PvE

PvE content will be a large portion of the content for events, dungeons, adventures, quests and raids, however... It works differently then PvP however, sharing, of course, some similarities but most of it remains the same. The systems exlusive to PvE and topics that differ from PvP will be adressed will be talked about here!

## **Base Enemy Defense**

Base Enemy Defense or BED are a constant number that determines if you hit the enemy or not. Mobs and enemies do not roll defense rolls, instead, the number of BED determines what they will always roll as their defense roll. Depending on their Type and "Level", the level of BED may vary aswell. The constant of each BED is decided by the person hosting the quest or event, but it must always make sense considering the creature's power.

## **Party Rolls**

If you ever find yourself on a PvE situation with a group of friends, more specifically bosses, the Party Rolls system enters into play. Party Roll system works as follows. Whenever fighting a Boss, regardless of it's power, all the party rolls, and those rolls are summed up into a singular number which is the total of all rolls of the party combined. That is a Party Roll, if the Party Roll is above the bosses defense, the 3 persons who rolled the highest get a hit on the boss, if they roll lower, no one gets a hit on the boss (SUBJECT TO NERF OR BUFF).

## **Dodging Attacks**

Dodging Attacks works along with Party Rolls but... In a different way, when a Boss attacks, everyone rolls defense, and those rolls are summed up into one, creating a Party Roll. If the Party Roll is above the enemy attack roll in that round, everyone will dodge, if it bellow however, the three who rolled lowest will be hit, and the rest will suffer from minor shockwave injury (Usually only 3 hits of damage, but can be much more).

## **Dungeon and Raids (Dungeon Crawling RP)**

Dungeon and Raids also called DCRP or Dungeon Crawling RP is a set part of the experience where a DM is employed to command a specific group through and entire crypt or dungeon that is usually of hard or medium difficulty. These dungeons can be spread around the map but they may only be activated with the presence of a DM (Dungeon Master). Dungeon Crawling RP also has a few new stuff to the system that only applies within Dungeon or Raid that one must be aware before going in.

> 1. Dying within a Dungeon counts as character death and loss of a life permanently. Allies that have been knocked have 2 turns to be helped up after failing Lifeline Roll or they will eventually bleed out
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> 2. Healing is limited, so preserve your HP
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> 3. Lifeline Roll does not refresh for the entire dungeon
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> 4. The content within the Dungeon WILL scale up to the amount of people you bring, making it always equally as hard regardless of how many people you bring.
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> 5. It is advisable that you know the dungeon and that you make a proper plan before going in.
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## **Capturing System**

The world of Tera contains a capturing system that allows a normal player to capture a creature from the wild (CANNOT BE A SENTIENT BEING) after weakening them severely. Creatures will try to resist being captured, but will eventually give in once they see there is no chance to escape them. The Capturing System works as follows: The creature must be at their last Blood Orb, and then, a leash (Player must have it) is cast onto it. From there on, the real struggle begins. The player must roll above the creature's BED a total of 3 times in a row to successfully capture it, if the attempt is failed 2 times, at the third time the creature will not be able to be captured anymore.