
- Conquest of Virtues - Guild PvP
- Guilds - Guild system and wars
Patch History¶
The murder system has evolved significantly:
- 0.08: Old stealing rules enabled, permagray system
- 0.29: Mounts combat restrictions
- 0.29: Resurrection limitations for reds
- 0.31: Major murder system overhaul
- Long-term vs short-term murders
- Forged pardons introduced
- Dungeon bans (15 min for 5+ murders)
- Decay times (24-48 logged hours)
- Stat loss scaling (20-40%)
- Permanent status at 5 long-term
- 0.31: Gate travel enabled for criminals
- 0.36: Harrower guild region option
- 0.41: Self-kill reporting fixed
For complete history, see the patch notes.