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PvM Worlds

The PvM worlds are real-time combat zones where you fight monsters directly, swinging weapons and casting spells instead of running turn-based Pixelmon battles. There are seven worlds, each themed around an element and steadily tougher than the last.

Getting there

Warp to the Biome Hub with /pvm (also /pvmhub, /pvehub, or /biomehub). The hub has a portal for each world. You do not start with all of them open: you unlock the next world by defeating the current one's world boss, in this order:

Forest, Jungle, Swamp, Desert, Tundra, Nether, End.

Each world has a return portal that brings you back to the hub. There is a short lockout after arriving before a portal will fire again.

How combat works

You physically attack tagged monsters and they chase and hit back. Every hit shows a floating damage number and the target's health bar. Incoming damage is a flat amount per world, reduced by the armor you are wearing, so better gear lets you survive deeper worlds. Damage climbs sharply the further you go, from gentle hits in the Forest to brutal ones in the End.

The seven worlds

Each world has an elemental wizard mini-boss and a summonable world boss. Beating the world boss unlocks the next portal.

World Element Wizard World boss
Forest Air Air Wizard Dire Wolf
Jungle Jungle Jungle Wizard Catablepon
Swamp Water Water Wizard Ankou
Desert Earth Earth Wizard Minotaur
Tundra Ice Ice Wizard Black Knight
Nether Fire Burning Fire Lord Burning Fire Lord
End End End Wizard End Giant

Elemental wizards

Wizards are ranged casters that kite you, fire homing elemental spells, and summon a typed Pokemon bodyguard about once a minute. While their summon is alive, the wizard is shielded and cannot be hurt, so deal with the bodyguard first. Most wizards roam their world rarely; the Nether's Burning Fire Lord is summoned rather than found. Wizards are the only source of wands and staffs.

World bosses

Each world boss is summoned with a world-specific consumable used inside that world, and only one can be active per world at a time. Every boss has one telegraphed signature move to dodge: the Dire Wolf pounces, the Catablepon petrifies you if you look at it, the Ankou drains your soul in an aura, the Minotaur charges in a line, the Black Knight raises a reflecting shield, and the End Giant slams the ground and enrages below 30 percent health. Boss kills are announced server-wide.

Wands and staffs

Wands are caster weapons: right-click to fire a homing elemental bolt at your target every 1.5 seconds. Their damage scales off Special Attack, and casting spends runes, so keep runes stocked. Shift-right-click to unleash a wand special, which costs charge and hits harder or wider. Staffs are the heavy artillery version, lobbing spell bombs that explode over an area.

There is one wand and one staff per world, matching its element. You can only get them as wizard drops: roughly 1 in 10 from a roaming wizard, and 1 in 3 from a world boss. Staffs are far rarer and their drop is broadcast to the server.

World Wand
Forest Air Wand (swift bolts, knockback)
Jungle Jungle Wand (heals you for part of the damage dealt)
Swamp Water Wand (slows the target, splashes nearby foes)
Desert Earth Wand (heavy bolts, quake splash)
Tundra Ice Wand (freezes the target)
Nether Fire Wand (sets a burning damage-over-time)
End End Wand (extra damage to low-health targets)

Special gear

Two legendary weapons stand apart from the elemental gear:

  • Master Sword. A melee weapon that automatically scales its power to your current progress, always a little stronger than the best normal weapon at your level. Its special is the Spin Attack: shift-attack a foe to trigger a five-second green cyclone that repeatedly strikes everything within a few blocks around you. Dual-wielding two of them doubles the damage.
  • Hylian Shield. Automatically scales its defense to your progress and, while held, has a chance to fully block any PvM hit, whether melee, spell, or boss mechanic.

The City raid

Separately from the elemental worlds, the City hosts a 14-wave World Boss Raid that spawns hourly, with a tier ladder and per-wave rewards.