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 100 coins

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

UNCOMMON 200 coins

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

RARE 300 coins

Netherite scrap and upgrade templates. The first crate where a single pull can change your gear rather than topping it up.

Elderian

PRESTIGE 500 coins

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.