gameplay

Trial Chamber

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    A fixed arena at the center of the map where all four biomes meet. Every 10 minutes, trial spawners activate a large enemy wave. The team with the most kills in the wave earns the loot.

    Location

    Center of the map, spanning the intersection of all four biomes. Exact bounds are set by an operator with the chamber commands.

    Waves

    Waves fire on a 10-minute cadence.

    • Every registered mob spawn point releases enemies at the start of a wave.
    • Kills are tracked per team for the duration of the wave.
    • The wave ends when every spawned enemy is dead or despawned.

    Scoring

    At the end of a wave, the team with the most enemy kills wins the loot. Ties split the loot evenly between tied teams.

    Loot

    Loot varies per wave. Typical drops:

    • Long-duration (10-minute) potion buffs — Strength, Speed, and similar beneficial effects.
    • Emeralds.
    • Other valuables from a rotating drop table.

    Potion buffs are applied to every living member of the winning team. Item drops appear inside the chamber.

    Block protection

    No blocks can be broken inside the chamber bounds. This applies to every team, including operators during a scored match. Trial spawners, structural blocks, and any cosmetic blocks in the chamber are all unbreakable.

    This protection is stricter than a named Protected Area: deposits do not function inside the chamber.

    Setup

    Chamber bounds and mob spawn points are registered via operator commands. See Commands.