Section 10 of 12 · World

Crypts, Chests & Loot

Where everything actually comes from: every crypt type and what it drops, every chest and what's inside, the full materials and gem catalogs, and the tar that fuels it all.

How this page was built

The crypt-to-material mapping below is community-verified (each material's in-game info icon lists every crypt that drops it). What nobody has published are numeric drop *rates*—treat quantities as unknowable and sources as reliable.

The three crypt classes

Every crypt is a map site explored by a captain (in practice, always Carter) burning Tar. A crypt has Health (total exploration needed), Damage (progress per march), and Cost (tar per march)—and marches round *up*, so efficiency bonuses only pay off at whole-march thresholds. All classes run to level 35, and fully exploring any crypt drops a clan chest for your whole clan.

ClassLevelsUnlockFuelDrops
Common5–35None—available from the startCommon TarStandard equipment materials (each crypt type carries two specific ones), plus resources, silver, and XP.
Rare10–35Crypts II research + a Dragon Key from an Elven Citadel of the same level (also sold in the Fenrir's Invasion shop; a clanmate can open one for you)Rare TarGems (one specific gem per crypt, never two) plus the twelve targeted materials.
Epic15–35Crypts III research (Academy 15)Epic TarMaterials for unique equipment (the Omniscience endgame crypting set) in larger amounts, plus standard materials.

Higher levels gate behind the research ladder: Crypts IV at Academy 20, V at 25, VI at 30, VII (level 35) at Academy 35. One overlooked lever: loading a march with more tar than the base requirement grants +10% exploration efficiency, applied before other bonuses.

The twelve common crypts

There are twelve visually distinct common crypt types, and each is the only common-crypt source of one signature material—which means the crypt you farm determines the gear you can craft. The community mined this mapping from each material's info icon; names for three types remain undocumented.

CryptSignature materialWhat it feeds
Stone Crypt{{icon:phantom-iron-shard}} {{item:phantom-iron-shard:Phantom Iron Shard}}The Guardsmen's Courage set (all six pieces)
Forgotten Crypt{{icon:thorium-ore}} {{item:thorium-ore:Thorium Ore}}Every Weapon-slot piece
Elegant Crypt{{icon:runic-thread}} {{item:runic-thread:Runic Thread}}Every Helm-slot piece—completion drops the Elegant Chest
Sand Crypt{{icon:royal-griffin-hide}} {{item:royal-griffin-hide:Royal Griffin Hide}}Every Body-slot piece
Bone Crypt{{icon:ashen-hydra-hide}} {{item:ashen-hydra-hide:Ashen Hydra Hide}}Every Feet-slot piece
Barbarian Crypt{{icon:adamant-shard}} {{item:adamant-shard:Adamant Shard}}Every Shield-slot piece
Mayan Crypt{{icon:siren-tears}} {{item:siren-tears:Siren Tears}}Every Item-slot piece—completion drops the Mayan Chest
Cobra Crypt{{item:enchanted-leather:Enchanted Leather}} (unverified)The Tomb Raider crypting set
Orc Crypt{{item:imperial-silk:Imperial Silk}} (unverified)The Ruler set
Three undocumented types{{icon:magma-coal}} {{item:magma-coal:Magma Coal}}, {{item:old-gnome-cogwheel:Old Gnome Cogwheel}}, {{item:green-dragon-scale:Green Dragon Scale}}Specialist Authority, Engineer, and Swift Wayfarer sets

In-game, tap the info icon on any material—it lists every crypt that drops it. That's the ground truth this table is built from, and how you can fill the three unnamed types on your own server.

Rare and epic variants

  • Rare crypts come in two appearances. Community sourcing says only the horned variant drops Amber—the crypt-efficiency gem, the one every crypter chases. The wiki documents one named variant, the Rare Dragon Crypt, with its own Rare Dragon Chest.
  • Epic crypts have many visual variants; no public source names them all. They're the source of unique-equipment materials—the Omniscience set is the reason you're there.
  • Tartaros Crypts appear only during Day 4 of Trials of Olympus, burn Lava Oil instead of tar, and are the game's only source of spell Enchantments.

Chests

Chests run on a quality ladder—Wooden → Bronze → Silver → Golden → Precious → Magic—where the tier tracks how hard the source content was. A single Magic chest from an Epic Crypt 35 outweighs a pile of Wooden ones.

ChestHow you get itWhat's inside
Clan chestsA clanmate finishes a crypt, arena, citadel, heroic squad, or story chapter; open within ~20 hoursSpeedups, gold, resources, tar, Dragon Coins; opening them also earns your clan Wealth points.
Wooden ChestThe baseline clan chestDocumented odds: mostly speedups (15-min at ~18.5%), 200 gold (~11.7%), resource packs, 250 tar (~2.3%), 1,000 Dragon Coins (~1.8%), with sub-1% shots at 1-day VIP or 500 tar.
Chests of WealthDaily clan reward by Wealth tier—300K points for Common, scaling by ×10 per tier to 30B for Ascendant (points decay hourly)Tiered clan rewards: Common → Uncommon → Rare → Epic → Legendary → Ascendant; each day the clan claims its tier plus everything below it.
Named crypt chestsFully explore the matching crypt{{icon:elegant-chest}} Elegant, {{icon:mayan-chest}} Mayan, and {{icon:rare-dragon-chest}} Rare Dragon Chests are themed completion rewards for their crypts.
{{icon:dragon-coin-chest}} Dragon Coin chestBuying Dragon Coin offers (lands in Warehouse → Miscellaneous)Dragon Coins—note tournament-won coins skip the chest and go straight to your Clan Capital.
Mimic ChestSummon Key from the Union of Triumph reward trackA buildable map structure you place on an empty tile and raid for loot.
Event chestsEvent point shops and top-100 placementsWinterfest Master/Hunter's/Exploration Chests (they level up to 7 as you open them, and decay on a 3-hour timer), Ragnarök shop chests, Trials of Olympus lava chests, sacks of gems, chests of materials.

The materials catalog

Forge materials come in eight quality tiers—Poor → Common → Uncommon → Rare → Epic → Legendary → Ascendant → Godlike—and combine four-into-one at the Forge Workshop. Every equipment piece needs four distinct materials, and mixing qualities lowers your odds of the top-tier result: match all four and it's guaranteed.

The 24 standard materials split cleanly in two. The twelve targeted materials each drop from exactly one common crypt type (the table above) plus rare and epic crypts. The twelve generic materials drop from any common crypt from level 5 up:

…plus Frost Oil, Phoenix Feather, Spectral Paint, and Vampire Ashes (no wiki thumbnails exist for those four yet).

Name trap

Roaring Light Manuscript is not a material—it's the Item-slot equipment piece of the Guardsmen's Courage set, crafted *from* materials (Phantom Iron Shard + Siren Tears + Arcane Dust + Golem Core).

The gem catalog

A gem is a stone you set into a piece of your Hero's or a Captain's equipment. While that equipment is worn, the gem's bonus is on—most of them boost your whole army, so one good stone quietly makes every soldier you own hit harder or last longer.

From crypt to combat—the life of a gem

  • Get one. Gems drop from rare crypts (the special glowing variants of the ordinary crypts around your city), come as event rewards, or can be crafted at the Forge using Rare Flickering Dust. A few—like {{item:cyanite:Cyanite}}—can't be crafted at all and only come from special sources.
  • Socket it. Every equipment piece has exactly one gem slot (plus one enchantment slot). Open the Forge, pick the piece, set the stone. Done—the bonus applies while the gear is worn.
  • Upgrade it. Gems come in the same eight quality tiers as materials—Poor → Common → Uncommon → Rare → Epic → Legendary → Ascendant → Godlike—and four identical gems combine into one of the next tier. That's the whole upgrade path: a Poor {{item:ruby:Ruby}} gives your melee units +3% strength; feed enough Rubies together and the Godlike version gives +40%. The table's last column shows exactly that journey for every gem.
  • Take it back. Gems are never lost: pull one out of a piece with Jewelers' Pincers of the matching level and re-use it forever. (Enchantments are the opposite—removal destroys them.)

What a "gem pair" is

The game issues most combat gems as twins: one stone raises a troop class's strength (the damage they deal), and a sibling stone raises the same class's health (the damage they survive). {{item:ruby:Ruby}} and {{item:amber-stone:Amber Stone}} are the melee twins; {{item:sapphire:Sapphire}} and {{item:beryl:Beryl}} cover mounted units, and so on down the table. A "pair" is not a bundled item—they're two separate gems needing two separate slots. If you can only afford one, strength is usually the attacker's pick and health the defender's.

The confirmed roster—thirty-one gems

Three gems have no wiki artwork yet—{{item:topaz:Topaz}}, {{item:azurite:Azurite}}, and {{item:cyanite:Cyanite}}—but all three are confirmed in-game and sit in the table below.

Gem pairBoosts (strength / health)Curve, Poor → Godlike
{{icon:jewel}} {{item:jewel:Jewel}} / {{icon:garnet}} {{item:garnet:Garnet}}Entire army strength / health+1% → +23%
{{icon:ruby}} {{item:ruby:Ruby}} / {{icon:amber-stone}} {{item:amber-stone:Amber Stone}}Melee strength / health+3% → +40%
{{item:topaz:Topaz}} / {{icon:amethyst}} {{item:amethyst:Amethyst}}Ranged strength / health+3% → +40%
{{icon:sapphire}} {{item:sapphire:Sapphire}} / {{icon:beryl}} {{item:beryl:Beryl}}Mounted strength / health+3% → +40%
{{icon:calcedony}} {{item:calcedony:Calcedony}} / {{icon:moonstone}} {{item:moonstone:Moonstone}}Flying strength / health+3% → +40%
{{icon:jade}} {{item:jade:Jade}} / {{icon:alexandrite}} {{item:alexandrite:Alexandrite}}Siege engines strength / health+3% → +40%
{{icon:zephyrite}} {{item:zephyrite:Zephyrite}} / {{icon:argulite}} {{item:argulite:Argulite}}Fortifications (your walls) strength / health+3% → +40%
{{icon:crystal}} {{item:crystal:Crystal}} / {{icon:corundum}} {{item:corundum:Corundum}}Scouts strength / health+3% → +40%
{{icon:tiger-s-eye}} {{item:tiger-s-eye:Tiger's Eye}}March speed+1.5% → +25%
{{icon:agate}} {{item:agate:Agate}}Troop training speed+2% → +45%
{{icon:opal}} {{item:opal:Opal}}Training queue limit+1.5% → +25%
{{icon:jasper}} {{item:jasper:Jasper}}Building resources AND silver + food production (the only known double-stat gem)+2% → +45% (both)
{{icon:tourmaline}} {{item:tourmaline:Tourmaline}} / {{icon:titanite}} {{item:titanite:Titanite}}Guardsmen strength / health+2% → +46%
{{icon:andalusite}} {{item:andalusite:Andalusite}} / {{item:azurite:Azurite}}Specialists strength / health+2% → +46%
{{icon:onyx}} {{item:onyx:Onyx}} · {{icon:hematite}} {{item:hematite:Hematite}} · {{icon:obsidian}} {{item:obsidian:Obsidian}}Construction speed · research speed · equipment crafting speed+2% → +45% (each)
{{icon:emerald}} {{item:emerald:Emerald}} / {{icon:citrine}} {{item:citrine:Citrine}}Tar production / tar capacity+3% → +40%
{{icon:amber}} {{item:amber:Amber}}Crypt exploration efficiency (Carter's chase gem)+6% → +80%
{{item:cyanite:Cyanite}}Strength against epic monsters—find-only: its tooltip lists no crafting cost, and community reports point to Seasonal Kingdom top-100 races+5% → +115%
How this table got made

Every row was read directly from in-game tooltips (Manon's screenshot archive, August 2026)—all thirty-one known gems, each with its exact per-tier curve. As far as we can tell, no public source has the complete set. The screenshots also settled three long-running mysteries: Amber boosts crypt exploration (not tar), Titanite is a gem, not a material, and Cyanite—dismissed as a mis-hearing by community researchers—is real, and carries the biggest curve in the game.

The gem-crafter's playbook

  • Always craft at the lowest tier and combine upward. Four identical gems combine into one of the next tier, and the Blacksmithing research adds up to a 15% chance of a free bonus gem on every combine—a cascade that pays out at every rung. Crafting mid-tier directly skips all those free gems.
  • Combining and disenchanting run on Rare Flickering Dust, with exact in-game prices (identical for every gem): crafting costs 80 / 320 / 1,300 / 5,200 / 21,000 / 84,000 / 340,000 / 1,400,000 dust from Poor up to Godlike, and disenchanting returns 10 / 40 / 160 / 640 / 2,600 / 10,500 / 42,000 / 170,000—always about one-eighth of the craft price. So combine gems up before disenchanting the ones you don't want.
  • Gems come back; enchantments don't. Pull gems with Jewelers' Pincers before dismantling gear. And since gear only wears down in battle, your best enchantments belong on economy captains' gear—it never breaks.

Tar, in all its forms

FuelFeedsWhere it comes from
Common TarCommon crypts (~100 per march at level 5, scaling up)The Tar Workshop produces it constantly up to a cap; also clan chests, packages, gold purchases, and the Triumphal Challenge pass.
Rare TarRare cryptsCannot be produced. Top-100 tournament placements, packages, gold, the Triumphal pass.
Epic TarEpic cryptsSame as Rare—tournaments, packages, gold, the pass. The scarcest resource in the crypt economy.
Lava OilTartaros Crypts onlyGathered from Lava Fountains on Day 3 of Trials of Olympus; spent on Day 4.

The tar-economy levers worth researching: Crypt Exploration Cost (continuous savings), Crypt Exploration Efficiency (only pays at whole-march thresholds), the Chance to Explore Twice line, and the flat +10% for overloading a march with extra tar. The Ragnarök Fenrir shop also sells tar bundles and rare-crypt keys for event points.

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