Crypting for Dummies
Crypting means sending one captain, carrying no troops, to dig out a tomb on the map. Nothing fights you and nothing dies. You spend tar, you come home with the materials your gear is made of, and your whole clan gets a chest for it. The whole skill is finding the biggest crypt you can clear in one trip, and then raising that level rather than grinding above it.
Part 1 · Crypting
If you read anything, read this
- Find the biggest crypt Carter can finish in one trip. Send him, look at the report, and see whether it says 100%. That level is your level.
- Then only hit that level. A crypt that takes two trips is wasting tar. A crypt below your level is wasting the trip.
- Load extra tar every time. The march window has a slider. Push it past the minimum and the march is 10% more effective, for nothing.
- Move up only when one trip clears the next level. Research, gear, a gem, a Carter level — every upgrade is a reason to re-test. Until it clears in one, stay where you are.
Only a captain leading no troops can go inside. There's no battle, no losses and no reinforcing. If you're thinking about which army to bring, you're thinking about the wrong screen.
Why bother
Crypts are where equipment comes from. Every piece of gear in the Forge is crafted from four materials, and materials drop from crypts and almost nowhere else. Better gear on your hero and captains means a stronger army, faster building, more food. A player who skipped crypting doesn't have worse gear than everyone else, they have gear from a year ago.
Every finished crypt drops a chest for the whole clan. Not for you, for everyone. That's the difference between crypting and gathering resources: gathering pays one person, crypting pays everybody. It's also why clans count crypts, and why a quiet crypter gets noticed long before a quiet fighter does.
Carter
Carter is an epic captain whose whole design is crypts. Send anyone else and it works, it just costs a fortune: one filmed comparison had an ordinary captain spending around 1,000 tar on a crypt Carter did for 370.
If you don't have him yet, he comes from the Summoning Circle — five free summons a day, collect the fragments — or from unlocking him through Academy research.
He gains 1% crypt exploration efficiency for every level, and stops at 300. A level 242 Carter is carrying a 242% bonus. A level 400 Carter is carrying the same 300% as a level 300 one. Push him hard early and then stop; the experience is better spent elsewhere.
The game's own video names his kit, which saves a lot of arguing: Tomb Raider and Omniscience equipment, the Pioneer enchantment, and an Amber gem.
| Slot | Start with | End with | Why |
|---|---|---|---|
| Equipment | Tomb Raider, any quality | Omniscience | Godlike Tomb Raider gives +50% efficiency. Godlike Omniscience gives +107%, plus epic-crypt efficiency, march speed and march range on top. |
| Gem | Any Amber you own | Godlike Amber | Amber is the crypt-efficiency stone, +6% at Poor and +80% at Godlike. It only drops from one of the two rare-crypt appearances. |
| Enchantment | Whatever you have | Pioneer | Enchantments can't be pulled back out of gear, so put good ones on gear you intend to keep. |
| Artifact | War Drum | Torch of Olympus | The drum buys march speed, which matters in a busy kingdom. The torch is the one that buys efficiency. |
Poor-quality Tomb Raider beats an empty slot, and even the lowest grade of Omniscience is worth wearing. Craft the cheap set now, use it, replace it when you can. Waiting for good materials costs you every crypt you didn't run while you waited.
Carter's cast-off gear has somewhere to go, too. Put it on Tangle: once your common tar comes in faster than Carter can spend it, he can burn the surplus on low-level commons and turn it into clan chests.
How a crypt is paid for
A crypt has a progress bar. Each march you send fills part of it, and the crypt is finished when the bar is full. What the crypt costs you is the number of marches it takes, times the tar each march burns.
The number of marches is always rounded up, because you can't send four fifths of a march. That one detail is behind almost every confused question about crypting.
A crypt is paid for in whole marches
Two identical crypts, and the second one costs half what the first did — not because the upgrade was twice as good, but because it crossed a line. Every upgrade before it did nothing you could see, and that's normal: the game charges in whole marches and your bonuses arrive in fractions.
There are two research lines with confusingly similar names, and the difference is easy once you see it against that sum. Each one shrinks a different half of it.
| The bonus | Which half it shrinks | So it pays |
|---|---|---|
| Crypt exploration cost | The tar per march. Every trip Carter makes takes less tar out of your stock. | A little, every single march. Nothing is ever wasted. |
| Crypt exploration efficiency | The number of marches. Each trip fills more of the bar, so it takes fewer of them. | Nothing at all, until it removes a whole march. Then a lot, at once. |
Research both. Cost is the one you can never regret, because there's no threshold to miss. Efficiency is the one that eventually halves your bill, because it's the only thing that can take a march off.
Find your one-trip level
Every crypter has a level, and it's the biggest crypt Carter can finish in a single trip. Not the biggest one the research lets you reach. The biggest one he actually clears. Those are different numbers and the gap between them is where most tar goes to die.
Finding it takes one march. Send Carter at the level you've been running and open the crypt report. If it says 100%, try the next level up. If it doesn't, you've already found your level and you were above it.
| The report says | What that means | Do this |
|---|---|---|
| 100% | You're clearing it, and you might be under-reaching | Try one level up. If that clears too, keep climbing until one doesn't. |
| 60–99% | Close, but you're paying for a second march to finish a sliver | Drop a level. Come back after the next research node or gear upgrade. |
| Under 60% | You're well above your level and burning tar for someone else's chest | Drop two levels and work up from there. |
Then raise the level, don't grind the crypt. Everything in the rest of this page — research, Carter's gear, the Amber gem, the premium title — exists to move your one-trip level up a rung. That's the actual progression. Hitting a crypt you can't clear doesn't move it at all.
A finished research node, a better piece of Tomb Raider, a combined gem, twenty Carter levels — any of them can push you over a whole march, and the game will never tell you. The only way to find out is to send one march at the next level up and read the report. People sit two levels below their real level for months because nobody re-tests.
New players usually do the opposite. They find the highest-level crypt they can reach, send Carter, watch the bar move a fifth of the way, and send him again. Or worse, they send three captains at once so it goes faster. That's the single most expensive habit in the game, and it's expensive in a way the screen never tells you about.
Here's what it costs. One creator ran the same level 10 crypt twice with the same captain. A small march moved the bar 6% and came home with one material. A single loaded march cleared 94% of it in one go and came home with a fistful of materials, several times the silver, and enough experience to level the captain. Same crypt, same day.
A half-finished crypt is also a crypt anyone can walk up to and finish, and the chest goes to whoever fills the last of the bar. Leave one sitting and you can pay for four fifths of a crypt and get nothing for it.
In the march window there's a slider for how much tar Carter carries. Push it past the minimum and that march explores 10% harder. That's it — no threshold to hit, no downside. It's free, it's on every march, and it's the most commonly skipped thing in crypting. If you're going to send one march, send it heavy.
If you can't clear the crypt you're looking at, go down a level. A level 10 you clear in one march beats a level 20 you chip at all afternoon, both for you and for the clan chest.
The three kinds of crypt
Common, Rare, Epic
| Levels | Fuel | Key? | What it's for | |
|---|---|---|---|---|
| Common | 5–25 | Common Tar | No | Standard equipment materials, plus resources, silver and experience. Your daily bread. |
| Rare | 10–30 | Rare Tar | Yes | Gems, and the same standard materials. A gem is the single biggest upgrade a piece of gear can get. |
| Epic | 15–35 | Epic Tar | No | Materials for unique equipment, which is where Omniscience comes from, in much larger amounts. |
A common crypt costs 100 tar with no bonuses at all, which is the number every other crypt cost is a multiple of.
The key for a rare crypt has to match its level. Capture an Elven Citadel of the same level and it drops one. They're also sold for tournament points in the Fenrir's Invasion shop, and a clanmate with a spare key can open one on your behalf.
Crypt level is gated by the Crypts line in the Academy's Archaeology branch, and the shorthand is easy: the research number times five is the crypt level it opens. Crypts I is level 5, Crypts II is level 10, Crypts III is level 15, and so on to Crypts VII at level 35.
Picking which one
This is where most of the waste is, and the fix takes about ten seconds.
The game will tell you which crypt to hit. It's four taps and almost nobody does it.
- Open the Forge and pick the piece of gear you're trying to build.
- Find the material holding it back — the one sitting at the lowest quality.
- Tap that material's info icon, the little eye.
- The game lists every crypt type that drops it. Go and hit that one.
Each common and epic crypt type has a doubled chance at one signature material, so the right crypt isn't slightly better than a random one — it's the whole reason you're going. Gems work the same way: open the gem you want, tap its info, and it names the rare crypt it comes from.
There are two appearances, they drop different gems, and only one of them drops Amber. Creators describe the pair as left-facing and right-facing; at least one clan calls them horned and hornless. Whichever name you've heard, check one of each with the gem info before you spend a key, and remember which is which.
One more trick, and it's a good one. A hero can't wear two pieces of the same equipment type, but a captain can. So instead of chasing a full spread of Omniscience, pick one piece you can make, find the four epic crypts that drop its four materials, and farm only those. Carter wears three copies of the same thing and it works exactly as well.
Two other things about crafting worth knowing before you spend materials. Four identical materials combine into one of the next quality. And mixing qualities in a craft drops your odds of the top result — match all four and the best outcome is guaranteed.
Finding the crypts themselves is what the Watchtower is for. It filters the map by crypts and arenas, by class and by level, and without it you're scrolling. The 30-day pass costs 60,000 gold against 25,000 for seven days, so never buy the week. If you can't afford it, a clanmate who has one can find them for you.
Where the bonuses come from
The game lists these itself, which is unusually helpful of it.
- Academy → Archaeology. Crypt exploration efficiency, crypt exploration cost, chance to explore twice, and the Crypts line that unlocks levels. This is the backbone and it never stops being worth research.
- Hero talents. There's an Archaeology preset. Build a crypting preset and swap into it before your daily run.
- Titles. Wins in Hammer and Anvil and Crypt Raiders carry crypt efficiency, and so do the titles you switch on in the premium window.
- Clan Capital technology. Your clan's research raises this for everybody in it.
- Carter himself. Level, star level, gear, gem, enchantment and artifact, all of it.
A node at the far end of the Archaeology branch is worth three of the same node at the start — 30% against 10%. So don't level the branch evenly. Spend one point per node to walk as deep as you can reach, then put everything else into the efficiency node down there. Skip tar production and tar capacity entirely.
If you have premium, switch on Great Archaeologist before a run. It's reported at +100% experience in crypts, +50% crypt exploration efficiency, +50% tar capacity and +100% march speed to crypts, which is the largest single thing you can do to a crypting session.
About 30% efficiency is enough to one-shot a level 5 common. If you're sending three captains at a level 15, you don't have an event problem or a tar problem, you have a Carter problem.
Tar
Tar is the only thing crypting spends, and the three kinds behave completely differently.
| Fuel | Made in your city? | Where it comes from |
|---|---|---|
| Common Tar | Yes | The Tar Workshop produces it constantly up to a cap the workshop sets. Also clan chests, packages, gold, and the Triumphal Challenge pass. |
| Rare Tar | No | Top-100 placings in events and global tournaments, packages, gold, the Triumphal pass. |
| Epic Tar | No | The same, and it's the scarcest thing in the crypt economy. |
The honest answer to "how do I get more tar" isn't the workshop. It's Rise of the Ancients. A clan that kills Ancients properly hands its members millions of common tar a week, along with rare and epic. If your tar is short, the fix is usually turning up to Ancients, not upgrading a building.
- Tar wells appear on the map like any other resource node. They top out at level 10 and hold around 10,000 common tar.
- Tar sitting in your Miscellaneous items can't be raided, and production stops dead once you're over capacity. So keep the bulk of it as items, and open packs when you're about to spend.
- Tartaros Crypts turn up on day 4 of Trials of Olympus and burn Lava Oil gathered on day 3 rather than tar.
What the clan gets
Finishing any crypt puts a gift chest in the clan's Gifts tab for everyone. Open it within about 20 hours or it expires. Opening gift chests is also what raises clan wealth, which is what the clan's daily wealth rewards are paid against, so the chest does two jobs at once.
Wealth scales steeply with the crypt, and this is the argument for climbing levels rather than farming easy ones. One clan's published figures:
| Crypt | Lowest level | Highest level |
|---|---|---|
| Common | 5 → 13 wealth | 25 → 550 wealth |
| Rare | 10 → 66 wealth | 30 → 1,200 wealth |
| Epic | 15 → 75 wealth | 35 → 1,484 wealth |
| Citadel chest | 10 → 18 wealth | 30 → 200 wealth |
That's why a clan asks for crypts of a certain level rather than a certain number, and why the answer to "can I just farm 5s" is no. Forty of them are worth one of the crypt you should be running.
Most clans set a daily chest quota. Small players are usually asked for five to eight, mid-sized accounts fifteen to twenty-five, and top clans thirty to sixty. The count is usually across everything — crypts, citadels and heroic squads together — not crypts alone.
Crypt manners
None of this is in the rules and all of it will get you talked about.
- Don't explore a rare crypt somebody else unlocked. Opening one costs a key. If it's already open and you didn't open it, it isn't yours.
- Don't finish someone's half-explored crypt. They paid for most of it and you'd be taking the chest. Some kingdoms do this to each other on purpose; it's the reason clearing in one march is a defence as well as a saving.
- Race politely. In a busy kingdom several people go for the same crypt. Whoever gets there first has it. Speedups are how you win that, not complaints in chat.
- Ask for a key rather than a favour. A clanmate opening a rare crypt for you costs them a key and takes ten seconds. Most will. Say which level.
If it's going badly
There's a proper way to ask for help with crypting, and it beats describing the problem. Send a crypt, then open the Journal, find the crypt report, and hit the copy button at the top. Paste that into clan chat.
The report says what you spent, how much of the bar you filled, and what you came home with. Anyone experienced can read your whole setup off it in about five seconds and tell you which of the four things is wrong: Carter's level, his gear, your research, or the crypt you picked.
The mistakes, collected
- Several small marches at one crypt. The expensive one. Go down a level and clear it in one.
- Three captains at the same crypt. Same mistake wearing a hat.
- Sending anyone but Carter while you still have crypts he could be doing.
- Picking crypts by whichever is nearest instead of by the material you need.
- Skipping the extra-tar slider, and giving up a flat 10% for nothing.
- Crafting Tomb Raider at the lowest quality and stopping there rather than moving to Omniscience when epic tar allows.
- Levelling Carter past 300 and expecting the bonus to keep climbing.
- Gemming Carter for march speed or tar capacity when efficiency is the thing that's short.
- Skipping crypts during a big event. The crypts you didn't do don't come back, and events like Crypt Raiders and Tar Mastery pay you twice for the ones you do.
Part 2 · Setup Checklist
First · get Carter working
- Take your free Summoning Circle summons every day until you have enough fragments to hire Carter
- Level Carter as hard as you can. Every level is 1% crypt efficiency, up to 300
- Craft a full set of Tomb Raider equipment at whatever quality your materials allow, and put it on him
- Put any Amber gem you own into his gear, and any crypt-efficiency enchantment
- Give him an artifact: the War Drum for march speed now, the Torch of Olympus when you can
- Keep Carter first in your captain list, so he's the one the explore button picks
Then · the research that pays
- Academy → Archaeology: push Crypt Exploration Efficiency as far as it goes
- Academy → Archaeology: push Crypt Exploration Cost as far as it goes
- Academy → Archaeology: max Chance to Explore Twice — it's free materials
- Academy → Archaeology: take the Crypts line up a level whenever you can clear the level below it in one march
- Research Blacksmithing so you can combine higher-quality materials and gems
- Build a hero talent preset for Archaeology: one point per node down the branch, then max the efficiency node at the far end. Skip tar production and tar capacity
Then · know where you're going
- Pick the one piece of gear you're trying to build next
- In the Forge, tap the info icon on each of its four materials and write down which crypts they name
- Check one of each rare-crypt appearance against the Amber gem's info, and remember which one drops it
- Get a Watchtower — the 30-day one, never the 7-day — or find a clanmate who has one
- Turn up to Rise of the Ancients. It's where your tar comes from
Every day · the run
- Switch on your crypting talent preset and, if you have premium, the Great Archaeologist title
- Filter the Watchtower to the highest crypt level you can clear in one march
- Send Carter with the tar slider pushed past the minimum, for the +10%
- Check the crypt report: if it didn't hit 100%, drop a level and stay there until your bonuses catch up
- Open your clan's gift chests before they expire — about 20 hours
Part 3 · The Register
What the Atlas isn't sure about
Does exploration efficiency fill the bar faster, or send tar back? The game's own video says the bar. One of the most-watched beginner guides says Carter returns with what he didn't spend, and films a march window reserving more than the report later reports consumed. Those are different mechanics and nobody has run the test that separates them: same crypt, same captain, efficiency changed and nothing else, both reports posted.
What are the two rare-crypt appearances actually called? Creators say left-facing and right-facing, and one clan's guide says horned and hornless. Everyone agrees only one of the two drops Amber. Nobody has put the two namings side by side, so this page describes both rather than picking.
Claims
What a crypt is5 claims
A crypt is a world-map structure that only a captain leading no troops can enter. The game recommends sending Carter, who explores with increased efficiency. Fully exploring any crypt gives a clan chest.
Three classes. Common crypts take common tar, produced in the Tar Workshop. Rare crypts take rare tar and a key, which drops from capturing a citadel of the same level as the crypt, is sold for tournament points in the Fenrir's Invasion shop, or can be supplied by a clanmate opening the crypt for you. Epic crypts need no key but take epic tar.
Common crypts run levels 5 to 25, rare 10 to 30, epic 15 to 35. The Atlas's own Crypts, Chests & Loot page currently gives all three classes as running to 35, and the wiki contradicts itself in the same paragraph. The ranges here are what the help centre and five independent creators agree on.
The Crypts research number multiplied by five is the crypt level it opens: Crypts I gives level 5, II gives 10, III gives 15, up to VII at 35. Stated once, as a mnemonic, but consistent with every level and research pairing recorded elsewhere.
A common crypt requires 100 tar to explore with no bonuses active.
How the cost works7 claims
There are three bonuses. Crypt exploration cost reduces the tar one march burns. Crypt exploration efficiency fills more of the crypt's progress bar per march. A third bonus, worth 10%, is applied in the crypt march window and multiplies the overall efficiency result by 1.1.
Crypt efficiency, march cost and reachable crypt level come from the Academy's Archaeology branch, hero talents, titles won in the Hammer and Anvil and Crypt Raiders tournaments, titles activated in the premium window, Clan Capital technology, and Carter's own level and star level.
Marches needed equal crypt health divided by march damage, rounded up, and the tar bill is that count times the per-march cost. Efficiency therefore only lowers the bill when it removes a whole march. Written out as a formula in one guide, and stated as practice by every creator who says to clear a crypt in one attempt.
Carrying more tar than the march's base requirement grants a 10% bonus to exploration efficiency. The game divides the tar taken by the base amount required, adds the 10% to every strike, and only then applies the efficiency bonuses from technologies, talents and titles. Filmed in the march window, where the plain explore button spends only the minimum and the loaded option spends what you set.
One loaded march on a crypt returns far more than several small ones on the same crypt: filmed on a level 10, a small march moved the bar 6% and returned one material, while a single large march cleared 94% and returned a full spread of materials plus several times the silver and experience. One creator, filmed, on one crypt.
Nodes further along the Archaeology talent branch give substantially larger bonuses than the early ones, reported as 30% against 10%, so the branch is best walked with one point per node and then maxed at the far end. Tar production speed and tar capacity are not worth points.
The Atlas follows the game's own account of exploration efficiency, which is that it fills more of the progress bar per march. One widely-watched community guide describes it instead as Carter returning home with tar he didn't spend, and shows a march window reserving more than the report later says was consumed. Those are different mechanics. Nobody has filmed a test that separates them.
Carter7 claims
Carter is the crypt captain. Other captains can explore crypts but consume substantially more tar: one filmed comparison had an ordinary captain at around 1,000 tar against Carter's 370 on the same crypt. His listed features are crypt exploration efficiency and tar capacity, both of which rise with level and star level.
Carter gains 1% crypt exploration efficiency per level and the gain stops at level 300, giving a ceiling of 300%. Levelling him beyond that adds nothing to crypting.
The game names Carter's kit itself: Tomb Raider and Omniscience equipment sets, the Pioneer enchantment, and an Amber gem.
Godlike Tomb Raider equipment gives +50% crypt exploration efficiency. Godlike Omniscience gives +107%, and additionally carries epic-crypt exploration efficiency, march speed to crypts and march range, none of which Tomb Raider has. Omniscience materials come from epic crypts and from the Hell Forge event.
A Godlike Amber gem gives +80% crypt exploration efficiency, and about 30% total efficiency is enough to finish a level 5 common crypt in one march. The Amber curve matches the Atlas's own gem catalogue, read from in-game tooltips.
The premium Great Archaeologist title gives +100% bonus experience in crypts, +50% crypt exploration efficiency, +50% tar capacity and +100% march speed to crypts.
Carter is obtained from the Summoning Circle, which gives at least five free summons a day yielding captain fragments, or by unlocking him through the corresponding Academy research. The Torch of Olympus is his strongest artifact; the War Drum substitutes for march speed.
Choosing a crypt4 claims
Every material and gem carries an in-game info icon listing exactly which crypt types drop it, and each common and epic crypt type has a doubled chance at one signature material. This is the ground truth for targeting, and it is per-account checkable.
Rare crypts come in two appearances that drop different gems, and only one of the two drops Amber. Creators call the pair left-facing and right-facing; at least one clan's guide calls them horned and hornless. Sources agree on the split and not on the naming.
A hero cannot wear two pieces of the same equipment type but a captain can, so a crypter can farm the four epic crypts feeding one Omniscience piece and equip three copies of it. Even lowest-quality Omniscience is worth wearing over nothing. Old Carter gear can be passed to Tangle, who can spend surplus common tar on level 25 commons for clan wealth.
Four identical materials combine into one of the next quality, and mixing qualities in a craft lowers the chance of the top-tier result. Matching all four guarantees it. Combining above certain tiers requires Blacksmithing research.
The clan side6 claims
Fully exploring a crypt gives a gift chest to the whole clan, and opening gift chests raises clan wealth. Many clans judge a member's crypting by a chest counter. The roughly twenty-hour expiry on an unopened gift chest is not in either source cited here; it is carried by the help centre and by the Atlas's own Crypts, Chests & Loot page.
A crypt report is saved to the Journal after every march and carries a copy button, so it can be pasted into clan chat. It records the tar spent, the percentage of the crypt explored and everything recovered, which is enough for an experienced player to diagnose another player's whole crypting setup.
Clan wealth per chest, published by one clan: common crypts 13 at level 5 rising to 550 at level 25; rare 66 at 10 rising to 1,200 at 30; epic 75 at 15 rising to 1,484 at 35; citadel chests 18 at 10 rising to 200 at 30. One source, and the only per-level figures the sweep found anywhere.
Clans set daily chest quotas, reported at five to eight for small accounts, fifteen to twenty-five mid-sized, and thirty to sixty in top-tier clans, counted across crypts, citadels and heroic squads together rather than crypts alone.
The clan chest goes to whoever completes a crypt, so a partly explored crypt can be finished by another player and the original explorer receives nothing. Reported as a deliberate tactic in at least one kingdom.
Exploring a rare crypt that another player unlocked with their own key is widely treated as poaching.
Tar7 claims
Common tar is produced by the Tar Workshop up to a capacity the workshop sets, and also comes from clan chests, packages, gold and the Triumphal Challenge pass. Rare and epic tar cannot be produced in a city; both come from packages, gold, top-100 placings in events and global tournaments, and the Triumphal Challenge pass.
Rise of the Ancients is the main source of tar volume for players who do not buy it, reported at several million common tar a week for an active clan, alongside rare and epic tar.
Tar wells on the map top out at level 10 and hold around 10,000 common tar. The Watchtower filters the map by crypt class and level; its 30-day pass costs 60,000 gold against 25,000 for seven days.
The Watchtower filters the world map by crypts and arenas, by class and by level. Its 30-day pass costs 60,000 gold against 25,000 for seven days, so the weekly pass is never the cheaper buy. A clanmate with one can locate crypts on another player's behalf.
Tar held as an item in the Miscellaneous tab cannot be stolen in a raid, and tar production stops once the city is over its tar capacity.
Crypt Raiders scores exploration, with epic crypts worth more points than commons. Tar Mastery scores tar obtained, which includes opening tar items already sitting in the Miscellaneous tab.
Tartaros Crypts appear on day 4 of Trials of Olympus and are explored with Lava Oil gathered on day 3, not with tar. Carter is still the captain to send.
Where this came from
Twenty-seven sources, listed in the rail. The game's own three-part crypt series carries most of the mechanics, and Part 3 — the one that names the three bonuses and the 10% — is the single most useful thing published on the subject anywhere. Almost nobody cites it.
Nineteen community videos had their captions pulled and read. Three more turned up in the search and had no caption track, so they were dropped rather than guessed at. The clan-wealth figures come from one clan's published table and are the only per-level numbers the sweep found anywhere, which is why they're marked single-witness.
Ravensteacher and XULQIMOON both record real crypting sessions rather than explaining them from a menu, which is rarer and more useful than it sounds. BattleBites is the one to send a new crypter — short, filmed, one idea per video.