Beginner · 13 min
Aniimo Homeland Guide: Best Workers, 13 Jobs and RV Levels
Homeland rewards coverage, not power. AniimoSync maps the whole system from his beta 3 testing: the unlock route, all 13 jobs, what a job level is worth per minute, every RV capacity step, and the workers worth catching on the way there, each one checked against our Aniidex.
Written by
AniimoSync
Beta 3 testing, the Homeland job data and the free spreadsheet by AniimoSync, published here with permission
Homeland is Aniimo's housing and production system, where creatures you catch work facilities for you, and the one rule that decides how fast it runs is this: cover every job a recipe asks for first, then raise the weakest one. A level 4 worker sitting in a job the facility never uses does nothing at all. A level 1 worker covering a job the formula actually requires keeps the whole chain moving.
This guide starts from zero. How Homeland opens, what separates Homeland from your Home and from the RV, how production actually works, all 13 jobs, what each job level is worth per minute, every RV capacity step, and the workers I would catch along the way instead of the late game monsters you cannot realistically reach yet.
Two things before we start. Every number below comes from my beta 3 testing and from the free Homeland spreadsheet I built alongside it, so treat locations and requirements as beta behaviour: they are subject to change, and if creature spawns move, some of this moves with them. Homeland job data is not in our Aniidex yet, so where I name a worker's job and job level the source is my testing and my sheet, while the element, the evolution line and the habitats printed beside it are the site's own data. Aniimo launches on 16 September, and everything here gets re-verified against the live game after that.
The best early game Homeland workers in Aniimo
The best early game Homeland workers are the ones that cover two or three jobs from a single slot, because RV level 2 gives you only eight worker positions. Turbo, Shrubclaw, Fragrancier, Thornblade, Stellarys and Glacy each carry at least two jobs, which is how a roster of eight ends up covering ten of the thirteen Homeland jobs.
This is the bench I want ready before automation opens. The job column is my beta 3 testing, the location column is this site's habitat data, so the claim and the catch route sit side by side.
| Worker | Homeland jobs (my beta 3 notes) | Where our habitat data puts it | When it matters |
|---|---|---|---|
| Turbo | Wind 3, Leisure 3 | Nimbus Fields | The first worker I would keep. Two level 3 jobs from a starting area catch |
| Shrubclaw | Earth 3, Grass 3, Carry 1 | Berylline Causeway. Its pre-evolution Budclaw is in Nimbus Fields, Zephyrus Landbridge, Berylline Causeway and Beast Fang Ridge | Covers the farming side of most early formulas on its own |
| Fragrancier | Dark 3, Leisure 3, Perfumery 3 | Sea of Flowers | The only early source of Perfumery, which is far rarer than the elemental jobs |
| Thornblade | Grass 3, Artisanship 3 | Sea of Flowers | Your first crafter, and Artisanship is what makes furniture, appearance items and Aniipods |
| Stellarys | Dark 3, Leisure 3 | Forest of Falling Stars | Dark is harvesting, cutting and drawing, so it works constantly |
| Glacy | Water 3, Ice 3, Carry 1 | Our index has no habitat on the basic form yet: the Sea of Flowers form is in Sea of Flowers, the Snowfield form in Driftwise Meadow | The cleanest eighth pick, and your only early Ice |
| Emberpup | Fire 1, Carry 1 | Nimbus Fields, Mistwoods, The Argent Strait, Echoback Landing, Beast Fang Ridge | Temporary Fire cover, and the creature the RV setup asks you for |
| Pranky | Water 2, Carry 1 | Nimbus Fields, Mistwoods, Forest of Falling Stars | Temporary Water cover until Leafy shows up |
| Scorchhowl | Fire 3, Carry 1 | Beast Fang Ridge | The straight swap for Emberpup: same Carry, Fire goes 1 to 3 |
| Leafy | Water 3, Grass 3, Carry 1 | Mistwoods | The straight swap for Pranky, and it adds a Grass 3 for free |
Some of these appear as Alphas, and the game makes you fight Alphas anyway: if a creature is not spawning in the wild for you, the Alpha encounter is the reliable route, because it is always there. Our interactive map is the fastest way to line those regions up with where you are now.
How to unlock Homeland in Aniimo
Homeland unlocks at account level 20, through the home invitation objective. You meet a character named Fanny, receive the RV that acts as the entrance and progression hub for your home, register the RV at the park board, then use the portal behind it to walk into your actual Home.
During that setup the game asks whether you have an Emberpup, because Emberpup's heat is used to restore the power. Catch one on the way if you have not already: it is also your temporary Fire worker.
One naming note so nothing here contradicts itself. I call it Pathfinder level 20 and our 10 things to do first guide calls the same account level Wayfarer 20. Same objective, same number, two labels the translation has not settled.
Your first production loop is entirely manual: place the farmland the tutorial hands you, put a seed in, let the crop grow, harvest and collect it yourself. Inputs such as seeds and materials come out of your Homeland warehouse, finished products can be kept for other recipes or orders, and early crops sell through the home co-op store for home coins, one of the currencies that expands the production side of your Home.
So do not treat RV level 1 as the moment to perfect your worker roster. RV 1 is a tutorial and preparation phase. RV level 2 is where the worker system actually begins.
Homeland, Home and the RV: what the three words mean
Homeland is the entire housing and production system, your Home is the space inside it, and the RV is the progression hub that decides how developed that Home can become. The RV is also what raises worker capacity, so almost every Homeland ceiling you hit is an RV level, not a Home problem.
Your Home is where you place farmland, woodland, mineral piles, storage, production facilities, decorations and the Aniimo working there. Your RV controls how far that can go: worker capacity first, then plots, facilities, modules, production limits, orders and shop stock.
The separation that matters is that Pathfinder progression and RV progression are two different tracks. Pathfinder level, title and region progression decide where you can go and what you can catch. RV progression controls the Homeland side. They advance alongside each other, but not automatically: the RV has its own upgrades and you have to do the Homeland work to earn them.
Home is also where the Hatchinator sits, which is why our beginner guide says to open Homeland the day it appears: incubation runs on real time whether you are logged in or not, and our egg list covers what hatches from what.
How Homeland production works
Production in Homeland is a four step loop: place a facility, choose what it produces, read the ability distribution that the recipe shows, then assign Aniimo whose jobs cover it. The ability distribution is the job list for that production chain, and any required job sitting at zero is a part of the chain that is simply not covered.
Once a job is covered, the assigned worker's job level decides how fast that part of the chain runs. Then, as output stacks up, Carry workers move completed goods into storage so the facility does not clog.
That is the entire system in one sentence: pick the product, read the jobs it needs, cover those jobs, then make the slow ones faster with better workers.
One thing that is easy to miss and expensive to forget: keep food stocked for your workers. Run out and they get angry and stop working for you.
What are the 13 Homeland jobs in Aniimo?
There are 13 Homeland jobs: nine share the elemental names you already know from combat, and four are general jobs. The nine elemental ones are work specialisations, not combat roles, so a Fire creature in Homeland is a heat and cooking worker rather than a damage dealer.
Here is every job, what it covers, and the clearest example of where you see it.
| Job | What it covers | Where you see it |
|---|---|---|
| Fire | Heat and cooking | The furnace |
| Water | Watering and brewing | Farmland and brewing recipes |
| Grass | Planting and gathering | Farmland |
| Earth | Land and mining work | Mineral piles |
| Lightning | Electricity and power | Anything a formula powers |
| Ice | Cooling | Chains whose formula asks for cooling |
| Wind | Milling, spinning and other product processing | Processing recipes |
| Dark | Harvesting, cutting and drawing | Woodland |
| Light | Illumination | Only where a formula calls for it |
| Carry | Hauling finished products from facilities into storage | Storage |
| Artisanship | Crafting | Crafting stations: furniture, appearance items, Aniipods and other recipes |
| Leisure | Lifestyle output | Play and leisure facilities that generate certain Aniimo materials |
| Perfumery | Incense, perfumes and other scented goods | Perfumery recipes |
The third column is the clearest example from my testing, not a rule: the production formula is always the authority, because it lists the exact jobs that recipe needs. You do not need every job on every building, which is precisely why ability distribution matters.
What does the Homeland job level mean?
The number next to a Homeland job is work speed, measured in workload per minute, and it is not the combat level. A level 1 worker performs 60 workload per minute, and each level adds 15 on top of that.
The full scale, from my beta 3 notes:
| Job level | Workload per minute | Against level 1 |
|---|---|---|
| Level 1 | 60 | Baseline |
| Level 2 | 75 | +25% |
| Level 3 | 90 | +50% |
| Level 4 | 105 | +75% |
Higher is better, but coverage always comes first. A level 4 worker in a job the facility does not use is helping less than a level 1 or level 3 worker covering a job the formula actually requires. Remember that rule for the rest of this guide: cover every required job, then improve the weakest or slowest job as better workers become available.
Can a Homeland worker also fight for you?
No. An Aniimo assigned to your Home cannot stay in your active field battle roster. If one of your favourite combat Aniimo is also a great worker, catch a second copy for the Home and keep the original in your squad. And yes, you can run multiple copies of the same Aniimo in Homeland if that is what your production needs.
RV levels, worker capacity and what unlocks
RV level is what raises worker capacity, starting at 8 workers on RV 2 and reaching 30 on RV 9. Every level is gated behind Pathfinder titles, Homeland missions and the state of your Home, so the RV is the pace-setter for the entire system.
This table pairs each RV level with the capacity I measured in beta 3 and the gate that sat in front of it.
| RV level | Worker capacity | What it opens, and what gated it in beta 3 |
|---|---|---|
| RV 1 | No workers | The manual tutorial: place farmland, sow, harvest and collect by hand |
| RV 2 | 8 | Basic automation begins. Required the Intermediate Student title for farmland plots and completion of Aniimo to the Rescue Part One. The Intermediate Student band starts at Pathfinder level 25 |
| RV 3 | 11 | Intermediate Student band |
| RV 4 | 14 | Intermediate Student band |
| RV 5 | 17 | Veteran Student, from Pathfinder level 35 |
| RV 6 | 20 | Beginner Wayfarer, from Pathfinder level 40 |
| RV 7 | 23 | Beginner Wayfarer, from Pathfinder level 40 |
| RV 8 | 26 | Intermediate Wayfarer, from Pathfinder level 45 |
| RV 9 | 30 | Veteran Wayfarer, from Pathfinder level 50 |
| RV 10 | No further increase | The final level shown in the beta. It did not raise worker capacity |
Titles are only part of it: later upgrades also want the Home itself more developed, with more farmland, woodland and mineral piles plus further Homeland missions. When I say an RV level opens below, I mean the capacity milestone, not that every Aniimo I name becomes catchable at that exact moment.
If a slot opens before the next recommended worker is available, fill it with a reserve or a duplicate: reinforce Carry if finished goods are backing up, Artisanship if crafting is slow, or whichever elemental job is constantly in use. Swap the placeholder out when the worker you wanted arrives.
Best early game workers to prepare before RV 2
Prepare seven workers while you are still on RV 1, then add Glacy as the eighth when you reach it. None of them are active workers yet: you are building a bench so that when RV 2 opens automation you are ready instead of backtracking across the early map.
As you move through Nimbus Fields, Forest of Falling Stars and Sea of Flowers, keep an eye out for these.
The seven to catch on the way
- Emberpup, Fire 1 and Carry 1. Not a long-term worker, just Fire cover so RV 2 does not open with the job missing. Our index lists five early regions for it, so it is hard to miss.
- Pranky, Water 2 and Carry 1. Also temporary. Nimbus Fields, Mistwoods and Forest of Falling Stars in our data, which is exactly the prep route.
- Turbo, Wind 3 and Leisure 3. The first one I would keep, and extremely strong for a Nimbus Fields catch. No reason to rush a replacement.
- Budclaw, Earth 1, Grass 1 and Carry 1, evolving into Shrubclaw at Earth 3, Grass 3 and Carry 1. A massive improvement for the same slot. One thing our index flags before you evolve: Budclaw branches, into Geoclaw or into Shrubclaw. Take the Shrubclaw branch for Homeland.
- Stellarys, Dark 3 and Leisure 3. Forest of Falling Stars in our data, on the prep route.
- Thornblade, Grass 3 and Artisanship 3. Sea of Flowers, and your first real crafter.
- Fragrancier, Dark 3, Leisure 3 and Perfumery 3. Also Sea of Flowers, and the only early source of Perfumery.
That is seven Aniimo prepared before automation starts, several of them covering two or three jobs from one slot, which is exactly what you need when RV 2 gives only eight positions.
The eighth slot: Glacy
I would not force a random eighth worker into the group. Once you reach the areas where Glacy is available, that is the creature I want in the final position: Water 3, Ice 3 and Carry 1, a very clean finish to the roster.
Where our data lands: the basic form of Glacy has no habitat recorded in our index yet. What is recorded is the Sea of Flowers form in Sea of Flowers and the Snowfield form in Driftwise Meadow, so the Sea of Flowers leg of the prep route is the likeliest place you meet one.
So the first eight are Emberpup, Pranky, Turbo, Shrubclaw, Stellarys, Thornblade, Fragrancier and Glacy, and between them Fire, Water, Grass, Earth, Wind, Dark, Ice, Carry, Artisanship, Leisure and Perfumery are covered somewhere. Lightning and Light are still missing, and that is fine. This is a starting workforce, not an endgame one.
Building and upgrading your Homeland workforce
Upgrade by replacing a worker with one that keeps the same coverage and raises the level, not by adding creatures at random. Two swaps do almost all of the early work: Scorchhowl for Emberpup, and Leafy for Pranky.
Once Beast Fang Ridge joins your normal route you can catch Scorchhowl at Fire 3 and Carry 1, and our index confirms Beast Fang Ridge. Carry is identical, Fire jumps from 1 to 3, so the slot does the same job much faster and Emberpup can rest.
Then, once you reach Mistwoods, Leafy is a normal catch at Water 3, Grass 3 and Carry 1, and our index lists Mistwoods, exactly where I found it. Water improves, Carry stays, and the same slot hands you a Grass 3 on top. Pranky can retire.
What changes from RV 3 onwards
Early on the question is whether every job is covered at all. As the Home grows and several facilities run at once, it becomes whether you have enough workers covering each job. A second Ice worker is not wasted when two chains both want Ice.
These are the workers I would go out of my way for as capacity opens up. Jobs are my beta 3 notes, locations are our habitat data.
| RV level | Worker | Homeland jobs | Where our habitat data puts it |
|---|---|---|---|
| RV 3 | Glynsera | Ice 3, Artisanship 3 | Beast Fang Ridge |
| RV 3 | Blazen | Lightning 3, Artisanship 3 | Blitzwood |
| RV 4 | Sherro | Water 3, Leisure 3 | No habitat on the basic form yet. Our index records the Thunderstorm form in Echoback Landing, which is the region I found it in |
| RV 4 | Bouldus | Earth 3, Leisure 3 | Berylline Causeway |
| RV 5 | Panpanta | Water 3, Leisure 3 | Echoback Landing |
| RV 5 | Waleetle | Earth 3, Leisure 3 (the Snowfield form adds Ice 3) | Berylline Causeway |
| RV 6 | Fenmane | Lightning 3, Carry 1 | Driftwise Meadow |
| RV 6 | Grizbo | Earth 3, Carry 3 | Rosetower Woods |
| RV 6 | Helgon | Wind 3, Carry 1 | Russet Highlands |
| RV 7 | Rookey | Dark 3, Artisanship 3 | Russet Highlands |
| RV 8 | Magmarex | Fire 3, Earth 3, Carry 1 | Zephyrus Landbridge |
| RV 8 | Bailite | Useful if you need more Earth and Carry | Zephyrus Landbridge |
| RV 8 | Erlath | Useful if you specifically need a Water worker | Tideblossom Coast |
Two deserve a line of their own. Blazen fills a genuine hole, because Lightning is one of the jobs the starting eight never covered. And Grizbo is the big one: almost every worker up to that point is Carry 1, and Grizbo jumps to Carry 3, so if finished products are sitting around unmoved, Grizbo is the fix. That does not retire your Carry 1 workers, who are all still doing their elemental jobs.
From RV 5 onwards nothing here is mandatory. Panpanta and Waleetle are examples of how to deepen a job you lean on heavily, not required catches: by this point your Home is going to look different from mine.
Late game workers and special forms
Special forms are where job level 4 lives, and they are the strongest Homeland workers in the game. Rainstorm Luminelle gives Lightning 4 and Water 4, and Prismana Luminelle gives Lightning 4 and Light 4, but both are hard to get or late game, so do not chase them early.
Luminelle is already helpful in its basic form, and our index lists it in Tideblossom Coast along with both of those forms. The same idea runs across the roster, and our complete forms guide covers how each variant is triggered.
The forms also line up neatly with our element data: Rainstorm Luminelle is Lightning and Water in our index, Prismana Luminelle is Light and Lightning, and those are exactly the two jobs each boosts. The elemental job a worker brings tracks the elements on its index entry, which makes the Aniidex a useful shortcut when a creature is not in my sheet yet.
There is one job I have deliberately not forced into this route: Light. It is one of the 13, but there is no reason to reserve a worker for it permanently. If something you are actively producing asks for Light, cover it. Otherwise let the formula tell you what you need.
There are also strong workers I did not name. Somniwing is probably one of the best creatures you can have at your homestead, but it is very late game, and our index records no habitat for it at all, so there is no catch route to point you at yet.
By RV 8 you are looking at around 30 possible workers, with multiple level 3 options per job, dedicated hauling and several crafters. That is where Homeland stops being a checklist and becomes a decision about what you want to produce.
The free Aniimo Homeland spreadsheet, and final tips
Yes, there is a free Aniimo Homeland spreadsheet, and it lists the Homeland abilities of Aniimo and their different forms. I spent a long time compiling it during beta 3, it can be exported, downloaded and shared, and you can find it here: AniimoSync's free Aniimo Homeland spreadsheet.
Use it the way I do: when a slot opens and you are unsure what to put in it, check the sheet instead of catching creatures one by one to inspect them.
The five things I would keep in your head from all of the above:
- Cover first, optimise second. A level 1 worker in a required job beats a level 4 worker in a job the formula does not list.
- Value multi-job workers. Slots are the scarce resource, not creatures.
- Keep food stocked. Hungry workers stop working.
- Reinforce what is actually slow. Products backing up means Carry. Slow crafting means Artisanship.
- Catch a second copy of anything you also fight with, because a Home worker cannot sit in your active battle roster.
All of this came out of the beta, so the locations especially may move at launch. Use it as a route, not a contract, and we will re-verify it against the live build. If you are still assembling your first day plan, the 10 things to do first puts Homeland in order alongside everything else that opens on day one.
Until next time, my fellow Pathfinders.

