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

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.

  1. I own LANDZ. Where do I start?
  2. I own a Primo. Where can I use it?
  3. How do I prepare my first mission?
  4. What should I protect before I fight?
  5. I lost a battle. What can I recover?
  6. Why compete for a pillar?
  7. Which resources can I spend, and which can I claim?

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.

  1. Open My Landz, choose a LANDZ, and check its buildings. Follow LANDZ Initiation in the Shaman’s House Quests tab if it is available.

  2. 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.

  3. 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.

  1. Open Primos to check availability and XP. An active assignment or trip may prevent another action.

  2. 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.

  3. 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.

  1. 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.

  2. In the Expeditions tab, read the required Primos, resources, duration, and reward. Select available Primos and confirm only when the requirements are met.

  3. 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.

  1. 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.

  2. 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.

  3. 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.

  1. Open Battles in Activity and read the report or available replay. Check the formation, counters, readiness, and losses.

  2. Wait for surviving outgoing troops to return. Open the Hospital on that LANDZ to treat wounded troops and review its cost and time.

  3. 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.

  1. Open the World Map and select a pillar. Read its current holder, garrison, resource, and hourly production rate.

  2. 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.

  3. 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.

  1. Check Personal and LANDZ storage balances. Each action tells you which balance it uses; some costs must come from one specific LANDZ.

  2. Use stored materials for supported upgrades, training, healing, or Market trades. Review the exact cost and source before confirming.

  3. 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.

Game reference

Every rule, cost, and table

Open the chapters menu whenever you need one mechanic.

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
TipKeep using your existing account when linking Google, X, or Ronin. Linking a provider preserves that account and its camp; it does not automatically merge separate accounts that already have progress. Buying a LANDZ does not transfer troops between your camp and your LANDZ army.

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.

LevelXP NeededPopulation CapMeaning
L1050Starter camp
L210075More raiding power
L3250100LANDZ raid path opens up
L4500125Stronger outer-ring threat
L5900150Max 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.

TipYour Outlander camp and LANDZ stay available on the same account. Their armies and progression are separate: buying or selling LANDZ does not release your camp or transfer its troops. Keep using My Camp for your Outlander camp and My Landz for the lands you own.

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.

TipPick your Capital in My Landz, and move it there whenever you like. The global shield is activated from your Capital.

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.

RarityHexagonsBuilding HPWar building HPNotes
Original19×1.0×1.0Base tier
Rare25×1.1×1.2--
Epic31×1.2×1.5--
Legendary37×1.3×2.0--
Genesis49×1.5×3.0Mystic biome

Building HP covers production buildings, the Refinery and Houses. War building HP covers the Defense Tower, Barracks and Catapult.

TipPopulation does not come from rarity. It comes from the Houses you build on your LANDZ: build more Houses or upgrade them to station more troops.

Biomes

Each land belongs to one of 7 biomes. Biomes give defending armies different bonuses; check the PvP reference before choosing your troop mix.

Glacial
Glacial
Volcano
Volcano
Jungle
Jungle
Beach
Beach
Swamp
Swamp
Desert
Desert
Mystic
Mystic
TipGenesis LANDZ retain the Mystic biome. Their production slot count follows building level, just like other LANDZ rarities.

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
TipA native LANDZ Mine in Fire Dust mode requires a Primo. Common Workers can staff a Stone Mine. Axie Land Mines produce Stone only.

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.

LevelCumulative XPCheckpoint
Level 10 XPXP cannot fall below 0 after reaching this level
Level 252 XPXP cannot fall below 52 after reaching this level
Level 5833 XPXP cannot fall below 833 after reaching this level
Level 104,217 XPXP cannot fall below 4,217 after reaching this level
Level 2529,988 XPXP cannot fall below 29,988 after reaching this level
Level 50125,000 XPXP cannot fall below 125,000 after reaching this level
Level 75285,090 XPXP cannot fall below 285,090 after reaching this level
Level 99500,000 XPXP 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.

TipHourly Production XP starts when its rollout is enabled. Previously earned XP is preserved; old assignments are not rewarded again.
TipCheck the XP panel on each Primo card. It shows total XP, progress to the next level, the last published snapshot, and whether metadata needs to be updated.

Workers

There are two types of workers in Primos LANDZ: Primo NFTs and Summoned Workers.

Primo #2846

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.

StatWorker
Summon Cost40 FD + 10 Pumpkins
Max HP100
StaffingOne building slot
ProductionShown by the building
AssignmentUntil withdrawn
Fatigue0.6 HP per hour of effective production
RestingNo idle HP loss
Feed1 Pumpkin = +25 HP
Mine ResourcesStone only
TipWorkers lose HP only while their building is producing. At 100 HP, continuous work lasts about seven days without feeding. Empty supplies or a stopped building do not count as productive time. Check current HP before assigning.

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.

Swordsman
Swordsman
Archer
Archer
Lancer
Lancer
Cavalry
Cavalry

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.

UnitATKHPSpeedCarryPopBeatsRole
Swordsman18901.0x151LancerFront-line infantry
Archer28601.0x101SwordsmanRanged pressure; position matters
Lancer101100.9x121CavalryAnti-cavalry specialist
Cavalry22801.8x301ArcherMobile 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.

UnitPumpkinsFire DustWoodStoneTime
Swordsman1020--1 min
Archer15205-1.75 min
Lancer1020-465 sec
Cavalry6550--1.5 min

Eggs & Invoked Units

Egg
Egg

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.

ClassTroopATKHPPopSpeedBiome
BeastSwordsman3015521.05xDesert
BugSwordsman2917520.95xVolcano
ReptileLancer2919521.00xGlacial
PlantLancer2330530.90xJungle
BirdCavalry2913521.30xBeach
AquaticCavalry2219521.10xSwamp
MechArcher2215521.10x--
DawnArcher2621531.00xMystic
MokiNeutral Tank490040.75x--
TipBuild a balanced army! Pure swordsman armies get destroyed by archers. Mix your troop types to cover all weaknesses. Add a Moki when you want a front-line tank that absorbs damage while the rest of the army attacks.

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)

BiomeBonusDetails
Glacial+10% DEFAll defending troops
Volcano+10% ATKAll defending troops
Jungle+15% DEFArchers only
Beach+15% ATKCavalry only
Swamp+15% DEFLancers only
Desert+15% DEFSwordsmen only
Mystic+5% ATK & DEFAll 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.

TipUpgrade your Hideout to protect resources before engaging in PvP. Fire Dust is safe outside the Hideout; other unprotected resources can be stolen in raids.

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.

TipIf a confirmed payment is marked for review, do not make another payment. A refund-needed checkout blocks replacement purchases and requires operator review; a refund is not automatic.

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.

QualityResourcesTroopsCapturable WorkersBase XP
BasicRanges of 500Presence + total range of 50Presence only5
AdvancedRanges of 100Each troop type in ranges of 10Range of 510
CriticalExact amountsExact compositionExact count20

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.

TipResource intelligence always reads the exact target LANDZ storage at arrival. It never includes personal storage, other LANDZ, or PACKAGED resources. Hideout protection is ignored: it is neither read nor subtracted from the report.

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 / dayLevel 1Level 2Level 3Level 4Level 5
Farm · Pumpkins4809601,4401,9202,400
Lumber Mill · Wood4809601,4402,4003,600
Mine · Stone4809601,4402,4003,600
Mine · Fire Dust2404807209601,200

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

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

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

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

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

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

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

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

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

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
LevelArrow CapacityTroop Volley LimitPassive DefenseCatapult Intercept Chance
12510 arrows+2%10%
25015 arrows+4%15%
310025 arrows+6%20%
415035 arrows+8%25%
525050 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

UpgradeFire DustWoodStoneTime
Level 1 → 21,0002,5002,5008 hours
Level 2 → 32,5005,0005,00024 hours
Level 3 → 45,00010,00010,00048 hours
Level 4 → 510,00020,00020,00072 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

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

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.

UpgradeFire DustWoodStone
Lv1 -> Lv21,000500500
Lv2 -> Lv35,0005,0005,000
Lv3 -> Lv48,00010,00010,000
Lv4 -> Lv515,00020,00030,000

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

Pumpkins

Primary resource from Farms. Used for summoning, upgrades, healing, and more.

Fire Dust

Fire Dust

Premium resource from Mines & Refineries. Upgrade costs are consumed from in-game storage.

Wood

Wood

Building material for upgrades and troop training.

Stone

Stone

Building material for high-level upgrades.

Consumable Items

Semillas (Seeds)

Semillas (Seeds)

Automatically fuels Farms from shared inventory. 5 Seeds cost 1 FD; each Seed yields 5 Pumpkins.

Picos (Pickaxes)

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

Axes

Automatically fuels Lumber Mills from shared inventory. 5 Axes cost 1 FD; each Axe yields 50 Wood.

Arrows

Arrows

Defense Tower ammunition. Buy in Market → Supplies for 10 Fire Dust + 5 Wood each, then load paid arrows from the Tower card.

TipFire Dust used for ordinary upgrades is consumed from in-game storage. These upgrades do not burn tokens from your connected wallet.

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.

TipWhen you buy resources, 80% of the Fire Dust spent replenishes Merchant funds and 20% leaves the Market.

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 RarityCarry Capacity
Original200 units
Original Z500 units
Shiny700 units
Shiny Z1,000 units
Unique2,000 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

1

Send Caravan

Select Primos and resources to package. Resources move to "Ready to Claim" status.

2

Pay Fee

Review and pay the fee displayed for this claim.

3

Receive Tokens

The eligible packaged resources are claimed as tokens to your wallet.

TipCheck the current limits and remaining allowance in Storage before planning a claim.

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.

Blacksmith

Example recipe: Stone

Recipes show what you spend and what you forge.

Inputs

Fire Dust

Fire Dust

Required resource

+
Zand

Zand

Required material

Output

Stone

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.

TipExchange tokens into storage first, then pick a recipe, check the cost, and forge only if you want that output.

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.

Primolotto ticket

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.
Primolotto prizes

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.

TipTake the free ticket first. Paid tickets add chances, but each one costs Fire Dust.

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.

Go to My Landz

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.

Go to My Camp

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).

Go to Primos

Explore

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

Go to Explore

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.

Go to Map

Storage

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

Go to Storage

Blacksmith

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

Go to Blacksmith

Primolotto

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

Go to Primolotto

Store

Buy resource packs, shields, and LANDZ drops with USDC or RON.

Go to Store

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.

Go to Market

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.

Go to Activity

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.

Open my LANDZ

Primos LANDZ Game Guide · Built on Ronin Network

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