Wildlands - is a location broken up into hundreds of unique plots, accessible only via a magical teleport. The teleport is powered by the zone's unstable energy, so if you don't own a plot, you'll appear in a random spot each time. Once you acquire a plot, it becomes bound to you, and the teleport will start taking the player directly to it.
What is important to know?
- Teleportation is the only way to enter the location, and you'll appear at a random point until you secure a plot.
- The Wildlands contain hundreds of plots, each with unique coordinates. A player can own exactly one plot at a time.
- When the teleport appears, you can enter the coordinates of an area you're interested in. The system will return a list of the closest plots, sorted by distance. If a plot with the exact coordinates you entered is among them, it will be marked as a target.
- Scouting a plot costs 3 energy point and reveals the plot's level and available resources. If a plot is already owned, you'll see this without having to scout it.
- Once purchased, a plot is bound to the player. For 3 days after acquiring a plot, the player cannot buy another one (and cannot swap ownership).
Land Levels and Resources
Each plot has a level that determines the maximum level of resources that can be gathered there:
- Level 1 - resources up to level 20 (found in 50% of cases).
- Level 2 - resources up to level 40 (found in 35% of cases).
- Level 3 - resources up to level 80 (found in 15% of cases).
The price of a plot increases with its level. The cost is calculated by the seller (no NPCs are involved; the price is set by the system's merchant/seller).
Rules for Scouting and Purchasing
- Scouting (7 energy point): Shows the plot's level and available resources. The scouting results last until the page is reloaded, so you don't need to spend energy again.
- Purchase: Once you buy a plot, it is bound to you. Other players will not be able to buy your plot, but they can scout it, check its level, and attempt to attack it.
- Direct Teleportation: You can only get directly to your own plot using the teleport.
- Abandoned plot: If a plot is abandoned, its resources will be restored after 7 days. This kind of plot can be purchased again at any time.
Buildings on Your Wildland
On your Wildland, you can build and upgrade four types of buildings (the default building level is 1; the maximum is 10). Building requires resources (for example: iron, obsidian, birch, ash, etc.).
- Warehouse - this is your resource collection center. On your own Wildland, the stockpile increases resource gathering by 3 times compared to a regular plot. It also provides storage for items that don’t fit in your bag.
- Sawmill - workshop, where wood, iron, and stone are turned into blanks (mugs, barrels, chains, wheels, handles, etc.). The assortment expands as the workshop's level increases. These blanks can be sold, traded, or used to craft rare items.
- Barracks - for hiring and housing mercenaries (a maximum of 10 different mercenaries). Mercenaries are used to defend your plot during attacks. Mercenaries do not die or require upkeep; when unequipped, they return to the mercenary inventory.
- Watchtower - for strengthening your defenses: it provides a default +10% bonus to the owner's stats when fighting bandits and a +5% bonus to the stats of all mercenaries located on the plot. Upgrades increase these bonuses.
The buildings retain their level, but if you completely abandon the plot, they will be destroyed after 7 days.
Raids and Defense
Other players can attack your plot. After a successful raid:
- The attacker receives 2% of your resources (in their natural form).
- They also get 10 glory points and 150 experience for each mercenary they defeat. Additionally, they receive a small amount of gold.
- Condition: The attacker's inventory must have free slots for each type of resource they would receive. If there isn't a free slot for even one resource type, they receive no rewards.
If the raid is unsuccessful, the attacker loses 10% of their gold, which is transferred to the defender.
After a raid, the plot cannot be attacked again for 24 hours. The history of your attacks and defenses is available in the lobby, in the Battle History pop-up window.
To defend your land, you can deploy 1 to 10 mercenaries of different types - their number and variety depend on your barracks level. An attacker will face your mercenaries: if the attacker is defeated, you receive 10% of their gold. Don’t forget to upgrade the Guard Tower - its improvements boost the combat stats of all mercenaries and make your defenses significantly stronger.
Abandoning a land and Abandoned Properties
If you abandon your land:
- Any remaining resources will be restored after 7 days (and will become available to other players).
- Buildings will remain and keep their levels, but they will be destroyed after 7 days if the plot remains abandoned.
- If you don't retrieve your mercenaries, they will disperse.
- The plot can be purchased again, either by you or any other player.
Merchant of Materials
- Every day at a random time, a Merchant of Materials appears in the Wildlands.
- When he appears, he creates a set of 16 offers (buy and/or sell) that are the same for all players.
- The merchant's stock is shared by all players. If an item is sold out, it disappears for everyone until his next appearance.
Benefits of Owning a Wildland
- Gathering on your own Wildland is 3 times more effective than on regular plots.

- You can store items and resources that don’t fit in your inventory.

- You can create unique blanks at your workshop that are in high demand on the market or required for high-level gear.
- You can sell resources to merchants within your Wildland at favorable prices.

- Your watchtower provides stat bonuses for both you and your mercenaries.
- If you successfully defend your plot, you receive 10% of the attacker's gold.