FAQ
Frequently asked questions about Pawtato Land
Quick answers to common player questions. Each answer links to the page with the full details.
Resources & Ultra-Rare Resources
What are the base resources in Pawtato Land?
There are 8 base resources: Wood, Stone, Water, Coal, Iron, Gold, Crystal and Mushroom, each with its own rarity tier from Common up to Epic. They are automatically produced by staked Land NFTs and form the foundation for all further gameplay — see Resources.
How are base resources generated?
Staked Lands produce base resources automatically, with production rates based on each Land's traits — the Sky and Soil environmental traits give additive boosts of up to 175% combined (Violet Soil + Atomic Sky). Production can be further influenced by equipped tools and placed buildings — see Land NFT and Resources.
Why did my Land stop producing resources?
Each Land only generates a resource until its storage for that resource is full — once storage is reached, production pauses until you claim. Claim your resources to clear the storage and resume production, and consider staking a Wheelbarrow to expand storage capacity — see Storage.
How much can my Land store?
Each Land has a base Storage Capacity per resource (e.g. 1.00 for Wood/Stone/Water, 0.30 for Coal/Iron, 0.10 for Gold, 0.05 for Crystal), with Estates holding 4x and Provinces 9x that amount. A staked Wheelbarrow expands storage further — see Storage.
What happens when I claim my resources?
Claiming credits your accumulated base resources to your in-game balance and clears your Land storage so production resumes — the resources exist as native tokens on the SUI blockchain and can be withdrawn to your wallet. Each claim also carries a small chance to find an Ultra Rare Resource — see Resources.
Why am I not producing any Mushrooms?
Mushrooms are a bonus resource: your Lands only produce them if you have a Foraging Knife equipped. The amount depends on Land size, Sky and Soil traits and the rarity of the Foraging Knife — see Land NFT and Production Tools.
What are Ultra Rare Resources (URRs)?
URRs are Legendary and Mythic resources that are very hard to come by but offer unique benefits, such as boosting upgrade chances or rerolling item quality. They drop with a small chance when you claim Land resources or Hero patrol Influence, and also serve as ingredients in certain recipes and blueprints — see Ultra Rare Resources.
Why am I not finding any URRs?
Base URR chances are tiny (e.g. 0.027% per Plot for a Chaos Seed) and the URR roll has a 24-hour cooldown that triggers whether or not you found anything. You can boost your odds substantially with an Idol of Axomamma, and an equipped Crystal Ball shows your current URR chance and remaining cooldown — see Ultra Rare Resources.
Can I find more than one URR per claim?
Normally only one URR can be found at a time. However, if your total chance goes above 100%, extra rolls apply with diminishing returns — 50% on the second roll, 25% on the third, and no fourth roll — see Ultra Rare Resources.
Where can I get Chaos Seeds?
Chaos Seeds are Legendary URRs with a 0.027% base chance per staked Plot every time you claim resources (24h cooldown), boostable via the Idol of Axomamma. They can be consumed to reroll item quality and other events, and are also a crafting ingredient (e.g. for the Mushroom Encyclopedia) — see Ultra Rare Resources.
What is Dawnstone and how do I get it?
Dawnstone is a Legendary URR that can be consumed to increase the quality of an item by 10. It only becomes findable on resource claims once you equip a Shovel — the Shovel also unlocks Primal Loam, which boosts resource production by 50% for 72 hours — see Ultra Rare Resources.
What are Titanium Splinters and Phoenix Feathers for?
Both are upgrade URRs found on resource claims: a Titanium Splinter substantially increases the base upgrade chance from Epic to Legendary, while the much rarer Phoenix Feather does the same from Legendary to Mythic — see Ultra Rare Resources.
How do I find the special mushroom caps like Sunspore Cap?
You need a Mushroom Encyclopedia tool equipped, which unlocks six mushroom URRs on resource claims: Sunspore Cap, Glowing Toadstool, Verdant Mosscap (Sproutkin Lands), Scarlet Flamecap (Emberclaw Lands), Azurite Shardcap (Flowtail Lands) and the Mythic Rainbow Mycelium. Their use is to brew Potions — see Ultra Rare Resources and Miscellaneous Tools.
What URRs can my Heroes bring back from patrol?
When you claim the Influence of patrolling Heroes, you have a chance (24h cooldown, +20% per Hero level) to find Hero URRs: Chrono Seed, Fairy Dust and the rare Barrier Shard. Equipping a Runic Resonator additionally unlocks the nine Fragments used for Hero Ascension — see Ultra Rare Resources and Patrol.
Do Assignments and Dungeons drop URRs too?
Yes. Some Assignments offer URRs like Chrono Seeds or Fairy Dust as Luck-based Bonus Rewards, and Dungeon treasure chests can contain Fairy Dust, Chrono Seeds, Barrier Shards, mushroom caps and chipped gemstones — see Assignments and Dungeons.
What is resource processing?
Resource processing converts base resources into refined materials like Wooden Planks, Stone Blocks, Iron Bars, Glass, Gravel and Paper. Most are crafted at a Crafting Station (the Woodwright, Mason or Blacksmith) with no Tool required — staking the matching Tool there just makes the craft faster and cheaper. A few (Gold Bar, Paper) are still made in the general Crafting menu and do require their Tool. See Resource Processing.
How do I make Iron Bars?
Iron Bars are crafted at the Blacksmith from Iron, Water and Coal — no Tool is required. Staking a Kiln at the Blacksmith is an optional boost that makes the craft faster and reduces the base resources it uses (the higher the Kiln's rarity, the bigger the saving). See Resource Processing.
Where do I craft a material like Wooden Plank, Iron Bar or Glass?
Basic materials are crafted at their Crafting Station: Wooden Plank and Wooden Bowl at the Woodwright; Stone Block, Gravel and Sand at the Mason; Iron Bar and Glass at the Blacksmith; and the Glass Vial at the Alchemist — none of these need a Tool. Gold Bar and Paper are still made in the general Crafting menu (Gold Bar needs a Kiln, Paper a Mould & Deckle). The full mapping is on the Resource Processing page.
Where can I get gemstones?
Raw Gemstones can be found by processing Stone with a Sledgehammer, and Heroes can also find them on Adventure. Gems come in tiers extracted from raw gemstones with a Lapidary Set, and a skilled Jeweller can upgrade lower-tier gems — see Gemstones.
Tools
How do I get new Tools?
Tools are made via crafting using resources and time, and each craft rolls a random rarity (roughly 78% Common, down to 0.002% Mythic) plus a random Quality. The first Tools are unlocked for everyone, while further ones require Blueprints earned through gameplay or bought on the secondary market — finished Tools can also be traded there.
What do Production Tools do?
Production Tools boost your Lands' resource output and storage: the Axe boosts Wood, the Bucket Water, the Pickaxe Stone/Coal/Ore, the Magic Siphon Crystals, the Wheelbarrow multiplies your storage, and the Foraging Knife adds Mushrooms to your harvest. Higher rarity means a stronger boost.
What are Woodworking, Masonry and Blacksmithing Tools for?
These are crafting-station Tools that enable resource processing and advanced crafting: Woodworking (Handsaw for Planks, Mould & Deckle for Paper, Wooden Runepen, Carving Kit), Masonry (Hammer & Chisel for Stone Blocks, Sledgehammer for Gravel, Stone Runepen, Lapidary Kit) and Blacksmithing (Kiln for Bars, Anvil, Iron Runepen, Artificer's Kit). Higher rarity generally reduces the base resources and processing time needed, or improves output chances on the Master-tier kits.
What are Miscellaneous Tools?
Miscellaneous Tools unlock quality-of-life features and special mechanics rather than raw production — for example notifications, quest stamina discounts, salvaging, URR hunting, Influence boosts, Dungeon mapping and more. Some are Land-only (Shovel, Mushroom Encyclopedia) and some are Hero-only (Runic Resonator, Cartographer's Bag).
How do I equip Tools, and how many can I use at once?
Tools are equipped in your Player Profile: click your profile picture in the top-left corner, open the Tools tab and click a slot to stake a Tool into it — see Tools for the step-by-step guide. Slots are limited per category: a Land Plot allows 3 Production Tools and 6 Miscellaneous Tools, of which 3 Miscellaneous slots start locked and can be unlocked by burning certain resources. Estates and Provinces open up more slots (up to 6 Production and 9 or 12 Miscellaneous), but these maximums don't stack across multiple Lands.
What does the Signal Horn's Second Wind do?
The Signal Horn's standout ability is Second Wind, which completely refills a Hero's Stamina. Higher rarity lowers the Second Wind cooldown (from 23h at Common down to as low as 6h at Mythic), and each use costs 10 Durability. The Horn also enables Hero Discovery notifications (a Telegram ping when a Hero makes a discovery on patrol). Storage Full, Crafting Finished, Tool Repair, Material Processing and URR Chance notifications no longer need a Signal Horn — they now fire for every player.
How does the Shovel help me find Ultra Rare Resources?
The Shovel is a Land-only Tool that enables a chance per Land to dig up Ultra Rare Resources like Dawnstone and Primal Loam when you claim resources. Higher rarity increases that chance, and Durability drops by 5 whenever you claim while the URR chance is active.
What does the Idol of Axomamma do?
The Idol of Axomamma multiplies your chance to find Ultra Rare Resources, with the multiplier growing by rarity from 1.5x–2x at Common up to 9.5x–11x at Mythic. It loses 5 Durability each time resources are claimed while the URR chance is active.
What is the Mushroom Encyclopedia for?
The Mushroom Encyclopedia is a Land-only Tool that unlocks the chance to find additional Ultra Rare Resources that aren't available otherwise. It's an expensive craft (Paper, Mushrooms, Crystals, Gold Sheets and Chaos Seeds over 7 days), and higher rarity increases the find chance per Land.
What does the Cartographer's Bag do in the Dungeon?
Equipping a Cartographer's Bag lets a Hero map the Dungeon as they explore, recording cleared Sections, known paths and points of interest. Each rarity tier adds a perk — from saving discovered Sections for the current week (Common) up to permanent layouts, Section types, fast travel via map click, revealed Altar locations and even revealing whether adjacent Sections are harmful (Mythic) — and it loses 10–20 Durability per unique Dungeon generation depending on Quality.
How do I find Ascension Tablet fragments?
Craft and equip a Runic Resonator: it lets Heroes on Patrol find fragments of ancient tablets alongside other URRs, with a base chance of 0.01% per fragment per Hero that scales with Hero level. Higher rarity adds more fragment types to the drop list, and a Resonator at 100 Quality adds one extra fragment on top.
Can I reduce the Stamina cost of quests?
Yes — the Abacus reduces Puzzle Quest Stamina, the Crystal Ball reduces Search Quest Stamina (and shows your URR raffle cooldown and chance), and the Basket reduces Gathering Quest Stamina (and unlocks the "Claim All" buttons in the Crafting menu). The discount scales with rarity from 5–10% at Common up to 55–60% at Mythic, and each started quest of the matching type costs the Tool 1 Durability.
What does the Banner Flag do?
The Banner Flag increases the Influence you gain, with a bonus ranging from 2.5–5% at Common up to 42.5–50% at Mythic. Its Durability drops by 5 whenever Influence is claimed as a reward.
How does salvaging work, and what do I get back?
Salvaging requires a Scrapper and returns a portion of the item's original crafting materials, with a small chance to hit a Jackpot for double materials — a chance that grows with your Scrapper's rarity and Quality. Tools are salvaged one at a time from their Details view in your Backpack; each salvage costs the Scrapper 10 Durability, and non-soulbound items can also drop bonus loot such as Divine Favor Tokens (from Tools and Talismans) or Orbs (from Armor and Weapons).
How does Tool Durability work, and when does it go down?
Every Tool has Durability that is consumed by its specific use — for example claiming resources, crafting items, or activating an ability — and the exact trigger is listed on each Tool's page. Maximum Durability depends on rarity (100 / 250 / 500 / 750 / 1,000 from Common to Legendary), and a Tool at 0 Durability stops working until repaired.
Do tools lose durability when used in an assignment?
No. When a miscellaneous Tool boosts an Assignment's Bonus Reward chance it does not lose any Durability — unlike quests, crafting or claiming, which do consume Durability. Instead, the boosting Tool goes on a 3-day cooldown, so it can't boost another Assignment until the cooldown ends. (The Tool just needs to have Durability left to be eligible in the first place.)
Do Mythic Tools ever break?
No — Mythic Tools are unbreakable with infinite Durability, so they never need repairs. That, on top of their best-in-class effects, is what makes them the ultimate goal of upgrading.
How do I repair a Tool?
Repairing restores full Durability and costs 30% of the Tool's original crafting materials, plus takes time scaling from 1 hour (Common) to 24 hours (Legendary) — see Tool Durability & Repairs. Higher rarities also require sacrificing other Tools (1 at Uncommon up to 10 at Legendary), and Epic and Legendary repairs additionally cost 5 and 10 Crystals respectively.
Can I upgrade a Tool to a higher rarity?
Yes — upgrading raises a Tool one rarity tier at a time (no skipping), costing 1 to 10 Crystals per attempt with base success rates that shrink as you climb: 60% for Common→Uncommon down to 10% for Epic→Legendary. Legendary→Mythic has a 0% base rate, so it requires boosts to succeed at all.
How can I increase my upgrade success chance?
Three optional boosts exist: donate at the Temple of Axomamma in TATO or Divine Favor Tokens (+30% down to +5% depending on tier), offer up to 6 Tools of the same type (each adds +1% to +20% based on its rarity, plus a small Quality bonus), or offer an URR for the top tiers — a Titanium Splinter adds +90% for Epic→Legendary and a Phoenix Feather adds +100% for Legendary→Mythic.
What happens if my upgrade attempt fails?
On failure the Tool stays at its current rarity, but all offered Tools, Crystals and donations are consumed regardless — so weigh the odds before you commit. As a consolation, each Crystal spent on a failed upgrade grants a soul-bound Divine Favor Token, which can replace TATO for future Donation Boosts and other chance-based events.
What is Quality and can I change it?
Every crafted item rolls a Quality from 1–100 that decides where its effect lands within its rarity tier's min–max range — higher Quality means a stronger Tool at the same rarity. You can reroll Quality with a Chaos Seed (risky, the new roll can be lower), raise it by a flat 10 with a Dawnstone, or increase it with a chance using Runes.
Equipment & Sockets
What equipment slots does my Hero have?
Heroes have a Main Hand (one- or two-handed weapon), an Offhand, Head Armor, Body Armor and up to three Talisman slots, plus dedicated Pet and Mount slots. See equipment/README.md for an overview of what each slot provides.
Why can't I equip an Offhand item on my Hero?
Offhand items (Shields, Orbs, Quivers, Gadgets) can only be used together with a one-handed weapon — a two-handed weapon such as a Greatsword, Axe or Staff occupies the whole Main Hand. Check equipment/types.md to see which weapons are one- or two-handed.
Why does my Hero only have one Talisman slot?
All Heroes start with just one of the three Talisman slots unlocked. The other two can be unlocked with URRs earned through gameplay, as explained in equipment/README.md.
Where does equipment come from?
Most equipment is crafted at dedicated Crafting Stations built on an Estate or Province, while some encounters and quests can reward ready-to-use gear directly. See buildings/crafting-stations.md for how these stations work.
Which Crafting Station makes which piece of equipment?
There are five equipment craftsmen, and every item type is routed to exactly one of them: the Blacksmith (heavy armor, swords, daggers, axes, shields), Tailor (light armor), Leatherworker (medium armor, quivers), Mason (orbs, talismans) and Woodwright (maces, wands, staves, bows, training gear, fishing rods). The full routing table is in buildings/crafting-stations.md — remember it, because the station that crafts an item is also the only one that can repair it.
Can I craft equipment if I don't own any Land?
Yes — Land owners can open their crafting buildings to visitors, but you need a Hero stationed at that Estate or Province, must bring your own materials, and pay whatever fee the owner has set. Details are in equipment/README.md.
Why can't my Hero wear a certain item?
Equipment can carry level, class and/or stat requirements — for example, only Knights can wear Heavy Armor and only Mages can use Wands. The class restrictions per item type are listed in equipment/types.md.
What does "Bind on Equip" mean?
Most equipment is "Bind on Equip": it stays freely tradeable until the first Hero equips it, at which point it attunes to that Hero and no other Hero can wear it. There are also "Bind on Pickup" items (attuned instantly to the Hero who earned them) and "Fleeting" items that never bind — see equipment/attunement.md.
Can I un-bind an attuned item so another Hero or player can use it?
For Bind on Equip items, yes — attunement can be broken to reset the item to its unbound state, but the cost scales steeply with rarity: it always takes TATO plus Crystals (10 for Common up to 100 for Mythic), and Epic, Legendary and Mythic pieces additionally require a Chaos Seed, Titanium Splinter or Phoenix Feather respectively. Bind on Pickup attunement can never be broken; see equipment/attunement.md for the full cost table.
How many sockets can a piece of equipment have?
Sockets are rolled randomly when an item is created, up to a maximum per item type — for Tribal Conflict gear that's 2 on Armor and 2-hand weapons, 1 on 1-hand weapons and Offhands, and 0 on Helmets. See equipment/sockets.md for how the roll works.
My item has a "Locked" socket — how do I open it?
A locked socket must be unlocked once, changing it from "locked" to "empty", which consumes an Iron Socket — a consumable that drops as loot (for example from dungeons). Once empty, you can click the socket to insert any Gemstone from your Backpack, as shown in equipment/sockets.md.
Which Gemstone boosts which stat?
Topaz gives Agility, Sapphire gives Intelligence, Ruby gives Strength, Emerald gives Vitality and Amethyst gives Dexterity. Each comes in three qualities — Chipped (+1), regular (+2) and Perfect (+3) — per equipment/sockets.md.
Can I take a Gemstone out of a socket without losing it?
Removing a gem without protection always affects it: regular and Perfect gems are downgraded one quality and Chipped gems are destroyed. A Jeweler can remove it safely for a TATO fee, or you can equip a Lapidary Kit — higher-Tier Kits reduce the downgrade/destruction chance (each risky removal costs the Kit 25 Durability and has a 3-day cooldown) and also discount the Jeweler's fee; see equipment/sockets.md.
Do sockets and gems stay on an item if I trade it?
Yes — if equipment is traded or transferred, its sockets (and any inserted Gemstones) stay attached, as noted in equipment/sockets.md.
Why is my equipment losing Durability?
Every item has a Durability trait, and each Combat has a chance to consume it — even when you win, though losing a fight has roughly four times the chance. Higher-Quality items lose Durability less often; the exact formulas are in equipment/equipment-durability-and-repairs.md.
Where and how do I repair my equipment?
Repairs are done at the Repair tab of the craftsman that made the item — only that station can repair it — and cost either Gold or TATO, with cost and repair time scaling by Tier (from 1 Gold and 3h for Common up to 50 Gold and 48h for Legendary). See equipment/equipment-durability-and-repairs.md and buildings/crafting-stations.md.
Does Mythic equipment ever break?
No — Mythic equipment is indestructible and never needs repairs, as shown in the repair table in equipment/equipment-durability-and-repairs.md.
Are equipment stats random, and can I reroll a bad roll?
Yes — every boon is rolled randomly within a range when the item is created or looted, and bad rolls can be improved later in the craftsman's Modification tab: an Orb of Reforging rerolls all of an item's stats at once, while an Orb of Refinement rerolls a single stat and keeps the rest, with each attempt also costing Crystals that scale with the item's Tier. See equipment/README.md and buildings/crafting-stations.md.
Skills & Skill Scrolls
What are Skill Scrolls?
Skill Scrolls are consumable items that teach your Heroes special abilities: consuming a Scroll destroys it, but the Hero learns the Skill permanently. Without Skills, a Hero only performs Basic Attacks. Skills come in two flavours: active Skills that charge up and fire automatically during a fight, and passive Skills that provide a constant effect — you decide freely how to mix your learned Skills across your Skill Slots.
How do active Skills work? When do they trigger?
Active Skills charge via a specific trigger — Charge (successful Basic Attack), Pain (Hero takes damage), Time (a turn passes) or Counter (Hero evades/blocks) — and once fully charged, they activate automatically on your Hero's turn instead of the next Basic Attack. When a Skill executes, only the charges it needed are spent — surplus charges carry over; see heroes/skills.md for examples.
Where do I get Skill Scrolls?
Skill Scrolls drop from strong enemies, can be bought from other players on the Marketplace, crafted using Gemstones, or gambled — three unwanted Scrolls for a new one — via Skill Shuffle at the Casino. The basic Skill Pounce needs no Scroll at all: every Hero knows it automatically from the moment it is staked (heroes/skills.md).
How many Skill slots does my Hero have?
Every Hero starts with 1 slot at level 1 and unlocks more at levels 2, 5, 10, 15 and 20 (up to 6). The maximum is capped by the Hero's rarity tier — Common 1, Uncommon 2, Rare 3, Epic 4, Legendary 5, Mythic 6 — so a slot is only usable once both the level and tier requirement are met; details in heroes/skills.md.
How do I teach my Hero a new Skill?
Open Hero Management, select your Hero, and click Unlock new Skill via Skill Scroll below the Skills card. The selector shows every Scroll this Hero can learn from (class and level requirements are checked, already-known Skills are filtered out). Confirm to consume the Scroll — the Hero knows the Skill forever. Learning works any time the Hero is staked, even mid-dungeon or on an assignment (heroes/skills.md).
How do I select, deselect or switch a Skill?
In the Skills card in Hero Management, click a slot to open the list of your Hero's learned Skills and press Select (or Switch to move a Skill that is active in another slot). To clear a slot, press Deselect on the active Skill. Switching is free and instant — there is no cooldown, and it even works while the Hero is in a dungeon or on an assignment (heroes/skills.md).
Can I move a learned Skill from one Hero to another?
No — learned Skills are permanently tied to the Hero that consumed the Scroll. To teach the same Skill to a second Hero, that Hero needs to consume its own Skill Scroll.
What happens to my Skills when I unstake a Hero?
Learned Skills cannot leave the game: they are permanently removed when the Hero's withdrawal completes — consumed Scrolls are not refunded, and a big warning reminds you before you unstake and before you withdraw. Cancelling the unstake during the Unstaking Period keeps every Skill. A re-staked Hero automatically knows the basic Skill Pounce again. Selling a Hero in-game on the Marketplace is safe — its learned Skills transfer to the buyer (heroes/skills.md).
Can every Hero class learn every Skill?
No — some Skills have a class requirement and can only be learned by specific classes (a Skill listed as "Any"/no requirement works for everyone), and some require a minimum level. Check a Scroll's details before buying it for a particular Hero.
Should I select two active Skills with the same trigger?
Skills that share a trigger build up the same counter together, but only fire one at a time — leftmost slot first, with surplus charges carrying over for the next activation. That still works, but spreading your active Skills across different triggers usually gets more consistent value out of your slots (heroes/skills.md).
I have duplicate Skill Scrolls — can I reroll them?
Yes, use Skill Shuffle at the Casino: sacrifice 3 Skill Scrolls to receive 1 random new one, with a 90% chance at the lowest input rarity and a 10% chance of one tier higher. The result is never one of the Scroll types you sacrificed, and Scrolls that are listed for sale can't be shuffled. Scrolls for Skills your Hero already knows are also perfect Marketplace stock — other players may still need them.
How can I test my skill setup before a real fight?
Spar at the Training Dummies building — a consequence-free sandbox where you fight a fully configurable target. It costs no Stamina, grants no loot or EXP and can never injure your Hero, so you can test loadouts as much as you like.
Heroes
How do I get a Hero?
The limited Hero NFT Mint has already concluded, so new players can pick up Heroes on the secondary market - either the in-game Marketplace or the Pawtato Heroes collection on TradePort. See heroes/ for what makes each Hero unique.
How do I stake my Hero into the game?
Open the game and stake your Hero NFT from your wallet - only staked Heroes can fight, quest or go on patrol. You can manage all of this from the in-game Hero Management screen.
How do I unstake my Hero and get the NFT back to my wallet?
Unstaking starts a 3-day cooldown, during which the Hero cannot fight; once the cooldown ends, you can withdraw the NFT back to your wallet. Everything the Hero earned (levels, items) stays with your account - see heroes/progression.md for what carries a Hero's value.
What Hero classes are there?
There are five classes, each rolled with a 20% chance at awakening: Knight (main stat Vitality), Mage (Intelligence), Rogue (Strength), Archer (Dexterity) and Druid (Intelligence). Check heroes/classes.md for each class's damage type and secondary stats.
What do the different stats actually do?
The six main stats are Vitality (Hit Points), Strength (Physical Damage), Intelligence (Magical Damage), Agility (Evasion), Dexterity (Crit Damage) and Luck (Crit Chance). They feed into your combat stats and can also gate equipment and scale skills - full formulas are in heroes/stats.md.
How do I increase Luck for my Hero?
Luck (LCK) raises your Crit Chance and improves reward rolls on Assignments, Fishing and more, so it's worth stacking. The two biggest levers are Ascension and Lucky Coins. Every Ascension tier lifts a Hero's base Luck by a fixed amount — Common starts at 0 and each tier up (Uncommon, Rare, Epic, Legendary, Mythic) adds +3, so a Mythic Hero begins with +15 Luck over a Common one. On top of that, the Lucky Coin Talisman grants +1–3 Luck each, and unlike other Talismans it stacks — equip one in all three Talisman slots for up to roughly +9 more Luck. You can also pour your free per-level stat points into Luck, and staying neutral instead of pledging grants the Independent Spirit buff (+5 Luck) — see heroes/stats.md and heroes/pledge.md.
What is a Pledge and should I pledge my Heroes?
If you don't have your own representing Land, you can pledge your Heroes to another player's Land and receive a Tribal buff in return (Emberclaws: +3% Hit Chance, Flowtails: +3% Dodge Chance, Sproutkin: +5% Physical & Magical Resistance), while your patrol Influence goes to that Land's owner. If you stay neutral instead, your Heroes get the Independent Spirit buff (+5 Luck) - details in heroes/pledge.md.
What happens when my Hero levels up?
Each level automatically adds +2 to your class's main stat and +1 to each secondary stat, plus 3 stat points you can distribute freely. If you misclicked, stat distribution can be reset with an Ultra Rare Resource - see heroes/stats.md.
How do I earn XP and level up my Hero?
Experience comes from successful Adventures (fights, quests and the like) and fills a bar up to a per-level cap. Once the bar is full, travel to a City or the Temple of Axomamma to complete the level up - higher levels also require materials such as Lesser Essence of Axoma (50x for Level 2, 100x plus 3x Essence of Axoma for Level 3), as described in heroes/progression.md.
What is the maximum Hero level?
In Pawtato Land: Genesis, Heroes start at Level 1 and can reach a maximum of Level 20. See heroes/progression.md for everything that plays into a Hero's power beyond levels.
How does Stamina work?
Every Hero has a Stamina pool that starts at 12 points at Level 1 and grows by 2 points per level; it is consumed by activities like Combat, Questing or Travel. Stamina refills automatically over 24 hours - more in heroes/stats.md.
How much Stamina does a fight cost?
A fight against a level 3+ encounter costs 3 Stamina whether you win or lose; level 1 and level 2 encounters are cheaper (1 and 2 Stamina) but give proportionally reduced rewards, and Elite encounters always cost the full 3. See adventure/proving-grounds.md for combat details.
Why is my Hero's Stamina not regenerating?
Stamina recovery is halted while a Hero is on patrol or locked into an assignment. Recall the Hero and the 24-hour regeneration resumes - see heroes/stats.md.
What is Patrol and what do I get out of it?
Patrol is passive play: any staked Hero can be sent roaming and generates 0.1 x its level in Influence per day for your (or your pledged Architect's) representing Land. Patrolling Heroes also constantly scout for Discoveries and rare finds - see heroes/patrol.md.
Can patrolling Heroes find rare items?
Yes - patrolling Heroes have a small daily chance (24-hour cooldown) to find Ultra Rare Resources, and with a Runic Resonator Tool equipped they can additionally find Fragments of Ascension Tablets. Any items found always remain with you, even if your Heroes are pledged - see heroes/patrol.md.
What is a Discovery and how long do I have to claim it?
While on patrol, Heroes can stumble upon a Discovery, and you have a 30-minute window to reveal it before the chance is lost - a Signal Horn tool will even notify you via Telegram. More patrolling Heroes unlock better loot pouches, as explained in heroes/discovery.md.
My Hero got injured - what does that mean?
Injury is a stackable debuff: a Hero can carry 1–9 Injury stacks, and each stack lowers their Maximum HP by 10% (up to −90% at 9 stacks). Even a heavily injured Hero can still fight, but losing again can add more stacks on top of the ones they already have - see adventure/proving-grounds.md.
How do I heal an injured Hero?
Remove Injury stacks with a Health Potion from your Backpack (a Lesser / Health / Greater Health Potion clears 1 / 2 / 3 stacks) — potions can't be used at the Healing Well. The Healing Well itself offers two heals: claim the free daily heal (up to 3 stacks) or pay a small TATO fee to remove one stack at a time. If you're patient, the whole injury clears for free 48 hours after the last stack was gained - details in adventure/proving-grounds.md.
Where did my Fungal Balm and Lifebloom Elixir go?
They were renamed, not removed. Fungal Balm is now the Lesser Health Potion (heals 1 Injury stack) and Lifebloom Elixir is now the Greater Health Potion (heals 3 Injury stacks). Any you already owned automatically became the renamed potions — same items, new names — and they still work the same way, used from your Backpack to clear Injury stacks.
What is Ascension and how do I raise my Hero's Rarity Tier?
Ascension Quests let Heroes climb the Rarity ladder from Common all the way to Mythic, one tier at a time - no skipping. To start one you need an Ascension Tablet, which is restored from Fragments at an Estate (up to Epic) or Province (up to Legendary) - see heroes/ascension.md.
Can I rent a Hero instead of buying one?
That's the plan: the Scholarship system will let players rent Heroes from others and play without spending anything upfront. Its details haven't been revealed yet, so stay tuned.
Where can I see and manage my Heroes?
The in-game Hero Management screen is your hub for everything Hero-related: equipment, skills, stat distribution, pledging and sending Heroes on patrol. Open it by clicking your Hero's portrait in the top-left corner, or via your Player Profile (profile picture) and the Manage Heroes button. For a general overview of Hero traits, start with heroes/.
Land
How do I get a Land NFT?
All 15,000 Land NFTs were minted on June 21st 2025 and no more will ever be created, so the only way to get one is buying on the secondary market. Plots, Estates and Provinces are traded on TradePort — see links.md for the official collection links and land-nft/README.md for an overview of what you're buying.
What is the difference between a Plot, an Estate and a Province?
A Plot is a standard 1x1 Land, an Estate is a 2x2 Land with 2x production and 4x storage, and a Province is a 3x3 Land with 3x production and 9x storage. Estates and Provinces additionally hold Influence, offer Building slots and can issue Ascension Quests, while only Plots have a chance to find Ultra Rare Resources.
How does my Land generate resources?
Once staked in the game, a Land passively produces the resources matching its traits — each of the seven resource traits has a value of None, Small, Medium or Large that sets the daily production rate. Estates and Provinces multiply all production by 2x and 3x respectively; see land-nft/README.md for the exact rates.
Can I unstake my Land again?
Yes, but unstaking starts a 3-day cooldown before the Land can be withdrawn to your wallet — during a Land's cooldown it no longer counts as staked. You can stake up to 50 Lands in one transaction, while withdrawals are limited to 10 Lands per transaction; details on Land features are in land-nft/README.md.
What traits does a Land have?
Every Land has nine traits: seven base resource traits (Wood, Stone, Water, Coal, Iron, Gold, Crystal — each None, Small, Medium or Large) plus two environmental traits, Sky and Soil. Estates and Provinces carry additional traits like Influence and Building slots — see land-nft/README.md for the full rarity tables.
What do the Sky and Soil traits do?
Sky and Soil give an additive boost to all of a Land's production rates — Sky ranges from Mint (0%) up to Atomic (100%), Soil from Brown (0%) up to Violet (75%). The best possible combination, Atomic Sky with Violet Soil, boosts production by 175%; see land-nft/README.md for every value.
Which resource traits are the rarest?
Crystal is by far the rarest resource trait — 93.59% of Lands have no Crystal at all and only 0.11% rolled Large Crystal — followed by Gold and Iron, while every Land has at least Small Wood and Stone. The full rarity distribution is listed in land-nft/README.md.
How many tool slots do I get, and how do I unlock more?
A Plot grants 3 Production and 6 Miscellaneous slots, staking at least one Estate raises that to 6/9, and a Province to 6/12 — some slots start locked and are unlocked by burning certain resources. These maximums do not stack, so owning three Provinces still only gives 6 Production and 12 Miscellaneous slots.
Was there a Land Merge, and can I still merge my Plots?
The Merge was a one-time event from September 24th to October 8th 2025, where 4 Plots could be fused into an Estate or 9 Plots into a Province — it reduced the supply to 5,704 Plots, 776 Estates and 688 Provinces. Merging is irreversible and is not available anymore; unmerged Plots keep their own role in gameplay, as described in land-nft/README.md.
How were the traits of merged Estates and Provinces determined?
A merged Land inherited the best value of each of the nine traits from its input Plots — for example, if any of the merged Plots had Large Iron, the Estate or Province got Large Iron. New traits like Building slots were rolled randomly within a range during the Merge.
Do Estates and Provinces find Ultra Rare Resources?
No — only standard Plots have a chance to find Ultra Rare Resources when claiming (24h cooldown). You can still get URRs by staking one or more Plots alongside your Estate or Province.
What is Influence and how do I earn it?
Influence is a resource bound to an Estate or Province (starting at 0) that can be invested to boost that Land and develop the surrounding Wildland. It is awarded for completing World Quests and Adventures, and winning Tribes in Tribal Conflicts also earn Influence for their Lands.
What does "Representing Land" mean?
Every Architect or Hero can represent only one staked Estate or Province at a time, and any Influence you earn is credited to that represented Land — see land-nft/influence.md. Your Representing Land also decides which Tribe you fight for in Tribal Conflicts, and it gets locked while a conflict you registered for is running.
What is Authority?
Authority is the metric behind the Land Owner Leaderboard: your Land Score (Plot = 1, Estate = 4, Province = 9) multiplied by 100, plus the Influence your Lands hold. A higher leaderboard rank will bring advantages at key milestones like the Land Placement Process.
When can I place my Land on the world map?
The Land Placement Process is an upcoming milestone that has not been fully revealed yet — an Estate's or Province's Tribe and Coordinates will be decided with placement. Once placed, Lands with enough Influence can extend their Range and Dominion over nearby Wildland, as described in the-world/wildland-development.md.
Crafting, Buildings & Economy
How does crafting actually work?
Every craft consumes a specific set of materials and takes real time to finish, and the completed item rolls a random rarity — most results are Common, and each higher tier is increasingly rare. The exact rarity chances and how crafting ties into upgrading and salvaging are listed on the Crafting page.
What is the difference between the general Crafting menu and Crafting Stations?
Many items are made through the general Crafting menu, but certain goods can only be produced at dedicated Crafting Stations placed on the world map. Each station owns an exclusive crafting category — no other surface can produce its items — and each crafting job runs on that building's own queue.
What rarity will equipment from a Crafting Station come out as?
Station recipes that can roll higher tiers (for example the Bonewoven, Gravehunter and Ironbone armor sets) produce the base Uncommon version 80% of the time, a Rare version 18% of the time and an Epic version 2% of the time. Simpler recipes such as Wooden Training Gear always produce the same item — more on stations at Crafting Stations.
What does Quality mean on a crafted item?
Every craft also rolls a Quality from 1 to 100: the rarity tier sets the minimum and maximum effect an item can have, and Quality decides where exactly on that scale it lands. The formula and worked examples are on the Quality page.
Can I improve an item's Quality after crafting it?
Yes — a Chaos Seed rerolls Quality (it can also go down), a Dawnstone increases Quality by 10, and Runes can increase Quality with a certain chance. All three options are explained on the Quality page.
What are Q Runes and are they worth using?
Q Runes are consumables that dissolve into an item for a chance to raise its Quality by 1: Wooden and Stone Q Runes succeed 20% of the time, while the Iron Q Rune succeeds 50% of the time. Crafting costs for each variant are listed on the Runes page.
What does the Cooking Station do?
The Cooking Station is the first consumable-focused Crafting Station — it turns fish into food that grants your Heroes 24-hour buffs. For example, Taterfin Stew gives +20% Combat XP Gain, Spicy Spudscale gives +20% Stamina Regen, and Fried Hashibut gives +3 Vitality.
How do I unlock new recipes at a Crafting Station?
The equipment craftsmen's recipes are available by default, but some recipes — like the Cooking Station's — must first be acquired as recipe schematics and unlocked in the station's Schematics tab, which consumes the schematic. Schematics can be found out in the World or bought at the Fisherman's Hut — paid in fish, gated by your Shoalkeepers Reputation and soulbound — and a recipe only needs to be learned once per account; details are on Crafting Stations.
Do food buffs stack with Bank of Axoma Powerups?
Yes — they stack additively: a Hero eating Taterfin Stew (+20% Combat XP) while the Combat Prodigy Powerup (+20% for all Heroes) is active gains +40% in total, and the same applies to Spicy Spudscale with Vital Current. Eating the same food again while its buff is active simply extends the timer; see Bank of Axoma.
What are Blueprints and do I need them?
To craft most items an Architect first needs to acquire and unlock the respective Blueprint; the first Tools are unlocked for everyone, and further Tool Blueprints will need to be earned via gameplay or bought on the secondary market. Full details on the Blueprint system will be revealed in due time — see Crafting.
Do potion effects stack?
Effects of the same potion do not stack — drinking another one extends the duration instead — while effects of different potions stack freely, so +5 AGI and +5 INT can be active at the same time. See Potions for the current list.
What's the difference between Hero potions and Account Potions?
Hero potions (like the Lesser stat potions) buff a single Hero for their duration, while Account Potions apply to your whole account when consumed. The Nightvision Potion, for example, is an account-wide effect that turns night into daylight for 3 days; see Potions.
What are Nightvision and Warding Potions needed for in dungeons?
Every dungeon entry consumes an entry potion: cave dungeons like Hallow Maw and the Abandoned Mineworks require a Nightvision Potion, while shrine dungeons like the Withered Shrine require a Warding Potion. Read more under Dungeons and Potions.
What can I win at the Casino's Wheel of Fortune?
Every spin awards exactly one prize from a weighted table ranging from common resources like Mushrooms up to rare stat potions, equipment chests and the Prismatic Elixir — the full prize table with all drop chances is published on the Casino page. You can pay the spin cost or burn a Lucky Coin instead; the odds are identical either way.
How do Charm Shuffle and Skill Shuffle work?
Both Casino games let you sacrifice 3 items to receive 1 new random one: 90% of the time you get an item of the lowest input tier, 10% of the time one tier higher, and the result is never one of the types you sacrificed. Charm Shuffle uses Charms I-III and Skill Shuffle uses Skill Scrolls — full rules on the Casino page.
What are Bank of Axoma Powerups?
Powerups are optional, account-wide monthly (30-day) subscriptions that grant persistent buffs and quality-of-life upgrades — for example Boosted Patrol, Combat Prodigy or the Royal Backpack — payable in TATO or xTATO. The full list of Powerups and their exact in-app pricing is on the Bank of Axoma page.
Can I try a Powerup before paying for it?
Eligible Powerups offer a one-time 7-day free trial that runs with auto-renewal off, so it simply expires unless you start a paid plan. Paid Powerups auto-renew by default, but you can toggle auto-renewal and switch the payment currency at any time from the Bank of Axoma.
What is the Training Dummies building for?
It's a consequence-free sparring sandbox where you pit any Hero against a target whose combat stats you configure yourself — perfect for testing builds, equipment and skill loadouts. Fights cost no stamina, grant no loot or XP, never trigger cooldowns and can never injure your Hero; see Training Dummy.
Adventure, PvP & The World
Where do I go to fight monsters and level up my Hero?
Enemy encounters with five hostile species spawn randomly across the whole world map and remain for a limited time before despawning — roam the map or use the map overview's fly-to locations (like the Proving Grounds, the starting area around Hearthstead) to find them. Fight them for Experience and Loot, level up at the Guild in Hearthstead, and work your way toward Morito, the Boss blocking the entrance to the Hallow Maw.
My Hero got injured after losing a fight — what do I do?
Injury is a stackable debuff: a Hero can carry 1–9 Injury stacks, each reducing Max HP by 10% (up to −90%). Losing again adds more stacks on top of the ones the Hero already has. Heal instantly with a Health Potion from your Backpack (Lesser / Health / Greater removes 1 / 2 / 3 stacks); at the Healing Well in Hearthstead you can instead claim the free daily heal (up to 3 stacks) or pay a small TATO fee to remove one stack — or simply wait 48 hours for a free full recovery, as explained on the Proving Grounds page.
What is the daily quest from Paw Paw?
Paw Paw is a quest giver on the world map near Hearthstead who offers one quest per day, usually asking you to defeat a number of specific enemies (e.g. clear out three Mossfangs). Completing it before it expires rewards Experience plus resources — see Quests for how quests work in general.
What are Assignments, and how are they different from Quests?
Assignments are passive tasks posted on a daily-renewed board: a Hero takes one on, is occupied for the listed duration, and returns with Experience, Reputation and Loot on success — while Quests require you to actively complete objectives. Success is checked against your Hero's Stats (shown before you start), and dangerous-sounding Assignments carry an injury chance on failure, so read the lore before sending a fragile Hero.
Does Luck matter for Assignments?
Yes — every successful Assignment has a chance to roll a rare Bonus Reward, and that chance scales with your Hero's Luck stat. Equipping the matching miscellaneous Tool (e.g. a Signal Horn for Combat Assignments or an Abacus for Research Assignments) adds up to another 10% depending on its Tier.
What do I need to start fishing?
Your Hero needs a Fishing Rod equipped in the Main Hand slot with Durability remaining — each attempt costs 1 Durability, win or lose. Any rod can attempt any shoal (there is no hard tier lock), but higher-level shoals are impractical without a better rod's faster catch rate; see Fishing for details.
How many fish can I catch per day?
Everyone can catch 10 fish per day for free. A Fishing License raises the limit to 25 and a Golden Fishing License to 100, each valid for 14 days — the table is on the Fishing page.
What are Fishing Shoals, and why did mine disappear?
Shoals are the fish-icon spots on the world map where fishing happens, each with a fish type, level (1-5), remaining supply and a timer. They are shared across all players and vanish when the timer runs out or the supply is exhausted, after which the spot goes on a 9-hour cooldown before a new shoal can appear. At most three shoals are live at any time and only one of them can be a Level 2 shoal like the Hashibut Shoal, which also carries less supply and has a tougher minigame — see Fishing before committing to a busy shoal.
How does the fishing minigame work?
It's a time-limited reel-in challenge: hold to reel (your bracket moves up and line tension rises) and release to give slack, keeping your bracket on the erratically moving fish to fill the green Catch bar to 100%. Don't let the amber Tension bar hit 100% or drop to 0% — the Fishing page has the full breakdown and tips.
Can I catch anything valuable besides regular fish?
Yes — every shoal can yield rarer fish (up to ultra-rares like the Codfather at Level 1 or the Trouticus at Level 2) as well as loot such as Wooden Equipment Chests, Pouches and even Orbs. The chance for anything other than the shoal's base fish scales with your Hero's Luck (each point of LCK raises those odds by 1% of their base chance), and bait can boost specific catches; drop rates are listed on the Fishing page.
How many Dungeon attempts do I get, and when do they reset?
Every Hero gets 3 attempts per week; additional attempts can be bought with TATO. A global reset hits every Wednesday at 02:00 UTC, wiping all progress, kicking out Heroes still inside and regenerating each Dungeon's sections.
What do I need to bring to enter a Dungeon?
Every entry consumes 1 entry potion: cave Dungeons (like the Hallow Maw) require a Nightvision Potion, while shrine Dungeons (like the Withered Shrine) require a Warding Potion. Inside, your Backpack is replaced by the Adventurers Kit, which only carries a few Consumables (currently Stamina Potions and Health Potions) that you can refill between attempts — see Dungeons.
What are the Altars I find in Dungeons?
Altars grant a flat +5 to a random Stat your Hero doesn't already have buffed (up to all six Stats). Altar buffs don't stack and last until the weekly Reset, as covered on the Dungeons page.
How many Injury stacks does a Healing Well in a Dungeon remove?
All of them. A Dungeon Healing Well fully clears your Hero's Injury — no matter how many stacks it carries — for free. Unlike the Healing Well in Hearthstead (which heals up to 3 stacks per free daily use or one stack per TATO fee), the Dungeon version is a complete heal, but each one is single-use per attempt, so it's spent once you use it — see Dungeons.
What happens if I lose a fight or leave a Dungeon?
Losing a Dungeon fight can add Injury stacks to your Hero (using the same Injury table as regular world-map encounters) and forces a retreat to the previous Section, from where you can re-engage — the attempt itself keeps going, even if the Hero is heavily injured. An attempt only ends when you deliberately leave (forfeit) or the weekly Reset hits — details on the Dungeons page.
What are Exploration and Combat Encounters on the world map?
Combat encounters are already live — enemies spawn across the whole World Map for your Hero to fight. Exploration and the Land-based Combat Encounters are separate upcoming features that haven't been revealed yet.
Can I fight other players yet?
Yes - the Arena is live: challenge another player to a Solo (1 vs 1) or Squad (3 vs 3) Hero duel in Best of 1, 3 or 5 format. Squad lineups fight in a fixed Ordered or randomized Shuffle order, and you can aim a direct duel at one rival or post a public challenge any player can accept. For large-scale PvP, Tribal Conflicts pit the Tribes against each other.
How do I join a Tribal Conflict?
Open the Tribal Lodge on the world map to register — any player with a Representing Land or a pledged Hero can join, and registration opens 3 days before a Conflict and closes 10 minutes before it starts (a registration fee applies). You fight for the Tribe of your Representing Land (or the Land you pledged to), and your Land/pledge is locked until the Conflict ends — full rules on Tribal Conflicts.
How does a Tribal Conflict actually play out?
Each Tribe receives 100,000 Valor split among its participants (Province owners get factor 3, Estate owners 2, Hero owners 1), and over 7-15 timed rounds players spend Valor to attack enemy Strongholds or defend their own. Ten Strongholds at the border of the Divide are contested, and whichever Tribe holds the most when the rounds end wins — see Tribal Conflicts for the point mechanics, the Tribe General and Preparations.
What happens if I register for a Tribal Conflict but don't show up?
A Ready-Check runs 3 minutes before battle — miss it and you're kicked with no refund. Players who join but stay absent or spend less than 50% of their Valor are branded Deserters: no rewards and a potential ban from future Conflicts, as warned on the Tribal Conflicts page.
What do I win in a Tribal Conflict?
The winning Tribe earns Influence equal to their initial Valor plus 50 Reputation for their Tribe (Estates get double, Provinces triple), alongside Wooden Chests, Orbs, Greater Health Potions and Stamina Potions. Second place gets a third of the Influence and 25 Reputation, and even the losing Tribe takes home 10 Reputation plus some consumables — the full breakdown is on Tribal Conflicts.
How does Reputation work, and why do I start negative with Supay?
There are six Factions — Flowtails, Emberclaws, Sproutkin, Temple of Axomamma, Supay and Shoalkeepers — and you earn Reputation by completing Quests, defeating a Faction's enemies, representing your Tribe in Tribal Conflicts, catching fish for the Shoalkeepers, and more. Everyone starts Neutral (0) except with Supay, the corrupting antagonist, where every Architect begins Resented at -5,000; higher standings unlock faction vendors, special quests and cheaper services, while negative standing brings penalties.
How do I raise my Shoalkeepers Reputation, and what is it good for?
Catching fish earns Shoalkeepers Reputation (each fish type grants rep up to its own ceiling, so keep landing rarer catches to climb higher). Higher standing unlocks more of the Fisherman's Hut's stock — items and recipe schematics paid for in fish — so it pays to go Fishing regularly.
Do I have to pick a Tribe?
Axoma is home to three Tribes — the Sproutkin, Emberclaws and Flowtails — and your side is determined by your Representing Land, or by pledging your Heroes to another Architect's Land to gain that Tribe's standard buff. If you neither own a representing Land nor pledge, your Heroes stay neutral and receive the Independent Spirit buff (+5 Luck) instead — note that these Tribal and neutral buffs are not live in-game yet.
Who is the Wandering Merchant?
The Wandering Merchant is a traveling vendor roaming the World Map (not the same as the Merchant in Hearthstead) who lets Architects trade: you hand in the requested resources and receive other resources plus Influence for your represented Land in return. Each visit he offers several trades of increasing size and value, but his rule is one trade per customer — his offers change with every visit, so choose wisely — see World Quests.
Why can't I write in world chat?
World chat needs a real Nickname. If you're still carrying the placeholder name you were given automatically (an Anon name with a number), the message box is replaced by a Set nickname first prompt — tap it to open your Player Profile and choose one, and the box comes back. If you aren't logged in at all, you'll see Login to chat instead. A Nickname is worth setting anyway: it's how other players find you when sending transfers.
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