CURSED CHESTS

Sealed chests appear all over Alzeria, muttering to whoever comes close. Inside is a gateway, four waves of Infernals — and the pot they are guarding.
What is a cursed chest?
A cursed chest is a monster you cannot attack — it just sits there with its name and health bar glowing magenta, muttering demon-speech to anyone who comes close - and every few minutes letting out a scream that carries across the land. That is the only clue you get: they spawn anywhere on the map, from open desert to the deepest cave, and they are never where they were yesterday. Finding one is exploring, not following the noise.
Opening one breaks the seal and tears a gateway to an elemental arena. Survive what comes through and the arena's own chest pays out. There are four rarities, and the better the chest, the harder the arena and the fatter the pot.
Anyone can find a chest — a level 10 who stumbles on a Legendary cannot open it, but the location itself is worth something to someone who can.
The four rarities
The chest's own sprite tells you which one you found, and the confirmation window states the level requirement before you commit. The minimum is a hard gate: below it the seal refuses you, both at the chest and at the portal.




How a run works
Stand next to the chest and say alzeria, or simply right-click it. A window asks what you want to do: open it, leave it — or remove the chest and let a new one spawn elsewhere.
Say yes and the seal starts breaking: the ground erupts around the chest for a few seconds before it collapses into a gateway.
The chest becomes a portal that stays open for 60 seconds, counting down above itself. Anyone who meets the level requirement may walk in, so bring friends — nothing stops a group from sharing one chest.
When the timer runs out the portal closes and the arena locks. There is no way back in, and no way out except the exit portal.
Ten seconds after the portal shuts, the first wave rises around the arena's chest: four waves of four monsters, roughly fifteen seconds apart, each wave led by one heavy hitter.
They are all Corrupted and Infernal, and the mix tilts as you go: wave 1 holds a single Infernal among Corrupted, wave 4 is Infernal from end to end.
When the last monster of the fourth wave dies, the chest standing in the arena fills up. It is one shared pot for everyone who came in — first come, first served.
An exit portal opens on the tile you arrived on and stays for 60 seconds. It puts you back on the exact spot you left the world from.
What you get
A cursed chest pays in valuables, not equipment. There is no weapon, no armour and no piece of gear anywhere in the pot — what the arena's chest fills up with is coin, and things that are worth coin: currency, sealed boxes, scrolls and supplies to use or to sell on.
That is the whole point of the system. Cursed chests are Alzeria's money run, not a gear run — a Common seal is worth a solid hour's hunting, and a Legendary is a different order of wealth entirely.
The monsters inside the arena drop only their ordinary loot. They are Corrupted and Infernal in strength, but they carry none of the Infernal bonus loot they would in the open world — no gem boxes, no stones, no skull coins from the corpses. The pot is the reward, and the arena is not a farm.
The contents are not listed here, on purpose. Part of the pot is guaranteed and part of it is a gamble — find out what the seal was hiding by breaking it.
Every reward is tradeable or spendable. Nothing in a cursed chest binds to you, so a run's takings can go straight to the market.
Before you step in
There is no way back once you enter. The arena is a no-logout zone. You leave through the exit portal, when the clock runs out — or dead.
Twenty minutes per run. You are warned at five minutes, one minute and thirty seconds. When time is up everyone is thrown back out, finished or not.
The loot is shared, not split. Whatever lands in the arena's chest is one pot for the whole group — sort it out among yourselves before you open the lid.
Four arenas, four groups. Each chest claims one of four elemental arenas, so four runs can be going at once. A chest only refuses to open when every arena is busy.
Anyone can remove a chest. Pick "Remove chest" in the window and it is gone — and a replacement seals itself somewhere else on the map.
Portals swallow what you drop on them. Throw an item onto a cursed portal and it comes out the other side, so nothing gets lost on the doorstep.

