RobladeHandbook

Getting Started

Pick an avatar, choose a name, and step onto your own island.

Connect your wallet

Roblade runs on Robinhood Chain. To play, connect your wallet and sign a quick message (SIWE) — there is no password and no separate game account to register. Your account and progress are tied to your wallet address.

Create your adventurer

Pick an avatar and a name, then step onto your island.

Basic controls

Tap an empty tile (yours or anyone's) to walk there — it's an open world. Tap a tree or rock to auto-walk over and gather it. Tap another player's island nameplate to open their profile.

Your Island

Build a house, grow trees and place decorations on your own land — an island that's all yours.

Buying land

Land is bought tile-by-tile directly on the map: select a tile and pay 0.0001 ETH per tile. Each tile placed also grants +10 XP. Your owned tiles form your island where you build and farm. That island is your Land, and it sits in the same world as the kingdoms and Rivergate Plains.

Building

Buildings cost Gold + materials and require a minimum player level. A build takes time and occupies a worker + a build-queue slot; decorations place instantly. You start with 1 worker and 1 build queue.

Dwelling perks (3-in-1)

Your dwelling is unique (one per island) and houses the workers who build for you. Upgrade it through 5 levels — told apart by color (black → blue → purple → red → yellow) — to raise all three at once: worker cap (your builders, +1 → +3), warehouse capacity (×1.0 → ×2.0) and farm-plot cap (+2 → +20). Castle adds +1 build-queue slot each.

Building caps (by player level band)

Item1–56–1011–1516–20
Dwelling (total)1111
Sheep Farm1234
Gold Mine0123
Archer Tower1246
Archery Range0123
Barracks0123
Monastery0112
Castle0011
Decorations (total)2050100200

Resources & Economy

Materials & Gold currency.

Each material has its own warehouse storage cap, while Gold is a separate currency. Warehouse caps scale up as your dwelling levels up.

MaterialSourceBase cap
WoodChop trees999
StoneMine rocks · Gold Mine (L6+)999
FoodLevel gifts999
WoolSheep Farm999
Gold OreGold Mine999
GoldLevel gifts / Monastery / Exchange∞

Gold is earned, never gifted: fulfil orders, harvest gold-yielding crops, the Monastery (wool → Gold) and the exchange. Shown separately at the top of the screen.

Gathering

Tap a tree or rock and your character walks over to harvest it — chopping wood, mining stone.

Trees and rocks spawn automatically across the world once enough land exists. They are shared — anyone can gather any node, on anyone's territory. Tap a tree or rock and your adventurer walks over and harvests it.

TreeRock
Yield per node (wood / stone)×5×5
XP per node22
Swings to break34
Regrow cooldown10 min / 10 分钟10 min / 10 分钟

Buildings

30 buildings & decorations — from housing and production to the prestige Castle.

Housing — one per island, upgradeable through 5 levels (told apart by color)

ItemGoldWoodStoneLvlWorkersWarehouse×FarmBuildSpecial
Cottage Lv.1501001+1×1.0+22 minBlack
Cottage Lv.21502553+1×1.25+510 minBlue
Cottage Lv.335045206+2×1.5+930 minPurple
Cottage Lv.4650753510+2×1.75+141.5 hRed
Cottage Lv.510001206014+3×2.0+203 hYellow · XP×1.1

Production

ItemGoldWoodStoneLvlYieldCycleBuild
Gold Mine50060406Stone ×3 + Gold Ore ×25 min30 min

The Gold Mine unlocks with a level-1 castle and produces BOTH stone + Gold ore at once (3 stone + 2 Gold ore per cycle, each banked independently). Before your castle there is no stone building — gather stone by mining world rocks.

Military (they fight — color = tier)

ItemGoldWoodStoneLvlBuildSpecial
Archer Tower Lv.1300000130 minHP 380 · shot 6
Archer Tower Lv.260000042 hHP 420 · shot 8
Archer Tower Lv.3120000086 hHP 460 · shot 10
Archer Tower Lv.424000001212 hHP 500 · shot 13
Archer Tower Lv.548000001624 hHP 540 · shot 15
Archery Range800806061 hTrains Archers
Barracks Lv.110001008061.5 hTrains troops · fires as a Lv.1 tower
Barracks Lv.2200020016083 hFires as a Lv.2 tower
Barracks Lv.34000400320126 hFires as a Lv.3 tower
Barracks Lv.480008006401612 hFires as a Lv.4 tower
Barracks Lv.516000160012802024 hFires as a Lv.5 tower

Military buildings actually fight since the war update: Archer Towers, Barracks and the Castle all open fire when your island is attacked. The five tiers upgrade in place and are told apart by color (black → blue → purple → red → yellow). See the Defense & Garrison section.

Prestige

ItemGoldWoodStoneLvlBuildSpecial
Monastery150012010062 h5 Wool → 50 Gold / 60s · trains Monks
Castle Lv.125002002001112 hGarrison cap 10 · 2 archers fire
Castle Lv.250004004001424 hGarrison cap 20
Castle Lv.3100008008001736 hGarrison cap 35
Castle Lv.420000160016002048 hGarrison cap 55
Castle Lv.540000320032002472 hGarrison cap 80

Decorations (place instantly)

ItemGoldWoodStoneLvlSize
Bush I505011×1
Bush II505021×1
Signpost805021×2
Gem (Small)1000331×1
Bush III505041×1
Scarecrow1508052×2
Duck2003051×1
Gem (Medium)1200561×1
Bush IV505071×1
Bone805081×1
Small Bone605091×1
Gem (Large)1500891×1
Cannon30058101×1
Skull Sign12050111×2
Bomb20035121×1
Skull Spike I15050131×2
Skull Spike II15050141×2
Dead Tree500120153×3

Ranch

How ranching works

Buy an animal from the Shop’s Ranch tab and place it on your land. Animals are FREE-RANGE — they don’t take up a tile and roam around freely, so you can keep as many as you like on the same patch of grass, and still build and plant there. Feed them the crop-fruits they like and each cycle they produce valuable materials: a primary product plus a bonus one.

Satiety — feed once, harvest for a while

Each animal has a Satiety bar (up to 10). One feeding is +1 Satiety and powers ONE production cycle — a well-fed animal keeps producing on its own with no babysitting. Top it up any time; you only HAVE to feed again once Satiety hits 0 (a hungry animal just stands still). Click an animal to open its panel: see its Satiety, Collect when a cycle is ready, and Feed at any time.

ItemProductsFeed (pick one)LvlGoldCycle
SheepWoolPumpkin / Corn120010 min
Starlight ChickenStar Egg + FeatherCorn / Prism Wheat22505 min
Bubble DuckBubble Egg + PlumeCorn / Bubble Berry33507 min
Molten Core BullMolten Milk + HornLava Pepper / Pumpkin445010 min
Crystal Horn OxCrystal Milk + HornCrystal Grass / Frost Grape660012 min
Glowtail BoarGlow Truffle + HideMushroom / Spore Bloom880015 min
Moon-eye RabbitMoon Wool + TailCloud Cotton / Dream Mushroom10110018 min
Spore BeastSpore + MyceliumSpore Bloom / Dream Mushroom12150020 min

Animals are free-range and take up no tile: stack as many as you like on one patch of grass — you can walk through them and still build/plant there. Feeding costs that crop’s harvested fruit.

Units & Characters

The world's units & characters (Tiny Swords art) — each comes in 5 faction colors.
Pawn · Worker & builder

The everyday islander — gathers wood & stone and constructs your buildings.

Chop
Mine
Build
Run
Warrior · Melee

Front-line fighter — sword strikes and a shield guard.

Attack I
Attack II
Guard
Run
Archer · Ranged

Ranged attacker — looses arrows from a distance.

Shoot
Run
Lancer · Cavalry

Mounted lancer — charges with its spear and can brace to defend.

Charge
Defend
Run
Monk · Support

Support caster — heals allied units in battle; after a fight, each surviving monk revives 2 fallen troops.

Heal
Run

Faction colors:BlackBluePurpleRedYellow

Army & Training

Train troops at the Barracks, Archery Range and Monastery to build your standing army.

Training

Militia, Warriors and Lancers train at the Barracks, Archers at the Archery Range, Monks at the Monastery. Monster troops — TNT Goblin, Gnome, Panda, Minotaur — also train at the Barracks and unlock by player level. Training costs Gold plus processed goods (made at the Processing Plant); finished troops join your standing army.

Deploy population

Every unit has a population cost. In one battle the total population you deploy cannot exceed your deploy cap, which grows with player level (20 at Lv.1 up to 240 at Lv.20 — see the table below). Population is a squad-building budget, independent of a unit's combat power.

Casualties

Only troops you actually DEPLOY can die — units left in reserve are untouched, so bringing your whole army costs nothing. Fallen troops are lost permanently and must be retrained. Exception: after an attack, each of your surviving Monks revives 2 fallen troops. Defending garrisons get no revives — a dead garrison stays dead.

Monster troops — TNT Goblin, Gnome, Panda and Minotaur; trained at the Barracks, unlocked by castle level.

Trainable units

UnitRolePopHPAtkGoldTrainUnlock
MilitiaMelee1458202 minBarracks
WarriorMelee110523408 minBarracks
ArcherRanged14020406 minArchery Range
LancerCavalry8750169708 minBarracks
MonkHealer26006012 minMonastery
TNT GoblinWall breaker (suicide)25343352.5 minLv.6 · Barracks
GnomeObjective raider16532352.5 minLv.8 · Barracks
PandaTank (hunts defenses)580062706 minLv.12 · Barracks
MinotaurHeavy bruiser25144512212010 minLv.16 · Barracks

Deploy population cap (by player level)

LvlPopLvlPop
12011133
24012150
36013163
48014175
58015188
68016200
78017210
88018220
99819230
1011520240

Defense & Garrison

Archer Towers, Barracks and the Castle all fire in defense; the Castle also unlocks the garrison.

Buildings that fight back

When your island is attacked, Archer Towers (Lv.1-5) are your core defense. Each Barracks fires with the stats of a same-tier tower. The Castle mans two archers — its shot is 2× a same-tier tower's. The kingdom Town Hall mans three (3×). Tower damage between battles is tracked, so keep them repaired.

Five Archer Tower tiers, upgraded in place — color = tier (black → blue → purple → red → yellow).

Garrison

With a completed Castle you can assign troops from your standing army to defend your Land. The garrison cap follows Castle tier: 10 / 20 / 35 / 55 / 80 for Lv.1-5 (no Castle = no garrison). Garrison troops that die are NOT replenished automatically — retraining is the price of standing guard.

Five Castle tiers & their garrison caps — no Castle, no garrison.

Formation editor

Garrison positions can be hand-placed: each spot must be your own land within 6 tiles (Chebyshev distance) of any completed Castle, and not on top of a building. Re-placing is free, any time.

Durability & repair

Every battle your defenses take part in leaves trauma: the tower's max HP is scaled to 90%, stacking down to a floor of 60%. Trauma carries into the next battle. Repair all with Gold at any time — the cost is trauma ratio × the tower's build price × 15%.

Dungeon: Goblin Camp

The Goblin Camp — a PvE fortress island: pirate tower, goblin huts, wood-tower fire lanes and ground defenders.

Goblin Camp dungeons spawn on the world map and unlock at player level 16. Each one is a PvE fortress island: wood towers crewed by cannons, shamans and gnolls, plus ground defenders — skulls, spiders, gnolls, bears and a troll. Clear the outer fire lanes first, then smash the core huts. Attacking requires a wallet signature (EIP-712), same as a war declaration.

  • Victory rewards: 1,200 Gold + 600 XP + 80 wood + 50 stone.
  • Each player gets 5 PvE attacks per day (resets at UTC midnight).
  • Server-wide limit: 50 dungeon runs per day, first come first served.
  • A beaten camp respawns after 24 hours and cannot be attacked while respawning.

Kingdom Wars

Kingdom vs kingdom — fought over the defending kingdom's REAL territory: every member's actual land and buildings.

Declaring war

Once in a kingdom you can declare war on another kingdom from the Kingdom panel. A declaration is a major action and requires an EIP-712 wallet signature — not just a login session. Each member may start up to 5 kingdom wars per day (UTC reset). The battlefield is the defending kingdom's REAL territory — every member's actual land and buildings.

Prep & retreat

Every war opens with a 30-second prep phase. Retreating during prep is completely free — no troops lost, no daily attempt spent. The battle starts for real once your first troops land.

Loot

Loot follows "destroy it to take it": each building you destroy yields its share — 50% of ripe crops, and 20% of warehouse stock (tapering to 10% as the owner's level rises). Whatever the multiplier shaves off stays with the defender — it is never destroyed.

Gold, processed goods, seeds, land and buildings are never lootable — only raw materials and freshly produced output are ever at risk.

Raid caps

Every loot channel is capped, so being attacked by ten players is no worse than being attacked by one. Ripe crops are capped per field, collectors per production cycle, and a warehouse can only be looted once every 12 hours. All three caps are per defender, not per attacker — once someone has been hit, piling on the same person yields nothing more.

You also cannot attack the same kingdom twice within 6 hours. Revenge is exempt from this cooldown.

Punching down does not pay

The loot multiplier is banded by the prosperity ratio between defender and attacker (see the table below) and is locked in when the war starts. Farming kingdoms far weaker than yours pays only 5%.

Shields & revenge

A defeated kingdom gains a shield based on how badly it was destroyed (see the table below); it cannot be attacked while shielded. Newly founded kingdoms are protected for 72 hours. Members of an attacked kingdom can strike back within 12 hours — revenge pierces shields and new-kingdom protection, and ignores the loot-multiplier penalty.

Kingdom season

The kingdom leaderboard runs in 21-day seasons. The top 3 kingdoms of a season are rewarded 50,000 / 30,000 / 20,000 Gold.

Loot multiplier (by prosperity ratio)

Defender / attacker prosperityLoot multiplier
Defender / attacker prosperity ≥ 80%100%
60% – 79%50%
40% – 59%25%
Below 40%5%

Defeat shield (by destruction)

DestructionShield
Destruction ≥ 30%12 h
Destruction ≥ 60%14 h
Destruction ≥ 90%16 h

Rivergate and the surrounding regions

One world

Your Land, your kingdom and Rivergate are places in one world. From your Town Hall, tap Go to Rivergate to reach the port city on the mainland coast. Walk out of the city gate and you are on Rivergate Plains. Wherever you stand you are the same person — same name, same bag, same Gold, same market.

Rivergate: the sanctuary

Rivergate is the only safe place on the mainland: no PK inside the walls, and monsters never come in. This is where you get ready — store and withdraw from your warehouse, buy supplies at the market, repair, salvage and craft at the workshop, raise your companions, and set up your skills and hotbar. Check what your kingdom is buying and which materials you are missing, then decide which region to hunt today. When you are set, head out through the city gate.

Six regions

The route runs from Rivergate Plains just outside the gate to Longwinter Ridge at the far reach — six regions, each with its own monsters, an elite and a Boss. Region levels are monster levels, not your ceiling — your level goes up to 128, and high-tier skill scrolls drop from Gorrak the Troll King.

Regions, from the gate outward

RegionMonster Lv.Boss
Rivergate Plains1–16To be announced
Elderbough Woods15–33Gorrak the Troll King
Dryspring Wastes35–55Gorrak the Troll King
Bellmire50–73Gorrak the Troll King
Whitesail Isle70–83Gorrak the Troll King
Longwinter Ridge75–93To be announced

Combat is real-time

You move, attack, cast and dodge by hand. Attacks have range, a wind-up and a cooldown; bosses telegraph their big moves, so positioning and timing change the outcome. Active skills sit in slots 1 to 6 and are learned from scrolls in the skill book; passives trigger off your normal attacks. Potions and rations live on the Q / E / R hotbar and are drawn from the bag you carry — potions share one short cooldown, and rations only work out of combat. F picks up loot.

Companions

One companion fights beside you. Give it orders — follow, guard, or stand down — and trigger its core skill yourself. Its damage counts as yours; it does not pick up loot for you. If you fall, your companion stops fighting and stays with you; it is never lost for good. Companion eggs drop from ordinary hunting, elites and bosses — pick one up, then hatch it or sell it.

A shared world

Everyone in a region shares the same monsters, bosses and ground loot — the monster you see, others see too; the drop you leave, others can take. Form a party to hunt together and share credit. A Boss has one health bar for everyone: any party can join the fight, another party can come and compete, and the Boss only resets once every attacker has left. Its rare drops form a single pool split by contribution — the last hit does not take everything.

Loot drops on the ground

When a monster dies, its Gold, materials and gear scatter on the ground where it fell. Click (or tap) the item and you walk over and pick it up — nothing enters your bag until you pick it up yourself, and nothing is mailed or auto-collected. A kill belongs first to whoever started the fight and their party; after the protection period the drop is open to anyone. If your bag is full, the item stays on the ground.

PK and death

Outside the city, other players can attack you and you can attack them; inside Rivergate nobody can. When your HP hits zero you become a soul for 20 seconds — you can drift slowly but cannot fight, loot or swap gear — then revive where you are or back in Rivergate. Dying may drop some of the items you were carrying at the spot; walk back and pick them up. Your warehouse, equipped gear, companions and wallet are never touched.

What you bring back

Gear you find can be worn straight away: six equipment slots, five quality tiers, and the workshop to enhance, repair or salvage it. Leather and cores you bring back from adventure combine with the ingots and cloth from your Land to craft and strengthen equipment. Materials your kingdom is buying go to its purchase orders and public works — once a kingdom workshop is built, every member gets ready for less. Sell on the market, keep it, or carry it back: when you are done, tap Return to your Land to head back to your island, where the crops have kept growing.

Two Goblin Camps

The Goblin Camp in the Dungeon section is the PvE fortress island that spawns on the world map and is attacked with your army. The Goblin Camp in Goblin Crags (Lv.16–20) is a hunting ground — a different place and a different kind of fight.

Seasons & Community

Season leaderboards pay Gold; kingdoms get a private channel and banner; the announcements board carries official news.

Prosperity season

The personal prosperity leaderboard runs in 30-day seasons. When a season ends, the top 3 players receive 10,000 / 5,000 / 3,000 Gold plus a profile badge.

Kingdom channel & announcements

Joining a kingdom adds a Kingdom tab to the chat dock — a private channel only active members can read and write. The announcements board carries official event and update news.

Name tags

Every character's overhead tag has two lines: the first is the player name; the second shows kingdom name + role, with the role colored by rank — King Gold, Steward purple, Treasurer teal, Builder orange, Citizen gray-blue.

Crops

stage 1
→
stage 2
→
stage 3
→
ripe
Plant → grow → harvest (pumpkin shown).

Plant crops on your own grass. When ripe, harvest each crop's own fruit — it stocks in the Harvest tab (for future processing/shops); the seed is returned. Crops unlock in tiers by Farming rank (Apprentice → Grandmaster); higher tiers cost more and grow longer but yield more and train more Farming.

CropLv.SeedGrowYieldXP
Pumpkin1315 min25
Corn1520 min37
Mushroom1625 min39
Bubble Berry2181.5 h640
Crystal Grass2181.5 h645
Prism Wheat3222 h760
Star Lantern4456 h10220
Tendril Vine5506 h10240
Star Core6608 h12340
Lava Pepper7659 h13400
Frost Grape7689 h13410
Dream Mushroom87510 h14480
Iris Sunflower98511 h15580
Pulse Cactus109512 h16700
Cloud Cotton1110513 h17850
Gravity Radish1211514 h181000
Rift Bean1313015 h191180
Zodiac Vine1414516 h201400
Void Berry1516518 h211650
Ring Pumpkin1619020 h221950

Levels & XP

12
There is one level: your character level, earned by fighting and quests (max 128).

Home progress does not use a level: buildings, troops, fortresses and building caps follow your castle (levels 1–5; anyone can build level 1, levels 2–5 need character level 20/40/60/80 or Farming Journeyman/Artisan/Master/Grandmaster); crops and animals follow your Farming rank, which rises with harvests and animal products (with a daily decay). Home activities give no character XP.

Repeat-action XP taper (anti-grind)

To keep leveling fair, XP from the SAME repeated action tapers off within a day. Each action type — harvesting, chopping, mining, collecting from ranch/producers, and filling orders — is counted separately and resets daily (UTC).

The first 20 of an action that day pay full XP; the 21st–50th pay ½; the 51st–100th pay ⅕; beyond 100 pay none. Example: a Pumpkin (5 XP) gives 5 for your first 20 harvests, then 2, then 1, then 0. Yield, Gold and materials are NEVER reduced — only XP tapers.

Level Gifts

The signup starter kit — a building, materials and seeds.

A starter kit at signup — a cottage, a bush, a little wood and seeds. There are no level-up gifts after that, and nothing ever grants Gold.

LvlBuildingsMaterialsSeeds
1Cottage Lv.1, Bush IWood 5Pumpkin / Mushroom / Corn ×1
2Bush II, SignpostNoneNone
3NoneStone 3None
4Bush IIIStone 5None
5Cottage Lv.2, Sheep Farm, Scarecrow, DuckWood 5, Stone 5None
6NoneFood 5None
7Gold Mine, Bush IVNoneNone
8Archer Tower Lv.1, BoneNoneNone
9Small BoneWood/Stone/Food/Wool ×10None
10Cottage Lv.3NoneNone
11Archery Range, Skull SignNoneNone
12Barracks Lv.1NoneNone
13Monastery, Skull Spike INoneNone
14Skull Spike IIWood 10, Stone 10None
15Dead TreeWood/Stone/Food/Wool ×15None
16NoneWood/Stone/Food/Wool ×10None
17NoneWood 15, Stone 15None
18NoneFood 15, Wool 15None
19NoneWood/Stone/Food/Wool ×20None
20Castle Lv.1NoneNone

Exchange

5 Wool
→
50
The Monastery turns 5 wool into 50 Gold (60s cooldown).
  • Monastery: 5 Wool → 50 Gold, 60s cooldown.
  • Land price: 0.0001 ETH per tile (1 tile = 1 parcel).

Payments & Security

→
Sign in with your wallet; land settles in ETH on Robinhood Chain.

Wallet & authentication

You sign in by signing a message with your wallet (SIWE) on Robinhood Chain — there is no custodial password. Your account and assets are tied to your wallet address.

On-chain payments

Land is settled on-chain in ETH (0.0001 ETH per tile). Gas is paid in ETH on Robinhood Chain.