Ampulugator
New Member
PvE Arenas consist of two types: Arenas and Raids.
You are able to join one by getting ticket that costs prowess and do /pve, which has a similiar menu to /pvp.
Arenas, as you might've guessed, work like normal mob arenas. Waves upon waves of ai enemies which get progressively better. Every wave gives your town PvE experience, and every five waves you get prowess.
Raids are more complicated. Compared to arenas these are more like marathons and you only get experience and prowess by completing sections of the raid, and you get of course a jackpot if you should manage to complete it. On your way to get to the big money you will be dealing with various tasks. Sometimes you only have to rush through and kill some enemies, but other times you have to mine through blockages while fending off troops or try to get your loot to your escape boat.
You are able to join one by getting ticket that costs prowess and do /pve, which has a similiar menu to /pvp.
Arenas, as you might've guessed, work like normal mob arenas. Waves upon waves of ai enemies which get progressively better. Every wave gives your town PvE experience, and every five waves you get prowess.
Raids are more complicated. Compared to arenas these are more like marathons and you only get experience and prowess by completing sections of the raid, and you get of course a jackpot if you should manage to complete it. On your way to get to the big money you will be dealing with various tasks. Sometimes you only have to rush through and kill some enemies, but other times you have to mine through blockages while fending off troops or try to get your loot to your escape boat.
Another idea I had was 'enemy elites'. They work like mini-mini bosses, each having a specific role:
Necromancer
Ability: Summon 5 Skeletons, each having leather armour. Three have stone swords and the other two bows.
Mob: Wither Skeleton with dark protection 2 armour and power 1 bow.
Behaviour: The Necromancer will keep a certain distance from the player while shooting powered arrows, but it will go hide once it has low health. Engaging it in close range will cut down the ability cooldown.
Powerhouse
Ability: (passive) Riot shield, the powerhouse carries a large shield that negates knockback and halves arrow damage.
Mob: Zombie with protection 1 iron armour. The boots also have projectile resistance 1.
Behaviour: The Powerhouse slowly approuches the group of players, trying to corner them and get them overwhelmed. It carries a knockback 1 sign.
Snapper
Ability: The Snapper jumps at a player, pinning them down and injecting poison (slowness 4 and poison 2 for 5 seconds).
Mob: Invisible cave spider.
Behaviour: The Snapper enters through small sidespaces like vents or holes when in raid to tackle a player, leaving them vulnerable. However, once the spider has attacked a player it turns visible and keeps attacking the pinned down player, ignoring anybody else. It has only two hearts.
Turret
Ability: Turn into an unmovable blaze and shoot a storm of arrows and fireballs towards any player in sight.
Mob: Pigman wielding a wooden axe.
Behaviour: The pigman has 30 hearts. If left alone for 17 seconds it will use its ability and turn into a death machine.
Arsonist
Ability:
1) Spits hot fire on the ground. If a player touches it, they burn.
2) Spews fire charges at the players.
3) Incendiary explosion that sets players caught in it on fire, quicker fuse time.
Mob: Charged Creeper with smoke particles and additional health.
Behaviour: The arsonist will try to move to the front as quickly as possible while keeping about 8 blocks of distance from the players.
Sniper
Ability: Passive increased range, faster arrow speed and pinpoint accuracy, but slower fire rate.
Mob: Skeleton with protection 1 gold armour and power 4 bow.
Behaviour: The Sniper acts like a normal skeleton, but spawns on unreachable places in Raid, which forces the player to shoot it with a bow.
Necromancer
Ability: Summon 5 Skeletons, each having leather armour. Three have stone swords and the other two bows.
Mob: Wither Skeleton with dark protection 2 armour and power 1 bow.
Behaviour: The Necromancer will keep a certain distance from the player while shooting powered arrows, but it will go hide once it has low health. Engaging it in close range will cut down the ability cooldown.
Powerhouse
Ability: (passive) Riot shield, the powerhouse carries a large shield that negates knockback and halves arrow damage.
Mob: Zombie with protection 1 iron armour. The boots also have projectile resistance 1.
Behaviour: The Powerhouse slowly approuches the group of players, trying to corner them and get them overwhelmed. It carries a knockback 1 sign.
Snapper
Ability: The Snapper jumps at a player, pinning them down and injecting poison (slowness 4 and poison 2 for 5 seconds).
Mob: Invisible cave spider.
Behaviour: The Snapper enters through small sidespaces like vents or holes when in raid to tackle a player, leaving them vulnerable. However, once the spider has attacked a player it turns visible and keeps attacking the pinned down player, ignoring anybody else. It has only two hearts.
Turret
Ability: Turn into an unmovable blaze and shoot a storm of arrows and fireballs towards any player in sight.
Mob: Pigman wielding a wooden axe.
Behaviour: The pigman has 30 hearts. If left alone for 17 seconds it will use its ability and turn into a death machine.
Arsonist
Ability:
1) Spits hot fire on the ground. If a player touches it, they burn.
2) Spews fire charges at the players.
3) Incendiary explosion that sets players caught in it on fire, quicker fuse time.
Mob: Charged Creeper with smoke particles and additional health.
Behaviour: The arsonist will try to move to the front as quickly as possible while keeping about 8 blocks of distance from the players.
Sniper
Ability: Passive increased range, faster arrow speed and pinpoint accuracy, but slower fire rate.
Mob: Skeleton with protection 1 gold armour and power 4 bow.
Behaviour: The Sniper acts like a normal skeleton, but spawns on unreachable places in Raid, which forces the player to shoot it with a bow.
Last edited: