AdventureCraft Loot Tables
Plugin v7.51.0 — generated 2026-08-22 20:04. Every number here is parsed from the running source.
One table rules everything. Chests, mobs, events and the loot rain no longer have their own drop lists — they all pull Adventurer Rolls. The Trinket row is the roll's sense of humour: 100 items that are worthless on purpose, usually paying a trinket on safe ground. Each pull carries a danger level — a chest takes it from its zone (set by the strongest mob prowling nearby), a mob from its own level — and as that level rises the rich end swells while amounts grow.
Most chests and most kills pay nothing extra. A chest hides treasure at far more often the deeper the zone — and a mob pays at stronger mobs pay far more often
How danger bends the table
The deeper the zone, the richer the pull — filler fades away and treasure swells. Danger is the only lever.
The Adventurer Roll
| Entry | Class | Unlocks at |
|---|---|---|
| Emerald x4-8, +1 per 6 levels | treasure | — |
| Adventure Coin (27 = 1 degg) x6-13, +1 per 4 levels | treasure | — |
| Ember x1-3, +1 per 12 levels | treasure | — |
| Voidrib (spy bone, one use) | treasure | — |
| String of Sacrifice | treasure | — |
| Diamond x2-4, +1 per 10 levels | rich treasure | — |
| Repair Elixir (1 grep) | rich treasure | 10 |
| Levelup Potion (1388 XP) | rich treasure | — |
| Dragon Egg x1, +1 per 14 levels | rich treasure | 6 |
| Totem Of Undying | rich treasure | 10 |
| Diamond Block x1, +1 per 20 levels | rich treasure | 14 |
| Victory Bean | rich treasure | 18 |
| Shattergold Shard x1, +1 per 24 levels | rich treasure | 20 |
| Ancient Gold Dust | rich treasure | 25 |
| A KEY - rolled on the standard ladder | THE KEY | — |
| Trinket - one of 100 joke items, worthless by design x | filler | — |
Who pulls, and how often
| Source | Pulls | Danger level used | Notes |
|---|---|---|---|
| Wild chest / town cache | One roll — ever likelier in deeper zones | Zone level = strongest mob nearby | Zone 16+ chests can pay a second roll, which cannot pay a second key |
| Leveled mob | stronger mobs pay far more often | The mob's own level | Most kills pay only their vanilla drops. You must land the kill — fall traps and crushers pay nothing. And each payout halves the next one's odds in that chunk for 30 minutes: farms starve, hunters on the move never notice. |
| Lucky sheep (Stampede) | a lucky few of the flock - about 10 of the 100 | Fixed Lv.14 (event grade) | The whole stampede table is Adventurer Rolls |
| Loot Rain | a handful of the 30 falling drops | Fixed Lv.16 | Rain also drops embers, coins, diamond blocks and keys directly |
| First wild chest daily | +1 guaranteed AdventureCraft Key | — | Retention bonus, sits on top of the rolls |
How a drop actually happens
| Step | What the server does |
|---|---|
| 1. Something dies or is opened | A leveled mob falls, or a chest generates its loot. Vanilla loot happens as normal — the Adventurer Roll is always an addition, never a replacement. |
| 2. Danger is measured | A mob uses its own level. A chest uses its zone level, which is set by the strongest mob prowling within 40 blocks — distance from spawn is only the floor. A chest guarded by horrors pays like it. |
| 3. The dice are thrown | Chest: Chests: ever likelier with depth. Mobs: stronger mobs pay more often, halved once for every payout that chunk already made in the last 30 minutes. Most of the time nothing extra happens at all. |
| 4. The roll is announced | If it hits, the player is told: "You have been given the chance for an ADVENTURER ROLL!" with a chime. |
| 5. The table is weighted for that danger | Every row's weight is recomputed: rich treasure and the key multiply by (1 + level x 0.055), amounts grow with level, and rows below their minimum level are removed entirely. |
| 6. One item is drawn | A single weighted pick. If it is a key, that source cannot pay another key from any further roll in the same drop. |
What did NOT change
| System | State |
|---|---|
| Key redeems / the Vault | Untouched. Every key still pays exactly what it paid before — tier ladder, pools and broadcasts are unchanged. |
| The standard key ladder | weighted toward the everyday keys — the crown keys are the rarest pulls |
| Enhanced key table | Reserved for Lv.28+ affixed bosses, the Town Terror, the Glass Hunt chest and every podium 1st place: (table not found) |
| Boss and event payouts | Unchanged: Terror pays one enhanced key + beans + embers + a shot at the mythic; siege champion takes one key; fox pays a key + degg |
The key ladders - every roll, every weight
The STANDARD ladder pays podium 2nds, the Golden Fox, loot-rain key slots and every ordinary "key roll". The ENHANCED ladder is reserved for the hardest work: the Town Terror, the Glass Hunt chest and every podium 1st. Parsed live from the running source.
| Key | Rarity |
|---|---|
| AdventureCraft Key | Common |
| Demigod Key | Common |
| Demi Rune Key | Rare |
| Aura Key | Rare |
| Infinity Key | Rare |
| Spell Key | Rare |
| Artifact Key | Rare |
| Hero Key | Rare |
| God Rune Key | Very Rare |
| God Tools Key | Very Rare |
| God Weapons Key | Very Rare |
| God Armour Key | Very Rare |
| Runed Key | Very Rare |
| Dragon Key | Very Rare |
| Mythic Rune Key | The Crown |
| Mythic Key | The Crown |
| Event Key | The Crown |
| Legendary Key | The Crown |
| Legendary Rune Key | The Crown |
Same roster, inverted curve. On the standard ladder the entry keys dominate and the crowns are rare; the enhanced ladder flips it - the top tiers dominate and the AdventureCraft Key becomes the disappointment.