Gathering
Fish, mine and forage for materials - the raw input for everything you craft.
Replace [prefix] with your server's prefix.
Gathering costs cash and returns materials. Materials are worth money on their own, but their real use is crafting.
| Command | Costs | Cooldown | Yields |
|---|---|---|---|
[prefix]fish | 2,500 | 2 min | Fish, from shrimp to kraken |
[prefix]mine | 3,000 | 2 min | Ores and gems |
[prefix]forage | 2,000 | 2 min | Wood, herbs and blossoms |

Each run drops one to three materials, and the rarer the material the less often it shows up. Foraging additionally rolls a biome - Dense Forest, Mushroom Cave, Riverbank, Meadow or Ancient Grove - which makes two of its materials more likely for that run.
Every successful trip, on any of the three, also has a small independent chance to turn up a pet egg - on top of the materials, not instead of them.
The Materials
| Tier | Fishing | Mining | Foraging | Sells for |
|---|---|---|---|---|
| Common | Shrimp, Trout | Copper, Iron | Oak Log, Herbs | 150 |
| Uncommon | Salmon | Gold Ore | Maple Log | 500 |
| Rare | Swordfish, Lobster | Diamond, Emerald | Mystic Mushroom, Ancient Bark | 1,500 |
| Epic | Shark | Obsidian Chunk | Spirit Blossom | 5,000 |
| Legendary | Kraken Tentacle | Void Crystal | World Tree Sap | 20,000 |
// Syntax
[prefix]materials
// Example
;materials

Selling
// Syntax
[prefix]sell [material] [amount]
// Example
;sell raw_shrimp 20
;sell void_crystal
Prices are fixed per tier, so selling is a floor on what a gathering run is worth - not a way to get rich.
Do the maths before selling anything rare. A Void Crystal is worth 20,000 at the merchant, but it's also one of five materials in a Void Amulet, and there is no other way to get one.
Making It Pay
Gathering is where equipment rolls matter most:
| Roll | Effect |
|---|---|
| Gathering luck | Shifts drops toward rarer materials |
| Gathering yield | More materials per run |
| Luck | Helps the rarity roll as well |
Two consumables stack on top: a Gathering Boost raises drop counts by 50% for an hour, and a Harvester's Tonic adds one guaranteed extra drop for its next ten runs.
Your Fishing, Mining or Foraging skill stacks on top of all of this too - leveling it up raises yield and luck permanently, unlocks rarer tiers early, and eventually makes a fraction of your runs free.
Equipment wears out while you gather. Every run costs durability on everything you have equipped, and serenity tells you when a piece breaks.
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