Erebus Tears
An Erebus Tear is a breach in the world itself. It rips open somewhere in the overworld mine, floods the ground around it with shades and wraiths in waves, and only closes when the Tearkeeper at its heart goes down. Seal it and three Erebus Crates fall out of the sky for anyone quick enough to take them.
It's the headline server event of the map: it pulls everyone to one spot, and it ends in a scramble.
Unlocking tears
Erebus Tears unlock at Fund tier II. Until the community funds it, tears don't open on their own at all.
When and where one opens
- Roughly every 3 hours, with at least one player in the overworld — a breach never opens unattended.
- The site is picked programmatically: real standing ground down in the mine, not a sealed pocket, and well away from guard posts so the watch can't join the fight.
- Never inside spawn or any other safe zone, and never within 24 blocks of one. The buffer is deliberately wider than the Oracle's — a tear is a fight, and a breach on the spawn border would let players duck into protection the moment it went badly.
- Opening is announced network-wide with the coordinates, and modded clients get a beam ping on the breach so you can fly straight to it.
- The world drops to night while a breach is open, and comes back to day when it closes.
Don't memorise the cadence — ask Nyx or open /events (see Tracking the next one below).
The mark
Every breach bears one boss's mark, rolled when it opens and announced in the same breath. The mark renames the Tearkeeper and gives it a signature ability on top of Soul Nova, telegraphed in that mark's own colours and sound:
| Mark | Tearkeeper |
|---|---|
| Echidna's Mark | The Broodkeeper |
| Thanatos' Mark | The Tollkeeper |
| Hephaestus' Mark | The Forgekeeper |
| Lamia's Mark | The Venomkeeper |
Lamia's Mark is the rarest of the four. What each keeper actually does with its signature ability is left for the arena to teach you — watch the telegraph and move.
The mark isn't derived from the tear's tier, and it decides which Uber summoning key the crates pay out, so which breach you turn up for matters as much as when.
The fight
- 5 waves of shades and wraiths, spawning in a ring around the breach and spread across the whole disc rather than one clump you can flatten in a single swing.
- Waves get bigger as they go and the wraith share climbs with them — early waves are mostly ordinary shades, the last is spitting elites.
- A wave rolls over as soon as a quarter or fewer of it is left standing, so there's no dead air chasing the last straggler.
- The final wave spawns the Tearkeeper at the centre with its own boss bar. It's a wall: far more health than anything else in the breach, immune to knockback, and it always finds a target. Killing it seals the breach outright and clears whatever is still on its feet.
- Tear shades hunt on sight. At most five will lock onto you on their own, but pulling more by hitting them always works and is never capped.
- Stray too far and shades get pulled back to the ring, so kiting a pack across the mine won't stall the wave.
- Stand within 64 blocks to count as a participant and see the boss bar.
A breach that is actually being fought seals in minutes. There is a hard 60-minute fail timeout for abandoned ones, and it is brutal: an expired tear closes unsealed and pays no crates at all, so everyone who turned up eats the fight for nothing.
Tiers
A tear runs at a tier from I to VIII, set by the season's level cap rather than by who shows up:
| Level cap | Tear tier |
|---|---|
| 1 | I |
| 45 | II |
| 60 | III |
| 80 | IV |
| 95 | V |
| 100 | VI |
| 102 | VII |
| 103 | VIII |
Tier drives the difficulty of everything inside, and — more to the point — the crates. A higher tier pays a richer crate, rolls it more times, and unlocks drops the lower tiers never pay at all, including Uber keys for the tear's mark once the tier is high enough.
Sealing it
Sealing calls down 3 Erebus Crates, landing like meteorites near the breach on ground you can stand on. Sealing itself grants nothing directly — the crates are the entire payout, and they belong to nobody. Landing the killing blow on the Tearkeeper gives you no claim on them.
Tracking the next one
- Nyx stands with the other quest guides at spawn and keeps the Breach Watch. Talk to her for the time until the next tear, the tier it's expected at, where a live one has opened and how far into its waves it is, and how many breaches you've sealed.
/eventscarries a live countdown alongside the rest of the timed events./tearis staff-only, so Nyx is your readout.
Wounds of Erebus
Talking to Nyx also opens Wounds of Erebus, an 8-step quest line built around tears and the other things erupting out of the overworld. It tracks tears attended, tear shades killed, Tearkeepers killed, tears sealed, meteorite blocks mined, blocks mined in a Hot Zone, and Erebus Guards killed, and it ends in the uber arc. Finishing it grants the Breachwarden title. Nyx hands over 500,000 Ancient Energy and an Elite Contraband just for joining her line.
Opening one yourself
Two items force a breach without waiting for the timer:
- Fortune's Dice has a sixth side, Erebus Tear, which rolls 7.5% of the time and opens one for the whole server.
- The Erebus Splinter, a drop from the Uber bosses, opens a tear on the spot.
Neither works over a live breach — only one tear is open at a time.