Combat
Last updated 9 September 2026. Report a discrepancy through the GeoNations Discord.
PvP is on. It is on in the overworld, it is on in the Nether, and there is no spawn protection anywhere in the survival world. The only place on this network where nobody can touch you is the hub platform.
Combat tags
Player combat activates two separate 15 second tags. The tags run at the same time but apply different restrictions.
| The combat tag | 15 s. Locks every command you own. Log out while it is up and you leave a corpse behind. |
| The Lands tag | 15 s. Makes you attackable regardless of land settings, blocks teleporting, and disables your flight. |
While the Lands tag is active, the player can be attacked regardless of the settings in the Region they enter. Entering claimed land does not end an existing fight. Death clears the Lands tag.
Command restrictions
The command allow list is empty, so every command is blocked. Command based teleports are also rejected independently while the tag is active.
When the tag begins, the screen displays MARKED and a warning not to log out. The remaining time appears on the action bar. A CLEAR message appears when the tag ends.
Tag triggers
- Landing a hit on another player tags you. Taking a hit tags you. Both sides are marked by the same exchange, so you cannot tag someone without being tagged yourself.
- End crystals count. Blowing someone up with a crystal is combat.
- Mobs do not tag you. A creeper cornering you is not a reason to lose your commands, and dying to a zombie is not a combat log. The tag is for fighting people.
- Members of the same Region do not tag each other. You can still hurt each other (friendly fire on a build project is entirely possible), but sparring with your own people will not lock your commands. Out in the wilderness, allies are allowed to fight each other if they want to.
Combat logging
Quit with the tag up and the server does not care why. It takes your entire inventory, drops a corpse on the exact block you were standing on, and tells everyone online, including the coordinates:
Name logged out on Killer. The body stays where it fell.
The spoils of Name lie at X, Y, Z. First one there keeps them.
The coordinates are sent to every online player, not only the killer. The corpse then follows the normal death rules: any player may open it, and it releases its remaining contents after 1000 seconds. See Dying.
A server issued kick is exempt from the logout penalty, and so is a connection that times out on its own. Quitting on purpose while the tag is up is still a combat log.
Kill records
Every kill writes a fight report and announces it: killer, victim, weapon, damage dealt and taken, the killer's remaining hearts, contributing potion effects, assists, coordinates and timestamp. The public part is the announcement; the full report is a staff record.
Bounties
Anyone can put a price on anyone. /bounty Name 500 (or /bounty create for the menu) posts a contract publicly and the first player to kill that target collects what is left after the 19%; /bounty list shows every open contract. The minimum is $100, the maximum is $100,000, and 19% is taken the moment you post. That 19% goes to the War Office. Only one contract can sit on a head at a time, a contract only counts down while its target is online, and none of it works in the hub.
The War Office posts contracts of its own. The player leading the kill board carries a standing bounty of up to $7,000, paid from what the War Office has collected that week — being the best fighter here means people will come for you. Contracts are for real fights: a kill between allies or region members, or one set up to split the money, gets nulled and the money is taken back.
Allowed combat mechanics
The following mechanics remain enabled during combat:
| Ender pearls, chorus fruit, elytra | All work, including while tagged. |
| Golden apples, notch apples, totems | No extra cooldowns, nothing disabled. |
| Building while tagged | Allowed. Tower up if you can. |
| Crits, bow boosting, swapping armour mid fight | All allowed. |
| Kill stealing | Allowed. The last hit takes it. |
The combat model itself is the modern vanilla one: attack cooldown, sweeping edge and shields exactly as the game ships them. Learn the vanilla timing and it transfers.
Disabled combat features
| A PvP off switch | The toggle command is disabled and the permission is denied. You cannot opt out. |
| New player invulnerability | No grace period. New players can be attacked like anyone else. |
| Kill and death stats | Tracked since 19 August — the sidebar Kills counter is live, ranked by kills. Bounties are on (below); elo stays off. |
| Fight Points | The "+10 Fight Points" chat line is the same tracker keeping score: +10 a player kill, −10 a death (any death, not just PvP), −50 a combat log. A running combat score and nothing else for now — not money, and not the war points that decide sieges (wars count 1 point per kill, separately). |
| Glowing tagged players, head drops, lightning on kill | Off. Kills are announced, nothing more. |
| A peaceful Region | The Lands peaceful setting is denied to everybody. No claim is safe from PvP. |
Combat during war
Keep inventory is disabled during war and inside claims. A war death creates the same corpse as any other survival death. The remaining war settings are listed on the War page.
Before attacking, account for 15 seconds without commands or command teleports. The timer restarts when additional player damage occurs.