Roblade Player Handbook
Your land, your kingdom, and adventure from Rivergate Plains to Longwinter Ridge. This handbook covers every mechanic and number, from buying land and building to gathering and levelling up.
Getting Started











































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


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)
| Item | 1–5 | 6–10 | 11–15 | 16–20 |
|---|---|---|---|---|
| Dwelling (total) | 1 | 1 | 1 | 1 |
| Sheep Farm | 1 | 2 | 3 | 4 |
| Gold Mine | 0 | 1 | 2 | 3 |
| Archer Tower | 1 | 2 | 4 | 6 |
| Archery Range | 0 | 1 | 2 | 3 |
| Barracks | 0 | 1 | 2 | 3 |
| Monastery | 0 | 1 | 1 | 2 |
| Castle | 0 | 0 | 1 | 1 |
| Decorations (total) | 20 | 50 | 100 | 200 |
Resources & Economy





Each material has its own warehouse storage cap, while Gold is a separate currency. Warehouse caps scale up as your dwelling levels up.
| Material | Source | Base cap |
|---|---|---|
| Chop trees | 999 | |
| Mine rocks · Gold Mine (L6+) | 999 | |
| Level gifts | 999 | |
| Sheep Farm | 999 | |
| Gold Mine | 999 | |
| Level 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

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.
| Tree | Rock | |
|---|---|---|
| Yield per node (wood / stone) | ×5 | ×5 |
| XP per node | 2 | 2 |
| Swings to break | 3 | 4 |
| Regrow cooldown | 10 min / 10 分钟 | 10 min / 10 分钟 |
Buildings






Housing — one per island, upgradeable through 5 levels (told apart by color)
| Item | Gold | Wood | Stone | Lvl | Workers | Warehouse× | Farm | Build | Special |
|---|---|---|---|---|---|---|---|---|---|
Cottage Lv.1 | 50 | 10 | 0 | 1 | +1 | ×1.0 | +2 | 2 min | Black |
Cottage Lv.2 | 150 | 25 | 5 | 3 | +1 | ×1.25 | +5 | 10 min | Blue |
Cottage Lv.3 | 350 | 45 | 20 | 6 | +2 | ×1.5 | +9 | 30 min | Purple |
Cottage Lv.4 | 650 | 75 | 35 | 10 | +2 | ×1.75 | +14 | 1.5 h | Red |
Cottage Lv.5 | 1000 | 120 | 60 | 14 | +3 | ×2.0 | +20 | 3 h | Yellow · XP×1.1 |
Production
| Item | Gold | Wood | Stone | Lvl | Yield | Cycle | Build |
|---|---|---|---|---|---|---|---|
Gold Mine | 500 | 60 | 40 | 6 | Stone ×3 + Gold Ore ×2 | 5 min | 30 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)
| Item | Gold | Wood | Stone | Lvl | Build | Special |
|---|---|---|---|---|---|---|
Archer Tower Lv.1 | 3000 | 0 | 0 | 1 | 30 min | HP 380 · shot 6 |
Archer Tower Lv.2 | 6000 | 0 | 0 | 4 | 2 h | HP 420 · shot 8 |
Archer Tower Lv.3 | 12000 | 0 | 0 | 8 | 6 h | HP 460 · shot 10 |
Archer Tower Lv.4 | 24000 | 0 | 0 | 12 | 12 h | HP 500 · shot 13 |
Archer Tower Lv.5 | 48000 | 0 | 0 | 16 | 24 h | HP 540 · shot 15 |
Archery Range | 800 | 80 | 60 | 6 | 1 h | Trains Archers |
Barracks Lv.1 | 1000 | 100 | 80 | 6 | 1.5 h | Trains troops · fires as a Lv.1 tower |
Barracks Lv.2 | 2000 | 200 | 160 | 8 | 3 h | Fires as a Lv.2 tower |
Barracks Lv.3 | 4000 | 400 | 320 | 12 | 6 h | Fires as a Lv.3 tower |
Barracks Lv.4 | 8000 | 800 | 640 | 16 | 12 h | Fires as a Lv.4 tower |
Barracks Lv.5 | 16000 | 1600 | 1280 | 20 | 24 h | Fires 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
| Item | Gold | Wood | Stone | Lvl | Build | Special |
|---|---|---|---|---|---|---|
Monastery | 1500 | 120 | 100 | 6 | 2 h | 5 Wool → 50 Gold / 60s · trains Monks |
Castle Lv.1 | 2500 | 200 | 200 | 11 | 12 h | Garrison cap 10 · 2 archers fire |
Castle Lv.2 | 5000 | 400 | 400 | 14 | 24 h | Garrison cap 20 |
Castle Lv.3 | 10000 | 800 | 800 | 17 | 36 h | Garrison cap 35 |
Castle Lv.4 | 20000 | 1600 | 1600 | 20 | 48 h | Garrison cap 55 |
Castle Lv.5 | 40000 | 3200 | 3200 | 24 | 72 h | Garrison cap 80 |
Decorations (place instantly)
| Item | Gold | Wood | Stone | Lvl | Size |
|---|---|---|---|---|---|
| Bush I | 50 | 5 | 0 | 1 | 1×1 |
| Bush II | 50 | 5 | 0 | 2 | 1×1 |
| Signpost | 80 | 5 | 0 | 2 | 1×2 |
| Gem (Small) | 100 | 0 | 3 | 3 | 1×1 |
| Bush III | 50 | 5 | 0 | 4 | 1×1 |
| Scarecrow | 150 | 8 | 0 | 5 | 2×2 |
| Duck | 200 | 3 | 0 | 5 | 1×1 |
| Gem (Medium) | 120 | 0 | 5 | 6 | 1×1 |
| Bush IV | 50 | 5 | 0 | 7 | 1×1 |
| Bone | 80 | 5 | 0 | 8 | 1×1 |
| Small Bone | 60 | 5 | 0 | 9 | 1×1 |
| Gem (Large) | 150 | 0 | 8 | 9 | 1×1 |
| Cannon | 300 | 5 | 8 | 10 | 1×1 |
| Skull Sign | 120 | 5 | 0 | 11 | 1×2 |
| Bomb | 200 | 3 | 5 | 12 | 1×1 |
| Skull Spike I | 150 | 5 | 0 | 13 | 1×2 |
| Skull Spike II | 150 | 5 | 0 | 14 | 1×2 |
| Dead Tree | 500 | 12 | 0 | 15 | 3×3 |
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.
| Item | Products | Feed (pick one) | Lvl | Gold | Cycle |
|---|---|---|---|---|---|
| Wool | Pumpkin / Corn | 1 | 200 | 10 min | |
| Star Egg + Feather | Corn / Prism Wheat | 2 | 250 | 5 min | |
| Bubble Egg + Plume | Corn / Bubble Berry | 3 | 350 | 7 min | |
| Molten Milk + Horn | Lava Pepper / Pumpkin | 4 | 450 | 10 min | |
| Crystal Milk + Horn | Crystal Grass / Frost Grape | 6 | 600 | 12 min | |
| Glow Truffle + Hide | Mushroom / Spore Bloom | 8 | 800 | 15 min | |
| Moon Wool + Tail | Cloud Cotton / Dream Mushroom | 10 | 1100 | 18 min | |
| Spore + Mycelium | Spore Bloom / Dream Mushroom | 12 | 1500 | 20 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 everyday islander — gathers wood & stone and constructs your buildings.
Front-line fighter — sword strikes and a shield guard.
Ranged attacker — looses arrows from a distance.
Mounted lancer — charges with its spear and can brace to defend.
Support caster — heals allied units in battle; after a fight, each surviving monk revives 2 fallen troops.
Faction colors:BlackBluePurpleRedYellow
Army & Training



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.
Trainable units
| Unit | Role | Pop | HP | Atk | Gold | Train | Unlock |
|---|---|---|---|---|---|---|---|
| Militia | Melee | 1 | 45 | 8 | 20 | 2 min | Barracks |
| Warrior | Melee | 1 | 105 | 23 | 40 | 8 min | Barracks |
| Archer | Ranged | 1 | 40 | 20 | 40 | 6 min | Archery Range |
| Lancer | Cavalry | 8 | 750 | 169 | 70 | 8 min | Barracks |
| Monk | Healer | 2 | 60 | 0 | 60 | 12 min | Monastery |
| TNT Goblin | Wall breaker (suicide) | 2 | 53 | 43 | 35 | 2.5 min | Lv.6 · Barracks |
| Gnome | Objective raider | 1 | 65 | 32 | 35 | 2.5 min | Lv.8 · Barracks |
| Panda | Tank (hunts defenses) | 5 | 800 | 62 | 70 | 6 min | Lv.12 · Barracks |
| Minotaur | Heavy bruiser | 25 | 1445 | 122 | 120 | 10 min | Lv.16 · Barracks |
Deploy population cap (by player level)
| Lvl | Pop | Lvl | Pop |
|---|---|---|---|
| 1 | 20 | 11 | 133 |
| 2 | 40 | 12 | 150 |
| 3 | 60 | 13 | 163 |
| 4 | 80 | 14 | 175 |
| 5 | 80 | 15 | 188 |
| 6 | 80 | 16 | 200 |
| 7 | 80 | 17 | 210 |
| 8 | 80 | 18 | 220 |
| 9 | 98 | 19 | 230 |
| 10 | 115 | 20 | 240 |
Defense & 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.





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.





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

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



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 prosperity | Loot multiplier |
|---|---|
| Defender / attacker prosperity ≥ 80% | 100% |
| 60% – 79% | 50% |
| 40% – 59% | 25% |
| Below 40% | 5% |
Defeat shield (by destruction)
| Destruction | Shield |
|---|---|
| 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
| Region | Monster Lv. | Boss |
|---|---|---|
| Rivergate Plains | 1–16 | To be announced |
| Elderbough Woods | 15–33 | Gorrak the Troll King |
| Dryspring Wastes | 35–55 | Gorrak the Troll King |
| Bellmire | 50–73 | Gorrak the Troll King |
| Whitesail Isle | 70–83 | Gorrak the Troll King |
| Longwinter Ridge | 75–93 | To 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




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




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.
| Crop | Lv. | Seed | Grow | Yield | XP |
|---|---|---|---|---|---|
Pumpkin | 1 | 3 | 15 min | 2 | 5 |
| 1 | 5 | 20 min | 3 | 7 | |
Mushroom | 1 | 6 | 25 min | 3 | 9 |
| 2 | 18 | 1.5 h | 6 | 40 | |
| 2 | 18 | 1.5 h | 6 | 45 | |
| 3 | 22 | 2 h | 7 | 60 | |
| 4 | 45 | 6 h | 10 | 220 | |
| 5 | 50 | 6 h | 10 | 240 | |
| 6 | 60 | 8 h | 12 | 340 | |
| 7 | 65 | 9 h | 13 | 400 | |
| 7 | 68 | 9 h | 13 | 410 | |
| 8 | 75 | 10 h | 14 | 480 | |
| 9 | 85 | 11 h | 15 | 580 | |
| 10 | 95 | 12 h | 16 | 700 | |
| 11 | 105 | 13 h | 17 | 850 | |
| 12 | 115 | 14 h | 18 | 1000 | |
| 13 | 130 | 15 h | 19 | 1180 | |
| 14 | 145 | 16 h | 20 | 1400 | |
| 15 | 165 | 18 h | 21 | 1650 | |
| 16 | 190 | 20 h | 22 | 1950 |
Levels & XP

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





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.
| Lvl | Buildings | Materials | Seeds |
|---|---|---|---|
| 1 | Cottage Lv.1, Bush I | Wood 5 | Pumpkin / Mushroom / Corn ×1 |
| 2 | Bush II, Signpost | None | None |
| 3 | None | Stone 3 | None |
| 4 | Bush III | Stone 5 | None |
| 5 | Cottage Lv.2, Sheep Farm, Scarecrow, Duck | Wood 5, Stone 5 | None |
| 6 | None | Food 5 | None |
| 7 | Gold Mine, Bush IV | None | None |
| 8 | Archer Tower Lv.1, Bone | None | None |
| 9 | Small Bone | Wood/Stone/Food/Wool ×10 | None |
| 10 | Cottage Lv.3 | None | None |
| 11 | Archery Range, Skull Sign | None | None |
| 12 | Barracks Lv.1 | None | None |
| 13 | Monastery, Skull Spike I | None | None |
| 14 | Skull Spike II | Wood 10, Stone 10 | None |
| 15 | Dead Tree | Wood/Stone/Food/Wool ×15 | None |
| 16 | None | Wood/Stone/Food/Wool ×10 | None |
| 17 | None | Wood 15, Stone 15 | None |
| 18 | None | Food 15, Wool 15 | None |
| 19 | None | Wood/Stone/Food/Wool ×20 | None |
| 20 | Castle Lv.1 | None | None |
Exchange

50 
- Monastery: 5 Wool → 50 Gold, 60s cooldown.
- Land price: 0.0001 ETH per tile (1 tile = 1 parcel).
Payments & Security

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.

Cottage Lv.1
Cottage Lv.2
Cottage Lv.3
Cottage Lv.4
Barracks Lv.2
Barracks Lv.3
Barracks Lv.4
Barracks Lv.5
Mushroom