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A Peek Into Terrariums’ Next Major Update

A Peek Into Terrariums’ Next Major Update
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Key Points

V1 drove big jumps in land and axie volume across the ecosystem.

Accessories, evolved parts, land items, and Fortune Slips will feed your plot’s Atia’s Flame in V1.1. An updated formula ties them together.

We’ve read everything you’ve sent since launch. The first changes ship July 2. Keep the feedback coming.

Enter Terrariums

Two weeks ago, we shipped the first iteration of Terrariums. As a first draft, it hit many of the major notes we were aiming for. Rare axie collections got a new headline use case. A majority of land has been locked up in the terrarium system. Land and axie volume has soared.

We want Terrariums to be a sandbox for giving use cases to the Axie Core mechanics and NFTs that have been overlooked the Axie ecosystem.

So with version 1.1, we’ll be introducing features that leverage accessories, evolved parts, Land items, and Fortune Slips to bestow greater Atia’s Flame to your Land Plots.

Let’s dig into the details below:

Note: Revenue from Lunium sales goes to a Sky Mavis-controlled wallet, where it strengthens the Axie economy in meaningful ways, such as buying axies.

V1 shipped with a single mechanic: your land mines bAXS every hour. In its first week, Terrariums moved real volume, with activity rising across the Axie ecosystem:

~3.32B Lunium sold in the first week

$95,753 in Lunium revenue

52.78% of all 16,886 land plots activated and locked

Collectible floors climbed across every type since the launch date reveal

$520,551 in collectible volume, $193,316 in land volume

We gave land a real reason to hold axies, and demand for both followed. Now your plots and axies work as one, earning every hour, active or idle.

We laid the foundation in V1. Now we build on it.

In V1, your share came down to the Atia’s Flame your axies bring against everyone else mining in your land category. V1.1 keeps that core and adds new ways to raise your Flame at three levels: the axie, the plot, and a temporary buff.

It starts with each axie. An axie’s power now grows with the evolved parts and accessories it carries:

Individual Axies’ Flame = Base Atia’s Flame + Evolved Part Boost + Accessory Boost

Add up the Flame of every working axie on your plot, then apply your plot-level bonuses:

Your Plot’s Flame = Round down [ Total of ALL Individual Working Axies’ Flame x ( 1 + % Land Item Boost ) x ( 1 + Fortune Slips Buff )

Each tick (one hourly payout), your shared comes from how your plot’s Flame stacks up against everyone else in your land category:

bAXS per tick = Your Plot’s Flame ÷ Total Flame of all mining plots in your category × Total bAXS pool for that category

In V1.1, four new inputs feed that formula. Evolved parts and accessories raise each axie, land items lift your whole plot, and Fortune Slips add a temporary buff on top. Here’s how each one works.

Evolving an axie raises its Atia’s Flame, and the boost scales with how rare the evolved part is and how many parts you evolve.

Each evolved part adds a Flame value set by your axie’s collection and the part’s collection. Rarer pairings hit harder. For example, a Shiny axie with an evolved Shiny part adds 10 Flame, the same axie with an evolved Japanese part adds 8, and with a normal part adds 4.

The more parts you evolve on a single axie, the higher the multiplier:

1 part: ×1.0

2 parts: ×1.1

3 parts: ×1.2

4 parts: ×1.3

5 parts: ×1.45

6 parts: ×1.68

Note: the rarer your axie, the more each evolved part is worth on it. That’s why the same part gives different Flame in the two examples below.

Here’s a full example. Take a Mystic axie with:

1 evolved Shiny part: 20 Flame

2 evolved Nightmare parts: 14 each, so 28 Flame

1 evolved normal part: 6 Flame

That’s 54 Flame across 4 evolved parts. Apply the 4-part multiplier (×1.3), and the axie’s Evolved Part Boost comes to 70.2.

Here’s another example. Take a Christmas axie with:

1 evolved Xmas part: 10 Flame

1 evolved Shiny part: 10 Flame

2 evolved Nightmare parts: 8 each, so 16 Flame

1 evolved Normal part: 4 Flame

That’s 40 Flame across 5 evolved parts. Apply the 5-part multiplier (×1.45), and the axie’s Evolved Part Boost comes to 58.

This raises your Atia’s Flame, while your AXP remains the same.

If you want to evolve your axie, here’s how:

Earn AXP by playing Axie games, feeding Cocochoco, or resting your axies in Terrariums

Ascend your axie at Lv. 10, 20, 30, 40, and 50

Spend Mementos and AXS or bAXS to evolve the part you choose

Pro-tip: Concentrate your evolves on one axie. Five parts hit the ×1.45 multiplier and stack their Flame, while one part each across five stays at ×1.0.

If everything goes according to plan, evolved part utility arrives in the next few weeks, separately from the rest of V1.1.

Evolve your axie

New to evolving? Read the Axie Evolution overview to see how it works.

You can equip up to 5 accessories per axie. Each one adds Atia’s Flame directly, scaled to the accessory’s rarity and your axie’s collection.

The rarer the axie and accessory, the bigger the boost. A Mystic axie with a Mystic accessory adds 9 Flame, while a Normal axie with a Common accessory adds 0.1.

Accessories help in both modes. While your axie mines in the Shrine, they boost its Atia’s Flame. While it rests, they boost its AXP by rarity.

💡 Reminder: some axie body types can’t equip certain accessory types. The list below shows which ones, and this has been the case since accessories first launched.

Spiky, Wetdog, Bigyak, and Nightmare body types can’t equip hip accessories.

Curly body types can’t equip cheek accessories.

Frosty body types can’t equip neck or hip accessories.

Don’t own accessories? Grab them from the marketplace to get prepared.

Grab accessories

For a long time, land items were decoration and nothing more. In V1.1, they finally have functionality on your land, boosting both your Atia’s Flame and AXP earning potential.

You can place up to 8 land items on your plot. Each item raises your plot’s Flame by rarity:

Common: 0.05%

Rare: 0.10%

Epic: 0.75%

Mystic: 1.5%

Land items boost your AXP too, climbing from 1% at Common to 4% at Mystic.

Your item and plot environments matter too. Matching them adds a multiplier to the Atia’s Flame boost. Items that don’t match still count at their base boost, so a mix works fine. The full formula is in the graphic above.

Pick up land items on the marketplace and put them to work.

Grab land items

In V1.1, you can now spend Fortune Slips to activate a buff that adds a 10% Atia’s Flame boost to your plot.

Each buff lasts 24 hours, and you can buy as many at once as you like, with every purchase adding another 24 hours to the timer. The buff counts down on its own, so there’s no need to check back every day to keep it active. Note: the 10% boost itself doesn’t stack, so buying more extends the time, not the strength.

Buffs apply per plot, so buy one for each plot you want boosted. The cost scales with your land type:

To earn Fortune Slips, hold a collectible axie and pray to Atia daily.

Pick up collectible axies on the marketplace 👇

Adopt a collectible axie

New to Fortune Slips? Learn how they work.

We’re putting the full V1.1 picture out ahead of launch on purpose. We want you reading the numbers, testing the math against your own collection, and sending us your feedback. Some of these updates roll out in the coming weeks, and your feedback shapes how they land.

And we’re listening. We’ve read all the feedback since launch, and two updates are now in the pipeline:

Right now, your plot has to refill its Local pool all the way to full before it can mine again, and while you spend Global, that Local pool sits idle and doesn’t regenerate.

With this update, your Local pool keeps recovering even as you mine on Global, and that recovery is credited toward your Global cost. You might expect the credit to equal your full recovery rate, but recovery only counts while a plot rests, not while it mines.

Take a Mystic plot. It mines at 600 Lunium per tick and recovers 120, which means for every tick it mines, it would take 5 ticks to recover that Lunium. Average that recovery across the full 6-tick cycle, and it comes to 100 per tick, not 120. So while you spend Global, your Local recovery covers part of the cost, bringing it down from 600 to 500 per tick.

This update ships July 2, ahead of the rest of V1.1.

The hourly tick logic can get complicated, so we’re reworking the UI and UX to make what’s happening on your plot clearer at a glance.

Keep the feedback coming so we can ship what matters most to you. We’ll share more as launch gets closer.



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Tags: MajorPeekTerrariumsUpdate
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