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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
- 21 items in the catalog: 4 classic consumables, 10 pieces of hero gear, 2 hero contracts and 5 troop training writs.
- Six rarity tiers: common, uncommon, rare, epic, legendary, mythic.
- Three ways to get an item: buy it in the SHOP for KEEP, win it as a daily GOLD FORGE drop, or buy it from another player on the MARKET for SOL.
- Your backpack holds 160 weight units per piece of land you own. Equipped gear weighs nothing.
- Using a consumable never wastes it: if the effect cannot apply, the use is refused and you keep the item.
- The RELIC and COSMETIC tabs in the Inventory are empty today — no item of either kind exists in the game right now.

How items are organized
Every item has a kind, a rarity, a weight, a maxOwned limit and an acquisition path:
- Kind is one of gear, consumable, relic, deed or cosmetic. Only gear and consumable are actually used by items today. Land deeds show up in the Inventory as a
deedentry so you can see what you own, but they are NFTs, not stored items (see Land deeds and the globe). - Rarity is a label from common up to mythic. It does not change how an item behaves.
- Weight counts against your backpack capacity while the item sits in the bag.
- maxOwned caps how many copies a single backpack can hold. Where it is "unlimited", capacity is the only limit.
- Acquisition is either "shop" (buy for KEEP), "keep_level" (buy for KEEP once your Keep reaches a level) or "drop" (Gold Forge only).
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.
| Item | Rarity | Weight | How to get it | Max owned | Effect |
|---|---|---|---|---|---|
| KEG OF HASTE | common | 1 | Shop, 60 KEEP; Forge drop | unlimited | Finishes a build with 30 minutes or less remaining |
| FINISHER'S SEAL | uncommon | 1 | Shop, 300 KEEP; Forge drop | unlimited | Finishes a build with 2 hours or less remaining |
| POWDER CHARGE | rare | 2 | Shop, 1,500 KEEP; Forge drop | unlimited | Adds 1 raid energy to your base |
| WARZONE AEGIS | legendary | 3 | Forge drop only (never bought or sold) | unlimited | Deploys 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.

The ten pieces
Stats are percentages applied to the hero's base values. Negative numbers are real drawbacks.
| Piece | Slot | Rarity | Weight | Max owned |
|---|---|---|---|---|
| WARDEN'S HELM | helm | rare | 4 | 2 |
| AMULET OF THE FIRST SHARD | amulet | legendary | 1 | 2 |
| SHARDPLATE CUIRASS | chest | epic | 11 | 2 |
| VOIDWEAVE CLOAK | cloak | epic | 2 | 2 |
| SIEGE GAUNTLETS | gloves | uncommon | 3 | 2 |
| KEEPWARD SIGNET | ring | rare | 0 | 2 |
| MARCHER'S GREAVES | boots | common | 3 | 2 |
| BANNER OF THE NINE | banner | mythic | 5 | 1 |
| BREAKER OF GATES | weapon | legendary | 14 | 2 |
| BULWARK OF THE DEEP KEEP | offhand | epic | 9 | 2 |
| Piece | Stat changes |
|---|---|
| WARDEN'S HELM | Hero HP +6%, ability damage +4% |
| AMULET OF THE FIRST SHARD | Hero HP +8%, ability damage +10%, cooldown reduction +6% |
| SHARDPLATE CUIRASS | Hero HP +12%, move speed −5% |
| VOIDWEAVE CLOAK | First-hit reduction +25%, move speed +5% |
| SIEGE GAUNTLETS | Hero damage +6%, wall damage +15% |
| KEEPWARD SIGNET | Cooldown reduction +8% |
| MARCHER'S GREAVES | Move speed +12% |
| BANNER OF THE NINE | Allied troop HP +6%, allied troop damage +6% |
| BREAKER OF GATES | Hero damage +18%, wall damage +35%, move speed −8% |
| BULWARK OF THE DEEP KEEP | Hero 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:
| Stat | Cap |
|---|---|
| Hero HP | ±40% |
| Hero damage | ±30% |
| Ability damage | ±15% |
| Cooldown reduction | ±20% |
| Move speed | ±15% |
| Stat | Cap |
|---|---|
| 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
- The hero must be recruited on the base you are equipping.
- The piece must fit its slot, and you must own an unequipped copy. You cannot equip more copies across your heroes than you own — the game will tell you "all owned copies are already equipped".
- Equipped gear weighs nothing in the backpack; only stored copies count.
- Loadouts belong to the base (the deed) in the multi-base game, so gear on a base stays with that base if the deed changes hands.
- You can own up to 2 copies of each piece (1 of the Banner of the Nine), which lets you gear two heroes, or keep a spare to sell.
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.
| Item | Rarity | Weight | How to get it | Max owned |
|---|---|---|---|---|
| HERO CONTRACT: VEX | epic | 2 | Shop, 3,000 KEEP (Keep level 5, paid land) | 1 |
| HERO CONTRACT: THEODOR | legendary | 2 | Shop, 10,000 KEEP (Keep level 5, paid land) | 1 |
| MAGE TRAINING WRIT | rare | 2 | Shop, 5,000 KEEP | 1 |
| DRAGON TRAINING WRIT | epic | 2 | Forge drop | unlimited |
| GLOAMFANG TRAINING WRIT | epic | 2 | Forge drop | unlimited |
| HEXBARROW TRAINING WRIT | epic | 2 | Forge drop | unlimited |
| DIREWYVERN TRAINING WRIT | legendary | 2 | Forge drop | unlimited |
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.

Odds per deed per day:
| Item | Odds |
|---|---|
| Keg of Haste | 8.00% |
| Finisher's Seal | 4.00% |
| Powder Charge | 2.00% |
| Marcher's Greaves | 2.50% |
| Siege Gauntlets | 1.80% |
| Dragon Training Writ | 1.20% |
| Warden's Helm | 1.00% |
| Keepward Signet | 1.00% |
| Gloamfang Training Writ | 0.80% |
| Item | Odds |
|---|---|
| Shardplate Cuirass | 0.60% |
| Voidweave Cloak | 0.60% |
| Bulwark of the Deep Keep | 0.60% |
| Hexbarrow Training Writ | 0.50% |
| Amulet of the First Shard | 0.40% |
| Breaker of Gates | 0.40% |
| Direwyvern Training Writ | 0.30% |
| Warzone Aegis | 0.25% |
| Banner of the Nine | 0.15% |
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
- Capacity is 160 weight units per base. Usage is the sum of (stored copies minus equipped copies) × item weight.
- Shop purchases are refused when the item would push you over capacity ("inventory full") or when you already hold the item's maxOwned.
- You can never lose an item to a full bag. Forge drops, Market returns (a cancelled or unsold listing coming back), and unequipping gear all land even when you are over capacity. The bag is then marked overflow, which only blocks new Shop purchases until you free space.
- Inventory belongs to the land. Each deed has its own backpack; items stay with the deed if it is sold. Troop unlocks from writs are the exception: those stay with your wallet.
- Free players (no land yet) can browse the Shop and Market and buy or use the plain Shop items, but cannot use the finishers or the Warzone Aegis, buy hero contracts, list or buy on the Market, or use the Gold Forge until they own land. See Land deeds and the globe.
What is not in the game
- Keep skins / cosmetics: the three keep skins were removed on 2026-08-15 and every copy was refunded at the original KEEP price. No cosmetics are purchasable today.
- Lootboxes: not implemented. Drops come from the deterministic Gold Forge, not from boxes.
- Relics: a kind name exists but no item uses it; the Inventory tab is empty.
- Reward mail with item attachments is an admin recovery lane and is currently disabled by default; it is never a player-to-player item transfer. See Quests, referrals, mail, chat and clans.