Guide
Cromon Quest glossary
Cromon Quest, the creature-collection RPG on Cronos, has its own vocabulary, and this glossary defines all of it in plain English. A Keeper is a player. A Cromon is one of the 120 collectible creatures, each with a type, a rarity and six stats. A Rift is the mint that creates a new Cromon NFT. Aether is the energy that paces battles, Shards and CroCoin are the in-game currencies, and Cromite is the permanent stat boost mined in The Deeps. Every term below gets one short definition, with links to the page that covers it in depth. If you are brand new, read this next to the starting guide and you will understand every screen in the game.
The world and its people
Cromon Quest
A browser-based creature-collection RPG on the Cronos blockchain. You collect 120 elemental creatures called Cromons, battle with them and grow them, and every Cromon you mint is an NFT you own.
Crystal Void
The world of Cromon Quest: the setting every mode takes place in, from the Arena to the mines of The Deeps.
Keeper
A player of Cromon Quest. Your wallet is your account, and your Keeper name is your player name.
Cromon
One of the 120 collectible creatures of the game. Each Cromon has a species, one of 10 elemental types, one of 5 rarities, and six stats. Minted Cromons are ERC-721 tokens on Cronos.
Starter Cromons
The three free creatures every new Keeper receives on joining: Kindlekin (Fire), Pladdle (Aqua) and Sproutara (Grass). They are in-game creatures rather than NFTs, and together they form a complete 3v3 team.
Cromy
The game's mascot: species #74, a Crystal-type fox.
Currencies and resources
CRO
The native token of the Cronos blockchain. In Cromon Quest, CRO pays for minting Rifts and for fusion, plus small gas fees.
Shards
The main in-game currency, earned across every mode and spent on in-game upgrades and items.
CroCoin
The game's premium in-game currency, earned in play and spent in the shop on boosts, potions and shields.
Aether
The shared energy pool that paces battles: an Arena attack costs 1 Aether, and bigger Expeditions cost up to 3. It refills automatically over time.
Ore (Pyrith, Nautilyth, ...)
Each mine in The Deeps digs its own ore: Pyrith in Fire Gorge, Nautilyth in Coral Hollow, and so on. Ore is a mine-local currency: it pays for every upgrade inside its mine and never leaves it.
Cromite
Crystallized essence that grants a Cromon a permanent +1 to one stat per unit, up to +10 per stat. Earned mainly in The Deeps, with a small drop chance from Expeditions.
Creatures and stats
AVs (stats)
The six stats of a Cromon: HP, ATK, DEF, SPD, CRIT and RES. Each rolls between 3 and 30 at mint, depending on the Rift tier.
Perfection
A Cromon's six stats summed and divided by the maximum of 180, shown as a percentage. A 100% Cromon rolled a perfect 30 in every stat.
Rarity
One of five fixed pools: Common (36 species), Uncommon (36), Rare (28), Epic (13) and Legendary (7). Rarity is minted into the token and never changes.
Type
One of ten elements: Fire, Aqua, Grass, Wind, Electric, Rock, Fight, Shadow, Light and Crystal. A favorable type matchup multiplies damage by 1.5, an unfavorable one cuts it to 0.75.
Rift
The mint: opening a Rift creates a new Cromon NFT. Three tiers (Basic, Premium, Ultra) set the rarity odds and the stat floor, with the percentages published and enforced on-chain.
Fusion
Merging three Cromons of the same species and rarity into one stronger Cromon of that same species and rarity. It burns the sources, mints the result, and costs 10 CRO. Cromons are forged this way, never evolved.
The modes
Arena
The 3v3 PvP mode: automatic battles against rival defense teams, a persistent rating and a live leaderboard.
World Boss
A server-wide co-op raid event: every Keeper attacks the same boss HP pool, community damage unlocks shared reward tiers, and the top 3 damage dealers take the podium.
Shadow Run
The daily roguelike maze: one run per day, Short (50x50) or Long (100x100). Escape before midnight UTC to bank your loot.
Expeditions
Idle timed missions from 1 to 24 hours. Send one to three Cromons, close the tab, collect Shards and CroCoin when the timer ends.
The Deeps
The idle mining mode: assign Cromons to lanes across five elemental mines, dig ore, and refine progression into Cromite.
Robot
A free helper miner in The Deeps. Robots need no stats but dig slower: 40% less than a Cromon on a normal lane and 50% less on a typed lane.
Typed lane
A mine lane carrying an element. A Cromon of the matching element digs 15% faster there; a wrong-element Cromon loses 33%.
The Pit
The ranked descent that opens every other Monday for a week: a tower of 3v3 wave fights that gets deadlier the deeper you go. Wounds carry between waves, and you bank your sack of loot before a run ends it. The top 3 win a free mint (Ultra, Ultra, Premium).
Pit ticket
A draw ticket earned in The Pit by winning the wave of a floor ending in 0 (10 to 50), once per floor per Pit and kept through a wipe. At the settle, 3 Premium free mints are drawn among all tickets, one per Keeper, with a published hash and a revealed seed so anyone can replay the draw.
The Weekly Shadow Run
Weekly Shadow Run
The seven-day version of the Shadow Run: one shared 125 by 125 maze that every Keeper walks at the same time, with other Keepers, roaming ghouls and a closing fog. One Cromon is committed for the whole week.
Sanctuary
A glowing room in the Weekly Shadow Run where nothing can touch you: no Keeper can rob you, no ghoul can catch you, and your HP comes back. It is also where you wake after a fall.
Purse
What your Cromon carries inside a Shadow Run. Nothing in the purse belongs to you until you bank it at the exit, which is why every mode-specific risk is measured against it.
Fall
What happens instead of death in the Weekly Shadow Run. At 0 HP you are carried to a sanctuary at 50 % HP and your purse drops on the floor: 20 % of it burns and anyone can pick up the rest. Losing a duel is different: you also wake at a sanctuary, but the winner takes a cut straight out of your purse and nothing is left on the floor.
Pearl Orb
The prize resource of the Weekly Shadow Run: 5 exist per event, they cannot be stolen, and they only leave the maze with a Keeper who reaches the exit.
Miasma
The green fog that closes the weekly map like a shrinking arena. A band along the borders turns toxic every 24 hours until only a 65 by 65 core is left, and the exit always sits inside it.
Ghoul
A hunter that roams the weekly maze and chases the nearest Keeper standing outside a sanctuary. Getting caught costs a slice of your purse, never your Pearl Orbs.
Where do I see these in action?
The Arena, The Deeps and the mint page each explain their own numbers in depth, and every species from Kindlekin to Cromy has its own page in the species index.
Learn the rest by playing
Free to start: connect your wallet, receive three starter Cromons and meet the Crystal Void first-hand.