serenity

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.

CommandCostsCooldownYields
[prefix]fish2,5002 minFish, from shrimp to kraken
[prefix]mine3,0002 minOres and gems
[prefix]forage2,0002 minWood, herbs and blossoms
A fishing run and the materials it dropped

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.

The Materials

TierFishingMiningForagingSells for
CommonShrimp, TroutCopper, IronOak Log, Herbs150
UncommonSalmonGold OreMaple Log500
RareSwordfish, LobsterDiamond, EmeraldMystic Mushroom, Ancient Bark1,500
EpicSharkObsidian ChunkSpirit Blossom5,000
LegendaryKraken TentacleVoid CrystalWorld Tree Sap20,000
// Syntax
[prefix]materials

// Example
;materials
The materials list grouped by tier

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:

RollEffect
Gathering luckShifts drops toward rarer materials
Gathering yieldMore materials per run
LuckHelps 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.

Equipment wears out while you gather. Every run costs durability on everything you have equipped, and Serenity tells you when a piece breaks.