PvP Changes

This page lists player-vs-player changes relative to the vanilla game. All changes that affect PvP combat apply to PvP arenas only unless otherwise noted.

General Changes

 * New dueling arenas accessible via items which can be purchased from Anya
 * Spectator mode can be toggled by typing .spec or .spectate within the safe zone of an arena
 * After dying in these arenas, characters revive without needing to retrieve their corpse, and no gold is dropped
 * Note: Hardcore characters revive in the same way - HC dueling can be done inside PvP arenas without risking characters, but character death is still permanent everywhere else


 * Slow, Knockback (from items), Flat Elemental Absorb, Attackers Take Damage, Life Leech, and Melee Splash are disabled
 * Life replenish is capped at +30
 * Open Wounds damage is limited the same way skill damage is - it deals 16%/12%/6% of its damage in Normal/Nightmare/Hell difficulty
 * Stuns in PvP can no longer be reapplied to players who are already stunned, and attacks/hits/spells against stunned players will reduce the stun duration by 2 frames each
 * Regenerating charges (e.g. Blink on Enigma) regenerate 200% faster
 * Maximum resistances are capped based on the difficulty: 75% (Normal), 80% (Nightmare), 85% (Hell)
 * Vendors within PvP Arenas sell Dueling Mana Potions (other potions cannot be used there)

Skill Differences

 * Dragon Flight: doesn't auto-aim
 * Mind Blast: stun lasts 1.5 seconds instead of 2 seconds (vanilla was 1.8 + 0.2 per level up to 10 seconds), doesn't name-lock, has a cooldown: 6 frames (Nightmare) or 5 frames (Hell)
 * Weapon Block: disabled while walking/running
 * Battle Cry: duration increased to 10 seconds instead of 5 seconds
 * Whirlwind: doesn't have a dual-wield attack frame penalty
 * Oak Sage: doesn't grant life replenish
 * Bone Spear: only fires 1 projectile
 * Holy Bolt: only fires 1 projectile
 * Smite: stun lasts up to 2.5 seconds instead of up to 10 seconds
 * Charge: has a cooldown: 4 frames (Nightmare) or 2 frames (Hell)
 * Fist of the Heavens: doesn't auto-aim
 * Joust: doesn't auto-aim
 * Teleport: doesn't have a 1-second damage debuff (Normal only)
 * Meteor has reduced explosion radius
 * Movement skills don't name-lock (Whirlwind, Leap, Leap Attack, Charge)
 * Healing skills (Holy Bolt, Holy Nova, Holy Light) don't heal heal allies

Damage Multipliers
Skills deal 16%/12%/6% (1/6th, 1/8th, 1/16th) of their damage against other players and their minions in Normal/Nightmare/Hell difficulty. They deal 100% of those amounts except for the following skills which have other multipliers:


 * Hell damage multipliers are colored gray if they're the same as the Normal/Nightmare multipliers
 * Damage types are colored gray if they're the same as the damage added by the skill itself