
Key points
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V1 significantly increased the amount of land and axes across the ecosystem.
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Accessories, evolved parts, land items, and Fortune Slip feed the plot’s Atia’s Flame in V1.1. An updated formula ties them together.
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I’ve read everything you’ve sent me since launch. The first changes will take effect on July 2nd. Please keep sending us your feedback.
Two weeks ago we released the first version of Terrarium. As a first draft, it hits many of the key points we were aiming for. A rare axie collection gets a new headline use case. Most of the land is locked up in a terrarium system. Rand and Axi volumes surged.
We want Terrarium to be a sandbox for providing use cases for Axie core mechanics and NFTs that have been overlooked in the Axie ecosystem.
Therefore, version 1.1 will introduce the ability to utilize Accessories, Evolved Parts, Land Items, and Fortune Slips to grant larger Atia’s Flame to your Land Plot.
Let’s look at the details below.

V1 ships with a single mechanic: a mine bAXS every hour. In its first week, Terrariums has moved real volume with increased activity across the Axie ecosystem.
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~3.32B Runium sold in first week
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$95,753 From Lunium profits
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52.78% A total of 16,886 lands are active and locked.
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Since the release date was revealed, the number of collectible floors has increased across all types.
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$520,551 In collectible volume, $193,316 land volume
We gave a practical reason to have axles on the land, and demand for both followed. Now the plot and axes work as one to earn you money every hour, active or idle.
We laid the foundation in V1. Now we build on that.

In V1, your lot comes down to Atia’s Flame, which your axis brings against everyone else mining in your land category. V1.1 retains the core and adds new ways to level up Flame at three levels: axis, plot, and temporary buffs.
It starts on each axis. Now Axie’s performance grows through evolved parts and accessories.
Individual Axies' Flame = Base Atia’s Flame + Evolved Part Boost + Accessory Boost
Add up the sparks of all axes operating in the plot, then apply the plot-level bonus.
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 (paid once per hour), your share is determined by how your plot’s Flame stacks up compared to 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 provide the corresponding formulas. Evolved parts and accessories increase each axis, land items improve the entire plot, and Fortune Slips add temporary buffs on top. Here’s how each works:

Evolving an ax increases Atia’s Flame, and the boost depends on the rarity of the evolved part and the number of parts it evolves.
Each evolved part adds a Flame value set by your axie collection and your parts collection. Rare pairings hit harder. For example, a Shiny Axi with an evolved Shiny part will add 10 Flames, the same Axi with an evolved Japanese part will add 8, and using a Normal part will add 4.
The more parts you evolve on a single axis, the higher the multiplier.
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1 part: ×1.0
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2 parts: ×1.1
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3 parts: ×1.2
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4 parts: ×1.3
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5 parts: ×1.45
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6 parts: ×1.68
Note: The rarer Axi is, the more valuable each evolved part is. Therefore, in the two examples below, different flames are given even to the same part.
Here is a full example: Take the following mystical axes:
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Evolution of 1 shining part: 20 flames
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2 Evolved Nightmare Parts: 14 each, or 28 Flames
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Evolution of 1 normal part: 6 flames
There are 54 Flames across 4 evolved parts. Apply a 4-part multiplier (×1.3) and Evolved Parts Boost comes to 70.2.
Here’s another example: Grab some Christmas axes like:
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1 evolved Christmas part: 10 fireworks
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Evolution of 1 shining part: 10 flames
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2 Evolved Nightmare parts: 8 each, or 16 flames
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1st evolution general part: 4 flames
Requires 40 sparks across 5 evolved parts. Applying a 5-part multiplier (×1.45) gives axie’s Evolved Part Boost 58.
This will increase Atia’s Flame but keep your AXP the same.
If you want to evolve your axie, here’s how:
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Earn AXP by playing Axie games, feeding Cocochoco, or resting Axies in Terrariums.
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Ascend Axi to Lv. 10, 20, 30, 40, 50
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Evolve selected parts using Mementos and AXS or bAXS.
Pro tip: Focus your evolution on one axis. Five parts reach a ×1.45 multiplier to stack the Flame, while one part each across five remains at ×1.0.
If all goes as planned, the evolved parts utility will arrive in the coming weeks, separate from the rest of V1.1.
Is this your first time evolving? Read the Axie Evolution overview Check out how it works.

Up to 5 accessories can be mounted per axis. Each adds Atia’s Flame directly, depending on the accessory’s rarity and Axi collection.
The rarer the axes and accessories, the greater the boost. A Mystic ax with a Mystic accessory adds 9 fire, while a regular ax with a Common accessory adds 0.1.
Accessories help in both modes. While your Axis mine the shrine, they power up the Flame of Atia. AXP increases to rarity while resting.
💡 NOTE: Some Axi body types cannot be equipped with certain accessory types. The list below shows which products are available, and has been the case since the accessory was first released.
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Spikey, Wet Dog, Elixir, and Nightmare body types cannot be equipped. hip hop accessories.
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Cannot be installed on curly body types cheek accessories.
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The Frosty body type cannot be equipped. Neck or hip accessories.
Don’t have any accessories? Get it ready by purchasing it from the market.

For a long time, land items were just decoration and nothing more. In V1.1, features are finally being added to your lands, improving both Atia’s Flame and AXP gain potential.
Up to 8 land items can be placed on a lot. Each item increases the spark of the plot depending on its rarity.
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Common: 0.05%
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Rare: 0.10%
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Epic: 0.75%
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Mystic: 1.5%
Land items also increase AXP, increasing from 1% on Common to 4% on Mystic.
Items and plot environment are also important. Matching them adds a multiplier to Atia’s Flame boost. Mixing works well because any mismatched items will still count towards the base boost. The full formula is shown in the graphic above.
Purchase land items from the market and activate them.

In V1.1, you can now use Fortune Slip to activate a buff that adds a 10% Atia’s Flame boost to your plot.
Each buff lasts for 24 hours and can be purchased as many times as you want, with each purchase adding 24 hours to the timer. The buff counts down on its own, so you don’t have to check back every day to keep it active. Note: The 10% boost itself does not stack, so purchasing more increases the duration, not the intensity.
Buffs are plot-specific, so purchase one for each plot you want to strengthen. Costs vary depending on the type of land.
To get a lucky slip, pick up the collectible ax and pray to Atia every day.
Buy collectible axes from the Marketplace 👇
New to Fortune Slips? Learn how it works.
We are intentionally releasing full V1.1 photos ahead of release. Read the numbers, test the math against your own collection, and send us your feedback. Some of these updates will be released in the coming weeks, and your feedback will determine how they progress.
And we are listening. We’ve read all the feedback since launch and currently have two updates in the works.
Currently your plot must fully fill its local pool before it can mine again, and while you spend global, that local pool will not sit idle and regenerate.
With this update, your local pool will continue to recover while you mine globally, and that recovery will be reflected in your global costs. You can expect credits to equal the overall recovery rate, but recovery is only calculated while the plot, not the mine, is shut down.
Consider the Mystic Plot. Mines 600 Runium and recovers 120 per tick. This means that for every tick you mine, you need 5 ticks to recover that Runium. If we average the recovery over the entire 6-tick period, we get 100 per tick instead of 120. So while you spend global, local recovery covers part of the cost, reducing it from 600 to 500 per tick.
This update will be released on July 2nd before the rest of V1.1.

Hourly tick logic can get complex, so we’re reworking the UI and UX to make it clearer at a glance what’s happening in the plot.
Please continue to send us your feedback so we can deliver what’s most important to you. We will share more information as we get closer to launch.