Pixel Kingdom Wars

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Items, gear and inventory

Every item in Pixel Kingdom Wars: consumables, Warden hero gear, training writs and hero contracts, how you get them, and how the backpack works.

Pixel Kingdom Wars has a small, deliberate item catalog: 21 items in total. Some you buy in the SHOP for KEEP, some drop only from the GOLD FORGE, and most can be traded with other players for SOL on the in-app MARKET. This page lists every item, what it does, how you get it, and how your backpack (the INVENTORY) limits what you can carry.

The game runs on Solana devnet: KEEP and SOL here are test-net tokens with no real-world value.

Quick facts

The Inventory screen showing owned items and capacity

How items are organized

Every item has a kind, a rarity, a weight, a maxOwned limit and an acquisition path:

Two flags matter for trading. "Drop" items cannot be bought in the Shop, but most of them can be sold on the Market. Exactly one item, the WARZONE AEGIS, is drop-only: it cannot be bought or sold, ever.

Why: a freely won item that could be listed for SOL would be a faucet straight out of the game, and with free onboarding, making another account would be the cheap way to roll for one. So the Aegis can only be earned from the Forge and never traded.

Consumables

These four items each do one thing. Use them from the Inventory.

ItemRarityWeightHow to get itMax ownedEffect
KEG OF HASTEcommon1Shop, 60 KEEP; Forge dropunlimitedFinishes a build with 30 minutes or less remaining
FINISHER'S SEALuncommon1Shop, 300 KEEP; Forge dropunlimitedFinishes a build with 2 hours or less remaining
POWDER CHARGErare2Shop, 1,500 KEEP; Forge dropunlimitedAdds 1 raid energy to your base
WARZONE AEGISlegendary3Forge drop only (never bought or sold)unlimitedDeploys a 48-hour shield that holds through a warzone

How the finishers work

KEG OF HASTE and FINISHER'S SEAL target a build job you choose, or the soonest-finishing active build if you do not pick one. If that build is already done, or has more time left than the item's bound (30 minutes for the Keg, 2 hours for the Seal), the use is refused and you keep the item.

Why: the time bound exists so consumables can never bypass the normal speed-up cost curve. A Keg will not shave two hours off a long build.

Finishing a build needs a paid base (bought land). Free players can own these items but cannot use them until they buy land. See Base building for build timers and builders.

Powder Charge

POWDER CHARGE adds one purchased raid energy to your base. You get 6 free raid energy per day; buying a single extra energy with SOL costs 0.03 SOL. The Powder Charge is intentionally the expensive KEEP route — it exists for players who have KEEP to spend and would rather not touch SOL. See Raids and loot.

Warzone Aegis

WARZONE AEGIS grants the same 48-hour warzone shield that the Shop sells for 10 SOL, without paying. It is refused (and kept) if you already have an active warzone shield. You can also use it outside a warzone, where it protects your base like any other shield. Using it requires a paid base.

There is deliberately no consumable that extends a shield. Shield extensions are SOL-only (0.05 SOL for +12 hours in SHOP › BOOSTS).

Consumable use is atomic: the item is removed and its effect applied in one step. If anything about the effect fails, the removal is rolled back too. You cannot lose an item to a failed use.

Hero gear (the Warden set)

There are ten pieces of hero gear, exactly one per equipment slot, and all ten belong to the Warden set. Every piece has fixed stats — there are no random rolls. Since 2026-08-16 gear is no longer sold in the Shop: it drops only from the GOLD FORGE, and spare copies can be sold to other players on the Market for SOL. Gear bought earlier was kept.

Hero gear slots and equipped Warden pieces

The ten pieces

Stats are percentages applied to the hero's base values. Negative numbers are real drawbacks.

PieceSlotRarityWeightMax owned
WARDEN'S HELMhelmrare42
AMULET OF THE FIRST SHARDamuletlegendary12
SHARDPLATE CUIRASSchestepic112
VOIDWEAVE CLOAKcloakepic22
SIEGE GAUNTLETSglovesuncommon32
KEEPWARD SIGNETringrare02
MARCHER'S GREAVESbootscommon32
BANNER OF THE NINEbannermythic51
BREAKER OF GATESweaponlegendary142
BULWARK OF THE DEEP KEEPoffhandepic92
PieceStat changes
WARDEN'S HELMHero HP +6%, ability damage +4%
AMULET OF THE FIRST SHARDHero HP +8%, ability damage +10%, cooldown reduction +6%
SHARDPLATE CUIRASSHero HP +12%, move speed −5%
VOIDWEAVE CLOAKFirst-hit reduction +25%, move speed +5%
SIEGE GAUNTLETSHero damage +6%, wall damage +15%
KEEPWARD SIGNETCooldown reduction +8%
MARCHER'S GREAVESMove speed +12%
BANNER OF THE NINEAllied troop HP +6%, allied troop damage +6%
BREAKER OF GATESHero damage +18%, wall damage +35%, move speed −8%
BULWARK OF THE DEEP KEEPHero HP +10%, incoming damage reduction +8%, move speed −4%

What the stats do

Gear modifiers are applied to the hero in real raids, both when you attack and when your hero defends. Hero HP scales the hero's max health; hero damage scales basic attacks; skill damage uses hero damage plus ability damage. Move speed, wall damage, cooldown reduction, first-hit reduction (a one-time reduction on the first hit the hero takes), incoming damage reduction and the two allied-troop stats are all live in the battle simulation.

Totals are capped per hero after adding up every equipped piece plus the set bonus:

StatCap
Hero HP±40%
Hero damage±30%
Ability damage±15%
Cooldown reduction±20%
Move speed±15%
StatCap
Incoming damage reduction±10%
First-hit reduction±25%
Wall damage±50%
Allied troop HP±15%
Allied troop damage±10%

Set bonus: equip 9 Warden pieces on one hero and the set awakens, adding +8% HP to your non-hero troops. The Inventory shows "+8% NONHERO TROOP HP ACTIVE" once it is on, and "EQUIP 9 PIECES TO AWAKEN" until then.

Tip: the big hitters come with drawbacks. Breaker of Gates and Shardplate Cuirass both slow the hero down; Marcher's Greaves and Voidweave Cloak buy that speed back.

Equipping gear

Gear-in-combat is switched on in production. If the team ever has to roll it back, new raids use base stats and the Inventory shows "EQUIPMENT SAVED · COMBAT ROLLOUT OFF"; your loadouts are not lost.

A known cosmetic issue: in the battle view the HP bar does not yet show a geared hero's bonus max HP. The bonus is applied in the fight; only the bar is wrong. See Troops and heroes for hero skills and stats.

Training writs and hero contracts

These seven items are consumables that unlock something permanently.

ItemRarityWeightHow to get itMax owned
HERO CONTRACT: VEXepic2Shop, 3,000 KEEP (Keep level 5, paid land)1
HERO CONTRACT: THEODORlegendary2Shop, 10,000 KEEP (Keep level 5, paid land)1
MAGE TRAINING WRITrare2Shop, 5,000 KEEP1
DRAGON TRAINING WRITepic2Forge dropunlimited
GLOAMFANG TRAINING WRITepic2Forge dropunlimited
HEXBARROW TRAINING WRITepic2Forge dropunlimited
DIREWYVERN TRAINING WRITlegendary2Forge dropunlimited

Writs

Five troops are gated behind a writ: mage, dragon, gloamfang, hexbarrow and direwyvern. USE the writ once and that troop is unlocked for your whole account (every base on your wallet), forever. If your account already has the unlock, the use is refused with a 422 and you keep the writ — sell it on the Market instead.

Wallets that existed before 2026-08-17 and could already train one of these troops under the old Keep-level gates kept that unlock permanently, so long-time players did not lose anything when writs arrived.

Writ rarities and drop odds are marked in code as agent assumptions awaiting owner tuning, so expect them to change.

Hero contracts

VEX and THEODOR both unlock at Keep level 5. You can recruit either directly at the altar for KEEP (Vex 3,000, Theodor 10,000), or you can hold a Hero Contract: when you place the hero's altar the game consumes a held contract first and charges nothing. Contracts cannot be USEd from the Inventory — placing the altar is what consumes them. Buying a contract in the Shop requires paid land; direct recruiting at the altar currently does not (a known inconsistency, tracked as K-031).

Where items come from

Shop (KEEP)

Only six items are sold for KEEP: Keg of Haste (60), Finisher's Seal (300), Powder Charge (1,500), Mage Training Writ (5,000), Hero Contract: Vex (3,000) and Hero Contract: Theodor (10,000). Everything else is Forge-drop only. KEEP spent here is recycled back into the emission pool. Details in Shop and marketplace.

Gold Forge drops

Each day the Forge settles, every deed that put in more shards than it lost to raids that day (a positive net contribution) gets one independent roll for every item in the drop table. There is no minimum contribution and no global quantity cap, and at most one of each item per deed per day.

Gold Forge drop table with per-item odds

Odds per deed per day:

ItemOdds
Keg of Haste8.00%
Finisher's Seal4.00%
Powder Charge2.00%
Marcher's Greaves2.50%
Siege Gauntlets1.80%
Dragon Training Writ1.20%
Warden's Helm1.00%
Keepward Signet1.00%
Gloamfang Training Writ0.80%
ItemOdds
Shardplate Cuirass0.60%
Voidweave Cloak0.60%
Bulwark of the Deep Keep0.60%
Hexbarrow Training Writ0.50%
Amulet of the First Shard0.40%
Breaker of Gates0.40%
Direwyvern Training Writ0.30%
Warzone Aegis0.25%
Banner of the Nine0.15%

Drops go straight into that deed's backpack even if it is full. The Forge needs bought land. See Gold Forge for how contributions work.

Market (SOL, player to player)

Landowners can list any item except the Warzone Aegis for SOL, and the item must be an unequipped copy. Buyers pay the seller directly from their wallet (95% to the seller, 5% fee), and the item is granted only after the payment is confirmed on-chain. Browsing is open to everyone; listing and buying need land. Again, this is devnet SOL. See Shop and marketplace.

Inventory limits

What is not in the game

See also