> For the complete documentation index, see [llms.txt](https://wiki.pvptiers.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.pvptiers.com/royale.md).

# Royale

Crystal Royale match flow, looting, upgrading, border phases, events, survival, and rewards.

**Crystal Royale** is PvPTiers' Battle Royale mode built around Crystal PvP.

Players drop into a large map, loot resources, upgrade equipment, rotate as the playable area shrinks, survive increasingly dangerous fights, and try to be the last player or team standing.

## Core gameplay

A Royale match is built around seven things:

* **Loot resources**
* **Upgrade gear**
* **Survive encounters**
* **Control positioning**
* **Manage healing**
* **Stay inside the border**
* **Eliminate opponents**

The goal is to feel like a full Crystal PvP survival experience rather than a basic Hunger Games-style mode.

## Supported formats

Royale is designed to support:

* Solo
* Duo
* Trio
* Squad

Standard match sizes can scale through roughly **24, 48, 64, and 100+ players**, depending on the event and available population.

A typical match is designed to last around **20–35 minutes**, with larger competitive games potentially running longer.

## Joining a hosted Royale

Royale games can be started by staff or eligible player hosts.

When a hosted game opens:

1. a network and Discord announcement can notify players;
2. the Royale lobby enters an active pending-game state;
3. players have a **10-minute join window** before selection begins;
4. players who make it through selection are transferred to the pre-game waiting area;
5. where teams are enabled, there is a **120-second team-forming period**;
6. players can use **`/team create`** and **`/team invite`** to form teams;
7. players who do not form a team can be allocated automatically when required by the format;
8. the match then begins.

{% hint style="info" %}
Hosted-event settings can vary. Always follow the information shown in the Royale lobby and the event announcement for that specific game.
{% endhint %}

## The map

The Crystal Royale map is designed around competitive Crystal PvP.

### Size

* approximately **512 × 512 blocks**
* border begins at the outside edge and closes over time

### Terrain

Expect a mixture of:

* open plains;
* hills and ridges;
* light forests;
* rivers, ponds and lakes;
* rocky areas;
* smaller mountain regions;
* roads and natural rotation paths.

Water is used sparingly because Crystal PvP becomes much less enjoyable when fights are forced into deep water.

### Points of interest

The map is designed around roughly **5–6 major POIs** plus smaller landmarks.

Major POIs are intended to have:

* multiple entrances and exits;
* useful cover without creating unbeatable camping positions;
* recognisable silhouettes;
* good Crystal PvP space;
* a **Forge**.

## Starting equipment

Players begin with a basic survival loadout:

* Iron Helmet
* Iron Chestplate
* Iron Leggings
* Iron Boots
* Stone Sword
* Iron Pickaxe
* Iron Axe
* 8 Steak

From there, power comes from looting, upgrading, events, and surviving long enough to reach stronger gear.

## Loot

Loot progression is one of the core systems in Royale.

Chests can contain combat supplies such as:

* armor and weapons;
* shields;
* crossbows and arrows;
* Golden Apples and food;
* Obsidian;
* End Crystals;
* Respawn Anchors and Glowstone;
* Experience Bottles;
* Totems of Undying;
* Gold;
* Nether Stars;
* special combat items and consumables.

Later loot phases are intended to become stronger and more contested.

## Chest refills

Chests refill globally during the match.

The documented refill structure uses later loot waves to:

* restart movement around the map;
* create new conflict zones;
* discourage players from staying in one place for the whole game;
* improve loot quality as the match progresses.

The design currently uses refill points around the **8-minute** and **16-minute** marks.

## Item rarity

Equipment uses four rarity tiers:

1. **Common**
2. **Uncommon**
3. **Rare**
4. **Epic**

Higher rarity means stronger enchantments.

### Armor

| Rarity   | Enchantments                           |
| -------- | -------------------------------------- |
| Common   | Protection I                           |
| Uncommon | Protection II, Unbreaking I            |
| Rare     | Protection III, Unbreaking II, Mending |
| Epic     | Protection IV, Unbreaking III, Mending |

Leggings use **Blast Protection** instead of regular Protection. Boots can use either Protection or Blast Protection.

### Swords

| Rarity   | Enchantments                             |
| -------- | ---------------------------------------- |
| Common   | Sharpness I                              |
| Uncommon | Sharpness II, Unbreaking I               |
| Rare     | Sharpness III, Unbreaking II             |
| Epic     | Sharpness V, Unbreaking III, Knockback I |

### Axes / Pickaxes

| Rarity   | Enchantments                                                         |
| -------- | -------------------------------------------------------------------- |
| Common   | Efficiency I                                                         |
| Uncommon | Efficiency II, Unbreaking I; axes also gain Sharpness I              |
| Rare     | Efficiency III, Unbreaking II, Mending; axes also gain Sharpness III |
| Epic     | Efficiency V, Unbreaking III, Mending; axes also gain Sharpness IV   |

### Crossbows

| Rarity   | Enchantments                           |
| -------- | -------------------------------------- |
| Common   | Piercing I                             |
| Uncommon | Piercing II, Unbreaking I              |
| Rare     | Piercing III, Unbreaking II            |
| Epic     | Multishot, Piercing II, Unbreaking III |

## Forges & Gold

Forges are placed at major POIs and let players improve eligible gear by spending **Gold** earned during the match.

| Upgrade           |    Cost |
| ----------------- | ------: |
| Common → Uncommon |  5 Gold |
| Uncommon → Rare   | 15 Gold |
| Rare → Epic       | 45 Gold |

Choosing when to spend Gold and which item to upgrade is a major part of Royale's resource management.

## Netherite Drop Events

Netherite is introduced through special drop events rather than ordinary chest progression.

The design uses **four Netherite Drop Events** across a match, together supplying one full set of Netherite armor over time.

A drop can also contain valuable supplies such as:

* Golden Apples;
* Speed II;
* Totem of Undying;
* Gold.

The location is marked so players can contest it. When a Netherite item is claimed for the first time, the match can announce that it has been taken.

For network XP earned from claiming these objectives, see XP & Coins.

## Bosses & Medallions

Boss encounters can appear during Royale.

Defeating a boss awards a special **one-off perk / Medallion** tied to that encounter. Boss locations are designed as contestable areas rather than safe farming zones.

## The border

The border continuously tightens throughout the match.

Each phase:

* reduces the playable area;
* forces players into contact;
* makes long-term camping less effective;
* increases pressure as the match goes on.

Players outside the border take increasing punishment and eventually cannot survive outside it.

## Endgame

If the normal match timer reaches its end while multiple players are still alive, remaining players are forced into a confined final combat area.

The purpose is to prevent endless hiding and guarantee a decisive finish.

The final phase is designed for:

* a very small combat area;
* constant player contact;
* heavy Crystal PvP pressure;
* limited opportunities to escape.

## Death & spectating

When a player dies:

* their inventory drops;
* **10 Gold** is dropped;
* they become a spectator.

Spectators can continue watching the remaining match, including major fights and the final engagement.

## Royale XP & Coins

Royale contributes to network progression through eligible gameplay actions, objectives, placements, and podium results.

For the full rates, see XP & Coins.

Notable Coin podium rewards are:

| Placement | Coins |
| --------: | ----: |
|       1st |    15 |
|       2nd |    10 |
|       3rd |     5 |

For team modes, each eligible participating team member receives the full placement amount rather than splitting it.

## Related pages

XP & Coins · Server Rules · Support
