Acheron WorldDocumentation

PvP inside events

Four events with PvP and completely different rules — compare before choosing where to fight.

Four events on the server are PvP. They work in very different ways, and picking the right one depends on what you want: to practice, win a prize, play on a team or contest territory.

The comparison#

Chaos CastleIllusion TempleTeam vs TeamCastle Siege
Formatfree-for-all5 vs 5teams of up to 10guild vs guild
When12× a day6× a day3× a daySaturday 20:02
Duration10 min15 min10 min2 hours
Levelfrom 10from 220400any
Dyingeliminatesnonono
Does party protect?nono partyallies doallies do
Generates PK?nononono
Prizeonly the winner: exp and a jewelexp for both sides + Cash and a jewel10 Cash to the winnerthe castle

Chaos Castle: pure chaos#

It's the only event where killing your own group is possible and expected. Not even party protects, and the arena collapses while you fight.

Dying eliminates you from the round, and whoever dies gets nothing. No zen — only experience and a jewel for the last one standing. And player-versus-player damage is halved, as in the original MU: fights last longer than outside the event.

It's the riskiest PvP and the least rewarding in material. Worth it for the adrenaline.

Illusion Temple: tactical PvP#

The best balance on the server. Five against five, with 10 statues to capture (a rival one only with the relic) and four exclusive skills you buy with points earned on the field:

  • Order of Protection — 15 seconds without taking damage;
  • Order of Restraint — holds an enemy for 15 seconds;
  • Order of Weaken — burns half of the target's shield;
  • Order of Tracking — teleports you next to whoever holds the relic.

Dying doesn't eliminate. You respawn at the base and are back in seconds. As in Chaos Castle, damage between players is halved, and whoever holds all 10 statues ends the match on the spot.

And the prizes are the best: experience for both sides — up to 2.4 million in Temple 6 —, plus 10 Cash, zen and, on each account's first win of the day, a jewel for the winner.

If you only play one PvP a day, play this one.

Team vs Team: straight-up PvP#

No objective, no relic, no monsters. Two teams, ten minutes, each kill is worth one point.

Level 400 only, and the prize is 10 Cash to the winning team — the loser gets nothing.

Since dying doesn't eliminate, it's the most aggressive event in the game: there's no reason to retreat.

Castle Siege: guild PvP#

A two-hour war between guilds for the castle of the Valley of Loren, every Saturday at 20:02.

There is no prize in experience, zen or items. The prize is ownership of the castle — and the status of being the server's ruling guild for a week.

The mechanics are objective-based, not kill-based:

  1. bring down four Guardian Statues with 400,000 HP;
  2. hold two switches with two players standing still;
  3. the guild master stands still for 60 seconds registering the Crown.

Each of these steps creates a stationary target that must be protected — that's why Castle Siege is decided by guild organization, not by who has the best gear.

And there's a detail that links the two events: while the castle has an owner, the Land of Trials belongs to the owner guild alone — the passage stays closed for the rest of the server.

Preparation for any of them#

  • Repair your gear. There is no NPC inside any of these maps. See durability and repair.
  • Bring shield potions (SD). In high-level PvP, the shield absorbs most of the damage — and it will run out. See buffs, debuffs and potions.
  • Claim your Gremory Case. The events' jewel prizes go there, and it only keeps items for a few days (more with VIP).
  • None of this generates PK. You can fight without fear of staining your name. See PK and hero system.

For PvP outside events, see duel and free arena.