🔑 Keys and Loot

Parsed from the live server source — plugin v7.51.0, generated 2026-08-22. ← all wiki pages

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

EntryClassUnlocks at
Emerald x4-8, +1 per 6 levelstreasure
Adventure Coin (27 = 1 degg) x6-13, +1 per 4 levelstreasure
Ember x1-3, +1 per 12 levelstreasure
Voidrib (spy bone, one use)treasure
String of Sacrificetreasure
Diamond x2-4, +1 per 10 levelsrich treasure
Repair Elixir (1 grep)rich treasure10
Levelup Potion (1388 XP)rich treasure
Dragon Egg x1, +1 per 14 levelsrich treasure6
Totem Of Undyingrich treasure10
Diamond Block x1, +1 per 20 levelsrich treasure14
Victory Beanrich treasure18
Shattergold Shard x1, +1 per 24 levelsrich treasure20
Ancient Gold Dustrich treasure25
A KEY - rolled on the standard ladderTHE KEY
Trinket - one of 100 joke items, worthless by design xfiller

Who pulls, and how often

SourcePullsDanger level usedNotes
Wild chest / town cacheOne roll — ever likelier in deeper zonesZone level = strongest mob nearbyZone 16+ chests can pay a second roll, which cannot pay a second key
Leveled mobstronger mobs pay far more oftenThe mob's own levelMost 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 100Fixed Lv.14 (event grade)The whole stampede table is Adventurer Rolls
Loot Raina handful of the 30 falling dropsFixed Lv.16Rain also drops embers, coins, diamond blocks and keys directly
First wild chest daily+1 guaranteed AdventureCraft KeyRetention bonus, sits on top of the rolls

How a drop actually happens

StepWhat the server does
1. Something dies or is openedA 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 measuredA 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 thrownChest: 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 announcedIf 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 dangerEvery 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 drawnA 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

SystemState
Key redeems / the VaultUntouched. Every key still pays exactly what it paid before — tier ladder, pools and broadcasts are unchanged.
The standard key ladderweighted toward the everyday keys — the crown keys are the rarest pulls
Enhanced key tableReserved for Lv.28+ affixed bosses, the Town Terror, the Glass Hunt chest and every podium 1st place: (table not found)
Boss and event payoutsUnchanged: 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.

KeyRarity
AdventureCraft KeyCommon
Demigod KeyCommon
Demi Rune KeyRare
Aura KeyRare
Infinity KeyRare
Spell KeyRare
Artifact KeyRare
Hero KeyRare
God Rune KeyVery Rare
God Tools KeyVery Rare
God Weapons KeyVery Rare
God Armour KeyVery Rare
Runed KeyVery Rare
Dragon KeyVery Rare
Mythic Rune KeyThe Crown
Mythic KeyThe Crown
Event KeyThe Crown
Legendary KeyThe Crown
Legendary Rune KeyThe 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.