
Primos LANDZ · Player guide
A home to build.
A Primo to grow.
Put your Primos to work, turn resources into a stronger LANDZ, and prepare for the world beyond it. Start with what you own and choose one next step.
Find your way
The dock at the bottom of the screen takes you everywhere. On your LANDZ, floating icons hold the war and build actions.
Bottom dock
My LandzYour LANDZ, Capital, and Shaman missions.
Primos & InventoryPrimos, Workers, Troops, and items.
MapFind targets. Attacks and spies start here.
ActivityBattle, spy, and production reports.
StorageCaravans, claims, Exchange, and Blacksmith.
In your Outlander camp, the dock shows My Camp, Map, Activity, and Camp Storage.
On your LANDZ
AttackOpens the World Map with this LANDZ as your origin.
DiplomacyYour alliance and relations, without leaving the LANDZ.
BuildOpens Build mode to place a House on your own LANDZ.
Primo NewsToday’s edition of the game news.
InfoInside every building panel: rates, rules, and costs.
Attack and Build appear on LANDZ you own. Visitors see Diplomacy and Primo News.
Your next step starts with a question
Sign in with Google, X, or Ronin from the app navigation. You can start an Outlander camp without a wallet or NFTs. NFT features and wallet actions use the Ronin wallet linked to your account. Then choose the question that matches your goal.
01 · Build a home
I own LANDZ. Where do I start?
Start with one LANDZ and one useful improvement. Production gives you materials; those materials let you expand your buildings and prepare your defense.
Open My Landz, choose a LANDZ, and check its buildings. Follow LANDZ Initiation in the Shaman’s House Quests tab if it is available.
Keep Seeds, Pickaxes, and Axes in your shared inventory. Assign your available Primos or Common Workers to your own production buildings to increase their hourly output.
When manual collection is active, tap the resource badge above a building to move its output into that LANDZ’s Storage. Check the material plan before confirming a build or upgrade.
You keep 100% of your buildings’ production in that LANDZ’s storage. Farm, Lumber Mill, and Stone Mine can run at a minimum rate without staff, but still need supplies. Axie Lands have stone-only Mines and no Refinery.
02 · Give your Primo a purpose
I own a Primo. Where can I use it?
Assign a Primo to a production building on your own LANDZ, or use an available Primo for supported missions, transport, and other actions. Without LANDZ, check eligible public Shaman missions. Leading a LANDZ army requires your own LANDZ.
Open Primos to check availability and XP. An active assignment or trip may prevent another action.
Open your LANDZ and select a production building, or use bulk staffing in Primos & Inventory. One Primo fills all of the building’s slots, regardless of its rarity.
The Primo stays assigned until you withdraw it. Production adds no new work cooldown; withdraw it before using it elsewhere. Existing mission, travel, and recovery restrictions still apply.
Primo levels persist with the NFT from 1 to 99. They improve espionage chances, not production or troop ATK/DEF. The XP panel shows your next level; Caravan and missions have their own availability rules.
03 · Plan your next return
How do I prepare my first mission?
A Shaman’s House mission sends Primos on a timed assignment for a displayed reward. Choose a mission whose requirements and return time fit your next session.
If you own LANDZ, open your own Shaman’s House or review missions in My Landz. With Primos but no LANDZ, use Explore to find a Shaman’s House with an available mission.
In the Expeditions tab, read the required Primos, resources, duration, and reward. Select available Primos and confirm only when the requirements are met.
Return when the mission finishes and claim the result from the mission panel. Those Primos are committed while the mission is active.
Outlander camp has a separate Shaman expedition flow in My Camp: you select regular troops, launch a timed combat trip, and review its battle report. It is not a LANDZ Primo mission. LANDZ owners use their own Shaman’s House; Primo-only players can use an eligible Shaman’s House on another LANDZ.
04 · Protect what you built
What should I protect before I fight?
Check exposed resources, your defending army, and building condition before launching an attack. Each LANDZ needs its own preparation.
Review the LANDZ storage and Hideout capacity. Fire Dust cannot be stolen in raids, even outside the Hideout. Other resources outside the Hideout can be exposed.
Check the troops left on that LANDZ, their readiness, and formation. A Defense Tower needs HP and must not be upgrading or repairing; arrows enable its separate attacks and interceptions.
If you need a shield, review its activation conditions before warfare begins. Buying a shield does not activate it, and an attack already in flight continues.
An active shield prevents new attacks; launching an attack breaks the applicable protection. Before choosing a target, consider its defenses and your return trip as well as its resources.
05 · Learn, recover, prepare again
I lost a battle. What can I recover?
Read the battle report before rebuilding. It separates survivors, wounded troops, deaths, and the outcome so you can see what to change next time.
Open Battles in Activity and read the report or available replay. Check the formation, counters, readiness, and losses.
Wait for surviving outgoing troops to return. Open the Hospital on that LANDZ to treat wounded troops and review its cost and time.
Train replacements for dead regular troops and repair damaged buildings from their own panels. Recheck your defense before committing another army.
Healing restores wounded troops; it does not resurrect dead units or restore stolen resources. Losing an invoked unit does not destroy its original NFT; a new invocation has its own requirements and cost.
06 · Give your army a larger objective
Why compete for a pillar?
The six Power Spots are shared map objectives. A held pillar produces its displayed resource over time, while its garrison remains exposed to challengers.
Open the World Map and select a pillar. Read its current holder, garrison, resource, and hourly production rate.
Prepare a Hero Primo and army from your LANDZ. After a successful capture, surviving attackers stay as the pillar’s garrison rather than returning immediately.
Use Claim in the pillar panel to send available production to a LANDZ you own. Manage reinforcements or withdraw through the pillar’s actions.
Pillar battles do not loot LANDZ resources or capture workers. Weekly settlement is separate from hourly production and uses a holder snapshot, not time-contribution points. Coordinate with your alliance and budget for troops committed away from home.
07 · Decide what to keep in play
Which resources can I spend, and which can I claim?
Keep the materials you need for your next action in game storage. Fire Dust, Pumpkins, Zand, Candiez, HweenPointZ, Pumpkin BaZkets, and Zugar support on-chain claims. Wood, Stone, and tools stay in the game.
Check Personal and LANDZ storage balances. Each action tells you which balance it uses; some costs must come from one specific LANDZ.
Use stored materials for supported upgrades, training, healing, or Market trades. Review the exact cost and source before confirming.
For eligible claimable resources, use a Primo Caravan to package them. Review Ready to Claim, the displayed fee, and current limits before the on-chain claim.
PACKAGED resources are reserved for claiming and are not part of your spendable balance. Not every resource can be claimed. Collecting production or a mission reward into the game is different from claiming tokens to your wallet.
Can I Play Without NFTs?
Yes. Sign in with Google, X, or Ronin to play from your Outlander camp. No wallet or NFTs are required for Google or X players. Your camp belongs to your game account and stays with you if you later buy or sell LANDZ. Manage it from My Camp.
Your Outlander camp
- One permanent Outlander camp per game account
- Start with Google, X, or Ronin
- Shown on the outer ring of the world map
- Link another sign-in method from your existing account
- No LANDZ, Primo, worker, or building is required
Prepare Your First Raids
- A first-session guide in My Camp shows your next step
- Choose which troop mix your camp should produce
- Troops generate automatically until the camp reaches its cap
- Complete training setup and all seven Shaman patrol victories
- Reach L3 and keep troops at camp to raid LANDZ
- Outlander camp attacks send the selected raiding army
- Winning attacks give XP and may find exposed loot
Rewards & Limits
- Outlander camp missions can reward Fire Dust
- Loot stolen from LANDZ stays in Locked Loot
- A Primo caravan is required to extract locked loot
- Outlander camps do not produce passive resources
- Buying LANDZ keeps your camp, progress, and history
Outlander camp Progression
Outlander camp level is based on XP. Higher levels increase the population cap, but the camp can lose XP if another player attacks it and wins. Losing your own outgoing attack costs troops and time, but does not reduce your XP.
| Level | XP Needed | Population Cap | Meaning |
|---|---|---|---|
| L1 | 0 | 50 | Starter camp |
| L2 | 100 | 75 | More raiding power |
| L3 | 250 | 100 | LANDZ raid path opens up |
| L4 | 500 | 125 | Stronger outer-ring threat |
| L5 | 900 | 150 | Max Outlander camp progression |
When Should I Buy NFTs?
You can keep playing your Outlander camp without buying NFTs. Extracting locked loot requires a linked Ronin wallet, an active game session for that wallet, and an available Primo NFT owned by it. Linking a wallet does not extract loot automatically. A LANDZ NFT adds land with buildings, production, workers, upgrades, and its own army.
LANDZ NFTs
LANDZ are the core property NFTs of the game. Their production buildings generate resources over time for the owner. Keep them supplied and staffed, then use the resources in that LANDZ’s storage for building, troops, and other actions.
Rarities
There are 5 LANDZ rarity tiers. Rarity sets how many hexagons your LANDZ has to build on, counting the center tile, and how much HP its buildings get. Production staffing does not change with rarity: one slot at building level 1, rising to five at level 5.
| Rarity | Hexagons | Building HP | War building HP | Notes |
|---|---|---|---|---|
| Original | 19 | ×1.0 | ×1.0 | Base tier |
| Rare | 25 | ×1.1 | ×1.2 | -- |
| Epic | 31 | ×1.2 | ×1.5 | -- |
| Legendary | 37 | ×1.3 | ×2.0 | -- |
| Genesis | 49 | ×1.5 | ×3.0 | Mystic biome |
Building HP covers production buildings, the Refinery and Houses. War building HP covers the Defense Tower, Barracks and Catapult.
Biomes
Each land belongs to one of 7 biomes. Biomes give defending armies different bonuses; check the PvP reference before choosing your troop mix.







Primo NFTs
A Primo NFT can fully staff one production building on your own LANDZ, regardless of its rarity. It stays reserved there until you withdraw it. The building’s level, supplies, and condition determine its hourly output.
How Primos Work
- One Primo fills all of a Farm, Mine, or Lumber Mill’s slots
- Resources accrue over time. When manual collection is active, collect them into that LANDZ’s Storage using the building’s resource badge.
- Primos do not lose HP or gain a new cooldown from production
- Withdraw a Primo before using it for another activity
- Missions, Caravan trips, travel, and hero recovery keep their own availability rules
Primo XP & Levels
Every Primo has token-owned XP and a permanent level from 1 to 99. Progress belongs to the Primo NFT, not the wallet, so it remains with the token when the Primo is transferred. XP comes from LANDZ troop battles, successful spy attempts, and effective production time at Farms, Mines, and Lumber Mills.
Battle XP
- Only the attacking Hero Primo receives the result
- Victories reward kills, defender strength, and carried loot
- Repeated attacks against the same LANDZ earn less XP
- Defeats can remove XP, but can never remove a level
Spy XP
- Only successful spy attempts award XP
- Basic reports: 5 base XP
- Advanced reports: 10 base XP
- Critical reports: 20 base XP
- Spy XP is capped at 100 XP per Primo per UTC day
Production XP
- An assigned Primo earns 2 XP per 24 hours of effective production
- Only operating time with supplies counts; empty or stopped buildings give no XP
- Fractional progress stays with the Primo when it changes buildings
- Building type, level, and rarity do not change the XP rate
What Levels Do
- Increase espionage success chance
- Increase the chance of a Critical spy report
- Do not increase production, troop ATK, or troop DEF
- Level 99 is the current maximum
Level Curve
Level 1 starts at 0 XP and level 99 requires 500,000 cumulative XP. The curve becomes progressively steeper. When a Primo reaches a level, that level becomes a permanent checkpoint: later XP penalties cannot push it below that level's minimum.
| Level | Cumulative XP | Checkpoint |
|---|---|---|
| Level 1 | 0 XP | XP cannot fall below 0 after reaching this level |
| Level 2 | 52 XP | XP cannot fall below 52 after reaching this level |
| Level 5 | 833 XP | XP cannot fall below 833 after reaching this level |
| Level 10 | 4,217 XP | XP cannot fall below 4,217 after reaching this level |
| Level 25 | 29,988 XP | XP cannot fall below 29,988 after reaching this level |
| Level 50 | 125,000 XP | XP cannot fall below 125,000 after reaching this level |
| Level 75 | 285,090 XP | XP cannot fall below 285,090 after reaching this level |
| Level 99 | 500,000 XP | XP cannot fall below 500,000 after reaching this level |
How Battle XP Is Calculated
Victory
- 1 XP for each regular troop killed
- 4 XP for each invoked Axie or Moki killed
- Victory bonus equals starting defender population, up to 100 XP
- Loot adds up to 25% of kill XP plus the victory bonus
- Loot XP scales down when surviving carry capacity is not filled
Defeat & Repeat Protection
- A defeat removes 10% of the current level's XP interval
- The permanent level floor prevents level loss
- Same attacker wallet + defender LANDZ in 24h: 100%, 50%, 25%, then 10%
- No Hero Primo, self-attacks, and empty defenses award no Primo XP
Publishing XP to NFT Metadata
The game database is always the authoritative XP and level source. The current Primo owner may optionally pay exactly 0.1 RON from the Primos page to publish the latest snapshot into the NFT's public metadata. Until then, public metadata may show an older level even though the in-game progression is already current. Publication never lets the owner choose or edit the XP value.
Workers
There are two types of workers in Primos LANDZ: Primo NFTs and Summoned Workers.
Primo NFT
- Blockchain NFTs (ERC-721)
- No fatigue from production
- Transferable between wallets
- Staff a Farm, Mine, or Lumber Mill; withdraw before other activities
- The original and primary worker type
Summoned Workers
- Created via the Altar building
- Cost: Fire Dust + Pumpkins
- Have HP (can be damaged and die)
- Can be healed with Pumpkins
- Can be released for a partial resource return
- Named by the player
Production Staffing
The building sets the rate, not the actor’s rarity. A Common Worker fills one slot; a Primo fills the whole building. With supplies but no staff, Farms, Lumber Mills, and Stone Mines run at 10% of their full rate. Adding Workers raises output according to occupied capacity. A Fire Dust Mine needs a Primo to produce anything.
Summoned Worker Stats
Common Workers stay assigned until withdrawn. They work on the LANDZ where they are located; bulk staffing does not transport them. Feed Workers with Pumpkins to restore HP and withdraw them when you want them to rest.
| Stat | Worker |
|---|---|
| Summon Cost | 40 FD + 10 Pumpkins |
| Max HP | 100 |
| Staffing | One building slot |
| Production | Shown by the building |
| Assignment | Until withdrawn |
| Fatigue | 0.6 HP per hour of effective production |
| Resting | No idle HP loss |
| Feed | 1 Pumpkin = +25 HP |
| Mine Resources | Stone only |
Troops
The combat system revolves around Primo NFTs as generals and trained troops as their armies. Each Primo NFT can lead an army — without a Primo assigned as general, your troops cannot march or attack. Primo rarity changes how many troops the hero can command, but it does not add direct ATK or DEF.
Troops are trained at the Barracks using resources. They are separate from workers — troops exist solely for PvP combat and defense. Each land has a population cap that limits how many troops you can station there. Houses set it: build or upgrade them to raise it.




Troop Types
Four unit types form an Age of Empires-style counter wheel. Each unit has one main counter target and one main weakness — knowing the wheel is the difference between winning and losing every battle.
| Unit | ATK | HP | Speed | Carry | Pop | Beats | Role |
|---|---|---|---|---|---|---|---|
| Swordsman | 18 | 90 | 1.0x | 15 | 1 | Lancer | Front-line infantry |
| Archer | 28 | 60 | 1.0x | 10 | 1 | Swordsman | Ranged pressure; position matters |
| Lancer | 10 | 110 | 0.9x | 12 | 1 | Cavalry | Anti-cavalry specialist |
| Cavalry | 22 | 80 | 1.8x | 30 | 1 | Archer | Mobile counter to archers |
Training Costs
Train troops directly at the Barracks by paying the full costs below. You do not need an Altar or a recruit first. Each troop reserves population while it trains; its training time and Barracks level requirement still apply.
| Unit | Pumpkins | Fire Dust | Wood | Stone | Time |
|---|---|---|---|---|---|
| Swordsman | 10 | 20 | - | - | 1 min |
| Archer | 15 | 20 | 5 | - | 1.75 min |
| Lancer | 10 | 20 | - | 4 | 65 sec |
| Cavalry | 65 | 50 | - | - | 1.5 min |
Eggs & Invoked Units

Eggs are summoned from the Altar (level 3 required) for 150 Fire Dust each. Once you have an egg, it can be hatched at the Barracks to invoke an NFT from your wallet: Barracks level 3 unlocks Axies, and Barracks level 4 unlocks Mokis. The egg creates an Invoked Unit — a playable copy stationed on your land that counts toward your population cap. The original NFT stays in your wallet.
Each Axie class converts into a specific troop type with unique stats, stronger than regular trained troops. Mokis are neutral tanks: they do not use the swordsman, archer, lancer, or rider counter wheel, but they have very high HP, low attack, slow speed, and draw incoming damage before the rest of the army. If an invoked Axie or Moki dies, the NFT can be invoked again later with a new egg.
| Class | Troop | ATK | HP | Pop | Speed | Biome |
|---|---|---|---|---|---|---|
| Beast | Swordsman | 30 | 155 | 2 | 1.05x | Desert |
| Bug | Swordsman | 29 | 175 | 2 | 0.95x | Volcano |
| Reptile | Lancer | 29 | 195 | 2 | 1.00x | Glacial |
| Plant | Lancer | 23 | 305 | 3 | 0.90x | Jungle |
| Bird | Cavalry | 29 | 135 | 2 | 1.30x | Beach |
| Aquatic | Cavalry | 22 | 195 | 2 | 1.10x | Swamp |
| Mech | Archer | 22 | 155 | 2 | 1.10x | -- |
| Dawn | Archer | 26 | 215 | 3 | 1.00x | Mystic |
| Moki | Neutral Tank | 4 | 900 | 4 | 0.75x | -- |
PvP & Diplomacy
Primos LANDZ features player-versus-player combat and a diplomacy system. Attack enemy lands, form alliances, or negotiate peace. NFT land combat uses catapult sieges and troop battles, while the world map also includes raider settlements and player Outlander camps.
Catapult Attacks
- Launch projectiles at enemy buildings
- 30-60 minute flight time
- Can be hit, miss, or intercepted
- Damages buildings (reduces HP)
- Craft Stone or Big Rock ammunition
- Destroyed production buildings stop producing until repaired
Troop Battles
- Send armies led by a Hero Primo
- Formation battles use a 3×3 army layout
- Up to 10 rounds of combat
- Winning LANDZ raids may loot resources and capture workers
- Defenders get biome bonuses
Defense Towers
A Defense Tower protects one owned LANDZ. While active, it adds 2–10% passive defense based on level—even with no arrows loaded. Arrows separately let it intercept incoming catapult attacks or fire a volley before a troop battle. A Tower does not defend while it is upgrading, repairing, or at 0 HP.
Raiders & Outlanders
Raiders are system-controlled PvE enemies. Outlanders are players with permanent starter settlements. A player can own LANDZ and keep their camp. LANDZ owners can attack Raider settlements and Outlander camps, but defeating an Outlander camp reduces its XP instead of conquering it.
How Combat Works
Formation battles use a 3×3 layout with front, back, and reserve positions across three sectors. Position and troop type affect targeting; reserves can move forward as the battle develops. Combat lasts up to 10 rounds and can end earlier through losses or a morale retreat. If the round limit is reached without an attacking victory, the defender holds.
A Hero Primo leads a LANDZ army. Its rarity sets command capacity rather than granting direct ATK/DEF. Choose your troop mix, formation, and readiness before confirming. Reports preserve the rules used for that battle: older reports can use legacy combat, so their targeting and opening bonuses should not be read as the rules for a new Formation battle.
Morale System
Morale is an anti-bully mechanic based on the rarity of the origin and target LANDZ. An army attacking from a higher-rarity LANDZ against a lower-rarity LANDZ receives reduced attack effectiveness. Attacking an equal- or higher-rarity target keeps full rarity morale. Primo rarity and army size do not change this value.
Army Supply & Combat Readiness
LANDZ soldiers, including Axies, need Fire Dust for army supply wherever they are, including pillars and marching armies. Manage the full army payment, funding source, and next due date in Primos & Inventory. Raiders, Outlander camp troops, and Mokis do not pay for army supply.
Automatic supply payment renews seven days of coverage when payment is due. If there is not enough Fire Dust for the full payment, nothing is deducted. Confirmed nonpayment lowers supply morale through 50 → 20 → 0. Paying full coverage restores it to 100.
Combat uses the average supply morale of the participating soldiers. Unpaid soldiers weaken that army when attacking or defending. Paying ahead extends coverage without granting extra combat stats. Towers are buildings and have no supply morale.
Invoked units can participate according to their assignment and the battle rules. Check your LANDZ defense and army selection: units already committed to a march are not available to defend at home. Battle morale can also fall during Formation combat and trigger a retreat; it is separate from the LANDZ rarity modifier above.
Loot & Workers
If the attacker wins, they steal 25% of the defender's eligible resources outside the Hideout. A devastating victory (75%+ troops survive) steals 40%. Fire Dust cannot be stolen, even outside the Hideout, and does not use loot carry capacity. Loot is limited by your army's total carry capacity. Any leftover carry can be used to capture the defender's summoned workers (10 carry per worker).
Biome Bonuses (Defenders Only)
| Biome | Bonus | Details |
|---|---|---|
| Glacial | +10% DEF | All defending troops |
| Volcano | +10% ATK | All defending troops |
| Jungle | +15% DEF | Archers only |
| Beach | +15% ATK | Cavalry only |
| Swamp | +15% DEF | Lancers only |
| Desert | +15% DEF | Swordsmen only |
| Mystic | +5% ATK & DEF | All defending troops |
Diplomacy
Players start as Neutral. Attacking someone makes you enemies. You can negotiate peace through diplomatic requests. Separately, the Alliance panel lets a group of up to three members organize with a leader and invitations. Alliance members cannot attack each other and can trade resources through the Allied Market.
War Declaration
Attacking a player automatically makes you enemies. Enemies can attack each other freely.
Tributes
Demand 100-10,000 Fire Dust from another player. They have 48 hours to respond. If they pay, you become allies for 7 days. If they reject, you become enemies. Limit: 1 tribute per target per 7 days.
Temporary Allied Relations
These allied relations prevent attacks for 7 days after an accepted tribute or peace request. They are separate from membership in a three-player alliance. Breaking an alliance early sets both players to neutral, not enemies.
Peace Requests
Request to end enemy status. If accepted, you become allies for 7 days. If rejected, there's a 24-hour cooldown before you can request peace again.
LANDZ Shields
A shield temporarily prevents new troop, catapult, Outlander camp, and automated raider attacks against a protected LANDZ. Native LANDZ and Axie Lands are both eligible. Active shields appear as a translucent capsule around the LANDZ image and show their remaining time.
Individual LANDZ Shield
- Protects one LANDZ for 12 hours after activation
- Costs exactly 50 Fire Dust from that LANDZ storage
- Purchase and activate it from the LANDZ detail page
- Maximum one purchased or active individual shield per LANDZ
- The shield inventory transfers with the LANDZ if it is sold
Global Wallet Shield
- Protects every LANDZ you own for 24 hours after activation
- Costs $2.99 USDC or the server-quoted RON equivalent
- Purchase it in the Store and activate it from your active Capital
- Maximum one purchased or active global shield per wallet
- It remains wallet-bound if your Capital changes or is sold
Buying, Activating & Deactivating
1. Buy first, activate later
A purchased shield stays in private inventory until you manually activate it. Buying is allowed during warfare, but activation is not.
2. Activation requires peace around your LANDZ
Activation is blocked while an owned LANDZ has unresolved incoming or outgoing warfare, including an army returning home. An attack already in flight continues normally.
3. Attacking breaks your protection
Launching an attack breaks the applicable active shield. If the launch fails, the shield break and every other launch side effect roll back together.
4. Deactivation is permanent
You can deactivate an active shield to switch strategies, but all remaining time is destroyed and there is no refund.
Overlaps & Other Actions
You cannot manually activate an individual and global shield over the same LANDZ. If a LANDZ transfer creates an overlap, the individual shield is displayed and applied first while both timers continue running. Spy, Visit, Tribute, and Diplomacy actions do not break a shield and remain available.
Recovering a Paid Global Shield
The Store reserves a checkout before requesting payment. If your payment succeeds but delivery is interrupted, resume that same checkout instead of paying again. The app can recover the saved transaction automatically, or you can paste its transaction hash into Recover paid shield. The server verifies the original wallet, currency, amount, recipient, network, and anti-replay record before delivering anything.
Espionage
Espionage lets you send one of your Primos from an owned source LANDZ to inspect another LANDZ before committing an army. Start from the Spy action in Map or Explore, then review active operations and completed reports in Activity › Spy.
Launch Cost
- 10 Fire Dust
- 10 Pumpkins
- Both are taken from the selected source LANDZ only
- Personal and PACKAGED storage cannot pay the spy cost
Travel & Availability
- One-way time: 15 + biome distance × 15 minutes
- The return trip takes the same amount of time
- The Primo is unavailable from launch until it returns
- LANDZ or Primo transfers do not cancel an active spy operation
Who You Can Spy On
- The target must be another player's LANDZ
- The source LANDZ and Primo must belong to your wallet
- The Primo must be free from work, travel, Shaman House assignments, and combat
- Allied and peace-protected wallets cannot be spied on
Success and Detection
A level 1 Primo starts with a 45% success chance. Each additional level adds 0.35 percentage points, up to an 80% maximum. If the spy attempt fails, it is always considered detected: no intelligence or XP is awarded, and the defender is told the launcher's wallet, source LANDZ, and detected Primo.
A successful spy attempt rolls report quality separately. Critical chance grows from 10% at level 1 to 30% at level 99, while Advanced occupies the next 30 percentage points. All other successful reports are Basic.
| Quality | Resources | Troops | Capturable Workers | Base XP |
|---|---|---|---|---|
| Basic | Ranges of 500 | Presence + total range of 50 | Presence only | 5 |
| Advanced | Ranges of 100 | Each troop type in ranges of 10 | Range of 5 | 10 |
| Critical | Exact amounts | Exact composition | Exact count | 20 |
Repeat XP and Daily Cap
Successful spy attempts from the same wallet against the same target LANDZ within a rolling 24-hour window award 100%, 50%, 25%, then 0% XP. Detected attempts do not advance this successful-repeat count. A Primo can receive at most 100 spy XP per UTC day, but spying may still gather intelligence after reaching the cap.
Buildings
Every land comes with buildings that serve different purposes. Some produce resources, others provide defense or special abilities. All buildings can be upgraded to level 5 using resources.
Buildings produce over time, and all output belongs to the LANDZ where it was produced. Farm, Mine, and Lumber Mill use Seeds, Pickaxes, and Axes from your shared inventory. Previously loaded supplies are used first. Refineries keep their own loaded Pumpkins.
Production Rates by Level
These are full-staff outputs for 24 hours of uninterrupted operation with enough supplies and a working building. Divide by 24 for the hourly rate. Missing staff lowers Farm, Lumber Mill, and Stone Mine output; Fire Dust mode requires a Primo. Buildings keep producing during repairs while health is above zero; they stop at zero health, while upgrading, or when out of supplies. Daily figures are rates, not collection limits.
- When manual collection is active, tap the round resource badge above a building to collect that resource into this LANDZ’s Storage. That building keeps producing during its 30-minute cooldown. Its badge returns when the cooldown ends and at least one whole unit is ready. You can still collect from other buildings. When manual collection is off, output goes straight into Storage.
- Farm, Mine, and Lumber Mill have one slot per building level, from one to five, on every LANDZ rarity. One Primo fills all slots; each Common Worker fills one.
- Staff stay assigned until withdrawn. Primos do not tire, and their rarity does not change production. Workers lose HP only while their building is producing; resting Workers do not lose HP from idle time.
- Seeds, Pickaxes, and Axes are consumed automatically from your shared inventory. Buy 5 Seeds, 5 Pickaxes, or 5 Axes for 1 Fire Dust. Production stops when the required supply runs out.
- Assigned Primos earn 2 XP per 24 hours of effective production. Time without supplies or in a stopped building does not count.
- Genesis Workers have been replaced by Common Workers while keeping their existing alive, dead, or released state. Resource compensation is separate.
| Resource / day | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
| Farm · Pumpkins | 480 | 960 | 1,440 | 1,920 | 2,400 |
| Lumber Mill · Wood | 480 | 960 | 1,440 | 2,400 | 3,600 |
| Mine · Stone | 480 | 960 | 1,440 | 2,400 | 3,600 |
| Mine · Fire Dust | 240 | 480 | 720 | 960 | 1,200 |
Maintenance
Operating Farms, Mines, and Lumber Mills lose 10% of their maximum HP per day. A Refinery wears down only while it operates. Time without supplies causes no wear. Repairs finish automatically, and a partial repair restores only the HP you pay for.
Farm
The Farm produces Pumpkins, the primary resource of the game.
- Input: Seeds from shared inventory
- Yield: 1 Seed produces 5 Pumpkins over time
- Staffing: One Worker per slot or one Primo for the whole building
Mine
Native LANDZ Mines can extract Fire Dust or Stone. Beach and Desert LANDZ can also mine Zand with a Summer Primo. Axie Land Mines produce Stone only; Axie Lands do not have Refineries.
- Input: Pickaxes from shared inventory
- Yield: 1 Pickaxe produces 50 Stone or 25 Fire Dust over time, in the selected mode
- Staffing: Workers or a Primo for Stone; a Primo is required for Fire Dust
Lumber Mill
The Lumber Mill produces Wood, essential for building upgrades and troop training.
- Input: Axes from shared inventory
- Yield: 1 Axe produces 50 Wood over time
- Staffing: One Worker per slot or one Primo for the whole building
Refinery
The Refinery converts Pumpkins into Fire Dust over time, with no Primos or Workers required. Select the building in your LANDZ scene to check its current hourly output, Pumpkin consumption, and fuel reserve.
- Fuel: Load Pumpkins from this LANDZ’s storage in the Refinery panel. Its displayed fuel rule determines how long the reserve lasts.
- Output: When manual collection is active, tap the Fire Dust badge above the Refinery to collect it into this LANDZ’s Storage.
- When empty: Production stops; unused fractional output is retained
Loaded Pumpkins cannot be withdrawn and stay with that LANDZ, including if it changes owner.
Refinery Rates by Level
Check the selected Refinery panel for its current hourly Fire Dust output and Pumpkin use. Rates describe continuous operation with enough fuel, not a daily limit. Production continues during repairs while health is above zero; production and fuel consumption stop while empty, at zero health, or while upgrading. Loading more Pumpkins extends the reserve; it does not increase the hourly rate.
Shaman's House
The Shaman's House has three tabs: Expeditions send Primos on timed missions (1-72 hours) for special resources, Quests track objectives and rewards, and Primo Lotto holds the daily draw.
- Input: 1-3 Primos + Fire Dust + Pumpkins
- Output: HweenPointZ, Zugar, Pumpkin BaZkets
- Duration: 1-72 hours depending on mission
- Special: Higher rarity lands unlock better missions
Altar
The Altar summons new workers and eggs. It's indestructible in PvP — enemies can never destroy it.
- Level 1: Summon workers (40 FD + 10 Pumpkins)
- Level 2: Intermediate upgrade toward Dimensional Eggs at Level 3. Troops train directly at the Barracks.
- Level 3: Summon Eggs (150 Fire Dust)
- Special: Cannot be destroyed by enemies
Barracks
The Barracks trains combat troops for PvP battles. Each troop type has different stats and resource costs.
- Level 1: Swordsman, Archer, Lancer (1 training slot)
- Level 2: Cavalry unlocked (2 training slots)
- Level 3: Axie egg hatching, 3 training slots
- Level 4: Moki egg hatching, larger training queue
- Level 5: 1.5x training speed
Hospital
The Hospital treats wounded troops after a battle. Your LANDZ and your Outlander camp each have their own.
- Wounded: Treat troops; the panel shows the cost and time before you confirm
- Fallen: When this tab appears, offer Ashes for a chance to bring fallen troops back. Its Info icon lists the rules
- Ashes: Shown in the camp Hospital and in Primos › Inventory. They cannot be raided
Conduit
The Conduit connects to a public altar remotely, allowing you to summon workers without owning an altar. It appears on LANDZ without an Altar.
- Build Cost: 1,000 Fire Dust + 1,000 Stone + 1,000 Wood
- Construction: 24 hours (can accelerate with FD)
- Use: Connect to any public altar to summon workers remotely
Hideout
The Hideout protects your resources from PvP raids. Resources stored in the Hideout can't be stolen. Fire Dust is also safe outside the Hideout.
- Capacity: Based on level (upgrade to protect more)
- Protection: Hides resources from attackers
- Upgrades: Higher level = more protected storage
House
Houses raise your LANDZ population, so you can station more troops.
- Build: Tap the hammer in your LANDZ scene, choose House, and place it on free ground
- Cost: Shown in the Build tray before you confirm; moving a House costs 50 Wood and 50 Stone
Defense Tower
Build a Defense Tower on an owned LANDZ to strengthen it against catapult strikes and troop attacks. Tower HP grows with its level and the LANDZ rarity.
- Build Cost: 500 Fire Dust + 1,000 Wood + 1,000 Stone
- Construction: Level 1 is built instantly
- Arrows: Buy them in Market → Supplies, then load them from inventory
- Free Arrows: Gain 5 after each full day, up to half of the Tower's capacity
- Availability: The Tower must have HP and cannot be upgrading or repairing
| Level | Arrow Capacity | Troop Volley Limit | Passive Defense | Catapult Intercept Chance |
|---|---|---|---|---|
| 1 | 25 | 10 arrows | +2% | 10% |
| 2 | 50 | 15 arrows | +4% | 15% |
| 3 | 100 | 25 arrows | +6% | 20% |
| 4 | 150 | 35 arrows | +8% | 25% |
| 5 | 250 | 50 arrows | +10% | 30% |
Passive defense multiplies the effective defense of every unit currently defending that LANDZ, including regular troops, defending Axies, and active Moki guards. There is no separate garrison action: regular troops left on the LANDZ defend it automatically. The bonus never buffs the attacker and does not consume arrows. Each arrow can deal 12 damage. A troop volley cannot remove more than 10% of the attacking army's units or total HP. A successful catapult interception uses 5 arrows; failed interception rolls do not spend arrows. If the LANDZ also has a ready Catapult, the Tower's interception chance is halved.
Arrow Management
Paid arrows cost 10 Fire Dust + 5 Wood each. You can load or unload paid arrows while Tower management is available. Free arrows stay with the Tower and cannot be unloaded. Free arrows are spent before paid arrows. Turn on Auto-reload if you want the Tower to refill spent paid arrows from inventory after combat.
Tower Upgrades
| Upgrade | Fire Dust | Wood | Stone | Time |
|---|---|---|---|---|
| Level 1 → 2 | 1,000 | 2,500 | 2,500 | 8 hours |
| Level 2 → 3 | 2,500 | 5,000 | 5,000 | 24 hours |
| Level 3 → 4 | 5,000 | 10,000 | 10,000 | 48 hours |
| Level 4 → 5 | 10,000 | 20,000 | 20,000 | 72 hours |
The Tower must be at full HP before an upgrade can start. When the timer ends, select Complete Upgrade. You can finish early for 100 Fire Dust per remaining hour, rounded up.
Material planning is shared by building flows, including standard buildings, Tower, Altar, Barracks, Hideout, Catapult, and Conduit. Open a build or upgrade action to compare its exact cost with your available portfolio materials. The plan shows each deficit, your average daily worker production from the last 30 days, and an estimated time to readiness. Tradable-resource shortcuts open the Market with a protected quantity already filled in; nothing is spent until you confirm.
Repairs
Repairing restores all missing HP. It costs 10 Stone per missing HP and takes 1 minute for every 5 HP, rounded up. When the timer ends, select Complete Repair. The Tower does not defend while repairs are in progress.
Catapult
The Catapult launches projectile attacks on enemy lands, dealing damage to their buildings. Destroyed production buildings stop producing until repaired.
- Ammo: Stone or Big Rock (Level 5)
- Flight Time: 30-60 minutes
- Outcomes: Hit, Miss, or Intercepted
- Targets: Damages enemy buildings (not the Altar)
Exchange House
The Exchange House is the Merchant inside your LANDZ. Buy or sell Pumpkins, Wood, and Stone for Fire Dust without leaving the LANDZ.
- Storage: Trades use that LANDZ’s storage
- Prices: The same live quotes, funds, and weekly allowance as the Market
- Tokens: Moving on-chain tokens into storage is Storage › Exchange, not this building
Upgrading Buildings
All buildings can be upgraded from Level 1 to Level 5. Upgrades increase slots, production, capacity, and other stats. Upgrades consume Fire Dust, Wood, and Stone from your in-game storage. The Defense Tower follows its own upgrade costs and timers shown above.
| Upgrade | Fire Dust | Wood | Stone |
|---|---|---|---|
| Lv1 -> Lv2 | 1,000 | 500 | 500 |
| Lv2 -> Lv3 | 5,000 | 5,000 | 5,000 |
| Lv3 -> Lv4 | 8,000 | 10,000 | 10,000 |
| Lv4 -> Lv5 | 15,000 | 20,000 | 30,000 |
Resources
Resources support production, construction, and armies through in-game storage. Only eligible resources can be packaged and claimed as on-chain tokens. Check Storage for the available claim types.
Production Resources
Pumpkins
Primary resource from Farms. Used for summoning, upgrades, healing, and more.
Fire Dust
Premium resource from Mines & Refineries. Upgrade costs are consumed from in-game storage.
Wood
Building material for upgrades and troop training.
Stone
Building material for high-level upgrades.
Consumable Items
Semillas (Seeds)
Automatically fuels Farms from shared inventory. 5 Seeds cost 1 FD; each Seed yields 5 Pumpkins.
Picos (Pickaxes)
Automatically fuels Mines from shared inventory. 5 Pickaxes cost 1 FD; each yields 50 Stone or 25 FD in the selected mode.
Axes
Automatically fuels Lumber Mills from shared inventory. 5 Axes cost 1 FD; each Axe yields 50 Wood.
Arrows
Defense Tower ammunition. Buy in Market → Supplies for 10 Fire Dust + 5 Wood each, then load paid arrows from the Tower card.
Market
The Market lets you buy or sell Pumpkins, Wood, or Stone in protected batches from 100 to 10,000 units using Fire Dust. Choose Personal Storage or one of your owned LANDZ before trading; only the selected storage is used. Bulk totals are quoted as consecutive 100-unit price steps, so a large order costs exactly the same as the equivalent clicks and is cancelled before execution if the quote changes.
Prices
At neutral conditions, buying costs 125 Fire Dust and selling pays 60 Fire Dust per 100 resources. Buy quotes stay between 25 and 250 Fire Dust; sell quotes stay between 6 and 120 Fire Dust. Buying pushes the next buy quote higher, selling pushes the next sell quote lower, and prices gradually return toward neutral over time. Bulk trades execute atomically in 100-unit price steps; large orders receive no hidden discount.
Merchant Funds
Your sell proceeds come from the Merchant's available Fire Dust. If the Merchant cannot cover the displayed sell quote, selling pauses until funds return. The current Merchant funds are shown on the Market page.
Weekly Selling Allowance
Each wallet can receive up to 2,000 Fire Dust from Market sells per week. The allowance is measured in Fire Dust proceeds, not resource units, and resets every Monday at 00:00 UTC. The Market shows your remaining allowance.
Storage & Claiming
When manual collection is active, building output becomes available in off-chain LANDZ Storage after you collect it. Keep materials there for gameplay, or package eligible resources for an on-chain claim. The storage system has three tiers:
Personal Storage
Holds personal resources and supported rewards, including balances earned before the production transition. New building production goes to its LANDZ storage.
Land Storage
Receives 100% of the resources generated by that LANDZ’s production buildings. Resources remain available for supported spending, transport, and packaging.
Packaged (Ready to Claim)
Eligible resources prepared for an on-chain claim. They are excluded from spendable storage. Review the displayed claim fee before confirming.
Caravan System
To move resources from storage to a claimable state, you need to send a Caravan. Select your available Primos as transport agents — each Primo has a carrying capacity based on its rarity. After a caravan trip, the Primos used enter a 24-hour cooldown for Caravan.
| Primo Rarity | Carry Capacity |
|---|---|
| Original | 200 units |
| Original Z | 500 units |
| Shiny | 700 units |
| Shiny Z | 1,000 units |
| Unique | 2,000 units |
You can select multiple Primos per caravan — the total capacity is the sum of all selected Primos. For example: 1 Unique + 1 Shiny Z = 3,000 units in a single trip.
Outlander Locked Loot
If you win resources as an Outlander, those stolen resources stay locked until you own a Primo and extract them through a caravan. Mission rewards are separate from stolen loot and can be claimed from the Outlander camp mission flow.
Claiming On-Chain
Send Caravan
Select Primos and resources to package. Resources move to "Ready to Claim" status.
Pay Fee
Review and pay the fee displayed for this claim.
Receive Tokens
The eligible packaged resources are claimed as tokens to your wallet.
Blacksmith
The Blacksmith is where you use recipes to turn stored resources into useful materials or rewards. To use a recipe, first move the required tokens into your game storage through the Exchange.

Example recipe: Stone
Recipes show what you spend and what you forge.
Inputs
Fire Dust
Required resource
Zand
Required material
Output
Stone
Material received after forging
Open the Blacksmith to see the exact cost, output amount, and available recipes. If the required tokens are still on-chain, use the Exchange first so they become available in storage.
Primolotto
Primo Lotto is a daily draw inside the Shaman’s House, on your LANDZ or in your Outlander camp. Win one camp mission a day for a free ticket, or buy extra tickets with Fire Dust.
How to play
- Win a camp mission or practice patrol, then enter your free daily ticket.
- The free ticket resets at 00:00 UTC.
- Linked wallets can buy extra tickets with Fire Dust, up to the shown limit.
- The winner is drawn automatically at the time shown in the panel.
Daily prizes
- Every day has a different prize.
- Some prizes grow with entries and show “Up to” their maximum.
- My Tickets and Draw History show your entries and the last seven draws.
- Weekly Prizes lists what each day offers.
Claim a winning prize from the Lotto tab. Item prizes go to your Inventory; other prizes show their destination before you claim.
Where things live
Every screen in one list, with what you will find there.

My Landz
All your LANDZ in one place. Check building status, filter by rarity or biome, and choose or move your Capital.

My Camp
Your permanent Outlander camp, with or without LANDZ. A first-session guide walks you to your first patrol; then train troops, run missions, heal in the Hospital, and manage locked loot.

Primos & Inventory
Four tabs: Primos (availability and XP), Workers (staffing and feeding), Troops (army, supply, and transfers), and Inventory (seeds, tools, arrows, Ashes, and other items).

Explore
Browse every LANDZ, even without owning one. Find public Shaman missions; Attack and Spy open the World Map on that LANDZ.

World Map
The world at a glance: LANDZ, camps, Raiders, and pillars. Every attack and spy mission starts here; your LANDZ’s Attack icon opens it with that LANDZ as origin.

Storage
Your resource hub. Package resources for claiming, exchange tokens, and view your claim history.

Blacksmith
Forge items from recipes using resources in your storage. Each recipe shows its exact inputs and output.

Primolotto
Primo Lotto lives in the Shaman’s House. Enter your free daily ticket or buy extra tickets with Fire Dust.

Market
Trade Pumpkins, Wood, or Stone with the Merchant at live Fire Dust prices. Open Supplies for seeds, tools, and Tower arrows. Check Merchant funds and your weekly selling allowance before selling.

Activity
Three tabs: Battles (attacks, defenses, pillars, and catapult strikes), Spy (live spy missions and reports), and Production (collections, claims, and trades). Nothing launches from here.

Land Details
Your LANDZ scene. Tap a building to open its panel (rules sit behind its Info icon). Floating icons: Attack, Diplomacy, Build, and Primo News.