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 catalogue: 21 items you can own today — consumables, ten pieces of Warden hero gear, hero contracts and troop training writs. Some you buy in the SHOP for KEEP, some drop only from the GOLD FORGE, and most can be traded with other players on the in-game MARKET.
The game runs on Solana devnet: KEEP and SOL here are test-net tokens with no real value.

Quick facts
- 21 items: 4 consumables, 10 pieces of hero gear and 7 contracts and writs.
- Six rarities: 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 base. 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 are empty today — no item of either kind exists yet.
How items are organised
Every item has a kind, a rarity, a weight, a maximum owned and a source:
- Kind — gear or consumable for every item today. Land Deeds appear in the inventory so you can see them, but they are NFTs, not stored items.
- Rarity — a label from common to mythic. It does not change how the item behaves.
- Weight — counts against your backpack while the item sits in it.
- Maximum owned — how many copies one backpack can hold.
- Source — the Shop (for KEEP, sometimes from a Keep level) or a Gold Forge drop.
Forge-drop items cannot be bought in the Shop, but most can be sold on the market. Exactly one, the WARZONE AEGIS, can never be bought or sold.
Consumables
| Item | Rarity | Weight | How to get it | Effect |
|---|---|---|---|---|
| KEG OF HASTE | common | 1 | Shop, 60 KEEP; Forge drop | Finishes a build with 30 minutes or less left |
| FINISHER'S SEAL | uncommon | 1 | Shop, 300 KEEP; Forge drop | Finishes a build with 2 hours or less left |
| POWDER CHARGE | rare | 2 | Shop, 1,500 KEEP; Forge drop | Adds 1 raid energy |
| WARZONE AEGIS | legendary | 3 | Forge drop only (never bought or sold) | Deploys a warzone shield |
KEG OF HASTE and FINISHER'S SEAL finish a build you choose, or the soonest-finishing one. If that build has more time left than the item allows, the use is refused and you keep the item — so these can never undercut the speed-up price.
POWDER CHARGE adds one raid energy. Buying one energy with SOL is cheaper; the Powder Charge is for players who would rather spend KEEP than SOL. See Raids and loot.
WARZONE AEGIS gives the warzone shield that the Shop sells for SOL during a warzone, without paying. It is refused (and kept) if you already have a warzone shield. There is deliberately no consumable that extends an ordinary shield — shield extensions are SOL only.
Finishers and the Aegis need a paid base (a Land Deed). Every use is all-or-nothing: if the effect fails, the item comes back.
Hero gear (the Warden set)
Ten pieces of hero gear, one per slot, all in the Warden set, each with fixed stats. Gear is not sold in the Shop: it drops only from the GOLD FORGE, and spare copies can be sold on the market for SOL.

| 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 |
The modifiers of every piece, the caps and the set bonus are on Troops and heroes.
Equipping gear
- The hero must be recruited on the base you are equipping.
- The piece must fit its slot, and you need an unequipped copy.
- Equipped gear weighs nothing; only stored copies count.
- Loadouts belong to the base, so gear stays with a base if its deed changes hands.
Training writs and hero contracts
These unlock something permanently.
| Item | Rarity | Weight | How to get it | Max owned |
|---|---|---|---|---|
| HERO CONTRACT: VEX | epic | 2 | Shop, 3,000 KEEP (Keep 5, Land Deed) | 1 |
| HERO CONTRACT: THEODOR | legendary | 2 | Shop, 10,000 KEEP (Keep 5, Land Deed) | 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 need a writ: Mage, Dragon, Gloamfang, Hexbarrow and Direwyvern. USE it once and that troop is unlocked for your whole wallet, on every base, forever. If you already have the unlock, the writ is refused and kept — sell it instead. Wallets that could already train one of these troops under the older Keep-level rules keep it without a writ.
Hero contracts
Vex and Theodor both unlock at Keep 5. You can recruit either at the altar for KEEP (3,000 / 10,000), or hold a Hero Contract: placing the altar uses your contract first and charges nothing. Contracts cannot be USEd from the inventory — placing the altar is what uses them. Buying a contract needs a Land Deed; recruiting at the altar for KEEP does not.
Where items come from
Shop (KEEP)
Only six items are sold for KEEP: Keg of Haste, Finisher's Seal, Powder Charge, the Mage Training Writ and the two Hero Contracts. Everything else is a Forge drop. KEEP spent in the Shop goes back into the reward pool. See Shop and marketplace.
Gold Forge drops
Every day the Forge settles, each base that put in more SHARDS than it lost to raids that day gets one independent roll for every item on the drop table — at most one of each per base per day. The full odds are on Gold Forge.

Market (SOL, player to player)
Landowners can list any item except the Warzone Aegis for SOL, as long as the copy is unequipped. The buyer pays the seller directly (95% to the seller, 5% fee), and the item moves only after the payment is final on chain. See Shop and marketplace.
Inventory limits
- Capacity is 160 weight units per base. Usage is the weight of every stored, unequipped copy.
- Shop purchases are refused when the item would push you over capacity or past its maximum owned.
- You never lose an item to a full bag. Forge drops, market returns and unequipping all arrive even when you are over capacity; you just cannot buy from the Shop until you make room.
- Inventory belongs to the base. Each Land Deed has its own backpack; items stay with the deed if it is sold. Troop unlocks from writs are the exception — they stay with your wallet.
- Players without land can browse the Shop and market and buy the plain Shop items, but cannot use finishers or the Aegis, buy contracts, trade on the market or use the Gold Forge until they own land.
What is not in the game
- Keep skins and cosmetics — none are for sale today; the old keep skins were removed and refunded in full.
- Lootboxes — there are none. Drops come from the Gold Forge's daily rolls.
- Relics — the kind exists, but no item uses it yet.
With onchain gameplay
See also
- Gold Forge
- Shop and marketplace
- Troops and heroes
- Base building
- Economy: SHARDS and KEEP
- Items and inventory — resources, materials and NFTs with onchain gameplay.
