Wiki / Collections
Crates and collectibles
The four crates in detail, and the things you keep rather than use.
The four crates
Every crate's pool adds up to 100%, so the odds are knowable. They run in tiers:
Starter
Common resources, working up to diamonds and enchanted books. The crate you open early and often — cheap enough that a bad pull is not a setback.
Adventurer
Better materials and better enchants, plus a real chance at a piece of useful gear. This is where a pull starts changing what you carry.
Royal
Netherite scrap and upgrade templates. The first crate where a single pull can change your gear rather than topping it up.
Elderian
Netherite ingots, title and cosmetic tokens, and a jackpot. The crate people save for.
Where keys come from
- The coinshop — all four, at the prices above.
- The weekly reward — an Adventurer key.
- Crates themselves — a key can drop a key.
Collectibles
Some things are not gear and are not currency:
- Cosmetic tokens — from the Elderian crate, spent on appearance.
- Titles — the same crate, the same idea. A title changes what you are called, not what you can do.
- Upgrade templates — the smithing templates you need to upgrade diamond to netherite. They come from Royal and Elderian crates, and from the world.
The level-gate rule
A crate never skips the level gate. Pull a diamond item at Lv 5 and it is yours to keep — it simply does nothing for you until you reach the level that unlocks it. The same rule applies to items from a rank kit.
A lucky pull is a head start, not a way to jump the queue.