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.

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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.

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:

FixateLocks onto one player — run. Tanks get a taunt tool to override it.
SummonsAdds join the fight mid-phase.
EnrageSoft enrage in the last phase — burn it down or wipe.
TauntTank tool that yanks the boss's fixate off a teammate.

The Pit

levels 1–5

Staff 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.

PitMob HPSpeedMoneyRareEpic
Pit 12.0×1.1×1.75×+10%+5%
Pit 23.0×1.2×2.5×+20%+10%
Pit 34.0×1.3×3.25×+30%+15%
Pit 45.0×1.4×4.0×+40%+20%
Pit 56.0×1.5×4.75×+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 raids

Don'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 7

No 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.

PITFORGEDAt Pit 1+, won epic rolls come back Pitforged - above-cap gear instead of the normal epic.
EPICEvery scorer rolls for one - top-3 at 35%, everyone else at 15% (+5%/Pit). No guarantees.
RAREEvery common roll has a 35% chance (+10%/Pit) to upgrade to rare - announced to the lobby.
COMMONEveryone who clears rolls one (unless it upgraded).

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.

$250 + 3 emeraldsParticipation- everyone who joins and stays
$5,000 poolPerformance- split by weighted score among everyone above the minimum
$1,000Clear bonus- everyone, if the boss dies
$750 eachCategory bonus- Top Damage · Best Tank · Best Support · Most Adds · Survivor

Score weights

Damage ×1.0 · Damage taken ×0.8 (tank) · Heals ×12 · Add kills ×6 · +200 survival · −120 per death