Gathering and fishing
Get materials from the world instead of buying your way past every requirement.
Wood, stone, and other resources
Approach a matching resource node, then start the gathering action. Wood comes from chopping a tree; stone comes from breaking a rock. Stay with the action until it finishes, then collect its confirmed result. The action animation and progress indicator show the work underway.
A gathering action and a node cooldown are different timers. The work takes a short interaction; the node then needs time before it can be gathered again.
Resource access
| Resource | Level | Typical use |
|---|---|---|
| Wood / Stone | 1 | Early construction and material recipes. |
| Sand | 1 | Glass and later crafting requirements. |
| Fish | 3 | Cooking and village deliveries. |
| Clay | 4 | Bricks and construction. |
| Seaweed | 6 | Coastal ingredients and recipes. |
| Iron Ore | 10 | Ingots and advanced construction. |
| Amber / Sea Pearl | 15 | Rare crafting and side-story requirements. |
Each node has its own availability and cooldown. Check the interaction message before returning to the same spot.
Fishing
- Meet the local fishing requirements and stand within range of the fishing spot.
- Cast and wait for the bite.
- Reel in during the indicated timing window.
Angler's Brew can make the timing window more forgiving. It does not multiply fish output or improve rare-drop odds.
Why rare materials matter
Amber can appear as an iron-node bonus, while Sea Pearls can appear from fishing at the required level. They are useful for advanced recipes and selected side content. A rare material is not a separate currency.
The main story is designed without mandatory rare random drops. Player trading is planned as a later way to exchange useful goods; its release does not change where materials originate.