Boss Rush
Six boss raids: waves of adds, then the boss. Five form a difficulty ladder, the sixth is the Champion's duel - plus the Gauntlet, an endless seventh. Damage, tanking, and healing are all tracked - every role has a board.
The Raids
Tiers 1–5 climb easiest to hardest; the Champion's duel is the sixth rung of the key ladder. Tap a raid for its boss, abilities, and full loot table.
Mortrax, the Rotcrowned
Mortrax's Tomb · Zombie
View abilities & loot →Ossivar, the Pale Sovereign
The Pale Court · Skeleton
View abilities & loot →Vexspinne, the Broodmother
The Hollow Hive · Spider
View abilities & loot →Vaelthorn, the Ashbound
The Ashbound Throne · Wither Skeleton
View abilities & loot →Maelgrave, the Grand Augur
The Grand Conclave · Ravager
View abilities & loot →Korrin Brakkus, the Undefeated
Champion of the Pit · Vindicator
View abilities & loot →Every fight, same bones
Each boss has three HP phases - 100% → 60% → 30% - and its kit escalates as it drops. On top of its signature moves, every boss shares:
The Pit
levels 1–5Staff can crank a raid into the Pit, or pick it yourself with /event key start <raid> [pit]. Each level stacks the same bump - tougher, faster mobs, bigger pay, better loot. Runs log their Pit level; you'll see a purple Pit N chip on each one in the raid log.
| Pit | Mob HP | Speed | Money | Rare | Epic |
|---|---|---|---|---|---|
| Pit 1 | 2.0× | 1.1× | 1.75× | +10% | +5% |
| Pit 2 | 3.0× | 1.2× | 2.5× | +20% | +10% |
| Pit 3 | 4.0× | 1.3× | 3.25× | +30% | +15% |
| Pit 4 | 5.0× | 1.4× | 4.0× | +40% | +20% |
| Pit 5 | 6.0× | 1.5× | 4.75× | +50% | +25% |
× columns multiply the base; +% columns add to the rare / epic upgrade chance. Mob damage isn't scaled - the Pit gets harder through HP and speed.
At Pit 1+, won epic rolls come back Pitforged - above-vanilla-cap gear (Protection 5, Sharpness 6, Power 6…) you can't get anywhere else.
⚷ Raid Keys
start your own raidsDon't wait for an admin - every player carries a Raid Key. Type /event key in game to open your key board. Clear the six raids in order to climb; clear all six at a level and the next Pit unlocks, all the way to Pit 5.
Starting a run costs money - $150 × (Pit + 1), sunk win or lose, 3 starts a day, 15-minute cooldown between starts. Wipe a run you started at your key's level and your key depletesone Pit until you win one back - only the starter's key is on the line. Joining someone else's run is always free, and everyone who fights in a clear gets credit at their own level.
A key run needs 3 fightersin the lobby to launch - spectators and disconnected slots don't count. If fewer than 3 contributors finish, the pool and category money scale down to fighters/3.
Key runs pay out less than admin events (money ×0.35, loot rolls unchanged), and only 2 key clears a day pay money - counted per player and per connection; clears after that roll loot only. Money goes only to raiders who contributed (dealt or took damage, killed an add, or healed), and like any raid, a wipe pays nothing. Watch chat for the ⚷ broadcast when someone opens a run.
The Gauntlet
endless · raid 7No boss at the end - it just keeps going. Every wave compounds on the last (mob HP +6%, damage +3%, mob count +4%, capped at 45), and a boss drops in every 5 waves at 0.6× HP. Every 10 waves the whole server hears about it.
Money banks as you go: $100 participation, plus $75 + $25 × (wave − 1) for each wave cleared, Pit-multiplied. The run always ends in a wipe, but a wipe doesn't zero what you've banked - the raid log shows how far you got.
How loot drops
It's clear or nothing: a wiped raid pays no money and drops no loot - no participation floor, no bonuses. Even on a clear nothing is guaranteed: it can drop zero epics or a fistful.
Payouts & awards
Flat across every raid - the Pit scales them up (+75%/level), and only the loot tables scale with difficulty otherwise. All of it pays only on a clear - a wiped raid pays nothing.
Score weights
Damage ×1.0 · Damage taken ×0.8 (tank) · Heals ×12 · Add kills ×6 · +200 survival · −120 per death