OP Survival
Claims, homes, jobs, kits and trading
/landclaims land so nobody else can build there./sethomeand/homefor your homes./jobspay coins for what you already do;/opkitgives the kits you've earned./shopand/ah(auction house) to buy and sell.
Quests and the shop
/quests opens OP Survival's quests: pages for mining, woodcutting, digging, farming, hunting, fishing, smelting, crafting, the weaponsmith, enchanting, building, collecting (hand items in from the menu), animals and trading, skill training, the environment worlds' creatures, dungeons and legendary goals. Each quest line has tiers (Stone I, II, III...): finish one and the next starts. Daily and weekly quests change every day and week.
/shop opens the OP Survival shop (blocks to spawners, paid in this server's coins). Your skills open it up: ores and gems at Mining level 10, OP gear at Combat 10, potions at Magic 5, enchanted books at Magic 15, spawn eggs at Combat 20 and spawners at Combat 30. Selling is always open, up to 50,000 coins a day. The token shop is behind Network shops (/shop network).
At spawn: Random Teleport, OP Kits, the shop, Crates and Jobs.
The dungeon ladder
/dungeon lists OP Survival's dungeons. Two stand on their own: the Ancient Crypt (a short starter: a hall of ghouls, then Syndrome in the tomb) and the Mysterious Castle (the old server's castle with its own netherite kit: the gatehouse, the great hall and Lord Ardent, whose fall brings a supply drop of beef, golden apples and a Regeneration II potion, then the Greatest Knight, who guards the gate to the stairs. The castle's six old barrels hold gear and supplies, refilled every run). Seven more form a ladder: each needs the one before it cleared.
The Mysterious Castle, as the old server had it. The great hall's knights keep coming from four spots until the hall is won; the Bannerman leads them, and when his banner falls his knights fall with him. Lord Ardent rides his ravager. The Greatest Knight hits twice, slows and weakens, and every 12 seconds does one of four things: cracks the ground, throws you up and calls his minions; fires a bolt of wither and darkness; drags everyone to him; or calls up turrets. At half health he fights harder, and at 15% he goes back to his throne, eats a golden apple, heals to full and takes up a second sword. Behind the gate, find the three hidden keys: the Obsidian, Crimson and Azure Shards rest on old barrels (one in the west hall, two in the round hall; shooting the target block high in the round hall also gives the Azure Shard). Place each in its socket in the gallery at the top of the stairs, and the wall opens to the last room.
Bosses. Every boss has its own skills and its own loot: one piece of its named gear for most of the party (the Greatest Knight's Valor set, Ragnis Tharkon's Ember set, The Eye's Eyebane set, Gorgon's Fury set, Syndrome's Pandemic items), coins, a jackpot roll for everyone who fought (enchanted golden apples, totems, netherite, sometimes an elytra, a nether star or a beacon), XP levels and a damage board when it falls. Syndrome, in the Ancient Crypt, poisons, pulls you into gas, throws potions and calls Nanoviruses; at 10% it strips its armour, grows and gets a second health bar.
1. Temple of Xochitl: a jungle cavern, two seals to break, and Itzcoatl, the Obsidian Beast. 2. Haunted Halls: a mansion full of spirits (parkour prizes over the lava) and Lady Morwen, the Pale Bride. 3. Frozen Bastion: an ice fortress, gate by gate, with Frosttusk and the Rime King. 4. Puzzle Vault: the vault's own puzzles, a secret switch in the red room, and the Archivist. 5. Clockwork Foundry: furnaces over lava, the gear works and Foreman Grimbolt. 6. Umbral Depths: a lightless crypt (drink your night vision) and Nyx Umbra. 7. Trials of Vextrosity: take the Demon Keep to break the seal, then face Vextrosity.
How long they take (one player on normal; a party is quicker, and hard and hardcore take a bit longer):
| Quick (30-60 min) | Medium (1-2 h) | Long (2-3 h) | |---|---|---| | Ancient Crypt (35 min) | Mysterious Castle (1h00) | Clockwork Foundry (2h05) | | Temple of Xochitl (40 min) | Frozen Bastion (1h20) | Umbral Depths (2h15) | | Haunted Halls (55 min) | Puzzle Vault (1h40) | Trials of Vextrosity (2h10) |
Longer dungeons have more waves, not tougher mobs. The longer and harder the run, the more it pays, also per hour: about 7,200 coins an hour on a quick dungeon on normal, and about 11,000 on a long one on hardcore (playing alone; the speed bonus adds up to half again). With a party the mobs are tougher and more numerous for each extra player, and the run's rewards are one pool split between you: each of you gets a bit under a solo run's pay for about a solo run's time (a group is safer). You need to be there for at least a quarter of the run and do your share of the fighting to get a part; your set piece and first-clear bonus are always your own. The time limit is generous (1.6 times those times) and only counts while you play.
Your kit is the dungeon's own gear. Each dungeon gives you its gear set (weapon, special item, armour, all level 1) plus a bow, food, golden apples and potions; your own things are kept safe until you leave. The action bar always shows the current objective and how many mobs are left; if you're stuck, a hint comes up and the last mobs glow.
On the way. Every section you clear pays coins and a shard or two of the dungeon's own shards on the spot. Each section has an Elite (a gold-named, tougher version of one of the dungeon's mobs with one ability) in its second wave, and a fight of four waves or more gives you a 10-second breather after the second (and after every third one after that). When a mini-boss's section is clear, a sealed cache nearby loses its lid: a chest in a corner of that room, with the dungeon's shards and supplies. Some dungeons hide an optional side room with a chest: the Temple of Xochitl a forgotten storeroom, the Trials of Vextrosity lava tunnels under glass. In the Puzzle Vault, the red room's real switch also unseals a cache. Loot chests are shared by the party and refilled every run.
Tiers. *Normal*: 3 lives. *Hard* (after 3 normal clears): 2 lives, tougher mobs, less food and healing, an extra mini-boss with each section's last wave. *Hardcore* (after 3 hard clears): one life each, no revives; the run fails when the whole party is down. The gear is always level 1; everything else gets harder, and the rewards grow.
Rewards. Every clear guarantees one random piece of that dungeon's gear set, plus golden apples, XP and the dungeon's shards (more on harder tiers: 6-10, 14-20, 30-40). Six shards craft the dungeon's upgrade core (Jaguar Totem, Spirit Locket, Heart of Rime, Master Key, Clockwork Core, Lightless Prism, Demon Heart); cores and Plasma Shards upgrade its gear from level 1 to 5 with /gear. Dungeon gear is at full strength in dungeons, 60% in the overworld and 35% in the environment worlds (where the environment gear is best). Each dungeon has quests (/quests, Dungeons), daily and weekly runs, achievements for normal, hard and hardcore clears, and a chat tag for the first clear.
Starting and playing a run. A party gets a ready check (/dungeon ready, or /dungeon decline; 45 seconds), then a short countdown. If every dungeon server is busy you wait in a queue and go in as soon as one is free (/dungeon leave stops waiting). You start at full health and food with no potion effects (yours come back after). If you lose your connection, you have 5 minutes to come back and carry on where you were. Need a break? At a checkpoint, with no fight going on, the party leader types /dungeon pause and everyone agrees (/dungeon pause yes): the run is saved, you all get your own things back and go home. /dungeon resume (the leader, with at least one of you there) picks it up at the same checkpoint, with the same lives, time used, open doors and looted chests, and your run inventory as it was; anyone who wasn't there joins later with /dungeon resume. A paused run waits 7 days, then ends with no rewards (what you'd found goes to your /mailbox). One paused run each. /dungeon shows yours. When a teammate runs out of lives, crouch where they fell for 5 seconds to bring them back.
World mobs and rare bosses
The old server's special mobs are back in the overworld, the Nether and the End. About one zombie in ten at night is special: Exploders (a blast when they die), Runners, Hoppers, Flippers that throw you up, invisible Camo Zombies, Superior Zombies with potions, Stout Zombies that freeze you when they die, Scramblers that run off with your drops, Claymore Zombies that lay mines and Ninjas that step behind you. There are zombie hordes, Cave Miners with TNT deep down (it never breaks blocks), Snipers and Archers among the skeletons, Lurking (invisible) and Webber spiders, charged, bluff and undead creepers, Phasma and unseen endermen, Tanks, Shifters in the water, Arid Marauders in the desert, Forest Guardians in dark forests, Alpha Wolves with their pups, Poison Frogs, Stinger Bees, Sam the Snowman, Lava Cubes and aggressive striders in the Nether, the Shadowcaster, and End Zombies, End Skeletons, End Witches and Void Casters in the End. Rare finds: Lucky Villagers (right click one for a gift... usually), Loot Crystals (sneak up on one and right click it), a Rancie pig, a Pinata at events, and once in a while a Falling Star that brings the Alien.
They drop Tier I to Tier V loot (the old tier gear: Golden, Iron, Radiant, Gleaming and Voidwalker sets, Supreme and Legendary potions, the Whirlwind Basher) and a 1% trophy head of themselves. Very rarely a world boss appears: Gorgon or Ragnis Tharkon in the Nether, Helly (with her BlackBlood gear) in the Nether, the Void Shade (Void gear) in the End, and The Eye deep underground at night.
Vanilla mobs get stronger further out (World Scaling): a level in their name, a little more health and damage per level, and a few coins per kill.
None of these mobs ever changes a block: no creeper holes, no stolen blocks, no trampled crops.
Mob arenas
/mobarena (or /ma) lists eleven arenas in their own world: the Prismatic Dome, Sunburst Colosseum, Molten Core, Void Spire, Blood Moon Ring, Oasis Colosseum, Jade Pagoda, Harvest Fields, Lighthouse Cove, Manor Siege and the Jungle Temple. Each has a difficulty in the list: easy (20 waves: Jade Pagoda, Harvest Fields, Lighthouse Cove, Oasis Colosseum), medium (30 waves: Manor Siege, Jungle Temple, Prismatic Dome, Sunburst Colosseum) or hard (35 waves: Molten Core, Void Spire, Blood Moon Ring). Join, pick a class (Knight, Tank, Archer, Chemist or Berserker) and survive the waves with your team. Each wave brings more mobs and new kinds, with an Arena Champion or Syndrome at the milestone waves; a session is 10-45 minutes depending on how far you get. Each arena runs one match at a time, and different arenas run side by side. If you join one that's mid-match (or its lobby is full), you go into its queue and are brought into the next lobby when your turn comes; the menu shows your place. /mobarena leave takes you out of the queue. Your own things are kept safe and come back when you leave; nothing from an arena can be taken out. Every wave pays coins, more the deeper you go and on harder arenas (about 5,000-7,500 an hour), with Plasma Shards every 5 waves, a common key at wave 15, a boss key for winning a medium or hard arena, and the Wave Breaker, Last Stand and Arena Hero tags at waves 20, 30 and the final wave, plus quests (/quests, Mob Arenas) and achievements. A wave that runs out of time pays half. With a team there are more mobs, and each wave's pay is shared between you (a bit under solo each); you need to stay standing and do your share of the fighting to be paid for it. Potions are restocked and everyone is fed at the start of every wave. When the match ends you're told what you earned for the waves you survived; the mailbox is only mentioned when items are waiting there.
Mid-match you can switch class: /mobarena class opens the class menu (or /mobarena class <name>), and the new kit, armour and effects arrive when the next wave starts (your health stays as it is, and the class's potions come with the next restock). You have 2 changes per match by default (the menu title shows how many are left); changing your mind before the wave starts doesn't use another, and choosing your current class again takes the change back. Players who are out can't switch.
The arena build can't be damaged: explosions, fire and mobs break nothing, mobs don't burn in daylight, nothing drops on the floor, and mobs' arrows vanish as they land. Vanilla advancements, recipe toasts and reminders (daily reward, mailbox, voting, ground-item clears) wait until you're out of the arena.