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1 Getting started

What is Cromon Quest?

A browser game on Cronos. Collect 120 Cromons across 10 elemental types and 5 rarities, build a camp, send teams on expeditions, and climb the arena ladder.

Is Cromon Quest free to start?

Free to start. You get 3 free off-chain Cromons, and you can level them up with Cromites. You can also earn free Cromons through giveaways and Discord events (free mints). Beyond that, minting more Cromons costs CRO across three tiers: the entry tier is priced to stay affordable. Everything past minting (camp, expeditions, arena, mining) costs no real money.

Which wallets work?

Any WalletConnect-compatible wallet: Crypto.com DeFi Wallet, MetaMask, Rabby. We never custody your assets.

2 Minting Cromons

How does the mint work?

Pick a tier (Basic, Premium or Ultra), send the CRO, and your Cromon arrives in your wallet after a short on-chain reveal of around 30 seconds.

What are the prices?
  • Basic Rift: 20 CRO, stat floor 3, stat ceiling 24.
  • Premium Rift: 50 CRO, stat floor 13, stat ceiling 28.
  • Ultra Rift: 150 CRO, stat floor 20, stat ceiling 30.

Plus a few cents of gas per transaction.

What is the reveal step?

Your mint commits a random seed on chain, waits a few blocks, then locks in the result. Our keeper reveals for you automatically, so you do not need to do anything. If the reveal has not happened after about 24 minutes (240 blocks), you can refund the mint and recover your CRO.

Want the deep mechanics?

Drop rates per tier, AV ranges, type pool and finality are all detailed on the public minting page, with a full walkthrough in the minting guide.

3 Cromons and stats

How many Cromons are there?

120 species across 10 elemental types (Fire, Aqua, Grass, Wind, Electric, Rock, Fight, Shadow, Light, Crystal) and 5 rarities (Common, Uncommon, Rare, Epic, Legendary).

What stats does a Cromon have?

Six: HP, ATK, DEF, SPD, CRIT and RESOLVE. Each one has an AV (added value) rolled at mint, hard-capped at 30.

What is the Perfection %?

A score from 0% to 100% based on the sum of the 6 AVs (HP + ATK + DEF + SPD + CRIT + RESOLVE) versus the maximum possible. Handy for comparing two Cromons of the same species.

4 Camp and expeditions

What is the camp?

Your off-chain progression hub. Buildings unlock features and slots, and expeditions earn you shards and CroCoin.

How many expeditions can I run in parallel?

Up to 4, depending on your Expedition Hall level. You start with 1 slot. Upgrades cost shards plus CroCoin and take real time.

Do team type and AV matter?

Yes:

  • Each Cromon whose type matches the expedition gives +5% rewards, capped at +5% total.
  • If every Cromon on the team meets the AV threshold, you get another +5%.
  • Rare, Epic and Legendary expeditions carry a rarity charter: bring at least one Cromon of that rarity or better for +3%, +5% or +8%.
  • Maximum reward bonus is therefore +18%.
What if I do not like the expeditions on offer?

The first refresh of the day is free. After that, refreshes cost 1, 2, 4, then 8 CroCoin (capped). The counter resets every CET day.

What does Recall do?

Pulls a team out of an in-progress expedition. Your Cromons are freed immediately, but it's punitive: you pay 20% of the expected rewards plus 1 Aether as a penalty. There's no payout: the penalty is the price of bailing out early, and it keeps anyone from gaming the system by sending and recalling on a loop.

How long do expeditions take?

Common 1 h, Uncommon 3 h, Rare 6 h, Epic 12 h, Legendary 24 h.

Do expeditions cost Aether?

Yes for everything above Common: the cost scales with rarity so legendary runs feel like a real commitment:

  • Common: 0 Aether (free, so you always have something to do when Aether is empty)
  • Uncommon: 1 Aether
  • Rare: 2 Aether
  • Epic: 2 Aether
  • Legendary: 3 Aether

Aether is the same pool as for Arena attacks: it refills at 1 per hour (faster with the Aether Reactor) up to your cap (10 base, raised by the Aether Conduit).

5 Arena and PvP

How does PvP work?

Pick 3 Cromons, pick an opponent within roughly 100 rating of yours, and battle. Type matchups, AVs, crit, dodge and block all matter. The Arena overview covers the mode from scratch.

What does an attack cost?

1 Aether per battle. You start with 10 Aether and they refill at 1 per hour. Buildings can lift the cap (up to 20) and shorten the refill.

Why a 1 hour cooldown on opponents?

To stop endless re-matching of the same wallet. You can still battle plenty of other players in that hour.

What do I win?
  • Win: 20 to 40 shards (scaled by opponent strength).
  • Loss: 7 shards consolation.
  • Arena does not pay CroCoin.
  • XP: 9 to 12 on win, 2 to 4 on loss, daily cap 600 XP.
How does the ranking work?

Standard ELO. You start at 1000. K-factor 32. Floor at 100, so you cannot drop into negative ratings.

Will I ever get a free fight?

Yes. Bots attack a slice of real players twice a day (11:00 and 19:00 Europe/Paris time), so the ladder stays warm even when human traffic is low.

6 Resources and progression

Shards vs CroCoin?

Shards are the main hard currency: they drop from expeditions and arena battles, and pay for building upgrades. CroCoin is rarer (mostly from expeditions) and pays for expedition refreshes plus endgame upgrades.

What is Aether?

Energy that gates arena attacks (1 per battle) and Uncommon-or-higher expeditions (1 to 3 depending on rarity: see section 4). Common expeditions stay free. The cap and refill rate scale with your Aether Conduit and Aether Reactor buildings.

How does player XP work?

Earned from arena battles. Level cap is 50, and the curve gets steep at the top so full progression takes a while on purpose.

7 Wallet, refunds and support

Is my Cromon really mine?

Yes. The NFT lives in your wallet from the moment the mint confirms. You can transfer it, list it on a Cronos NFT marketplace, or hold it. We never touch it.

Can I get a refund on a mint?

Mints are final on chain. The one exception is the auto-refund flow: if the reveal never happens within about 24 minutes, you can call refundExpiredBatch from the mint page, which returns your CRO and burns the un-revealed eggs.

I cleared my browser, did I lose anything?

No. Cromons live on chain in your wallet, and your camp / arena progress is keyed to your wallet address.

Where do I get help?

8 Shadow Run (the daily maze)

What is a Shadow Run?

A fresh daily maze, the same one for every Keeper: 100×100. You pick one Cromon as your explorer, scavenge shards, CroCoin and items, dodge traps, fight wild Cromons, answer mysterious events, and hunt the 4 Sigils hidden in the dark.

The door you walk in by is the only way out, and it is sealed: the Sigils decide how much of your haul crosses it. You get one run per day. New to the mode? The Shadow Run overview starts from zero.

What's the goal, and when do I actually get the loot?

Everything you collect during a run is pending: it is NOT yours yet. You bank it by walking back out through the door, and the door lets out the share your Sigils bought: 1 Sigil = 35 %, 2 Sigils = 55 %, 3 Sigils = 75 %, 4 Sigils = 100 %.

Shards and CroCoin are rounded down, orbs by a chance drawn once for your run (the door shows the exact result before you cross), and items follow the same share of the count, rounded up: you choose which ones walk out. Potions and flasks found in the maze always leave with you, and your XP always walks out whole. With no Sigil the door still opens, and you leave empty-handed.

Where are the Sigils?

Deeper and deeper. The first lies 60 to 75 steps from the door, the second 90 to 110, the last ones more than 210 steps in. Each Keeper draws their own Sigil cells, so a friend's Sigil is rarely where yours lies. The two deepest wake a warden that crosses your path on the way back, and the door stays shut until you have faced it, unless a Wayfarer Vial shakes it off your trail.

An oracle or an Omniscience Scroll draws a ring on your map with a Sigil somewhere inside (never at its centre, and a second ring narrows it), a seer's lantern lights three places of which one holds a Sigil, and the Camp's Lantern of the Rift at its highest level marks the Sigil nearest to the door from your first step.

Is there a time limit?

Yes. There is one run per day, and every run expires at 00:00 UTC when the next day's maze is generated. A run still inside at midnight is closed and its pending loot is lost: no carry-over.

Can I use my explorer Cromon elsewhere during a run?

No. While a run is active, that Cromon is locked out of Arena, Expeditions, Gauntlet and the Marketplace. It frees up once the run ends (walked out, KO'd, or expired).

How does energy work?

Energy is the maze's stamina: 1 energy = 1 move (one cell). When you enter, your energy is set to 300, then it regenerates +60 per hour up to a cap of 500. The regen clock runs continuously the moment you drop below the cap.

Remember the way back: every step away from the door is one more to walk home. At 0 energy you can't move: wait for the next hourly top-up, or use a Stamina item.

How much HP does my Cromon have, and what happens at 0?

Your explorer's max HP is 80 + (HP-AV × 4), so a higher HP stat means a tougher run. HP is drained by combat, traps and status effects (burn, poison).

If HP hits 0 your explorer is knocked out and the run stops there. You get one Second Wind per run: take it and you keep half of what you were carrying and every Sigil you had found, come back at full HP, and the wild that beat you is gone from your map. Turn it down and the Shadow keeps everything.

The Weekly Shadow Run works differently: nobody dies there, and there is no Second Wind. See the Weekly section below.

How do fights work?

Wild Cromon encounters are 1 vs 1. Your explorer enters at its current HP (not healed to full between fights); the wild starts at full HP. The same type matchups and damage maths as the Arena apply, and the wild's real species type counts, so bring a type advantage when you can. Winning a fight grants XP to your explorer: 2 to 12 for a wild depending on its tier, 100 for the boss. You can drink a healing potion mid-fight if things go south.

What items can I use in the maze?

Every run starts with 1 free Greater Health Potion (+50% HP): it lives only in that run and is never added to your shop inventory (use it or lose it). Other consumables you can buy from maze merchants or find scattered around:

  • Health potions: restore 20% / 50% / 100% of max HP.
  • Stamina Flask: +100 energy.
  • Full Stamina Elixir: refill energy to the cap.
  • Omniscience Scroll: draws a ring around the nearest Sigil you haven't found, never on it.
  • Wayfarer Vial: warps you to a cell you've already visited (at least 20 cells away).
What can I find or run into?
  • Loot: shards, CroCoin and items scattered across the maze.
  • Wild Cromons: spread across difficulty bands from weak fodder to real threats, tougher the deeper you go. Fights are optional.
  • A boss: one tough Cromon with every stat between 27 and 30, tucked away deep in the maze.
  • Traps: pitfall (−5 HP and −5 energy), pickpocket (lose a pending item), teleport-back (rolled back up to 8 cells along your trail), and hex tiles that curse your loot or defense.
  • Bonuses: energy springs (+5 to +10) and wisdom shrines (reveal a 5×5 patch of the map).
  • Events & merchants: interactive encounters with choices and seeded outcomes (see below).
  • The 4 Sigils, and the sealed door you came in by.
What's the deal with merchants?

Wandering merchants sell health potions, stamina items and scrolls for shards or CroCoin: handy when a run is going long. Stock is limited and rolls per merchant.

You can also rob one. An attack tries to steal a random item from their stock, and it's costly. It curses you (−5 ATK on your next fight). It hurts: you lose 25% of max HP on your first robbery, +15% for each one after. It drives up prices for every other merchant the rest of the run (+20% per merchant you've robbed). And one time in four the merchant bolts with the bag, so you pay all of that for nothing. Greedy keepers, beware.

What kinds of events are there?

Lots, and each one offers a choice with a server-decided outcome. You'll meet altars, fountains, oracles, seer's lanterns, wager sprites, a sphinx, a mimic, blood shrines, soul traders, cartographers, mechanisms and more.

Outcomes can hand you a blessing (blessed (+5 ATK next fight), regen (heal over a few moves), fortune (×1.5 shard pickups) or a shield), or a curse (cursed (−5 ATK), brittle (−8 DEF next fight), burn, poison, or greedhex (×0.5 shard pickups)). Read the room before you commit.

Why can't I see the whole maze?

The maze is fogged: you only see cells you've revealed near your path, and the minimap shows what you've uncovered so far. The door is always on it, where you came in. The tools that point at a Sigil (oracle, scroll, seer's lantern) pin their answer on the minimap.

9 Weekly Shadow Run NEW

Is the Weekly Shadow Run finished?

No: it is in open beta. Everything works and everyone can play it, but nothing you carry out of a run is credited to your account yet: no Shards, no CroCoin, no orbs, no Pearl Orbs, no XP and no items. The week is there to be tested and broken.

What is the Weekly Shadow Run?

One giant Shadow Run, 125 by 125 cells, shared by every keeper for seven days. You lock one Cromon in for the whole week and it runs on its own energy: 300 to start, +40 every hour, cap 500. It runs beside your daily run, not instead of it.

That Cromon is out of the Arena, Expeditions, The Deeps and the Marketplace for the whole week, so pick one you can spare.

The full rules live on the Weekly Shadow Run page.

When can I leave with my loot?

The exit stays sealed until the last 24 hours of the week. Until then everything in your purse is at stake. Walk onto the exit once it opens and hit Bank loot & exit: that is the only moment the haul becomes yours.

What happens if the week ends and I am still inside?

The Shadow Run closes with your purse in it. Shards, CroCoin, orbs and pearls are lost. Your XP is kept. Plan the last day around the door.

Can my Cromon die?

No. At 0 HP you fall: you are carried to a sanctuary at 50 % HP, and your purse drops on the floor where you fell. 20 % of it burns on impact, one pearl may slip out (25 % chance), and anyone who walks over the pile takes the rest, you included. It sits there for 24 hours. Your map knowledge and your XP stay yours.

There is no Second Wind here: it belongs to the daily run.

Where do I find the Pearl Orbs?

3 sit in the deepest zones of the map, at least 158 cells from the entrance. The other 2 drop from the Shadow Run boss. Pearls can never be stolen from you, and only one can ever fall out when you do.

Can other keepers attack me?

Yes, anywhere outside a sanctuary. They can Steal a cut of your carried shards, CroCoin and orbs (never your pearls, never your items), or Attack: lose that duel and you wake at your own sanctuary on 10 % HP with 10 % of your carried loot in theirs. Losing a duel does not make you fall, and drops no pile. They can also Heal you, which costs them a potion.

What is the shield I keep hearing about?

After someone robs or attacks you, you are untouchable for 6 hours and a gold chip says so next to your HP. Careful: stepping into a sanctuary spends that shield, so you are raidable again the moment you walk back out.

What are sanctuaries?

Small glowing rooms scattered across the map. Nothing touches you inside: no keeper, no ghoul. Your HP comes back at 10 % of maximum per full hour standing there, and the Bounty Board hangs on the wall. Energy does not refill any faster inside. A sanctuary the fog swallows dies and becomes plain floor.

What is the Miasma?

Every 24 hours a 5-cell band along the four borders turns to green fog, down to a 65 by 65 clear core on the last day. A doomed band blinks 2 hours before it seals. Walking in the fog costs 1 HP per cell, standing in it 5 HP per minute, and both get worse the older the fog is. The exit is always inside the clear zone, and ghouls never step in.

What are the ghouls?

2 hunters roaming the map, one cell every 30 seconds, chasing the nearest keeper outside a sanctuary. Your screen reddens as one closes in. Caught means dragged back to a sanctuary and 10 % of your purse gone, then 5 minutes where they ignore you. Pearls are never taken.

How does the Bounty Board work?

From any sanctuary you can post a bounty on another keeper: the stake leaves your purse and they are told your name. Or take a contract and hunt them with a rough zone that refreshes as you walk. The Shadow Run keeps 20 % of every payout. Every 10 contracts fulfilled pays a Pearl Orb.

What are supply drops?

Every 4 hours a sector is announced in the chat 5 minutes ahead and drawn on your map. Then 6 bags land in it: shards, CroCoin and a heal potion. First come, first served, straight into your purse. Wild Cromons wait in ambush around them. One drop in 6 is golden and pays double. Bags rot after 6 hours.

Do I keep the potions I found?

No. HP potions, stamina flasks and scrolls are Shadow Run consumables: they stay inside when you bank. Drink them during the week. Boosts and cromites found in the run are banked with the resources.

10 The Deeps (mining)

What is The Deeps?

The Deeps is the game's idle mining mode (in the More menu). You put Cromons to work digging Pyrith ore, pour that ore back into the mine to dig faster, and bank Cromite: permanent stat boosts for your Cromons. Best part: it keeps running while you're away. Your first mine is Fire Gorge. The Deeps overview tours every mine.

Which mines are there?

Mines unlock in a chain: completing one auto-unlocks the next for free. Each is bigger and deeper than the last, with its own element (which sets the typed lanes) and a larger daily Cromite payout:

  • Fire Gorge (Fire): 16 lanes: your starter.
  • Coral Hollow (Aqua): 20 lanes.
  • Thornroot Grove (Grass): 24 lanes.
  • Basalt Cavern (Rock): 28 lanes.
  • Voltaic Rift (Electric): 28 lanes.

On top of these, a limited-time Weekly Mine event runs periodically, with its own theme, leaderboard and rewards.

What is Pyrith and what do I spend it on?

Pyrith is the ore your lanes produce. It's the mine's own currency and pays for every upgrade inside the mine: buying lanes, levelling them, and upgrading the elevator and factory. It is not a wallet currency: it's separate from Shards, CroCoin and Aether and never leaves the mine.

What are lanes?

Lanes are the dig sites (veins) where your Cromons mine. A mine has a fixed set of lanes: 16 in Fire Gorge, more in the bigger mines (up to 28). The deeper a lane, the more Pyrith it produces: but the stronger the Cromon it demands. Your first lane is free; the rest you buy with Pyrith.

How do I unlock more lanes?

Buy them in order with Pyrith: each lane unlocks the next. Obstacles gate the deeper batches, one every four lanes: clear the one after lane 4 to open lanes 5–8, after lane 8 to open 9–12, and so on. Fire Gorge has 3 obstacles; the bigger mines have more (up to 6).

How do I make a lane produce?

Staff it. A lane sitting empty produces nothing: tap it and either assign one of your Cromons or hire a free robot. Once someone's on the vein, it starts pulling Pyrith.

Cromon or robot: what's the difference?

Robots are free and need no stats, but they're weaker: −40% output on a normal lane (−50% on a typed lane) and they never get a type bonus. A Cromon mines at full rate and, if its element matches a typed lane, earns a +15% bonus on top. Robots are great for lanes you can't staff yet; Cromons are how you push real numbers.

What are typed lanes (and the −33% off-type penalty)?

A few lanes in every mine are element-typed: you'll see the element on the lane and in the assign screen. Match it and your Cromon mines +15% faster. Assign the wrong element and that lane takes a −33% production penalty, flagged with a red −33% badge on the lane so you can spot the mismatch at a glance. A robot can't read a typed vein either, so it takes an even steeper −50% there (vs −40% on a neutral lane), so even a wrong-element Cromon still out-mines a robot on a typed lane. Neutral (untyped) lanes don't care about element at all. This applies to every mine, including the Weekly Mine (where the malus also drags your leaderboard score).

What are contested lanes?

Some deeper mines have a few contested lanes: a lane invaded by a hostile element (the mine's opposite). A contested lane mines at −50%, flagged with a red badge and a corrupted look. To cancel the malus, staff it with a Cromon of the mine's own element: that cleanses the corruption and the lane mines at full rate (contested lanes are never element-typed, so there's no extra bonus, just no penalty). Any other worker: a robot, or a Cromon of the wrong element, keeps the −50%.

What are linked (twin) lanes?

Some deeper mines have a pair of linked twin lanes, shown side by side inside a glowing frame. Staff them with exactly two identical Cromons: two copies of the same species (two Voltrick, say), one on each lane, and each lane mines +15% faster, and the frame turns solid gold. Break the pair: leave one empty, use a robot, or put a different Cromon on each, and the working lane takes a −30% penalty (a robot is capped at −50%, like a typed lane) with the frame turning red. It's a bonus for committing two copies of one species: a half-matched pair is worse than a plain lane, so match them or leave the twins alone.

Why can't I assign my Cromon to a lane?

Deeper lanes require a minimum total AV (the sum of the Cromon's six stats), rising with depth: from 30 on the first lane up to about 190 in the deepest lanes of the biggest mines. If your Cromon is below the bar, raise its stats with Cromite (which counts toward the total) or send a stronger one. Robots ignore this requirement entirely.

How do I level up a lane?

Open a lane and spend Pyrith: use ×1, ×10 or ×Max to buy several levels at once. Every level mines a little faster, and at level 50 a second miner joins the lane and doubles its output. Lanes cap at level 100. The gold + on a lane lights up the moment you can afford its next level.

What do the elevator and factory do?

They're the haul chain that carries ore up and out: lanes → elevator → factory. Your real output is only as fast as the slowest link: if your lanes out-produce the elevator or factory, the surplus is wasted and you'll see a bottleneck warning. Keep them upgraded alongside your lanes so nothing backs up.

What is Cromite and how do I earn it here?

Cromite is the real prize: a permanent +1 to a Cromon stat per unit (up to +10 per stat). Those boosts carry into Arena, Shadow Run and Expeditions, so a mined-up Cromon is genuinely stronger everywhere.

The mine pays it out as you progress:

  • +1 Cromite each time you buy a lane,
  • +1 Cromite each time you break an obstacle,
  • +9 Cromite when you fully complete the mine,
  • A daily Cromite bonus once the mine is complete: bigger mines pay more: +2 on Fire Gorge, +3 on Coral Hollow, +4 on Thornroot Grove, +5 on Basalt Cavern and +5 on Voltaic Rift. But you have to keep it staffed: the daily clock only ticks while enough real Cromons (robots don't count) are assigned, and it needs about 10 hours of that staffed mining over the day. How many Cromons depends on the mine: 3 (Fire Gorge), 4 (Coral Hollow), 5 (Thornroot Grove), then 6 (Basalt Cavern and Voltaic Rift). Pull them out and the timer pauses, so leave them digging.

Expeditions can also bring back Cromite: when you collect a run, each Cromon on the team has a small chance to return a bonus Cromite on top of the normal rewards. The odds scale with that Cromon's rarity: from about 0.05% on Common up to 2% on Legendary, rolled per Cromon: so sending your rarer Cromons is the best way to fish for it. The mine stays the reliable source; expedition drops are a lucky bonus.

How do obstacles work?

An obstacle is a timed gate. Pay a small Pyrith fee to start breaking it, then wait out a real-world timer that grows deeper in: 1 hour, 4 hours, 12 hours, and 24 hours for any beyond that (a mine has 3 to 6 obstacles in all). It clears itself when the time's up and hands you Cromite. In a hurry? Skip with CroCoin: the price scales with the time left, so the longer you've already waited, the cheaper the skip.

Can I speed up a mine?

Yes: Mine Boosts multiply a mine's output for a set time. Buy them in the Shop with CroCoin, then open the mine and tap Boosts to apply one. They come in five strengths:

  • ×2 for 12h: 45 CroCoin
  • ×2 for 24h: 100 CroCoin
  • ×3 for 6h: 140 CroCoin
  • ×5 for 2h: 200 CroCoin
  • ×10 for 1h: 400 CroCoin

A boost multiplies the mine's effective output: so if your elevator or factory is the bottleneck, it lifts that too, not just the lanes. A few things to know: a boost speeds up one mine, not all of them; boosts are not stackable, so applying a second one replaces the active one (you don't add the timers together); and a boost does nothing on a completed (100%) mine: ore stops mattering there, and the daily Cromite is a fixed amount. Boosts are best used to grind a fresh mine to completion faster.

Does the mine run while I'm offline?

Yes. It keeps producing while you're away, at half speed, and banks up to 6 hours of ore per absence: so popping in at least every few hours gets you the most Pyrith.

What do the Active and AFK badges mean?

The mine runs at one of two rates, shown by a live badge on the surface:

  • Active (100%): full speed. You earn it while the mine is open and you actually do something (buy, upgrade, break, assign).
  • AFK (50%): half speed. This is the away rate, capped at 6 hours per absence.

Leaving the tab open by itself is not full speed: if you take no action for 20 minutes, the badge flips to AFK and you drop to half rate until you act again. So active play really means playing, not just an idle open tab.

Are my Cromons locked while they mine?

Yes. A Cromon working a lane is busy and can't be used in Arena, Shadow Run or Expeditions until you take it off the lane. Robots are always free to hire, so use them to hold lanes you'd rather keep your Cromons out of.

What is the Weekly Mine?

A limited-time event mine that runs periodically (usually about a week), separate from your permanent mines. It has its own theme element, an unbounded depth (there's no 100%: you dig as deep as you can before the timer runs out) and a leaderboard. It plays exactly like a normal mine: lanes, robots and typed lanes all behave the same, so matching your Cromons to the theme element earns the usual +15% (and an off-type miner still costs −33%).

How does the Weekly Mine score and reward work?

Your score is the total ore you mine during the event (it only ever goes up), and it sets your rank on the leaderboard, which re-snapshots every hour. You earn rewards two ways: clear personal score tiers for shards, CroCoin, Cromite and XP as you climb; and finish near the top of the leaderboard for a podium reward: a cosmetic title (the winner takes Depth Champion) plus shards and CroCoin. A handful of bots pad out the board but can never take a podium place.

What are the weekly modifiers?

Each event can roll up to two modifiers that change the rules for the week:

  • Rush: ×2 output while you're actively mining, but zero while you're away.
  • Gold Rush: two surprise 2-hour windows at ×3 output (the times stay hidden until they hit).
  • No robots: only real Cromons can mine that week.
  • All lanes typed: every lane is typed to the theme element, so an off-type Cromon is penalised on all of them.

11 Achievements & Prestige

What are achievements?

Trophies for milestones across every part of the game: Arena, Shadow Run, Collection, Camp, Mint, daily quests, expeditions and your overall progression. They live on the Achievements page (in the More menu), and your dashboard shows your Prestige at a glance.

How do the tiers work?

Each achievement climbs through tiers: Bronze → Silver → Gold → Platinum → Diamond. They're flexible: some run the full ladder, others are a single elite tier. Every tier you reach pays a reward:

  • Bronze: bragging rights (and Prestige).
  • Silver: +75 XP.
  • Gold: +200 shards.
  • Platinum: +20 CroCoin.
  • Diamond: a cosmetic Title.
What is Prestige?

Your trophy score: the sum of points from every tier you've unlocked: Bronze 1 · Silver 2 · Gold 4 · Platinum 8 · Diamond 16. It only ever goes up, and it's shown front and centre on your dashboard.

What are the ???? ones?

Hidden achievements: masked as ???? until you trigger them. We won't spoil what they are or how to get them. Many are one-shot feats: pull off something special (say, escape a Shadow Run without a single fight, or take down the maze boss) and it pops.

Titles and the Chainmaster?

Diamond tiers grant cosmetic titles you can equip from the Achievements page. The apex is Chainmaster: clear every Diamond tier to claim the ultimate title.

Do they unlock automatically?

Yes. Threshold achievements track your lifetime stats and unlock as you pass each tier: the page re-checks every time you open it, so just play and watch them stack.

12 World Boss (community raid) NEW

What is a World Boss?

A server-wide raid event. For 5 to 14 days a colossal Cromon roams the Void and every keeper fights the same one: all damage drains a single shared world HP bar. The community's collective damage unlocks reward tiers for everyone who fought, and a damage podium crowns the top 3.

Events are announced in advance: watch for the “??? is coming” teaser in the events hub (bottom-left marker) and on the World Boss page.

How does an attack work?

Place a formation of 3 Cromons on the 3 by 3 grid (or load a saved Arena team) and launch an assault: a turn-based fight against the boss and its escorts. The usual battle maths apply: type matchups (the boss has an element, counter-picking pays ×1.5), AVs, crit, dodge, block, and the techniques your Cromons fire from the grid. Two camp rules to respect:

  • Shared escorts: their HP is shared by the whole server. An escort knocked out stays down for everyone, and when the boss falls, its escorts break.
  • Round limit: every fight stops at the boss's round limit (20 by default). The damage you dealt is banked as it lands.

Every point of damage you deal is added to the world bar and to your personal total. Each attack also grants player XP (subject to the shared daily cap).

How does raid energy work?

The raid has its own energy, separate from Aether: a bar of 3 attacks, full when you join the fight, refilling +1 every 6 hours. That's up to 4 attacks a day if you keep the bar moving: checking in morning and evening is enough to stay near the cap.

What is the War banner?

Land a raid with a legendary Cromon in your team and you raise the War banner on the boss for 15 minutes; a team of 3 epics raises it for 10. While it flies, every keeper's damage counts +5%, the hit that raised it included, and the band on the boss page shows who raised it and how long it has left.

It stacks with a damage event (×2 becomes ×2.10). Raising it again while it flies only resets the timer when yours would last longer: it never stacks. The fight grade ignores it.

What are the fight grades (F → S+)?

Each assault is graded against a perfect-team benchmark for that exact boss (max AVs + the right counter-pick). S+ means you matched or beat the perfect team: reachable with a strong type-advantage pick and some crit luck. The grade is bragging rights; only the damage counts for tiers and podium.

What are the reward tiers?

Milestones on the world HP bar: 10%, 20%, 40%, 60%, 80% and 100% (“Slain”). Every tier the community reaches pays out to every player who landed at least one attack, no matter their damage. The payload mixes shards, CroCoin, XP, items and temporary boosts, and is set per event: check the tier list on the boss page.

If the boss escapes (the timer ends before 100%), the tiers you did reach still pay in full: only the “Slain” tier is lost.

What does the top 3 win?

The three keepers with the highest total damage take the podium: bonus shards and CroCoin on top of the tiers, plus a headline prize announced per event: free mints, NFTs, that kind of loot. Podium prizes are delivered by the team after the event settles.

When do I get my rewards?

At settle time, shortly after the event ends: every reached tier plus your podium bonus (if any) are credited in one go, with a recap in your bell. The boss page then shows the full results: tiers reached, podium, final leaderboard and your own contribution: for 7 days, and forever in Previous bosses (the hall of records).

13 Dojo and techniques NEW

What is the Dojo?

The Dojo is where your Cromons learn and rank up combat techniques for 3v3 formation battles. A Focus technique replaces the Cromon's normal attack when its Focus reaches 100; Guard instead replaces its first action when it can protect an ally. Every Cromon already knows one innate move, Sweep; the Dojo is how it learns others and upgrades them from rank 1 up to rank 3.

How do I teach a Cromon a new technique?

Techniques come from capsules. Open a capsule on a Cromon and it reveals a short draft of moves that Cromon can learn; you pick one and it enters the Cromon's memory. Opening a capsule only reveals and chooses the move: it costs no training time.

How many different techniques a Cromon can hold depends on its rarity, Sweep included: 2 on a Common, 3 on an Uncommon or Rare, 4 on an Epic, 5 on a Legendary. Rarity means more choice, never more power.

What are the three capsule types?

They differ only by how much choice you get when you open one (every technique can reach rank 3, whichever capsule it came from):

  • Basic Capsule (1,500 shards): one random technique.
  • Premium Capsule (3,000 shards): choose 1 of 2.
  • Ultra Capsule (6,000 shards): choose 1 of 3.

Buy them from the shop or straight from the Dojo with the gold Buy capsule button.

How does training work?

Once a move is in memory you train it at the Dojo to raise its rank:

  • Learn it (rank 0 to 1): 8 hours, free: the capsule already paid for it.
  • Rank 1 to 2: 12 hours, 3,000 shards.
  • Rank 2 to 3: 24 hours, 8,000 shards.

So taking a move from scratch to rank 3 is 44 hours and 11,000 shards in total. The Dojo trains one technique at a time; when the timer ends, come back and Collect to bank the rank.

Can a Cromon do anything else while it trains?

No. A Cromon training at the Dojo is busy everywhere: it cannot be sent on an expedition, into The Deeps, the Pit, a Shadow Run or a Gauntlet, and it cannot attack or defend in the Arena. A saved attack team may still list it, but it will not fight while it trains. It becomes free again the moment the training timer ends, even before you Collect. The reverse holds too: a Cromon already busy in another mode cannot start training.

Do techniques and ranks change a Cromon's stats?

No. Techniques are formation moves, not stat boosts, and only matter in 3v3 formation combat. Your Cromon's AVs, Perfection and Cromite boosts are untouched. A higher rank makes the move itself stronger (a bigger secondary hit, a better heal); it never raises HP, ATK, DEF, SPD, CRIT or Resolve.

14 The Pit (ranked descent) NEW

When is the Pit open?

A Pit opens every 14 days, on a Monday at 00:00 UTC, and stays open 7 days: one open week, then a week of rest before the next tower. You get 2 descents per Pit at 2 Aether each. The lobby counts down to the next opening, and the podium settles a few hours after the close.

The full rules live on the Pit page.

How do I get a Pit draw ticket?

Win the wave of a floor ending in 0 (floors 10, 20, 30, 40, 50) and you hold a ticket, one per floor, once per Pit: reaching floor 30 in your second descent adds nothing if your first already got there, but reaching floor 40 adds a fourth. A ticket is yours the moment the wave is won and stays yours even if the crew is wiped afterwards. Tickets are valid for the Pit they were earned in only.

How is the Pit draw made, and can I check it?

At the settle, 3 Premium free mints are drawn among every ticket of the Pit, one lot per Keeper, the podium included. More tickets means more chances, never two lots.

The draw is fixed before the first ticket exists: the Pit's secret seed is published as a SHA-256 hash in the lobby on opening day, and revealed at the settle. The ticket list is public, in order. Anyone can replay it: h0 = sha256(seed:ticketCount:lastTicketId), then for each lot k, hk = sha256(h(k-1):k) and the winning ticket is at position (first 12 hex digits of hk) modulo the tickets still in the pool, the winner's other tickets leaving the pool. Nothing runs on chain, so it costs nobody a transaction.

What do the top 3 of a Pit win?

One board per Pit, ranked on the deepest floor banked, then how far into the next floor, then who banked first. The podium pays 500, 1,300, 550 Shards and 280, 140, 70 CroCoin, an equippable title each, and a free mint: Ultra for #1, Ultra for #2, Premium for #3. The top 3 keep their tickets for the draw too.

How do I claim a free mint I won in the Pit?

You get a bell and a push the moment the settle names you. The team then adds the allowance to your wallet on chain, usually within a few days, and a second bell tells you it landed. From there, open the Free Mint page: it shows the Rift tier you won, and the mint costs you nothing but gas.

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