The Soul Sand Valley has been announced to be a new biome for the nether and here are my ideas for this potentially interesting biome.
Two new mobs:
Stoker: The Stoker is an hostile insect like mob with long stilt like legs which it uses to traverse the sands of the Valley with great speed. The Stoker attacks any unfortunate explorer who finds themselves crossing paths with the Stoker.
Due to its large stilt like legs the Stoker is very fast and is unaffected by the soul sands slowness. On attack the Stocker inflicts slowness on the player. The Stoker only spawns in the Soul Sand Valley
Wandering Soul: The Soul Sand Valley should have actual Souls. The Wandering Soul has two variants; malevolent and helpful, but upon interacting with the wandering soul will a player discover its true nature. Helpful Wandering Souls will grant the player buffs and protect the player against any Stokers by attacking Stokers. Malevolent Wandering Souls will upon interaction turn red and attack the player. So it is a 50/50 chance to get either a helpful wandering soul or a Malevolent wandering soul. Wandering Souls do not leave the Soul Sand Valley and only spawn in the Soul Sand Valley
Grave yard: A somewhat rare structure that spawns in the Soul Sand Valley. It has mob spawners that only spawn hostile malevolent wandering souls and has chests full of loot.
There should be a new mob that incorporates the zombie horse that has been sitting around in the code for a while now.
So basically when fighting a witch, the witch has a chance of cursing a player similar to how killing a pillager captain gives you the bad omen effect.
Once cursed the player will see the headless horseman spawn near them every night. The headless horseman will stop spawning near the player if they kill the headless horseman or if they drink milk to remove the curse effect. The headless horsemen if not killed will just disappear in the morning only to return the next night.
The headless horseman has the appearance of a zombie without a head or a pumpkin for a head and the zombie is mounting the zombie horse. The headless horseman carries an iron sword and does the damage of an iron sword.
On death the headless horseman drops rotten flesh and has a chance to drop a pumpkin or an iron sword. The zombie horse can be tamed and ridden.
The headless horseman has eleven hearts health
Like all potion effects the curse effect can be removed by drinking milk.
The elder guardian is more of a mini boss in sense and is basically confined to the ocean monument. The sea serpent on the other hand is more of a “boss” than the elder guardian since it has a lot more health and deals more attack damage. Who knows, maybe it could have a cave it could sleep in during the day and roam the ocean at night?
There should be a new boss in the game called the sea serpent basically it spawns in the deep ocean and looks like a blue ender dragon but without wings, legs and just basically really long and bigger.
It roams the deep ocean so it isn’t confined to a single area which adds a level of surprise when encountering the sea serpent because unlike the other bosses you either go hunting for the sea serpent or the sea serpent finds you.
Its attacks consists of charging the player or firing a long needle like projectile which travels fast through water.
The charge attack deals 7 hearts of damage while the projectile attack deals 6 hearts of damage.
The Sea Serpent has 250 health and slowly heals itself over time.
The sea serpent travels very fast through water even faster than the max speed of a boat. So if you happen to cross paths with the sea serpent while on the boat, you will still be prone to attack.
On death it drops a lot of experience orbs and sea serpent scales which can be used to craft a new set of armour which allows you to travel fast through water and mine blocks quicker under water. Likewise with the ender dragon it will drop an egg which can be picked up and placed as a trophy. The egg can’t be hatched.
It will benefit the trident too since it will be the most effective weapon in combating the sea serpent considering its effectiveness underwater.
This will make the oceans a little bit more dangerous since the only real dangers consist of the drowned or drowning, but having a chance to encounter an aquatic boss while venturing too deep will be just awesome.
Because then having these mobs that spawn in the surface such as zombies having the ability to destroy torches will be very annoying as they will be constantly attacking your house to destroy the light sources there also zombies target the player. This mob I am proposing targets light sources exclusively.
Alright there is all this talk about a cave update so I’ll throw in my two cents.
The mob instead of attacking the player will instead destroy light sources such as torches, glow stone etc...
So the situation could get very dangerous in a cave if your torches around you get destroyed and you could be very prone to attack from other mobs.
This mob tries to run away when attacked, but it will have low health so you won’t have to go chasing after it to kill it, unless you have terrible aim.
It will only spawn in caves, and it would be pretty cool if it was tall and weird looking.
0
Maybe there could be a new outback biome where kangaroos could spawn? Other than that I love the idea.
0
The Soul Sand Valley has been announced to be a new biome for the nether and here are my ideas for this potentially interesting biome.
Two new mobs:
Stoker: The Stoker is an hostile insect like mob with long stilt like legs which it uses to traverse the sands of the Valley with great speed. The Stoker attacks any unfortunate explorer who finds themselves crossing paths with the Stoker.
Due to its large stilt like legs the Stoker is very fast and is unaffected by the soul sands slowness. On attack the Stocker inflicts slowness on the player. The Stoker only spawns in the Soul Sand Valley
Wandering Soul: The Soul Sand Valley should have actual Souls. The Wandering Soul has two variants; malevolent and helpful, but upon interacting with the wandering soul will a player discover its true nature. Helpful Wandering Souls will grant the player buffs and protect the player against any Stokers by attacking Stokers. Malevolent Wandering Souls will upon interaction turn red and attack the player. So it is a 50/50 chance to get either a helpful wandering soul or a Malevolent wandering soul. Wandering Souls do not leave the Soul Sand Valley and only spawn in the Soul Sand Valley
Grave yard: A somewhat rare structure that spawns in the Soul Sand Valley. It has mob spawners that only spawn hostile malevolent wandering souls and has chests full of loot.
1
There should be a new mob that incorporates the zombie horse that has been sitting around in the code for a while now.
So basically when fighting a witch, the witch has a chance of cursing a player similar to how killing a pillager captain gives you the bad omen effect.
Once cursed the player will see the headless horseman spawn near them every night. The headless horseman will stop spawning near the player if they kill the headless horseman or if they drink milk to remove the curse effect. The headless horsemen if not killed will just disappear in the morning only to return the next night.
The headless horseman has the appearance of a zombie without a head or a pumpkin for a head and the zombie is mounting the zombie horse. The headless horseman carries an iron sword and does the damage of an iron sword.
On death the headless horseman drops rotten flesh and has a chance to drop a pumpkin or an iron sword. The zombie horse can be tamed and ridden.
The headless horseman has eleven hearts health
Like all potion effects the curse effect can be removed by drinking milk.
0
The elder guardian is more of a mini boss in sense and is basically confined to the ocean monument. The sea serpent on the other hand is more of a “boss” than the elder guardian since it has a lot more health and deals more attack damage. Who knows, maybe it could have a cave it could sleep in during the day and roam the ocean at night?
I agree the nether does need a boss.
1
There should be a new boss in the game called the sea serpent basically it spawns in the deep ocean and looks like a blue ender dragon but without wings, legs and just basically really long and bigger.
It roams the deep ocean so it isn’t confined to a single area which adds a level of surprise when encountering the sea serpent because unlike the other bosses you either go hunting for the sea serpent or the sea serpent finds you.
Its attacks consists of charging the player or firing a long needle like projectile which travels fast through water.
The charge attack deals 7 hearts of damage while the projectile attack deals 6 hearts of damage.
The Sea Serpent has 250 health and slowly heals itself over time.
The sea serpent travels very fast through water even faster than the max speed of a boat. So if you happen to cross paths with the sea serpent while on the boat, you will still be prone to attack.
On death it drops a lot of experience orbs and sea serpent scales which can be used to craft a new set of armour which allows you to travel fast through water and mine blocks quicker under water. Likewise with the ender dragon it will drop an egg which can be picked up and placed as a trophy. The egg can’t be hatched.
It will benefit the trident too since it will be the most effective weapon in combating the sea serpent considering its effectiveness underwater.
This will make the oceans a little bit more dangerous since the only real dangers consist of the drowned or drowning, but having a chance to encounter an aquatic boss while venturing too deep will be just awesome.
Thanks
0
Carp and Catfish should be added, maybe perhaps an eel? Piranhas should be added to the jungle biom.
0
Because then having these mobs that spawn in the surface such as zombies having the ability to destroy torches will be very annoying as they will be constantly attacking your house to destroy the light sources there also zombies target the player. This mob I am proposing targets light sources exclusively.
0
Alright there is all this talk about a cave update so I’ll throw in my two cents.
The mob instead of attacking the player will instead destroy light sources such as torches, glow stone etc...
So the situation could get very dangerous in a cave if your torches around you get destroyed and you could be very prone to attack from other mobs.
This mob tries to run away when attacked, but it will have low health so you won’t have to go chasing after it to kill it, unless you have terrible aim.
It will only spawn in caves, and it would be pretty cool if it was tall and weird looking.
Thanks.