Nevaland Wiki Play

The player's guide to the valley

Nevaland Wiki

Crops, fish, boats, recipes, prices, people and errands, read straight from the game so the numbers here are the ones you will meet.

  • 11crops
  • 15fish
  • 37recipes
  • 35trade packs
  • 47items
  • 6villages
  • 10people
  • 112errands

A calm game about growing, fishing and carrying things to people who want them. Here is how to begin and how the parts fit.

What Nevaland is

Nevaland is a calm, three-dimensional life on a coast: you grow a farm, turn the harvest into bait and supplies, fish rivers, lakes and open sea, and carry what you catch and make to villages that actually want it. It runs in your browser and saves there too.

There is no combat: no weapons, no hostile creatures, no raids. The pressure comes from the weather, the clock, how much you can carry, how fresh a fish still is, which road is open, and the people waiting at the other end of a delivery.

Your first hour

The opening quests walk you through this on their own. If you would rather know where it is heading, this is the order.

  1. Take the gate: “The Gate Is Yours”

    Talk to Elspeth in the farmhouse yard. She gives you six wheat seeds and points you to the field. Your garden hoe is already equipped.

    Leave spare seeds and materials in the chest at home; your satchel is small.

  2. Plant and water: “Three Seeds In”, “Before the Crust”

    Choose Hoe ground or press 1, aim and click to loosen a patch. Then press 2 for the Seed Belt, choose wheat and plant three on fully worked soil. Then press E beside a dry crop to water it. See Farming.

    Hand watering costs no Work. Rain waters the field too.

  3. Harvest, mill, mix: “The Cycle of the Soil”, “Milling & Mixing Chum”

    Harvest the wheat, grind it at the village mill, cultivate bait worms at the compost bin, and mix a chum bucket at the workbench. This is the first turn of the loop below. See Workshops and crafting.

  4. Go fishing: “Reading the Currents”

    Cast a line from the river bank with the willow rod. Worms shorten the wait for a bite. See Fishing.

  5. Sell something: “Fair Trade at the Village”

    Sell an item at the village produce market. Shops pay a fair price and charge more than they pay, so goods do not make money by being bought and resold. See Trade and money.

  6. Walk to the harbor: “Journey to the Salt”, “Commissioning the Old Rowboat”

    Meet Maeve at the fish market and Old Silas at the pier. Silas commissions the family rowboat for 30 gold and 1 Ground Grain, and from then on you can board her at the slip and take to the water. See Boats and cargo.

How the pieces connect

Every system feeds the next one. Progress opens new abilities, places and strategies rather than only adding a percentage.

  1. FarmGrain, vegetables, fruit, flax, worms
  2. ProcessMill, mix, cook, sew, forge
  3. PrepareBait, chum, lures, fuel, ice
  4. FishRivers, lakes, coast, open sea
  5. CarryBoats, wagons, donkeys
  6. SellMarkets, orders, trade runs

Gold and experience from selling buy better tools, boats and recipes, which let you farm, process and fish further than before.

Work Capacity and time

Work Capacity

Hands-on jobs spend Work: hoeing, planting, harvesting, crafting, packing and fishing. You can store up to 750. It comes back at +10 every 5 minutes while the game is open, about 120 an hour, and in bigger bursts from sleeping at the farmhouse, cooked meals and chores at work stations.

Walking, sailing, riding, carrying cargo and talking never cost Work. A job needs all of its Work up front or it does not start, so nothing is half-spent. The exact costs and every way to earn it back are in Work.

A day, a season

One game day lasts about 60 real minutes. A season is 6 days, so it turns about every 6 real hours, and a full year of four seasons takes about 24.

Weather moves in fronts and changes how crops grow, which fish bite and how rough the sea is. See The valley.

Controls

The keyboard and mouse. The same list is on the title screen and in the pause menu. The prompt beside your character always shows what E will do right now.

Moving around

Walk, or steer a boatW A S D
Walk, or steer a boatArrows
Sprint Costs stamina on footShift
Toggle auto-run / drive Also drives boats and mounts; forward/back or interaction stops itG
JumpSpace
Orbit the cameraRMB drag
Zoom the cameraScroll

Working the world

Contextual interaction — talk, board, harvest, cast Takes out the tool the action needsE
Use the pointed crop action, or cast at waterLMB
Optional quick tools On farms: 1 hoe, 2 seeds, 3 water, 4 soil care, 5 harvest; changes near water and boats1 – 5
Hold to read the soil overlay on a farmAlt
Open or close the farm forecastF
Inspect a crop, or read the water at the shoreRMB click
Call your donkey to your side On foot; it needs a clear, level spot beside youH

Fishing

Press to start the cast meter, again to castE
Arm or put away a Woven Lure Required before sport fishingR
Hook the bite, then hold to keep pressureSpace
Reel in Sport fishingW
Give slack Sport fishingS
Swing the rod against the run Sport fishingA or D
Cut the line and end the fight Sport fishing; press twice to confirmX

Menus

Pause, or close the open screenEsc
Character & GearC
SatchelI
Move the selected satchel item In the satchel; or drag it to another slotShift + Arrows
Field JournalJ
Nautical chartM
Hold & StoresL
Expedition board Once unlockedP

Habits that pay off

  • Check the forecast before you plant a field or leave the dock: F opens the farm forecast and M the nautical chart. A storm gust can damage a hull.
  • Fish are best sold fresh. Pack ice, use a boat hold, or sell the same day. How freshness works.
  • Keep fish scraps: they become fertilizer for tired soil. Soil fertility.
  • A trade run to a different village pays; selling a pack where you packed it barely does. Trade runs.
  • Rest when you can. Sleeping at the farmhouse at dusk or night gives back a good share of your Work, once every 90 minutes.
  • Explore. 14 named places across the valley and its islands are worth a look.

How days, seasons and weather work, where the villages and landmarks are, and how fast each way of travelling gets you there.

Day, night and the seasons

The day is split into four windows. Fish bite in some windows and not others, people keep a schedule that follows them, and lighting changes at the same boundaries.

Dawn

04:00 to 08:00

The light comes up. 13 of 15 fish species are active.

Day

08:00 to 18:00

The long working day. 11 of 15 fish species are active.

Dusk

18:00 to 22:00

You can sleep beside the farmhouse bed from dusk. 12 of 15 fish species are active.

Night

22:00 to 04:00

Dark nights make the sea rougher. 6 of 15 fish species are active.

A year is four seasons of 6 days each: Spring, Summer, Autumn and Winter. The season changes which crops thrive, which fish run, and what shops and villages pay for goods. The journal's Accounts page keeps a calendar of the coast's fairs, seasonal wants and price peaks.

Weather

Weather moves in fronts that last roughly 6 to 12 game hours. It changes how fast crops grow, which fish are willing to bite, and how rough the sea is.

Clear

Crops grow at their normal rate.

Fish that favour it: Common Carp, River Perch, Golden Arowana, Atlantic Mackerel, Yellowfin Tuna, Pacific Sailfish, Blue Marlin, Sunreach Sardine, Golden Sea Bream and Greater Amberjack.

Overcast

Crops grow at their normal rate.

Fish that favour it: Common Carp, Rainbow Trout, River Perch, Channel Catfish, Northern Pike, Sunreach Sardine and Golden Sea Bream.

Light rain

Waters the soil, and crops grow 5% faster.

Fish that favour it: Common Carp, Rainbow Trout, River Perch, Yellowfin Tuna, Golden Sea Bream and Greater Amberjack.

Heavy rain

Waters the soil, and crops grow 5% faster.

Fish that favour it: Channel Catfish and White Sturgeon.

Windy

Crops grow at their normal rate.

Fish that favour it: Common Carp, River Perch, Northern Pike, Atlantic Mackerel, Yellowfin Tuna, Pacific Sailfish, Broadbill Swordfish, Blue Marlin, Sunreach Sardine and Greater Amberjack.

Fog

Crops grow at their normal rate.

Fish that favour it: Rainbow Trout, River Perch, Northern Pike, Golden Arowana, White Sturgeon and Broadbill Swordfish.

Storm

Waters the soil, and crops grow 5% faster.

Fish that favour it: Channel Catfish, Broadbill Swordfish and Blue Marlin.

Drought

Crops grow at 75% speed and the soil dries fast.

Fish that favour it: Channel Catfish and Northern Pike.

The map

North is up. Nevaland is the large island on the left, with its mountain wall, lake and river, and the villages along its roads. The open sound lies between it and Sunreach, the island on the right; the small islets between are fishing waypoints. Pins link to the entries below.

Villages and landmarks

Show

Nevaland Village

Village Produce Market

Village

Seeds and workshop supplies for the farm. Sell harvests and hand-carried fish packs here.

Getting there
On foot from the farm
Hand-carried fish
Takes fish packs
Who you meet
Elspeth, Barnaby

What its shop sells

Nevaland Harbor

Harbor Fish Market & Wholesaler

Village

Tackle, ice and voyage supplies. Hand in harbor orders here; sell other fish packs at village counters.

Getting there
On foot from the farm
Hand-carried fish
Hands in orders; sells fish elsewhere
Who you meet
Old Silas, Maeve

What its shop sells

Sunreach Cove

Sunreach Cove Market

Village

Terrace seeds, heavy tackle and voyage supplies. Buys local harvests and hand-carried catches.

Getting there
Cross the sound by boat
Hand-carried fish
Takes fish packs
Who you meet
Tomas, Ines

What its shop sells

Pinewatch

Pinewatch Timber & Trade

Village

Timber and cloth by the woodland road. Bring field produce and fish; the cove landing offers another route.

Getting there
Woodland road or sheltered cove
Hand-carried fish
Takes fish packs
Who you meet
Rowan

What its shop sells

Reedhaven

Reedhaven Marsh Exchange

Village

Bait, ice and fuel beside the marsh landing. Buyers take grain, orchard fruit and fish.

Getting there
Raised marsh road or cove landing
Hand-carried fish
Takes fish packs
Who you meet
Mara

What its shop sells

Highridge

Highridge Provisions

Village

Root-crop seeds and workshop supplies above the cove. Bring seafood by road; there is no boat landing.

Getting there
Mountain road; no boat landing
Hand-carried fish
Takes fish packs
Who you meet
Ada

What its shop sells

Family Farm & Commons

Your homestead, fields and workshop

Farm

Where your journey begins. The starter fields, farmhouse bed, freshwater spring and workbench sit here beside the Silverwater trail.

Getting there
Central Nevaland, west of Nevaland Village
Facilities
Farmhouse bed, well, hand mill, workbench, compost bin
Soil
Temperate loam, responsive to fertilizer and crop rotation

Sunreach Terraces

Terraced warm-climate farmland

Farm

Terraced warm-climate farmland rising above Sunreach Cove. Stone retaining walls catch the southern sun, allowing warm-climate crops to thrive.

Getting there
Uphill east of Sunreach Cove
Climate
Warm, frost-free and dry
Crops
Thrives with warmth-loving crops like Olives, Tomatoes and Bell Peppers

Pinewatch Lake

Deep inland freshwater

Water

A deep, cold freshwater lake enclosed by the western pine forests. Home to cold-water lake fish including Northern Pike, River Perch and Golden Arowana.

Water type
Freshwater Lake
Habitat
Lake
Notable fish
Northern Pike, River Perch, Golden Arowana

Reedwater River

Slow marshland river

Water

The winding river draining Pinewatch Lake south into the Reedhaven wetlands. Slow currents and silt bottoms shelter catfish and migratory river fish.

Water type
Freshwater River
Habitat
River
Notable fish
Channel Catfish, Rainbow Trout, River Perch

Silverwater River

Valley stream

Water

Runs from the Mountain Spring through the valley floor, past the family farm and village, before meeting the sea at Seabreak Harbor.

Water type
Freshwater River
Habitat
River
Notable fish
Rainbow Trout, River Perch

Reedhaven Cove Grounds

Sheltered coastal waters

Water

Shallow coastal flats and channels where the southern wetlands meet the sound. Sheltered water suitable for small rowboats and coastal angling.

Water type
Coastal Saltwater
Habitat
Coast
Notable fish
Striped Bass, Sea Bream, Flounder

Nevaland Offshore Grounds

Deep sea fishing grounds

Water

The deep ocean reach south of Seabreak Harbor. Strong swells and deep channels attract massive pelagic sport fish like Tuna, Marlin and Swordfish.

Water type
Deep Sea Waters
Habitat
Offshore (Boat required)
Notable fish
Bluefin Tuna, Blue Marlin, Broadbill Swordfish

Village Mill

Grain milling station

Landmark

The community windmill and millstone north of Nevaland Village. Mill wheat and barley into flour without burning fuel.

Mountain Spring

Landmark

The Silverwater begins beneath the mountain. The trail returns through the western slopes to the homestead.

Western Overlook

Landmark

The western trail overlooks the fields and river. A path below the ridge joins the road toward Pinewatch.

Homestead Heights

Landmark

The mountain path begins beside the homestead, connecting the fields to the headwaters.

Lighthouse Cliffs

Landmark

The lighthouse watches Nevaland's southern shore and the water beyond the harbor.

Exposed Ridge

Landmark

Above Sunreach's terraces, the exposed ridge looks across the island and channel.

Sunreach Reef Shelf

Landmark

The southern reef shelf marks Sunreach's outer coast, beyond the sheltered cove.

Gull's Rest

Landmark

Gulls nest above a quiet landing strewn with pale pebbles. The southern drop-off holds coastal schools; the low island is a useful bearing when Nevaland disappears into haze.

Driftwood Cay

Landmark

A weathered fishing camp sits behind the beach. Its saved fuel can and chum are yours to carry onward. Search the water east of the cay for a passing school.

Lantern Shoal

Landmark

A pale stone spire rises above the last small anchorage before Sunreach. An iron bracket at its top holds nothing. Beyond its southern shelf, deep-water fish pass through the channel. Leave room in the hold before following them.

The Saved Can

Landmark

Someone keeps the old camp chest stocked: a sealed fuel can, a bucket of chum, and a scrap of oilcloth in the lid that reads “for whoever shelters here next.” The supplies are in your satchel now; the empty camp remains a useful landing.

The Channel Seam

Landmark

The crossing opens in every direction here. Watch for surface schools before choosing the northern cay or the direct course to Sunreach. Keep fuel for the way back.

Getting around

Moving costs no Work. Sprinting, galloping and trotting use a stamina bar that refills on its own after a short rest, so the choice is about pace, not cost.

Way of travelSpeedTime per kmNotes
On foot2 m/s8.3 min per kmAlways free
Sprint5.2 m/s3.2 min per kmHold Shift; about 9 s of stamina
Donkey, walk2.6 m/s6.3 min per kmPress H to call it beside you
Donkey, trot6.7 m/s2.5 min per kmThe everyday pace
Donkey, gallop8.6 m/s1.9 min per kmabout 14 s of stamina
Horse carriage, walk1.9 m/s9 min per kmRoads are faster than rough ground
Horse carriage, trot3.7 m/s4.5 min per kmabout 20 s of stamina
Wooden Rowboat4.5 m/s3.7 min per kmNo fuel
Coastal Fishing Skiff8.5 m/s2 min per kmBurns fuel cans
Sunreach Trading Coaster6.2 m/s2.7 min per kmNo fuel

Speeds are top speed in good conditions. Slopes, soft ground, rough water and cargo all slow you down. Boats and cargo covers carriages, wagons and the hulls in detail.

Hoe, plant, water and harvest. Every number on how fast crops grow and what makes them better, and a card for each of the crops.

Seed to harvest

  1. Hoe a patch

    Choose Hoe ground, or press 1 near a farm. Aim at empty legal ground, then click or press E. The preview shows the area and Work before you commit. A stroke beside a growing crop works the ground around it and leaves the crop's own soil alone.

    One press makes one stroke; hold to continue across adjacent ground. Escape puts the hoe away.

  2. Choose a seed

    With seeds in your satchel, choose Plant or press 2 near a farm. The Seed Belt opens so you can pick a crop. Pick one that suits the plot's climate; climate decides how fast it grows.

    Buy seeds at village stalls. Every crop lists where.

  3. Choose a spot

    Point at clear, prepared soil and click. A ring shows the spacing the crop needs and corner brackets show its footprint.

    Trees are wide: an apple or olive takes about 2.5 metres each way.

  4. Water it

    Inspect a crop with a right click: its card shows the grade it is heading for and, while it grows, what keeping it wet would make of it. A crop the card calls Normal still grades better kept wet. Press E beside a crop to water it. Hand watering is free, and rain waters the field for you.

    The field pump waters every crop at once.

  5. Harvest when ripe

    A ripe crop shows its mature stage. Press E beside it to harvest, then sell it, mill it or pack it. Better care gives a better grade.

JobWork
Hoe a full patch2 for 2 × 2 m
Plant5
Water by handFree
Harvest10
Pick an orchard tree30
Remove a plant10
Fertilize5
Spread compost5
Lay mulch3
Pull weeds3
Dig in a cover crop8
Field pump5 plus 1 per crop

These are the starting costs. Higher Farming ranks and some gear cut them; the Work section has the full picture.

What speeds growth up or slows it

Each crop has a base growing time. Four things scale it, and they multiply together. The total is held between 0.5× and 1.5×, so no single field is ever hopeless or unstoppable.

FactorConditionGrowth speed
ClimateThe plot's climate is one the crop prefers1.2×
ClimateA neutral climate for that crop1×
ClimateA poor match0.8×
MoistureSoil at 40 or above1×
MoistureDry: below 400.85×
MoistureVery dry: below 150.6×
FertilityExcellent: 80 or above1.1×
FertilityNormal: 30 to 791×
FertilityPoor: below 300.8×
WeatherRain or storm1.05×
WeatherAny other weather1×
WeatherDrought0.75×

Weeds slow a crop after that limit: light weeds to 0.9×, heavy weeds to 0.8×.

Soil fertility

Each worked patch has its own fertility rating from 10 to 100. Each harvest uses some up beneath that crop, and how much depends on the crop (0, 5, 8, 10, 12, 14 and 15 points a harvest across the crops here). Tired soil grows crops slowly, gives lower grades and smaller harvests: below 30 fertility a crop gives only the least of its range, and from 80 never less than the middle of it. You can read it on the bed before you sow: rich ground is a dark, crumbly loam, poor ground dries pale and dusty, and the fair ground between keeps the plain tilth. The crop card gives the exact figure.

Fish Fertilizer restores up to 20 points in the selected local patch. Press 4 for Soil care, pick the fertilizer, aim and check the dose before applying; a full patch refuses the dose without spending it. Fed ground turns dark and flecked with pale meal, and takes no second dose until the crop on it is harvested or dug in; a stroke reaching over it feeds only the unfed part. It affects future growth, never the recorded care of an already ripe crop. You make it from three Fish Scraps at a fish table, so every fish you clean feeds a field. Keep your fishing and your farming connected: this is the loop in miniature. Hold Alt on a farm to read the soil overlay.

Garden Compost is plant matter rotted down at the farm's compost bin. A dose raises the patch's organic matter by 40 and its fertility by 10, and rich soil holds water longer, so its crops dry out more slowly. Plant Matter laid as mulch covers the patch in straw and slows drying further; it is worked into the soil when the crop beneath it is harvested or the ground is hoed. Each harvest draws some organic matter back out. Both are picked from the same Soil care strip, and a patch that would gain nothing refuses the dose without spending it.

Prepared ground supports 3 annual harvests before it needs loosening again. Stubble marks a harvested bed; you can sow again while it remains prepared, or hoe it to refresh the ground. The whole crop footprint must be prepared, including its corners.

Rotation, weeds and cover crops

Every bed remembers the family of its last crop. The Seed Belt shows it before you sow, with the weeds that sowing would bring, and the crop card says what grows well there next.

Weeds are judged once, when the seed goes in, and never spread afterwards. Sowing the same family again brings one level. Sowing into unturned stubble, over at least 50% of the crop's footprint, brings another, up to 2 levels. Hoeing the stubble first clears that part. Mulch over the whole footprint takes one level off, and you can pull the weeds once for each crop, for 3 Work. Trees start clean. A crop under heavy weeds still ripens and still harvests, but unless you pull them they take 1 from its harvest, never leaving less than one; light weeds cost only time. Mulch slows weeds without saving that harvest: only pulling does. The crop card's yield already counts the loss.

Last cropGrows well next
GrainBeans or roots
BeansGrain or tomato & potato
Tomato & potatoBeans or roots
RootsBeans or grain
Fibre cropsBeans
FlowersBeans

Broad Beans feed the ground they grow in. A harvest gives 5 fertility back to the ground under it. Or dig a growing crop in as a cover crop, for 8 Work and no harvest: the ground under it gains 25 fertility and 30 organic matter. It has to reach its growing stage first, and the crop card asks you to confirm. Pulling up a seedling restores nothing.

Wider strips and rows

The Broad Hoe can work a strip 4 m long and 2 m wide in one stroke. Turn on Wide strip in the Soil care dock; the strip runs the way you face. It costs the same Work as the ground it covers, and compost or mulch takes one dose for each 2 × 2 m of it. The ordinary stroke is still there for small jobs.

At the Skilled Farming rank (3,000 XP) you can sow and gather short rows. Turn on Sow a row in the Seed Belt and one click sows up to 4 seeds in a line away from you, each spot shown before you click. The row ends early at ground a single seed could not take. On a ready crop's card, Harvest row gathers up to 4 ready crops of the same kind of harvest in your line, within 6 m. If your satchel cannot hold the whole row, nothing is gathered. Each plant still costs its own Work.

At the Master Farming rank (15,000 XP) an Exceptional or Prize grade harvest of an annual crop also gives back 1 seed of that crop, when the satchel has room for it after the produce. Trees give no saplings. At the Artisan Farming rank (30,000 XP) Harvest row also picks ripe orchard trees down your line, within 14 m; each tree costs its own pick's Work and sets its fruit again, unless that was its last picking. At the Famed Farming rank (60,000 XP) a row pass covers 8 spots and reaches 2 times as far.

Stalks are cut with the sickle (Wheat, Barley, Flax and Sunflower). Roots are lifted (Potato and Carrot) and pods and fruit picked (Sweet Corn, Tomato and Broad Beans) by hand.

Where you can farm

The climate of a plot matters as much as the seed. Match them, or accept slower growth.

Family Farm

Climate
Temperate
Size
12 by 10 m
Starting fertility
85
Holds water
Well

Village Commons

Climate
Temperate
Size
21 by 12 m
Starting fertility
90
Holds water
Well
Room for
3 crops at a time

Sunreach Terraces

Climate
Warm
Size
36 by 48 m
Starting fertility
80
Holds water
Poorly, so it dries fast

Every crop

Climate
Type

Wheat

Gives Harvested Wheat

Temperate
Grows in
3 game hours, about 7.5 real minutes
Each harvest
3 to 5 Harvested Wheat; 3 on worn ground, 4 to 5 on rich
Thirst
Moderate
Soil used
8 fertility
Climate
Temperate
Open from
the start
Seeds
Nevaland Village
Seed item
Wheat Seeds

Barley

Gives Harvested Barley

Temperate500 Farming XP
Grows in
1.5 game hours, about 3.8 real minutes
Each harvest
3 to 6 Harvested Barley; 3 on worn ground, 5 to 6 on rich
Thirst
Moderate
Soil used
10 fertility
Climate
Temperate
Open from
500 Farming XP
Seeds
Nevaland Village, Reedhaven and Highridge
Seed item
Barley Seeds

Sweet Corn

Gives Sweet Corn

Warm1,000 Farming XP
Grows in
2.5 game hours, about 6.3 real minutes
Each harvest
2 to 5 Sweet Corn; 2 on worn ground, 4 to 5 on rich
Thirst
High
Soil used
15 fertility
Climate
Warm, fine in temperate
Open from
1,000 Farming XP (Apprentice)
Seeds
Nevaland Village
Seed item
Corn Kernels

Tomato

Gives Plump Tomato

TemperateWarm
Grows in
4 game hours, about 10 real minutes
Each harvest
3 to 5 Plump Tomato; 3 on worn ground, 4 to 5 on rich
Thirst
High
Soil used
12 fertility
Climate
Temperate and Warm
Open from
the start
Seeds
Nevaland Village
Seed item
Tomato Seeds

Potato

Gives Earthy Potato

Cool
Grows in
6 game hours, about 15 real minutes
Each harvest
3 to 6 Earthy Potato; 3 on worn ground, 5 to 6 on rich
Thirst
Moderate
Soil used
10 fertility
Climate
Cool, fine in temperate
Open from
the start
Seeds
Nevaland Village and Highridge
Seed item
Seed Potato

Carrot

Gives Crisp Carrot

CoolTemperate200 Farming XP
Grows in
1.5 game hours, about 3.8 real minutes
Each harvest
2 to 5 Crisp Carrot; 2 on worn ground, 4 to 5 on rich
Thirst
Moderate
Soil used
8 fertility
Climate
Cool and Temperate
Open from
200 Farming XP
Seeds
Nevaland Village, Reedhaven and Highridge
Seed item
Carrot Seeds

Broad Beans

Gives Broad Beans

Temperate
Grows in
3.3 game hours, about 8.3 real minutes
Each harvest
3 to 5 Broad Beans; 3 on worn ground, 4 to 5 on rich
Thirst
Moderate
Soil used
0 fertility
Climate
Temperate, fine in warm
Open from
the start
Seeds
Nevaland Village and Sunreach Cove

Flax

Gives Flax Stalks

Temperate3,000 Farming XP
Grows in
4 game hours, about 10 real minutes
Each harvest
2 to 4 Flax Stalks; 2 on worn ground, 3 to 4 on rich
Thirst
High
Soil used
14 fertility
Climate
Temperate
Open from
3,000 Farming XP (Skilled)
Seeds
Nevaland Village, Pinewatch and Reedhaven
Seed item
Flax Seeds

Apple Tree

Gives Orchard Apple

TemperateTree7,500 Farming XP
Grows in
12 game hours, about 30 real minutes
Each harvest
4 to 8 Orchard Apple; 4 on worn ground, 6 to 8 on rich
Thirst
Low
Soil used
5 fertility
Climate
Temperate
Regrows
6 game hours, about 15 real minutes between pickings
Lifespan
5 pickings, then the tree is spent and gone; plant a new sapling in its place
Open from
7,500 Farming XP (Expert)
Seeds
Nevaland Village and Pinewatch

Sunflower

Gives Sunflower Seed

Warm1,000 Farming XP
Grows in
3.5 game hours, about 8.8 real minutes
Each harvest
3 to 6 Sunflower Seed; 3 on worn ground, 5 to 6 on rich
Thirst
Moderate
Soil used
10 fertility
Climate
Warm, fine in temperate
Open from
1,000 Farming XP (Apprentice)
Seeds
Sunreach Cove

Olive Tree

Gives Sunreach Olive

WarmTree7,500 Farming XP
Grows in
14 game hours, about 35 real minutes
Each harvest
4 to 8 Sunreach Olive; 4 on worn ground, 6 to 8 on rich
Thirst
Low
Soil used
5 fertility
Climate
Warm
Regrows
7 game hours, about 18 real minutes between pickings
Lifespan
5 pickings, then the tree is spent and gone; plant a new sapling in its place
Open from
7,500 Farming XP (Expert)
Seeds
Sunreach Cove
Seed item
Olive Sapling

Growing time is for a plot with the right climate, damp soil, normal fertility and fair weather. 11 crops in all. Trees take longer, then keep giving: harvesting one starts its next cycle.

Harvest grades

Every harvest comes in a grade. The grade depends on how well the crop matched its climate, how well watered and how fertile its soil was, your Farming rank, and a roll of luck. A higher grade sells for more and earns more Farming XP. Stacks of different grades never merge, so your satchel can hold Common and Prize wheat side by side.

Common

Sells for
1× the common price
Farming XP
1×

Fine

Sells for
1.2× the common price
Farming XP
1.1×

Exceptional

Sells for
1.45× the common price
Farming XP
1.25×

Prize

Sells for
1.75× the common price
Farming XP
1.5×

A Harvest Apron raises the chance of a better grade.

The field pump

Once you have finished the errand Water Where It Matters, a farm well can run a pump that waters every crop within 2.8 metres of the well in one go. It costs 120 gold to install, and each use costs 5 Work plus 1 for every crop it waters.

Mills, benches, tables and kitchens turn harvests and catches into bait, meals, tools and clothes. Every station, recipe and piece of gear.

Workshops

Processing happens at fixed stations. Walk up, pick a recipe, and the job runs on the game clock while you do other things; collect the result when it is done. A job needs all its ingredients and all its Work up front.

Hand mill

Grinds harvested grain and seed into Ground Grain, the base of chum.

Recipes
3
Where
Village Mill and Sunreach Hand Mill

Workbench

Mixes chum, ties lures, weaves linen and oiled canvas, and makes tools and clothing.

Recipes
18
Where
Farmhouse Workbench and Sunreach Workbench

Fish table

Cleans fish into scraps, then turns scraps into fertilizer, and cures sardines.

Recipes
7
Where
Harbor Fish Table and Sunreach Fish Table

Compost bin

Raises bait worms from plant matter and a compost starter, or rots plant matter into garden compost for the soil.

Recipes
2
Where
Starter Compost Bin

Kitchen

Cooks the meals that give Work back. Each meal needs something you grew or caught, so shop goods alone never make one. Copper cookware, fitted once per kitchen, unlocks the bigger dishes.

Recipes
7
Where
Farmhouse Kitchen

Packing yard

Packs goods into trade packs for the villages. There are 5 packing yards, one in each village that packs.

Recipes
35
Where
Nevaland Packing Yard, Pinewatch Packing Yard, Reedhaven Packing Yard, Highridge Packing Yard and Sunreach Packing Yard

Recipes

37 recipes, from a handful of grain to oilskin coats. Times are real minutes at the normal game speed. The Work tier says how heavy the job is; the Work section has the exact cost of each tier and how rank and gear reduce it. Many recipes open with Processing XP.

Station

RecipeIngredientsMakesTimeWorkNeeds
Mill Wheat into Ground Grain
Hand mill
2 Harvested Wheat2 Ground Grain0.2 minLightOpen from the start
Mill Barley into Ground Grain
Hand mill
2 Harvested Barley2 Ground Grain0.2 minLightOpen from the start
Mix Chum Bucket
Workbench
2 Ground Grain, 2 Bait Worms2 Chum Bucket0.4 minPreparedOpen from the start
Mix Rich Chum Blend
Workbench
3 Ground Grain, 3 Bait Worms1 Rich Chum Blend0.6 minPrepared500 Processing XP
Mix Sinking Deep Chum
Workbench
2 Ground Grain, 2 Fish Scraps1 Sinking Deep Chum0.6 minPrepared500 Processing XP
Tie Woven Lure Batch
Workbench
1 Flax Stalks, 1 Fish Scraps3 Woven Lure0.6 minPrepared500 Processing XP
Twist a Woven Lure
Workbench
2 Plant Matter, 2 Bait Worms1 Woven Lure0.4 minPreparedOpen from the start
Process Fish Scraps into Fertilizer
Fish table
3 Fish Scraps1 Fish Fertilizer0.4 minPreparedOpen from the start
Render Fish Oil
Fish table
4 Fish Scraps1 Fish Oil0.8 minLightOpen from the start
Cultivate Bait Worms
Compost bin
4 Plant Matter, 1 Compost Starter10 Bait Worms15 minStandardOpen from the start
Make Garden Compost
Compost bin
3 Plant Matter2 Garden Compost10 minLightOpen from the start
Clean Perch into Scraps
Fish table
1 River Perch2 Fish Scraps0.2 minLightOpen from the start
Clean Mackerel into Scraps
Fish table
1 Atlantic Mackerel2 Fish Scraps0.2 minLightOpen from the start
Clean Carp into Scraps
Fish table
1 Common Carp2 Fish Scraps0.2 minLightOpen from the start
Mill Sunflower Seed into Ground Grain
Hand mill
2 Sunflower Seed2 Ground Grain0.2 minLightOpen from the start
Salt-Cure Sardines
Fish table
2 Sunreach Sardine1 Salt-Cured Fish1.9 minPrepared1,000 Processing XP (Apprentice)
Clean Sardines into Scraps
Fish table
1 Sunreach Sardine2 Fish Scraps0.2 minLightOpen from the start
Weave Linen Roll
Workbench
3 Flax Stalks1 Linen Roll0.8 minStandardOpen from the start
Oil Canvas
Workbench
1 Linen Roll, 2 Fish Scraps1 Oiled Canvas1.3 minStandard1,000 Processing XP (Apprentice)
Sew Field Hat
Workbench
2 Linen Roll, 1 Tanned LeatherField Hat1.7 minStandardOpen from the start
Stitch Furrow Boots
Workbench
2 Tanned Leather, 1 Linen RollFurrow Boots2.1 minStandardOpen from the start
Sew Tidewatch Cap
Workbench
2 Oiled Canvas, 1 Brass FittingsTidewatch Cap2.1 minStandard1,000 Processing XP (Apprentice)
Sew Harvest Apron
Workbench
3 Linen Roll, 1 Tanned LeatherHarvest Apron2.5 minStandard1,000 Processing XP (Apprentice)
Build Copper Rose Can
Workbench
2 Copper Sheet, 1 Brass Fittings, 1 Hardwood BlankCopper Rose Can2.9 minMasterwork1,000 Processing XP (Apprentice)
Forge Broad Hoe
Workbench
2 Tool Steel, 2 Hardwood BlankBroad Hoe2.9 minMasterwork1,000 Processing XP (Apprentice)
Forge Broad Sickle
Workbench
2 Tool Steel, 1 Hardwood Blank, 1 Tanned LeatherBroad Sickle2.9 minMasterwork1,000 Processing XP (Apprentice)
Stitch Deck Boots
Workbench
2 Tanned Leather, 1 Oiled Canvas, 1 Brass FittingsDeck Boots3.1 minMasterwork3,000 Processing XP (Skilled)
Sew Oilskin Coat
Workbench
3 Oiled Canvas, 1 Brass FittingsOilskin Coat3.8 minMasterwork7,500 Processing XP (Expert)
Build Long-Spout Can
Workbench
3 Copper Sheet, 2 Brass Fittings, 1 Hardwood BlankLong-Spout Can3.8 minMasterwork3,000 Processing XP (Skilled)
Forge Balanced Sickle
Workbench
2 Tool Steel, 1 Hardwood Blank, 1 Brass FittingsBalanced Sickle3.8 minMasterwork7,500 Processing XP (Expert)
Install Copper Cookware
Kitchen
4 Hardwood Blank, 3 Copper Sheet, 2 Tool SteelCopper Cookware2.5 minStandard500 Processing XP
Cook Harvest Bowl
Kitchen
3 Earthy Potato you grew, 3 Crisp Carrot, 2 Ground Grain1 Harvest Bowl0.8 minPrepared250 Processing XP
Cook Broad Bean Bowl
Kitchen
4 Broad Beans, 2 Crisp Carrot, 2 Ground Grain1 Harvest Bowl0.8 minPrepared250 Processing XP
Cook Harvest Bowl Batch
Kitchen
6 Earthy Potato you grew, 6 Crisp Carrot, 4 Ground Grain2 Harvest Bowl1.3 minStandard15,000 Processing XP (Master), Copper Cookware fitted
Simmer Coastal Fish Stew
Kitchen
2 River Perch, 2 Earthy Potato, 2 Crisp Carrot, 1 Salt-Cured Fish1 Coastal Fish Stew1.3 minPrepared750 Processing XP, Copper Cookware fitted
Simmer Coastal Stew Batch
Kitchen
4 River Perch, 4 Earthy Potato, 4 Crisp Carrot, 2 Salt-Cured Fish2 Coastal Fish Stew1.9 minStandard30,000 Processing XP (Artisan), Copper Cookware fitted
Bake Orchard Tart
Kitchen
4 Orchard Apple you grew, 4 Ground Grain1 Orchard Tart1.5 minPrepared1,500 Processing XP, Copper Cookware fitted

Trade packs are made at the packing yards and have their own table under Trade packs. A few recipes belong to the story and are left out here.

Clothing and tools

Gear is crafted at workshops and never bought. Each piece sits in one slot on the Character screen (C). Gear lowers Work costs but never below a floor, so it speeds you up rather than removing the cost of work.

Slot
From

Garden Hoe

Loosen a small patch before sowing. Worked ground lasts through several harvests.

HoeStarting gear

No stat effect; it looks the part.

Broad Hoe

A wide blade hoes or feeds a 4 m strip in one stroke when you choose the wider patch.

Hoe
  • Hoes or feeds a 4 m strip in one stroke, one dose per ordinary stroke of ground
Made at
Workbench
Ingredients
2 Tool Steel, 2 Hardwood Blank
Needs
1,000 Processing XP (Apprentice)

Bare head

Your everyday look without a hat.

HeadStarting gear

No stat effect; it looks the part.

Work Vest

A sturdy everyday layer with room to bend, row, and haul.

OuterwearStarting gear

No stat effect; it looks the part.

Mud Boots

Plain waterproof boots for an ordinary day ashore.

FeetStarting gear

No stat effect; it looks the part.

Tin Watering Can

A balanced starter can with a short, predictable pour.

Watering canStarting gear

No stat effect; it looks the part.

Farm Sickle

A simple field blade that cuts a clean, honest swath.

SickleStarting gear

No stat effect; it looks the part.

Field Hat

A broad working brim that makes planting and fertilizing less tiring.

Head
  • 15% less Work for planting and fertilizing
Made at
Workbench
Ingredients
2 Linen Roll, 1 Tanned Leather
Needs
Open from the start

Tidewatch Cap

A close-fitting cap that keeps an angler settled through casts and hooks.

Head
  • 10% less Work for basic casts and hooking sport fish
Made at
Workbench
Needs
1,000 Processing XP (Apprentice)

Harvest Apron

Soft divided pockets protect exceptional and prize produce on the way out of the field.

Outerwear
  • 10% better chance of a higher harvest grade
Made at
Workbench
Ingredients
3 Linen Roll, 1 Tanned Leather
Needs
1,000 Processing XP (Apprentice)

Oilskin Coat

A braced sea coat that softens line wear from overload and a fish's violent shake.

Outerwear
  • Sport-fishing line takes 10% less damage
Made at
Workbench
Needs
7,500 Processing XP (Expert)

Furrow Boots

Firm soles let you tend and inspect a crop from a quarter metre farther away.

Feet
  • 0.25 m more reach when watering, harvesting, removing plants and inspecting
Made at
Workbench
Ingredients
2 Tanned Leather, 1 Linen Roll
Needs
Open from the start

Deck Boots

Gripping soles strengthen only the extra resistance gained while bracing against a sport fish.

Feet
  • Bracing against a sport fish is 10% stronger
Made at
Workbench
Needs
3,000 Processing XP (Skilled)

Broad Sickle

A wide blade gathers one extra Plant Matter from a mature annual crop when the satchel has room.

Sickle
  • 1 extra Plant Matter from annual crops
Made at
Workbench
Needs
1,000 Processing XP (Apprentice)

Cast from the bank, hook the bite, fight the big ones. Rods, bait, a card for every fish, and how long a catch stays fresh.

Casting and landing

There are two kinds of fish. Basic fish are quick to land: cast, hook the bite, and keep the fish inside the catch bar. Sport fish are real fights that need chum, an armed lure and the right rod.

  1. Cast

    Walk up to fishable water and press E to take out the rod. Press it again to start the power meter, and once more to cast. You can also left-click water.

    Bait Worms shorten the wait for a bite.

  2. Hook the bite

    Press Space when the fish bites. Hold to raise the catch bar and release to lower it; keep the fish inside the bar.

    Keeping the fish in the bar the whole way is a perfect catch and gives extra Fishing XP.

  3. Sport fishing

    Chum the school first, then arm a lure with R. In the fight, follow the highlighted response: W reels, S gives slack, and A / D swing the rod against the run. Press X twice to cut the line and end the fight.

    Each hook uses one Woven Lure.

  4. Keep the catch

    A sport fish is physical cargo. Keep it in a free hold slot or in your hands, collect it from the docked boat, and carry it to a village counter. See Boats and cargo.

    Use ice to keep it fresh. Freshness.

Rods

Each rod is a step up the ladder: stronger reel, safer tension, and a larger class of fish it can land. Rods open with Fishing XP and are bought at harbor and village stalls, never crafted.

Reinforced River Rod

Handles up to medium fish

River1,000 Fishing XP (Apprentice)
Price
120 gold
Sold at
Nevaland Harbor and Reedhaven
Reel power
20
Safe tension
85
Control
1.2×
Hook reliability
90%
Waters
River, Lake and Coast

Heavy Sport Rod

Handles up to large fish

Heavy sport3,000 Fishing XP (Skilled)
Price
380 gold
Sold at
Nevaland Harbor, Sunreach Cove and Reedhaven
Reel power
32
Safe tension
90
Control
1.4×
Hook reliability
94%
Waters
River, Lake, Coast and Offshore

Deep Offshore Rod

Handles up to large fish

Offshore7,500 Fishing XP (Expert)
Price
950 gold
Sold at
Nevaland Harbor
Reel power
45
Safe tension
92
Control
1.6×
Hook reliability
96%
Waters
River, Lake, Coast and Offshore

Master Maritimer Rod

Handles up to gargantuan fish

Master60,000 Fishing XP (Famed)
Price
2,500 gold
Sold at
Nevaland Harbor
Reel power
60
Safe tension
95
Control
2×
Hook reliability
99%
Waters
River, Lake, Coast and Offshore
Newly allowed
Blue Marlin

Bait, chum and lures

Worms are optional on a basic cast and shorten the wait. A sport fish needs a school that has been chummed, and a lure armed for the hook. Chum comes from grain you grow and mill yourself, which is the farm feeding the sea. See Recipes.

SupplyWhat it is
Bait WormsOptional basic-cast bait from rich compost. Shortens bite waits and favours rarer eligible fish; also used in chum.
Chum BucketAromatic mix of ground grain and bait. Cast onto fish schools to trigger feeding frenzies.
Rich Chum BlendA double-strength chum that holds a school feeding twice as long. The strong scent is cast first when several chums are in reach.
Sinking Deep ChumHeavy chum weighted with scraps that sinks to the bottom feeders. Cast first when in reach; sinker species bite truer while its scent holds.
Woven LureA braided plant-fiber lure with a bright, scented core. Arm it before sport fishing; each hook uses one lure.

Every fish

15 species. Season, time of day and weather decide who bites; the rod class decides who you can land. Base value is the starting point for a sale; freshness, weight, grade and the counter's mood move it. How fish are priced.

Type
Water
Where
Season

Common Carp

River and Lake · Nevaland waters

Basic fishSmall
Seasons
All year
Bites
Any time
Likes
Clear, Overcast, Light rain and Windy
Weight
2.5 kg to 12 kg, typically 5 kg
Base value
35 gold
Rod needed
Willow or better
Fight
Easy. Pulls in long, even sweeps.
Spoils
At a normal rate

Rainbow Trout

River and Lake · Nevaland waters

Sport fishSmall
Seasons
All year
Bites
Dawn, Dusk, Day
Likes
Light rain, Overcast and Fog
Weight
1.2 kg to 7.5 kg, typically 3.2 kg
Base value
50 gold
Rod needed
Willow or better
Fight
Moderate. Darts about in sudden jerks.
Spoils
At a normal rate

River Perch

River · Nevaland waters

Basic fishSmall
Seasons
All year
Bites
Any time
Likes
Clear, Overcast, Windy, Light rain and Fog
Weight
0.4 kg to 2.2 kg, typically 1 kg
Base value
15 gold
Rod needed
Willow or better
Fight
Easy. Changes its pattern without warning.
Spoils
Quickly

Channel Catfish

River and Lake · Nevaland waters

Sport fishMedium
Seasons
Summer, Autumn
Bites
Dusk, Night, Dawn
Likes
Overcast, Heavy rain, Storm and Drought
Weight
4 kg to 28 kg, typically 10 kg
Base value
75 gold
Rod needed
River or better
Fight
Moderate. Heavy; keeps sinking away from you.
Spoils
Slowly

Northern Pike

Lake · Nevaland waters

Sport fishMedium
Seasons
Autumn, Winter, Spring
Bites
Dawn, Day
Likes
Fog, Overcast, Windy and Drought
Weight
3 kg to 18 kg, typically 7 kg
Base value
90 gold
Rod needed
River or better
Fight
Hard. Darts about in sudden jerks.
Spoils
At a normal rate

Golden Arowana

Lake · Nevaland waters

Sport fishMedium
Seasons
Summer
Bites
Dusk, Night
Likes
Clear and Fog
Weight
4.5 kg to 16 kg, typically 8.5 kg
Base value
220 gold
Rod needed
Heavy sport or better
Fight
Hard. Changes its pattern without warning.
Spoils
Quickly

Atlantic Mackerel

Coast · Nevaland waters

Basic fishSmall
Seasons
All year
Bites
Day, Dawn, Dusk
Likes
Clear and Windy
Weight
0.5 kg to 2.8 kg, typically 1.2 kg
Base value
18 gold
Rod needed
Willow or better
Fight
Moderate. Light; keeps rising and drifting.
Spoils
Quickly

Yellowfin Tuna

Coast and Offshore · Nevaland waters and Sunreach waters

Sport fishMedium
Seasons
Summer, Autumn
Bites
Dawn, Day, Dusk
Likes
Clear, Windy and Light rain
Weight
15 kg to 80 kg, typically 35 kg
Base value
160 gold
Rod needed
Heavy sport or better
Fight
Hard. Pulls in long, even sweeps.
Spoils
At a normal rate

White Sturgeon

Coast · Nevaland waters

Sport fishLarge
Seasons
Autumn, Winter, Spring
Bites
Night, Dawn
Likes
Fog and Heavy rain
Weight
25 kg to 150 kg, typically 60 kg
Base value
240 gold
Rod needed
Heavy sport or better
Fight
Hard. Heavy; keeps sinking away from you.
Spoils
Slowly

Pacific Sailfish

Offshore · Nevaland waters and Sunreach waters

Sport fishLarge
Seasons
Summer
Bites
Day, Dusk
Likes
Clear and Windy
Weight
20 kg to 95 kg, typically 45 kg
Base value
280 gold
Rod needed
Offshore or better
Fight
Punishing. Light; keeps rising and drifting.
Spoils
At a normal rate

Broadbill Swordfish

Offshore · Nevaland waters

Sport fishLarge
Seasons
Autumn, Winter
Bites
Dusk, Night, Dawn
Likes
Storm, Fog and Windy
Weight
30 kg to 180 kg, typically 75 kg
Base value
300 gold
Rod needed
Offshore or better
Fight
Punishing. Heavy; keeps sinking away from you.
Spoils
Slowly

Blue Marlin

Offshore · Nevaland waters

Sport fishGargantuan
Seasons
Summer, Autumn
Bites
Dawn, Day
Likes
Clear, Windy and Storm
Weight
60 kg to 320 kg, typically 140 kg
Base value
400 gold
Rod needed
Master or better
Fight
Punishing. Darts about in sudden jerks.
Spoils
Slowly

Sunreach Sardine

Coast · Sunreach waters

Basic fishSmall
Seasons
All year
Bites
Dawn, Day, Dusk
Likes
Clear, Overcast and Windy
Weight
0.1 kg to 0.6 kg, typically 0.3 kg
Base value
12 gold
Rod needed
Willow or better
Fight
Easy. Light; keeps rising and drifting.
Spoils
Quickly

Golden Sea Bream

Coast · Sunreach waters

Sport fishSmallBoat required
Seasons
All year
Bites
Dawn, Day, Dusk
Likes
Clear, Overcast and Light rain
Weight
0.8 kg to 5.5 kg, typically 2.2 kg
Base value
55 gold
Rod needed
Willow or better
Fight
Moderate. Darts about in sudden jerks.
Spoils
Quickly

Greater Amberjack

Coast and Offshore · Sunreach waters

Sport fishMedium
Seasons
Summer, Autumn
Bites
Dawn, Day, Dusk
Likes
Clear, Windy and Light rain
Weight
8 kg to 48 kg, typically 22 kg
Base value
175 gold
Rod needed
Heavy sport or better
Fight
Hard. Pulls in long, even sweeps.
Spoils
At a normal rate

Freshness and spoilage

A sport fish starts at full freshness and loses it as the minutes pass. Freshness sets what it is worth, and a fish with none left is spoiled and cannot be sold.

FreshnessValue
90% or more100%
75% to 89%95%
50% to 74%80%
25% to 49%55%
1% to 24%30%
Spoiled (0%)Cannot be sold

In the journal, freshness reads as fresh from 85%, good from 60%, turning from 35%, and spoiled below that. Where the fish is kept changes how fast it ages:

Where it is keptEffect
In your hands or on the groundNormal spoilage
A boat holdSpoilage 20% slower
A farm crateSpoilage 10% slower
Packed with crushed iceSpoilage 60% slower
The harbor cold roomSpoilage 85% slower

Hulls and holds, what a fish or a trade pack takes up, and the donkey, wagons and warehouses that move and keep it all.

Boats

Your boat is your fish hold, your delivery truck and your way across the sound. Step aboard at a berth, steer with W A S D, and dock when you arrive. An empty rowboat or skiff can be sent for from a serviced pier that berths it, for 10 or 40 gold; a rowboat cannot be sent to Sunreach, and a boat with cargo aboard has to be sailed home by you.

Wooden Rowboat

A humble hand-crafted dinghy. Suitable for calm rivers, lakes and sheltered coastal waters.

Rowed with oars
Cost
Not sold: Silas commissions her
Opens at
The harbor errands in the main story
Top speed
4.5 m/s
Hull strength
100
Fuel
None needed
Fish and pack bays
2 holds
Largest in a hold
Medium
Supply slots
4
Sea tolerance
Sheltered water only
Open sound to Sunreach
No
Harbor repair
60 gold for a full wreck

Coastal Fishing Skiff

A seaworthy motorized timber skiff equipped with 4 internal cargo slots and 2 external large game hooks.

Motor, burns fuel
Cost
850 gold
Opens at
7,500 Fishing XP (Expert)
Top speed
8.5 m/s
Hull strength
250
Fuel
100 units
Fish and pack bays
4 holds (2 iced), 2 external hooks
Largest in a hold
Medium
Largest on a hook
Gargantuan
Supply slots
8
Sea tolerance
Coastal and open water, with care
Open sound to Sunreach
Yes
Harbor repair
150 gold for a full wreck

Sunreach Trading Coaster

A broad-deck cargo vessel with ten pack bays, built for the Sunreach crossing.

Sails, no fuel
Cost
200,000 gold
Opens at
30,000 Trading XP (Artisan)
Top speed
6.2 m/s
Hull strength
400
Fuel
None needed
Fish and pack bays
10 holds
Largest in a hold
Medium
Supply slots
10
Sea tolerance
Coastal and open water, with care
Open sound to Sunreach
Yes
Harbor repair
800 gold for a full wreck

Upgrade: Fish Finder

Fit it at a serviced berth for 450 gold once you have 3,000 Fishing XP (Skilled). While you are aboard it picks out live schools within 180 metres, names what is in them and marks them on your nautical chart.

A fourth vessel Story spoiler

Vigil

The Round's charter galleon, refitted and crewed: twelve bays, four of them iced, and no fuel to carry.

Sails, no fuelCrewedStory
Cost
Granted by the story
Opens at
The story
Top speed
6.6 m/s
Hull strength
600
Fuel
None needed
Fish and pack bays
12 holds (4 iced)
Largest in a hold
Gargantuan
Supply slots
12
Sea tolerance
Any sea
Open sound to Sunreach
Yes
Harbor repair
1,200 gold for a full wreck

Cargo and what carries it

Everything you carry fills a slot, and a slot has a size. A sport fish and a trade pack are physical loads: each takes a slot of its own and goes with you until you sell it.

Each cell is the number of bays on that boat that can take a fish of that size. The size of each fish is on its card in Every fish.

CarrierBaysNeeds
On your back, on foot or on the donkey1 packStarting gear
The starter horse carriage2 packsStarting gear
Four-pack Wagon4 packs6,000 gold and 3,000 Trading XP (Skilled)
Six-pack Wagon6 packs30,000 gold and 15,000 Trading XP (Master)
Wooden Rowboat2 holdsThe harbor errands in the main story
Coastal Fishing Skiff4 holds (2 iced), 2 external hooks850 gold and 7,500 Fishing XP (Expert)
Sunreach Trading Coaster10 holds200,000 gold and 30,000 Trading XP (Artisan)

Storage

Your satchel holds 20 slots, so surplus goes into storage. Open Hold & Stores with L to see boat cargo, supplies and every container in reach at once.

PlaceGoods slotsFish slotsLargest fishNeeds
Farm Crate82MediumFrom the start
Home Chest200NoneFrom the start
Farm Barn164Medium600 gold and 1,000 Processing XP (Apprentice)
Nevaland Warehouse248Large2,400 gold and 3,000 Trading XP (Skilled), after the Farm Barn
Harbor Cold Room86GargantuanLate in the main story

Fish kept in a crate, barn or warehouse lose freshness 10% slower than in your hands; the harbor cold room slows it by 85%. Freshness has the figures.

How Work, gold and prices fit together, what each shop sells, every trade pack, a planner that prices a run, and the order board.

The economy in one page

You grow and catch things, turn them into better goods, carry them to someone who wants them, and spend the gold on tools that open the next step.

  • Grow
  • Make
  • Catch
  • Carry
  • Sell
  • Upgrade
750

Work you can store. Only hands-on jobs use it.

120

Work back per real hour of play from the trickle alone. Meals and chores add up to 150 more, and sleep 50 to 200.

35

Trade packs, made in 5 villages.

15

Fish species, 4 basic and 11 sport.

Five things to remember

1
Work pays for hands-on jobs

Planting, harvesting, crafting, packing and fishing cost Work. Walking, riding, sailing, carrying, selling and quests are free.

2
You can't flip goods for profit

A shop charges about 25% over the going rate, and always more than any village would pay you for the same goods on its best day of the year. Profit comes from growing, catching, making from your own harvest or catch, or carrying goods somewhere better.

3
Sell packs far away, fresh, to a village that wants them

Distance, what the village wants this season, freshness, how well it knows you and how many you already sold there set the price. A fair day or a shortage pays more still.

4
Trade runs earn the most per Work

The best trade pack earns about 26 gold per Work over bought ingredients, plus Trading XP, before the season, a fair or your standing raise it. The best sport fish, the Blue Marlin, averages about 25 after its lure and chum.

5
Trading XP comes from deliveries

7% of the gold from a pack sold in another village or a carried fish sold at a counter. A pack handed in at a building site earns the same, priced at the village counter nearest the site. Near the village that packed it, that is a home sale and earns none. Contracts give about half their reward as XP.

Work Capacity

Work is your energy for hands-on jobs. Each job has a fixed cost, paid in full. If you don't have enough, the job doesn't start and nothing is spent.

Getting Work back
  • While the game is open (even paused)+10 every 5 min
  • While the game is closed+5 every 5 min
  • Sleep beside the farmhouse bed at dusk or night, once every 90 min, when the whole gain fits (a near-full bar gets nothing and keeps the bed ready)+75, or up to 300
  • Meals: Harvest Bowl, Orchard Tart and Coastal Fish Stew+50 / +60 / +75
  • Chores at 9 work stations, once each per windowup to +20 each

Cook meals from farm and sea ingredients at a kitchen; markets buy surplus but do not sell ready meals. Gold alone never cooks one: every recipe needs an ingredient no shop sells, and a shop crop has no harvest grade, so it does not count where a meal asks for one you grew (Harvest Bowl: Earthy Potato you grew, or Broad Beans; Orchard Tart: Orchard Apple you grew; Coastal Fish Stew: River Perch). The first Harvest Bowl needs no fitting. Stews, tarts and larger batches need copper cookware, fitted once at each kitchen: 4 Hardwood Blank, 3 Copper Sheet and 2 Tool Steel, 10 Work and 2.5 real minutes, from 500 Processing XP.

Meals and chores share a limit of 225 Work and 3 meals every 90 min of real time. A meal or chore gives its whole Work or nothing: it waits while that limit, or the room left under 750, is smaller than what it gives. Fishing gives no Work back: a cast or a hook is paid once, whatever comes of it. Nothing builds up past 750.

What jobs cost
  • Hoe a fresh patch2 for 2 × 2 m
  • Plant / harvest5 / 10
  • Pick an orchard tree30
  • Remove a plant / fertilize10 / 5
  • Spread compost / lay mulch5 / 3
  • Pull weeds / dig in beans3 / 8
  • Water by handfree
  • Field pump (waters all)5 + 1 per crop
  • Basic fishing cast10
  • Hook a sport fish (small → huge)10 / 12 / 15 / 20
  • Crafting (small → masterwork)5 / 7 / 10 / 20
  • Trade pack (harvest / crafted / premium)35 / 60 / 95

Hoe ground before sowing. A patch supports 3 annual harvests before it needs loosening again; partial strokes pay only for changed ground. Fish fertilizer feeds the selected patch once per crop: fed ground takes no more until the crop on it is harvested. Garden compost, made from plant matter at the farm bin, enriches it and helps it hold water; plant matter laid as mulch slows its drying. Beans dug in while growing give no harvest but feed the ground far more than a bean harvest does. A patch that would gain nothing from a dose spends nothing. Watering by hand remains free.

Each skill rank above Novice cuts that skill's Work by 5%, up to 35%. Savings are exact: a job charges whole Work and what it overpaid comes off the next job, so 20 3-Work jobs at Apprentice cost 57 Work, not 60. Gear trims more: Field Hat −15% on planting and fertilizing; Tidewatch Cap −10% on casts and hooks; Balanced Sickle −20% on harvesting. Gear never takes a job below 80% of its rank price.

Gear is crafted at workshops, never bought. Other gear helps you earn: Broad Hoe works a 4 m strip per stroke, one dose per 4 m² fed; Harvest Apron ×1.1 odds of an exceptional or prize crop; Oilskin Coat −10% line damage; Furrow Boots +0.25 m reach; Deck Boots +10% bracing; Long-Spout Can +0.5 m reach; Broad Sickle +1 plant matter from each annual harvest.

Gold earned per Work
Farming and fishing: sale valueBest trade pack of each size: profit over bought ingredients

Lowest and highest crop, basic fish and sport fish. Crops: average harvest on ordinary ground (fertility 30–79) for planting, harvesting and one starter patch shared across 3 annual harvests (orchards: each of a tree's 5 pickings, which costs more Work than an annual harvest). Seed and sapling prices (a tree is spent after its last picking and is replanted), initial orchard preparation and optional fertilizer or pump use are additional costs. Fish: worth averaged over the weight and grade a catch lands at, as in Fishing, per cast or hook, after a sport fish's lure and chum. Packs also need travel.

Money: earning and spending

Every shop has limited stock and its own mood. Selling a lot makes prices drop; buying a lot makes them rise. Each game hour (2.5 real minutes) the town slowly sets them back.

Ways to earn
  • Sell crops, grain, satchel fish and goods at a shopno XP
  • Sell a trade pack in another village+7% XP
  • Sell a carried fish+7% XP
  • Hand a trade pack in at a building site (no gold)+7% XP
  • Finish a contract≈ half as XP
  • Finish quests (all of them)9,845 G
  • Find all 11 traveller's pages and collect the forest chest1,000 G · once per save
Ways to spend
  • Seeds / tree saplings6–13 / 57–67 G
  • Packing fee (harvest / crafted / premium)8 / 25 / 75 G
  • Ingredients from village shelvesshop price
  • Fuel can / ice pack≈40 / ≈10 G
  • Boat repair (full wreck)60–1,200 G
  • Emergency tow (free if you're broke)25 G
  • Send for your empty boat from a dock (rowboat / skiff)10 / 40 G

A pier calls your skiff once you own it; until then it calls your rowboat. Sunreach never calls a rowboat. There is no rent or tax. The running costs are the supplies you use up and repairs, which cost a share of the full price for the damage done. At the helm in a storm, a gust you ride out mends one step of hull damage for free, and one you lose costs a step. Only the Coastal Fishing Skiff burns fuel: one can fills the tank, which lasts about 10 real minutes at full throttle.

Things to save up for
  • 30 GWooden RowboatHarbor quest: permit plus 1 Ground Grain. 2 holds for medium fish; carries 2 trade packs.
  • 120 GField pumpBought at the farm well during the field-pump quest. Waters every crop for 5 + 1 Work per crop.
  • 120 GReinforced River RodUp to medium fish in river, lake and coast water. Needs 1,000 Fishing XP.
  • 380 GHeavy Sport RodUp to large fish in river, lake, coast and offshore water. Needs 3,000 Fishing XP. Buy the Reinforced River Rod first.
  • 450 GFish FinderInstalled on your boat at a serviced market berth. While aboard, identifies live schools within 180 m and gives their bearing, feeding state and chart waypoints. Needs 3,000 Fishing XP.
  • 600 GFarm Barn16 goods slots; 4 cargo slots up to medium fish. Bought at Farmhouse Workbench; needs 1,000 Processing XP. Outdoor access beside the fields avoids a trip indoors.
  • 850 GCoastal Fishing SkiffCrosses to Sunreach. 4 holds (2 iced) up to medium fish, 2 hooks for huge fish, needs fuel. Carries 4 trade packs. Needs 7,500 Fishing XP.
  • 950 GDeep Offshore RodUp to large fish in river, lake, coast and offshore water. Needs 7,500 Fishing XP. Buy the Heavy Sport Rod first.
  • 2,400 GNevaland Warehouse24 goods slots; 8 cargo slots up to large fish. Bought at Nevaland Packing Yard; needs 3,000 Trading XP. Requires Farm Barn.
  • 2,500 GMaster Maritimer RodUp to huge fish in river, lake, coast and offshore water. Needs 60,000 Fishing XP. Buy the Deep Offshore Rod first.
  • 6,000 GFour-pack WagonCarries 4 trade packs. Needs 3,000 Trading XP.
  • 30,000 GSix-pack WagonCarries 6 trade packs. Needs 15,000 Trading XP.
  • 200,000 GSunreach Trading CoasterCrosses to Sunreach. 10 holds up to medium fish, no fuel. Carries 10 trade packs. Needs 30,000 Trading XP.
Better goods sell for more
  • GradeCrops · Fish
  • Common×1.00 · ×1.00
  • Fine×1.20 · ×1.25
  • Exceptional×1.45 · ×1.60
  • Prize / Trophy×1.75 · ×2.20

A crop's grade comes from how well it suits the climate, how wet it was kept while growing (the crop card shows the odds), the soil's fertility, your Farming XP and a little luck. Healthy crops, fertile ground and more Farming XP also yield more: ground below 30 fertility gives only a crop's least, and ground at 80 or more never less than the middle of its range. A basic fish's grade comes from the cast; a sport fish's is rolled when you land it.

Why flipping doesn't work

A shop charges about 25% over the going rate, and never less than the most any village would pay you for the same goods on its best day of the year. Workshop supplies (Flax Stalks, Linen Roll and Fish Scraps) add no markup of their own, but the same floor holds, so spinning bought flax into linen loses on an ordinary day. Work meals must be cooked at a kitchen; markets buy your surplus. Buying goods in one village and selling them in another always loses. Not even across seasons: no stored good sells in one season for more than a shop charges in another. Turning your own harvest or catch into something new, or packing goods for a far village, is what pays.

Seasons move prices

Each season raises or lowers what shops pay and charge for some goods, from ×0.80 to ×1.40. Fish and crops follow their seasons at the shops. Trade packs follow what the coast wants each season instead (see Trade runs). The prices on this page are spring prices.

Every seasonal price
GoodsWhereSpringSummerAutumnWinter
Plump TomatoNevaland, Sunreach and Reedhaven–×0.80–×1.40
Plump TomatoPinewatch×1.15×1.10×1.20×1.40
Plump TomatoHighridge×1.20×1.15×1.30×1.40
Blue MarlinNevaland–×1.35––
Blue MarlinHighridge×1.20×1.25×1.30×1.35
Blue MarlinReedhaven×1.15×1.20×1.20×1.25
Blue MarlinPinewatch×1.10×1.15×1.15×1.20
Broadbill SwordfishHighridge×1.20×1.25×1.30×1.35
Broadbill SwordfishNevaland––×1.30×1.20
Broadbill SwordfishReedhaven×1.15×1.20×1.20×1.25
Broadbill SwordfishPinewatch×1.10×1.15×1.15×1.20
Channel CatfishHighridge×1.20×1.25×1.30×1.35
Channel CatfishPinewatch×1.10×1.15×1.15×1.20
Channel CatfishNevaland–×1.15––
Channel CatfishReedhaven×0.95–×0.95×1.05
Golden ArowanaHighridge×1.20×1.25×1.30×1.35
Golden ArowanaNevaland–×1.30––
Golden ArowanaPinewatch×1.10×1.15×1.15×1.20
Golden ArowanaReedhaven×0.95–×0.95×1.05
Golden Sea BreamHighridge×1.20×1.25×1.30×1.35
Golden Sea BreamReedhaven×1.15×1.20×1.20×1.25
Golden Sea BreamPinewatch×1.10×1.15×1.15×1.20
Golden Sea BreamNevaland and Sunreach–×1.05––
Greater AmberjackHighridge×1.20×1.25×1.30×1.35
Greater AmberjackReedhaven×1.15×1.20×1.20×1.25
Greater AmberjackNevaland and Sunreach–×1.20×1.10–
Greater AmberjackPinewatch×1.10×1.15×1.15×1.20
Northern PikeHighridge×1.20×1.25×1.30×1.35
Northern PikeNevaland––×1.20–
Northern PikePinewatch×1.10×1.15×1.15×1.20
Northern PikeReedhaven×0.95–×0.95×1.05
Pacific SailfishHighridge×1.20×1.25×1.30×1.35
Pacific SailfishNevaland and Sunreach–×1.25––
Pacific SailfishReedhaven×1.15×1.20×1.20×1.25
Pacific SailfishPinewatch×1.10×1.15×1.15×1.20
Rainbow TroutHighridge×1.20×1.25×1.30×1.35
Rainbow TroutNevaland–––×1.20
Rainbow TroutPinewatch×1.10×1.15×1.15×1.20
Rainbow TroutReedhaven×0.95–×0.95×1.05
Salt-Cured FishHighridge×1.20×1.15×1.25×1.35
Salt-Cured FishPinewatch×1.15×1.10×1.15×1.30
Salt-Cured FishNevaland and Reedhaven–×0.90–×1.25
Sweet CornHighridge×1.20×1.15×1.25×1.35
Sweet CornNevaland, Sunreach, Pinewatch and Reedhaven–×0.85–×1.30
White SturgeonHighridge×1.20×1.25×1.30×1.35
White SturgeonNevaland–––×1.30
White SturgeonPinewatch×1.10×1.15×1.15×1.20
White SturgeonReedhaven×0.95–×0.95×1.05
Yellowfin TunaHighridge×1.20×1.25×1.30×1.35
Yellowfin TunaReedhaven×1.15×1.20×1.20×1.25
Yellowfin TunaNevaland and Sunreach–×1.20×1.10–
Yellowfin TunaPinewatch×1.10×1.15×1.15×1.20
Crushed Iceeverywhere–×1.30––
Orchard AppleNevaland, Sunreach, Pinewatch and Highridge×1.30–×0.80–
Orchard AppleReedhaven×1.30×1.20×1.05×1.25
Sunreach OliveHighridge×1.20×1.25×1.20×1.30
Sunreach OliveNevaland, Pinewatch and Reedhaven×1.10––×1.20
Sunreach OliveSunreach×1.15–×0.90–
Atlantic Mackereleverywhere–×0.90–×1.25
Earthy PotatoPinewatch×1.10×1.10×1.05×1.25
Earthy PotatoNevaland, Sunreach, Reedhaven and Highridge×1.15––×1.10
Fish Fertilizereverywhere×1.25–––
Harvested WheatPinewatch×1.12×1.15–×1.25
Harvested WheatReedhaven×1.15×1.20×1.10×1.25
Harvested WheatNevaland, Sunreach and Highridge––×0.90×1.20
Sunflower Seedeverywhere–×0.90–×1.25
Ground Graineverywhere––×0.90×1.20
Harvested Barleyeverywhere––×0.90×1.20
Broad Beanseverywhere–×0.90–×1.15
Broad Bean Seedseverywhere×1.10–––
Common Carpeverywhere×1.10–––
Crisp Carroteverywhere––×0.90×1.10
Fish Oileverywhere–––×1.10
Flax Stalkseverywhere×1.10–––
Garden Composteverywhere×1.10–––
Plant Mattereverywhere×1.10–––
Woven Lureeverywhere–×1.10––
Olive Saplingeverywhere––×0.95–
Sunflower Seedseverywhere×1.05–––

What each shop sells

Each village shop stocks its own goods. Prices move with demand and the season, and a shop sells at a markup over what it would pay you. Stock is limited, so buying a lot raises the price. The money section explains the markup and the daily reset.

Trade runs

Each village packs its own goods into crates. A crate is worth the most in a far village that wants that kind of goods, delivered fresh, before you flood that buyer.

  1. GatherGrow, catch, craft or buy the ingredients.
  2. PackAt that village's packing yard. Pay the fee and Work.
  3. Wait3, 4 or 5 real minutes. The yard keeps working while you're away.
  4. CarryHands or donkey (1), wagon (2/4/6) or boat (2/4/10/12).
  5. SellOne at a time, at another village's counter.

What sets the price

What's inside

Ingredients at their base value plus fee, plus 15%, 45% or 60% by tier (harvest, crafted, premium), and 80% for a village's house pack, raised by the grade of what you pack (the crop grade prices in Money). Locked in when you start packing.

Distance

+75% per km of road or sea. The longest route pays ×2.5.

What they want

Each village wants some kinds more: ×0.85 to ×1.25.

Freshness

Full price at 90%+, down to ×0.30 when nearly spoiled.

How many you sold there

Each pack of the same kind lowers the next price. Buyers recover on the game clock: about 1 packs' worth per real hour of play, and 0.7 over a night's sleep.

Selling in the village where you packed it pays a flat ×0.75, whatever they want, and gives no Trading XP. It is a way out of a bad plan, not a plan.
A harvest pack also counts as 10 of its crop sold at that counter, so it lowers that crop's shop price there too. You can hand one in whole against a produce order that still needs 10 or more.
Sunreach is across open water: only the Coastal Fishing Skiff, Sunreach Trading Coaster can reach it. Every other village is on the road, and the Wooden Rowboat can also sail to Pinewatch and Reedhaven.

Markets that live

The coast's wants turn with the seasons, each village holds a fair, somebody always runs short, and every village remembers who keeps bringing goods. None of it is random to the day: the news board tells you what's coming.

What the coast wants each season
Kind of goodsSpringSummerAutumnWinter
provisions−5%−5%—+15%
textiles−10%—+15%+5%
workshop+15%−5%—−10%
maritime—+15%−10%−10%

Every village except the one that packed it pays this on top of what it always wants. The journal's calendar also flags each fish or crop a counter pays ×1.20 or more for in its season.

Fair days
  • Raising Day · Pinewatch, spring day 4workshop +35%
  • Mending Day · Sunreach, summer day 3maritime +35%
  • Reed Harvest · Reedhaven, autumn day 2workshop +35%
  • Sheaf Day · Nevaland, autumn day 5textiles +35%
  • Frost Fair · Highridge, winter day 3provisions +35%

On its fair a village pays 35% more for one kind of goods, and the trust those packs earn doubles. The news board posts a fair 6 days ahead.

Shortages and the news board

Every day one village runs short of one kind of goods and pays 20% more for it. Each counter's news board says what it hears; your Trading rank decides how far ahead and how sharp:

  • Noviceshortages 1 day ahead, village unnamed · no word on tomorrow's wants
  • Apprenticeshortages 1 day ahead, with the village · no word on tomorrow's wants
  • Skilledshortages 2 days ahead, with the village · tomorrow's wants within 20 points
  • Expertshortages 2 days ahead, with the village · tomorrow's wants within 10 points
  • Master and upshortages 3 days ahead, with the village · tomorrow's wants exact
Where you stand with a village
StandingTrustPack priceShelf priceBidding tithe
Stranger0——10%
Known30+2%—10%
Regular90+4%−3%10%
Trusted200+6%−5%10%
Honoured400+8%−8%0%

Trust grows with what you bring: 2 / 4 / 8 for a harvest / crafted / premium pack carried in (×1.5 at 90%+ freshness, ×2 on that village's fair); 2 for a sport fish sold there, 3 for a bell sale, 3 more for a new board record and 6 for a filled order. A pack that sells for less than 50% of its fresh price at even demand earns none. Trust never falls. A village's own house pack opens at Trusted (200 trust): Millhouse Flour Chest (Nevaland), Weaver's Bolt Chest (Pinewatch), Saltmarsh Cure Barrels (Reedhaven), Highridge Ironwork Crate (Highridge) and Terrace Olive Crate (Sunreach).

The bell and the village boards

At the counters of Nevaland, Pinewatch, Reedhaven, Highridge and Sunreach you can ring the bell and let the village bid on a carried exceptional or trophy fish, or one heavier than that village's board. Once a day per village.

  • Above its worth at even demand and no season+15% exceptional, +35% trophy; +20% for beating the board and 20% more per tenth over it, up to another 40%; +10% on the village's fair
  • The bids3 bids, each 5% under to 10% over the expected hammer; the best stands
  • The village's tithe10%, nothing once the village honours you

Every village board starts with an old mark for each fish, 25%–55% of the way from its average weight to its heaviest. A Blue Marlin's mark never tops the harbor's standing row, 212.4 kg. Beat a board and your name goes up, with extra trust, once a day for each kind of fish: a heavier one later that day moves your mark but earns no more.

The Accounts

The journal's Accounts page keeps the last 7 days of gold in and out by kind, each day's best sale, where you stand with every village and the coast's calendar. At the counter, every pack price shows its reasons: season, fair, shortage and standing.

Keepers remark on a fair-day sale, a bell sale, a new record, a new standing or any sale of 1,000 G or more.

Plan a run

Pick a pack and see what each village would pay. Same math as the in-game counter.

Sell at
Season
That day at their counter

Your standing there
Freshness when you arrive
Packs of this kind you already sold there
Gold0
Trading XP0
Profit if you bought the ingredients0
Work to pack0

Every village on an ordinary day, same season, standing, freshness and sales

Demand also drifts by up to 9% with the day and hour, so in-game prices differ a little. Selling where the pack was made ignores the season, fairs, shortages and standing. Profit leaves out travel and Work.

Pack sizes
  • Harvest 10 of one crop35 Work · 8 G · 3 min
  • Crafted needs 1,000 Processing60 Work · 25 G · 4 min
  • Premium needs 3,000 Processing + 3,000 Trading95 Work · 75 G · 5 min

Collecting a pack gives 15 / 25 / 35 Processing XP. One pack per yard at a time.

What spoils
  • Brass Fittings, Copper Sheet, Flax Stalks, Hardwood Blank, Linen Roll, Oiled Canvas, Tanned Leather, Tool Steel, Woven Lurenever
  • Ground Grain, Harvested Barley, Harvested Wheat, Rich Chum Blend, Salt-Cured Fish, Sunflower Seed0.1% / min
  • Bait Worms, Crisp Carrot, Earthy Potato, Orchard Apple, Plump Tomato, Sunreach Olive, Sweet Corn0.4% / min
  • Harvest Bowl, Orchard Tart0.8% / min

Freshness lost per real minute in the open at 20 °C. A pack spoils at the value-weighted mix of what's inside. Boat holds, ice and the harbor cold room slow it down.

All 35 trade packs at their best buyer
PackSizeMade inBest buyerGoldTrading XPProfit*WorkSpoils
Olive Tree Trade PackharvestSunreachHighridge78454+42335fast
Flax Trade PackharvestPinewatchSunreach49234+25535never
Sunflower Trade PackharvestSunreachHighridge47433+25135slowly
Potato Trade PackharvestHighridgeSunreach32422+14635fast
Sweet Corn Trade PackharvestReedhavenSunreach39527+14535fast
Barley Trade PackharvestHighridgeSunreach29820+13335slowly
Apple Tree Trade PackharvestPinewatchSunreach38526+12335fast
Carrot Trade PackharvestReedhavenSunreach26118+11735fast
Wheat Trade PackharvestNevalandSunreach19313+5535slowly
Tomato Trade PackharvestNevalandSunreach28019+5135fast
Cured Coastal Fish CratecraftedSunreachHighridge1,33993+86060moderately
Workshop Metal CratecraftedHighridgeSunreach1,22885+84660never
Island Pantry PackcraftedSunreachHighridge1,27389+83760moderately
Field Tool MaterialscraftedHighridgeSunreach1,08575+76360never
Linen BalecraftedPinewatchSunreach93765+62160never
Seasoned Timber BundlecraftedPinewatchSunreach89462+60660never
Preserved River ProvisionscraftedReedhavenSunreach84859+44660moderately
Angler Supply CratecraftedReedhavenSunreach46232+30160slowly
Milled Grain SackscraftedNevalandSunreach57240+28060slowly
Harvest ProvisionscraftedNevalandSunreach59741+26060moderately
Highridge Ironwork CratepremiumHighridgeSunreach3,367235+2,51595never
Terrace Olive CratepremiumSunreachHighridge3,227225+2,36295moderately
Sunreach Export HamperpremiumSunreachHighridge3,364235+2,30695moderately
Reinforced Fittings ChestpremiumHighridgeSunreach3,117218+2,26495never
Coastal Rigging ChestpremiumSunreachHighridge3,175222+2,24295slowly
Weaver's Bolt ChestpremiumPinewatchSunreach2,552178+1,85795never
Saltmarsh Cure BarrelspremiumReedhavenSunreach2,607182+1,79095slowly
Woodland Outfitter ChestpremiumPinewatchSunreach2,552178+1,75895slowly
Weatherproof SuppliespremiumPinewatchSunreach2,377166+1,65795never
Highland Harvest ChestpremiumHighridgeSunreach2,448171+1,49795moderately
River Expedition SuppliespremiumReedhavenSunreach2,187153+1,48995slowly
Marsh Pantry HamperpremiumReedhavenSunreach2,127148+1,27395moderately
Voyage Provisions ChestpremiumNevalandSunreach1,994139+1,14095slowly
Millhouse Flour ChestpremiumNevalandSunreach1,587111+94695slowly
Village Feast HamperpremiumNevalandSunreach2,758193n/a95fast

* Profit over buying every ingredient plus the fee. Fresh pack, none sold there yet, no daily drift, on an ordinary day before the season's wants and your standing.

Every trade pack

35 packs, packed at a village's packing yard. What a pack sells for depends on where you carry it, so the price is in the planner above rather than a table here. The fee is paid in gold when you pack, and the time is real minutes at the normal game speed. Cargo and carriers says how many packs each carrier takes.

Packed in
Grade
Kind

PackVillageGradeIngredientsFeeTimeNeeds
Wheat Trade PackNevaland VillageHarvest, provisions10 Harvested Wheat83 minFrom the start
Barley Trade PackHighridgeHarvest, provisions10 Harvested Barley83 minFrom the start
Sweet Corn Trade PackReedhavenHarvest, provisions10 Sweet Corn83 minFrom the start
Tomato Trade PackNevaland VillageHarvest, provisions10 Plump Tomato83 minFrom the start
Potato Trade PackHighridgeHarvest, provisions10 Earthy Potato83 minFrom the start
Carrot Trade PackReedhavenHarvest, provisions10 Crisp Carrot83 minFrom the start
Flax Trade PackPinewatchHarvest, textiles10 Flax Stalks83 minFrom the start
Apple Tree Trade PackPinewatchHarvest, provisions10 Orchard Apple83 minFrom the start
Sunflower Trade PackSunreach CoveHarvest, provisions10 Sunflower Seed83 minFrom the start
Olive Tree Trade PackSunreach CoveHarvest, provisions10 Sunreach Olive83 minFrom the start
Milled Grain SacksNevaland VillageCrafted, provisions8 Ground Grain, 4 Harvested Wheat, 1 Linen Roll254 min1,000 Processing XP (Apprentice)
Harvest ProvisionsNevaland VillageCrafted, provisions8 Plump Tomato, 6 Harvested Wheat, 2 Hardwood Blank254 min1,000 Processing XP (Apprentice)
Village Feast HamperNevaland VillagePremium, provisions4 Harvest Bowl, 3 Orchard Tart, 4 Sunreach Olive, 2 Linen Roll755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Voyage Provisions ChestNevaland VillagePremium, maritime10 Ground Grain, 6 Salt-Cured Fish, 2 Oiled Canvas, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Seasoned Timber BundlePinewatchCrafted, workshop6 Hardwood Blank, 2 Tanned Leather254 min1,000 Processing XP (Apprentice)
Linen BalePinewatchCrafted, textiles3 Linen Roll, 4 Flax Stalks254 min1,000 Processing XP (Apprentice)
Weatherproof SuppliesPinewatchPremium, textiles3 Oiled Canvas, 3 Linen Roll, 3 Brass Fittings755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Woodland Outfitter ChestPinewatchPremium, workshop8 Hardwood Blank, 4 Tool Steel, 3 Tanned Leather, 4 Orchard Apple755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Angler Supply CrateReedhavenCrafted, maritime10 Bait Worms, 4 Woven Lure, 2 Hardwood Blank254 min1,000 Processing XP (Apprentice)
Preserved River ProvisionsReedhavenCrafted, provisions4 Salt-Cured Fish, 4 Sweet Corn, 4 Crisp Carrot254 min1,000 Processing XP (Apprentice)
River Expedition SuppliesReedhavenPremium, maritime5 Rich Chum Blend, 5 Woven Lure, 2 Oiled Canvas, 3 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Marsh Pantry HamperReedhavenPremium, provisions6 Salt-Cured Fish, 8 Ground Grain, 6 Orchard Apple, 2 Linen Roll755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Workshop Metal CrateHighridgeCrafted, workshop3 Tool Steel, 2 Copper Sheet, 2 Hardwood Blank254 min1,000 Processing XP (Apprentice)
Field Tool MaterialsHighridgeCrafted, workshop2 Tool Steel, 3 Hardwood Blank, 2 Tanned Leather254 min1,000 Processing XP (Apprentice)
Reinforced Fittings ChestHighridgePremium, workshop5 Brass Fittings, 4 Tool Steel, 2 Oiled Canvas, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Highland Harvest ChestHighridgePremium, provisions12 Harvested Barley, 12 Earthy Potato, 6 Salt-Cured Fish, 2 Linen Roll755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Cured Coastal Fish CrateSunreach CoveCrafted, provisions5 Salt-Cured Fish, 3 Sunreach Olive, 2 Hardwood Blank254 min1,000 Processing XP (Apprentice)
Island Pantry PackSunreach CoveCrafted, provisions8 Sunflower Seed, 5 Sunreach Olive, 1 Linen Roll254 min1,000 Processing XP (Apprentice)
Sunreach Export HamperSunreach CovePremium, provisions10 Sunreach Olive, 6 Salt-Cured Fish, 8 Ground Grain, 2 Linen Roll755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Coastal Rigging ChestSunreach CovePremium, maritime4 Oiled Canvas, 4 Brass Fittings, 2 Linen Roll, 6 Sunflower Seed755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled)
Millhouse Flour Chest House packNevaland VillagePremium, provisions14 Ground Grain, 8 Harvested Wheat, 2 Linen Roll, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled), Trusted standing in Nevaland Village
Weaver's Bolt Chest House packPinewatchPremium, textiles5 Linen Roll, 6 Flax Stalks, 2 Tanned Leather, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled), Trusted standing in Pinewatch
Saltmarsh Cure Barrels House packReedhavenPremium, maritime8 Salt-Cured Fish, 12 Bait Worms, 2 Oiled Canvas, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled), Trusted standing in Reedhaven
Highridge Ironwork Crate House packHighridgePremium, workshop6 Tool Steel, 3 Copper Sheet, 3 Brass Fittings, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled), Trusted standing in Highridge
Terrace Olive Crate House packSunreach CovePremium, provisions12 Sunreach Olive, 8 Sunflower Seed, 2 Linen Roll, 2 Hardwood Blank755 min3,000 Processing XP (Skilled), 3,000 Trading XP (Skilled), Trusted standing in Sunreach Cove

Harvest packs are crops of one kind and open from the start. Crafted packs are made from goods out of your workshops and need Processing XP. Premium packs need Trading XP as well. A house pack also needs the village to trust you.

What fish are worth

Basic fishing is a quick cast for everyday fish. Sport fishing is a fight with a fish from a school, and every sport catch is cargo you carry to a counter before it spoils.

Basic fishing
  • Cost per cast10 Work
  • Fishing XP (perfect catch)25 (50)
  • Cast power sets the grade50% power: 40% fine · 85%: fine, 55% exceptional
  • Perfect catch bonus+1 grade
  • Bait wormoptional
  • Treasure chance18%

Charge the cast, hook the fish, then keep it inside the green bar. A weaker cast lands a common fish. Worms cut the bite wait by 40% and make each rarer fish 2× as likely to bite. Treasure holds bait worms, wheat seeds or carrot seeds, sometimes with fish fertilizer. Stackable catches go to your satchel; physical catches must be carried.

Sport fishing
  • Hook cost (small → huge fish)10 / 12 / 15 / 20
  • Needsschool, chum, lure, rod
  • A school lasts / holds15 min / 3 fish
  • Chum keeps it feeding (Chum Bucket, Rich Chum Blend and Sinking Deep Chum)6 / 12 / 9 min
  • Grade odds (common → trophy)45 / 30 / 17 / 8%

Keep the fish: it goes in your hold and you get 35% of its Fishing XP now, and the rest when you sell it, fill an order with it, ring the bell for it or put it in the cold room. Release it: 35% of the XP and no more. Release or scrap a kept fish later and the rest is lost. The hook's Work is spent either way, and a lost fight gives nothing. Your rod and your hold decide how big a fish you can keep.

Every fish
FishTypeRodWhereWhenValueWorkGold / WorkFishing XP
Sunreach SardinebasicwillowSunreach coastall year23 G102.325
River Perchbasicwillowriverall year29 G102.925
Atlantic Mackerelbasicwillowcoastall year35 G103.525
Rainbow Troutsportwillowriver, lakeall year64 G104.7105
Common Carpbasicwillowriver, lakeall year68 G106.825
Golden Sea Breamsport, boat requiredwillowSunreach coastall year71 G105.4110
Channel Catfishsportriverriver, lakesummer, autumn97 G126.6128
Northern Pikesportriverlakeautumn to spring116 G128.2141
Yellowfin Tunasportheavy sportcoast, offshore, Sunreachsummer, autumn204 G1215.6204
Greater Amberjacksportheavy sportSunreach coast, offshoresummer, autumn223 G1217.1218
Golden Arowanasportheavy sportlakesummer280 G1221.9258
White Sturgeonsportheavy sportcoastautumn to spring308 G1519.4276
Pacific Sailfishsportoffshoreoffshore, Sunreachsummer357 G1522.6312
Broadbill Swordfishsportoffshoreoffshoreautumn, winter384 G1524.4330
Blue Marlinsportmasteroffshoresummer, autumn511 G2024.7420

Value is a catch's worth averaged over the weight and grade it lands at: a sport fish by its landing roll, a basic fish at a full-power cast landed perfectly (a weaker cast lands a lower grade). Fresh, at an ordinary market mood with no season; many fish pay more in their season (see Seasons move prices in Money). Gold / Work is per cast or hook, and a sport fish's also pays for its lure (11 G) and its share of a 19 G chum, which holds a school of 3. A lost fight earns nothing. Fishing XP is for a common catch of average weight. Heavier fish are worth up to 2.5× more. Carried fish also give 7% of their sale as Trading XP.

Freshness and price

At 0% it can't be sold. Pausing or closing the game stops spoilage. Sleeping and towing do not: cargo spoils through the skipped hours as if you had played them, so a night's sleep (18:00 to 08:00) costs cargo as much as 35 real minutes of play. Store fish cold before you turn in; the bed warns you when something you carry would lose freshness overnight.

Slowing spoilage
  • In your hands, on a hook, wagon or the groundnormal
  • Farm Crate
    8 goods slots; 2 cargo slots up to medium fish.
    10% slower
  • Home Chest
    20 goods slots inside the farmhouse; no physical fish cargo.
    no fish
  • Farm Barn
    16 goods slots; 4 cargo slots up to medium fish. Bought at Farmhouse Workbench; needs 1,000 Processing XP. Outdoor access beside the fields avoids a trip indoors. Costs 600 G.
    10% slower
  • Nevaland Warehouse
    24 goods slots; 8 cargo slots up to large fish. Bought at Nevaland Packing Yard; needs 3,000 Trading XP. Requires Farm Barn. Costs 2,400 G.
    10% slower
  • Harbor Cold Room
    8 goods slots; 6 cargo slots up to huge fish. Opens late in the main story.
    85% slower
  • Boat hold20% slower
  • On ice: a crushed-ice pack, or the iced holds of the Coastal Fishing Skiff60% slower

One ice pack cools for 15 min of play. Heat speeds spoilage up (×1.5 at 30 °C); cold slows it, down to ×0.6.

The order board

Every counter keeps a board. An order names a counter, a good, a quantity and a time limit, and pays a multiple of the market price when you deliver in time. How many can be open at once grows with your Trading rank, which Ranks lays out. Which orders get posted at a time varies; this is the full book they are drawn from. 16 later orders, which open with the late game, are not listed.

Kind
Counter

OrderCounterWantsQtyTime limitPaysNeeds
Pinewatch Baker
Produce order
PinewatchHarvested Wheat6 to 1230 min1.35×From the start
Highridge Tavern Keeper
Produce order
HighridgePlump Tomato5 to 1040 min1.5×1,000 Farming XP (Apprentice)
Harbor Innkeeper
Fresh fish order
Nevaland HarborRainbow Trout
80% fresh or better
2 to 420 min1.6×From the start
Wholesale Fish Buyer
Fresh fish order
Nevaland HarborYellowfin Tuna
fine quality or better, 75% fresh or better
2 to 360 min1.75×3,000 Trading XP (Skilled)
Harbor Records Keeper
Trophy order
Nevaland HarborBlue Marlin
exceptional quality or better, 70% fresh or better, 120 to 250 kg
12 h2.5×15,000 Fishing XP (Master)
Village Cellarer
Produce order
Nevaland VillageEarthy Potato8 to 1430 min1.3×From the start
Market Greengrocer
Produce order
Nevaland VillageCrisp Carrot6 to 1030 min1.4×200 Farming XP
Village Brewer
Produce order
Nevaland VillageHarvested Barley6 to 1240 min1.4×500 Farming XP
Harbor Provisioner
Produce order
Nevaland VillageSweet Corn5 to 940 min1.5×1,000 Farming XP (Apprentice)
Sailmaker
Produce order
ReedhavenFlax Stalks4 to 860 min1.6×3,000 Farming XP (Skilled)
Village Baker
Produce order
Nevaland VillageOrchard Apple5 to 960 min1.6×7,500 Farming XP (Expert)
Reedhaven Stores Keeper
Bulk order
ReedhavenHarvested Wheat20 to 302 h1.55×1,000 Trading XP (Apprentice)
Winter Stores Keeper
Bulk order
Nevaland VillageEarthy Potato18 to 262 h1.5×1,000 Trading XP (Apprentice)
Ines
Bulk order
Sunreach CovePlump Tomato16 to 242 h1.7×3,000 Trading XP (Skilled)
Harbor Smokehouse
Fresh fish order
Nevaland HarborChannel Catfish
75% fresh or better
2 to 430 min1.6×1,000 Fishing XP (Apprentice)
Lakeside Innkeeper
Fresh fish order
Nevaland HarborNorthern Pike
75% fresh or better
2 to 340 min1.65×1,500 Fishing XP
Collector's Agent
Trophy order
Nevaland HarborGolden Arowana
fine quality or better, 80% fresh or better
1 to 260 min1.9×3,000 Fishing XP (Skilled)
Cold Storage Buyer
Trophy order
Nevaland HarborWhite Sturgeon
fine quality or better, 70% fresh or better
1 to 260 min1.95×7,500 Fishing XP (Expert)
Charter Records Keeper
Trophy order
Nevaland HarborPacific Sailfish
fine quality or better, 70% fresh or better
1 to 22 h2.1×15,000 Fishing XP (Master)
Wholesale Fish Buyer
Fresh fish order
Nevaland HarborBroadbill Swordfish
70% fresh or better
1 to 22 h2×15,000 Trading XP (Master)
Tomas
Fresh fish order
Sunreach CoveYellowfin Tuna
80% fresh or better
1 to 240 min1.8×6,000 Fishing XP
Sunreach Reef Warden
Trophy order
Sunreach CovePacific Sailfish
exceptional quality or better, 70% fresh or better
12 h2.4×30,000 Fishing XP (Artisan)
Nevaland Village Preserver
Produce order
Nevaland VillageSunreach Olive6 to 1060 min1.75×3,000 Trading XP (Skilled)
Tomas
Fresh fish order
Sunreach CoveGolden Sea Bream or Greater Amberjack
80% fresh or better
1 to 240 min1.7×3,000 Fishing XP (Skilled)
Lakeside Taxidermist
Trophy order
Nevaland HarborNorthern Pike
exceptional quality or better, 70% fresh or better, 12 to 16 kg
160 min2×3,000 Fishing XP (Skilled)
Offshore Smokehouse
Trophy order
Nevaland HarborBroadbill Swordfish
exceptional quality or better, 75% fresh or better
12 h2.3×30,000 Fishing XP (Artisan)
Collector's Agent
Trophy order
Nevaland HarborGolden Arowana
exceptional quality or better, 75% fresh or better
12 h2.2×7,500 Fishing XP (Expert)
Harbor Innkeeper
Fresh fish order
Nevaland HarborRainbow Trout
90% fresh or better
2 to 320 min1.8×1,000 Fishing XP (Apprentice)
Rowan
Produce order
PinewatchHarvested Wheat10 to 1660 min1.6×500 Trading XP
Pinewatch Bakehouse
Fresh fish order
PinewatchRainbow Trout or Yellowfin Tuna
75% fresh or better
1 to 240 min1.75×1,000 Fishing XP (Apprentice)
Mara
Produce order
ReedhavenHarvested Wheat10 to 1660 min1.7×500 Trading XP
Reedhaven Preserver
Produce order
ReedhavenOrchard Apple6 to 1080 min1.8×7,500 Farming XP (Expert)
Ada
Produce order
HighridgePlump Tomato or Sweet Corn8 to 1480 min1.85×1,000 Farming XP (Apprentice)
Highridge Innkeeper
Fresh fish order
HighridgeRainbow Trout or Yellowfin Tuna or Golden Sea Bream
75% fresh or better
1 to 260 min1.9×3,000 Fishing XP (Skilled)

The multiple applies to the market price of what you hand in. The last column is the experience an order needs before it can be posted to you.

Ranks and rewards

Delivery orders open when you report your first expedition to Silas. Each order has a deadline and a guaranteed reward. Ranks open new crops, rods, recipes and vehicles, and lower that skill's Work cost.

How contracts work
  • Orders on the board3, up to 7
  • Reward vs market price×1.30 to ×2.50
  • Trading XP (≈ half the reward)25–1,200
  • Strict freshness, short deadlineup to +44% XP
  • Order across the channel+60 XP

You get the guaranteed reward or the market value of what you delivered, whichever is higher. An order takes only crops you grew: crops off a shop shelf carry no harvest grade, so the order leaves them in your satchel. For goods no harvest grades, such as salt-cured fish, an order pays no more for each than the best village counter would. You can pass on an order you haven't started while standing at its counter; a new one takes its slot after 2 min of play, and that counter won't post the same order again for 15 min.

When weather alone blocks a prepared catch or safe delivery, the board shows a weather pause and the expected easing time. That wait preserves the order’s remaining deadline and the freshness of its required cargo in your custody. Sheltered outings continue normally; missing supplies, Work or cargo space still need preparation.

Example orders
  • 6–12 Harvested Wheat to Pinewatch73–145 G · 40–80 XP
  • 20–30 Harvested Wheat to Reedhaven285–428 G · 143–214 XP
  • 2–4 Rainbow Trout (80% fresh) to the harbor152–304 G · 100–201 XP
  • 2–3 Yellowfin Tuna (fine or better, 75% fresh) to the harbor665–998 G · 333–499 XP
  • 1 Blue Marlin (exceptional or better, 120–250 kg minimum, 70% fresh) to the harbor1,123–2,095 G · 562–1,048 XP
Ranks
  1. Novice0 XP0% less Work
    Farming Wheat, Tomato, Potato, Broad BeansFishing Willow Branch RodTrading 3 orders on the boardProcessing Mill Wheat into Ground Grain, Mill Barley into Ground Grain, Mill Sunflower Seed into Ground Grain, Mix Chum Bucket, Twist a Woven Lure, Cultivate Bait Worms, Make Garden Compost, Process Fish Scraps into Fertilizer, Clean Perch into Scraps, Clean Mackerel into Scraps, Clean Carp into Scraps, Clean Sardines into Scraps, Render Fish Oil, Weave Linen Roll, Sew Field Hat, Stitch Furrow Boots, 10 harvest trade packs
  2. Apprentice1,000 XP5% less Work
    Farming Carrot (200), Barley (500), Sweet Corn, SunflowerFishing Reinforced River RodProcessing Tie Woven Lure Batch (500), Salt-Cure Sardines, Mix Rich Chum Blend (500), Mix Sinking Deep Chum (500), Cook Harvest Bowl (250), Cook Broad Bean Bowl (250), Install Copper Cookware (500), Simmer Coastal Fish Stew (750), Oil Canvas, Sew Tidewatch Cap, Sew Harvest Apron, Build Copper Rose Can, Forge Broad Sickle, Forge Broad Hoe, 10 crafted trade packs, The Working Trader (quest)
  3. Skilled3,000 XP10% less Work
    Farming Flax, sowing and gathering a short row at onceFishing Heavy Sport RodTrading Four-pack Wagon, 4 orders on the boardProcessing Bake Orchard Tart (1,500), Stitch Deck Boots, Build Long-Spout Can, 15 premium trade packs (also needs Trading)
  4. Expert7,500 XP15% less Work
    Farming Apple Tree, Olive TreeFishing Coastal Fishing Skiff, Deep Offshore RodProcessing Sew Oilskin Coat, Forge Balanced Sickle
  5. Master15,000 XP20% less Work
    Farming an Exceptional or Prize annual harvest keeps one seedTrading Six-pack WagonProcessing Cook Harvest Bowl Batch
  6. Artisan30,000 XP25% less Work
    Farming picking a row of ripe orchard trees at once, each at its own pick's WorkTrading Sunreach Trading Coaster, 5 orders on the boardProcessing Simmer Coastal Stew Batch
  7. Famed60,000 XP30% less Work
    Farming row passes twice as longFishing Master Maritimer Rod
  8. Legendary100,000 XP35% less Work
    A late quest line for each skill

Farming, Fishing, Processing and Trading each climb this ladder separately, and each opens only its own line. Less Work applies to Farming, Fishing and Processing jobs; Trading has no Work jobs, so its ranks widen the order board instead. A number in brackets is that item's own XP gate when it opens before the rank. A rank can also open a quest, marked as one; a station that comes from a later rank's quest names it.

Seeds, produce, materials, supplies and prepared food: what each is worth, where it is sold and what makes it.

Every item

47 items, from seeds to tackle. Fish have their own list under Every fish, and the goods that belong to the story are left to the story. The base value is what the game starts from; the money section shows how season, demand and quality move it, and what a shop pays compared with what it charges.

Kind

Wheat Seeds

Standard wheat grains ready for planting. High yield for grinding into chum base.

Seeds
Base value
4 gold before season, demand and quality
Stacks to
100
Grows into
Wheat

Corn Kernels

Warm-climate golden maize seeds.

Seeds
Base value
8 gold before season, demand and quality
Stacks to
100
Grows into
Sweet Corn

Tomato Seeds

Juicy vine tomato seeds. High market demand in summer.

Seeds
Base value
8 gold before season, demand and quality
Stacks to
100
Grows into
Tomato

Sunflower Seeds

Sun-loving seed selected for Sunreach's warm terraces.

Seeds
Base value
7 gold before season, demand and quality
Stacks to
100
Grows into
Sunflower

Olive Sapling

A hardy young olive tree suited to warm, well-drained ground.

Seeds
Base value
55 gold before season, demand and quality
Stacks to
20
Grows into
Olive Tree

Broad Beans

Fat green pods of broad beans. Hearty in a bowl with roots and grain.

Produce
Base value
9 gold before season, demand and quality
Stacks to
100
Harvested from
Broad Beans

Chum Bucket

Aromatic mix of ground grain and bait. Cast onto fish schools to trigger feeding frenzies.

Fishing supplies
Base value
15 gold before season, demand and quality
Stacks to
50

Rich Chum Blend

A double-strength chum that holds a school feeding twice as long. The strong scent is cast first when several chums are in reach.

Fishing supplies
Base value
40 gold before season, demand and quality
Stacks to
50
Trade packs
Used in 1 pack

Sinking Deep Chum

Heavy chum weighted with scraps that sinks to the bottom feeders. Cast first when in reach; sinker species bite truer while its scent holds.

Fishing supplies
Base value
45 gold before season, demand and quality
Stacks to
50

Coastal Fish Stew

Fresh catch and garden roots in a rich broth. The harbor's fuel for a long day on the water.

Prepared food
Base value
42 gold before season, demand and quality
Stacks to
10

Orchard Tart

Baked apples folded through milled grain. Sweeter than it needs to be, and it carries.

Prepared food
Base value
36 gold before season, demand and quality
Stacks to
10
Trade packs
Used in 1 pack

Fish Oil

Rendered from fish scraps at the harbor table. It burns smoky but steady in a lighthouse lamp.

Materials
Base value
16 gold before season, demand and quality
Stacks to
20

Garden Compost

Rotted plant matter from the farm bin. Spread it on worked soil to feed it and help it hold water.

Fertilizer
Base value
3 gold before season, demand and quality
Stacks to
50

The people of the valley: who they are, where they stand through the day and which errands they give.

Who is who

The valley has 10 named people. Each keeps a post, and some move on a schedule, so the person you want may be somewhere else at dusk. Talk to someone with E when you stand near them.

Where

The Keeper

Keeper of the Light

Known as
Keeper of the Light
Home ground
Lighthouse Headland
Usual post
Lighthouse Door

Where to find them

These people leave their post at some part of the day. Anyone not listed stays at their post all day. The rest of the day follows the clock in Day, night and the seasons.

PersonDawnDayDuskNight
ElspethFarmhouse YardFarmhouse YardVillage Inn PorchFarmhouse Yard
BarnabyFarmhouse WorkbenchVillage MarketVillage Inn PorchFarmhouse Workbench
Old SilasHarbor DockHarbor PierVillage Inn PorchHarbor Pier
MaeveVillage Market HallFish Market StallVillage Market HallFish Market Stall
TomasSunreach Dock ApproachSunreach Landing ForecourtSunreach Cove Gathering CornerSunreach Cove Gathering Corner
InesSunreach Cistern WalkSunreach Cistern WalkSunreach Cove Gathering CornerSunreach Cove Gathering Corner

How the quest log works, the first acts of the main story and every side errand that teaches the rest of the game.

How the quest log works

Errands come from the people of the valley. Each one is a short list of things to do, and finishing the list pays out gold, goods and skill experience, and sometimes opens something new to work with.

Errands are grouped in tracks. The main story is one track; the others are side errands that open once you have learned what they ask. Tracks run side by side and each one is a straight line: no errand offers a choice, and an objective that waits on a season or the weather never holds up another track. Nothing in the log is combat. It is farming, fishing, cooking, carrying and finding.

The main story, first acts

The first acts are the game's own tutorial. Later acts are folded away at the end of this chapter.

Act 1: Homestead Awakening 3 errands
  1. The Gate Is Yours

    Given by Elspeth

    • Talk to Elspeth in the farmhouse yard

    Reward 6 Wheat Seeds, 100 Farming XP

  2. Three Seeds In

    Given by Elspeth

    • Hoe a patch, then plant 3 wheat

    Reward 25 gold, 200 Farming XP

  3. Before the Crust

    Given by Elspeth

    • Water your crops 3 times

    Reward 35 gold, 300 Farming XP

Act 2: From Grain to Bait 2 errands
  1. The Cycle of the Soil

    Given by Barnaby

    • Harvest 3 mature Wheat crops
    • Cultivate Bait Worms at the Compost Bin

    Reward 6 Bait Worms, 200 Farming XP, 150 Processing XP

  2. Milling & Mixing Chum

    Given by Barnaby

    • Grind Wheat into Ground Grain at the village mill
    • Craft a Chum Bucket at the Workbench

    Reward 50 gold, 4 Bait Worms, 350 Processing XP

Act 3: The River's Whispers 2 errands
  1. Reading the Currents

    Given by Old Silas

    • Catch 2 freshwater fish in the River Corridor

    Reward 6 Wheat Seeds, 400 Fishing XP

  2. Fair Trade at the Village

    Given by Elspeth

    • Sell an item at the Village Produce Market

    Reward 75 gold, 300 Trading XP

Act 4: The Harbor Call 2 errands
  1. Journey to the Salt

    Given by Maeve

    • Speak with Maeve at the Harbor Fish Market

    Reward 40 gold, 200 Trading XP

  2. Commissioning the Old Rowboat

    Given by Old Silas

    • Commission your family rowboat with Silas at the pier

    Reward 2 Woven Lure, 350 Fishing XP

Act 5: The Maiden Expedition 1 errand
  1. The Call of the Deep

    Given by Old Silas

    • Board your rowboat at the Harbor Slip
    • Chum the first lake sport-fishing school
    • Arm a Woven Lure and hook a fish in the chummed school
    • Successfully land the lake sport fish through tension control
    • Stow the caught sport fish in your boat cargo hold or carry it ashore
    • Return the rowboat to the Harbor Dock
    • Collect the trade pack from your docked boat and sell it at the Village Trade Center
    • Report your first expedition to Silas

    Reward 250 gold, 1,000 Fishing XP, 600 Trading XP, 400 Farming XP

Act 6: Stewardship 3 errands
  1. A Promise Made at the Board

    Given by Maeve

    • Complete a contract from the harbor order board before its deadline

    Reward 150 gold, 3 Fish Scraps, 450 Trading XP, 300 Fishing XP

  2. Water Where It Matters

    Given by Barnaby

    • Install the field pump at the Starter Farm well
    • Use the field pump to irrigate the Starter Farm

    Reward 550 Farming XP

  3. The Land-Sea Cycle

    Given by Barnaby

    • Make fertilizer from Fish Scraps at the Harbor Fish Table
    • Fertilize the Starter Farm soil

    Reward 650 Farming XP, 450 Processing XP, 350 Fishing XP

Act 7: Sunreach 5 errands
  1. Across the Open Channel

    Given by Tomas

    • Own the Coastal Fishing Skiff
    • Board the Coastal Fishing Skiff
    • Cross the channel and dock at Sunreach Cove
    • Speak with Tomas at the cove market

    Reward 6 Sunflower Seeds, 500 Trading XP, 500 Fishing XP

  2. Terraces for the Sun

    Given by Ines

    • Meet Ines at the terraces
    • Plant 3 Sunflowers on the terraces
    • Water the 3 Sunflowers
    • Harvest a mature Sunflower

    Reward 1 Olive Sapling, 800 Farming XP

  3. Seed for the Sea

    Given by Tomas

    • Mill Sunflower Seed into Ground Grain
    • Craft Chum at the Sunreach Workbench

    Reward 6 Bait Worms, 2 Woven Lure, 700 Processing XP

  4. The Reef's Answer

    Given by Tomas

    • Chum the school at the Sunreach reef edge
    • Land a Golden Sea Bream in Sunreach waters
    • Land a Sea Bream from the deck of your skiff
    • Collect the Sea Bream pack and sell it at the Village Trade Center

    Reward 240 gold, 900 Fishing XP, 500 Trading XP

  5. The Sunreach Land-Sea Cycle

    Given by Ines

    • Catch two Sunreach Sardines in the cove
    • Clean the Sardines, then press Fish Scraps into Fertilizer
    • Fertilize the Sunreach Terraces
    • Report back to Ines

    Reward 300 gold, 900 Farming XP, 650 Processing XP

Side errands

Side tracks open once you have learned what they ask. They pay in the same coin as the main story, so they are worth doing whenever you want a reason to try a part of the game.

Finding Your Bearings

1 errand. Opens after “Three Seeds In”.

  1. The Path Above Home

    Given by Elspeth

    • Discover Western Overlook, then return to Elspeth

The Working Trader

4 errands. Opens after “Bread for Pinewatch”, at Processing rank Apprentice.

  1. What a Load Costs

    Given by Maeve

    • Make Milled Grain Sacks at Nevaland Packing Yard.
    • Sell Milled Grain Sacks at Pinewatch Trade Counter.

    Reward 250 gold, 150 Processing XP, 200 Trading XP

  2. Useful Cargo on Both Roads

    Given by Maeve

    • Make Workshop Metal Crate at Highridge Packing Yard.
    • Sell Workshop Metal Crate at Reedhaven Trade Counter.

    Reward 250 gold, 150 Processing XP, 200 Trading XP

  3. Room Is Worth Money

    Given by Maeve

    • Make River Expedition Supplies at Reedhaven Packing Yard.
    • Sell River Expedition Supplies at Highridge Trade Counter.

    Reward 250 gold, 150 Processing XP, 200 Trading XP

  4. The Return Manifest

    Given by Maeve

    • Make Sunreach Export Hamper at Sunreach Packing Yard.
    • Sell Sunreach Export Hamper at Nevaland Trade Counter.

    Reward 250 gold, 150 Processing XP, 200 Trading XP

The Village Trade Roads

9 errands. Opens after “The Cycle of the Soil”.

  1. The First Stamp

    Given by Maeve

    • Make a wheat trade pack at Nevaland Packing Yard.
    • Carry the wheat pack to Nevaland Trade Counter and sell it.

    Reward 40 gold, 60 Trading XP

  2. Bread for Pinewatch

    Given by Maeve

    • Make a Nevaland wheat trade pack at Nevaland Packing Yard.
    • Sell the Nevaland wheat pack at Pinewatch Trade Counter.

    Reward 120 gold, 100 Trading XP

  3. Cloth for the Marsh

    Given by Rowan

    • Make a Pinewatch flax trade pack at Pinewatch Packing Yard.
    • Sell the Pinewatch flax pack at Reedhaven Trade Counter.

    Reward 120 gold, 100 Trading XP

  4. The Upland Table

    Given by Mara

    • Make a Reedhaven corn trade pack at Reedhaven Packing Yard.
    • Sell the Reedhaven corn pack at Highridge Trade Counter.

    Reward 120 gold, 100 Trading XP

  5. Room for Four

    Given by Ada

    • Make a Highridge barley trade pack at Highridge Packing Yard.
    • Sell the Highridge barley pack at Nevaland Trade Counter.
    • Buy the four-pack wagon at Nevaland Cart Workshop.

    Reward 120 gold, 100 Trading XP

  6. The Merchant’s Wagon

    Given by Maeve

    • Buy the six-pack wagon at Nevaland Cart Workshop.

    Reward 120 gold, 100 Trading XP

  7. Two Counters, One Road

    Given by Maeve

    • Make a Nevaland wheat trade pack at Nevaland Packing Yard.
    • Load the wheat pack into your six-pack wagon from the rear.
    • Make a Nevaland tomato trade pack at Nevaland Packing Yard.
    • Load the tomato pack into your six-pack wagon from the rear.
    • Sell the Nevaland wheat pack at Pinewatch Trade Counter.
    • Sell the Nevaland tomato pack at Reedhaven Trade Counter.

    Reward 120 gold, 100 Trading XP

  8. Ten Bays Across the Channel

    Given by Maeve

    • Buy the Sunreach trading coaster at Seabreak Freight Berth.
    • Sell ten Nevaland wheat packs at Sunreach Trade Counter across your trading rounds.

    Reward 120 gold, 100 Trading XP

  9. A Cargo for Home

    Given by Tomas

    • Make a Sunreach olive trade pack at Sunreach Packing Yard.
    • Sell the Sunreach olive pack at Nevaland Trade Counter.

    Reward 120 gold, 100 Trading XP

Reading the Water

7 errands. Opens after “The Call of the Deep”.

  1. The Water You Started In

    Given by Old Silas

    • Chum a school in the river
    • Hook a Rainbow Trout in the river
    • Land the Rainbow Trout from the river

    Reward 60 gold, 350 Fishing XP

  2. The Deep Channel

    Given by Old Silas

    • Land a Channel Catfish from the Silverwater River

    Reward 110 gold, 500 Fishing XP

  3. Cold Water Teeth

    Given by Old Silas

    • Land a Northern Pike from the lake

    Reward 150 gold, 650 Fishing XP

  4. Summer Gold

    Given by Old Silas

    • Land a Golden Arowana from Nevaland Lake

    Reward 260 gold, 900 Fishing XP

  5. The Old Coast

    Given by Old Silas

    • Land a Sturgeon from the coast
    • Collect the Sturgeon pack and sell it at the Village Trade Center

    Reward 320 gold, 1,100 Fishing XP, 400 Trading XP

  6. Every Water on the Chart

    Given by Old Silas

    • Hook a school in the river
    • Hook a school in the lake
    • Hook a school on the coast
    • Report back to Old Silas

    Reward 400 gold, 1,400 Fishing XP

  7. The Blue Above the Shelf

    Given by Old Silas

    • Land a Blue Marlin. Bring the Master rod and leave room aboard.

    Reward 750 gold, 5,000 Fishing XP, 500 Trading XP

The Cove Commons

5 errands. Opens after “The Cycle of the Soil”.

  1. The Family Key

    Given by Elspeth

    • Take the seed pouch from Elspeth

    Reward 8 Wheat Seeds, 4 Seed Potato, 250 Farming XP

  2. A Furrow for Everyone

    Given by Barnaby

    • Plant 3 Wheat in the Village Commons
    • Water the 3 wheat crops in the Village Commons

    Reward 40 gold, 400 Farming XP

  3. A Fair Share

    Given by Barnaby

    • Harvest 3 Wheat from the Village Commons
    • Sell Wheat at the Village Produce Market

    Reward 90 gold, 450 Farming XP, 300 Trading XP

  4. Tools That Outlast Us

    Given by Barnaby

    • Mill Wheat into Ground Grain at the village mill

    Reward 60 gold, 1 Apple Tree Sapling, 400 Processing XP

  5. Shade for the Next Season

    Given by Elspeth

    • Plant an Apple Tree in the Village Commons
    • Harvest the first apple from the commons
    • Bring the first commons apple to Elspeth in the yard

    Reward 300 gold, 1,500 Farming XP

Freight and Favour

8 errands. Opens after “A Promise Made at the Board”.

  1. The Weight of an Order

    Given by Maeve

    • Complete a bulk produce contract from the market board (16+ crops)

    Reward 120 gold, 600 Trading XP

  2. The Clock in the Hold

    Given by Maeve

    • Complete a fresh-fish contract from the harbor board at or above its freshness mark

    Reward 140 gold, 3 Crushed Ice, 700 Trading XP, 300 Fishing XP

  3. A Buyer Who Can Tell

    Given by Maeve

    • Complete a quality-target contract from the harbor board (Fine or better fish)

    Reward 220 gold, 900 Trading XP, 400 Fishing XP

  4. The Long Way Round

    Given by Tomas

    • Dock at Sunreach Cove
    • Complete a cross-channel contract from the board (destination across the channel)

    Reward 260 gold, 1,000 Trading XP

  5. Freight and Favour

    Given by Maeve

    • Report back to Maeve at the Fish Market

    Reward 350 gold, 1,400 Trading XP

  6. The Woodland Round

    Given by Rowan

    • Meet Rowan at Pinewatch
    • Sell 8 Wheat at Pinewatch

    Reward 140 gold, 500 Trading XP

  7. Where the Reeds Meet the Cove

    Given by Mara

    • Meet Mara in Reedhaven
    • Carry a fresh fish pack to Reedhaven and sell it at the exchange counter

    Reward 180 gold, 650 Trading XP

  8. Supper Above the Cove

    Given by Ada

    • Meet Ada at Highridge
    • Sell 2 hand-carried fish packs at Highridge

    Reward 240 gold, 900 Trading XP

The later story

Later acts and epilogue errands Story spoiler

The rest of the main story, from the end of Act 7, and the errands that open once it turns. Titles and objectives here will tell you where the story is going.

Act 7: Sunreach 1 errand
  1. The Wren in the Rock

    Given by Tomas

    • Land at Lantern Shoal and look at the rock below the spire
Act 8: The Dry Season 6 errands
  1. What the Terraces Drink

    Given by Ines

    • Check the temporary pitch patch at the Sunreach cistern
    • Run the cistern through the terraces from the well

    Reward 120 gold, 700 Farming XP

  2. The Southern Shelf

    Given by Tomas

    • Land a Greater Amberjack in Sunreach waters

    Reward 200 gold, 900 Fishing XP

  3. Salt and Shade

    Given by Ines

    • Check 2 held Sardines at the Sunreach curing bench
    • Salt-cure the sardines at the Sunreach fish table

    Reward 180 gold, 900 Processing XP, 300 Fishing XP

  4. A Route Worth Keeping

    Given by Tomas

    • Sell Salt-Cured Fish at the Village Produce Market

    Reward 240 gold, 1,000 Trading XP

  5. The Dry Season's End

    Given by Ines

    • Report back to Ines at the terraces

    Reward 300 gold, 600 Farming XP, 600 Trading XP

  6. Bread for the Far Shore

    Given by Elspeth

    • Fetch Elspeth's loaf from the farmhouse yard
Act 9: The Charter 4 errands
  1. Beyond the Grounds

    Given by Old Silas

    • Buy the Offshore Rod at the harbor tackle stall

    Reward 200 gold, 900 Fishing XP

  2. The Deep Trench

    Given by Old Silas

    • Land a Swordfish from the deep trench
    • Collect the Swordfish pack and sell it at the Village Trade Center

    Reward 400 gold, 1,400 Fishing XP, 500 Trading XP

  3. A Standing Arrangement

    Given by Maeve

    • Complete a quality-target contract from the harbor board (Fine or better fish)
    • Complete a bulk produce contract from the market board (16+ crops)

    Reward 350 gold, 1,400 Trading XP

  4. The Charter

    Given by Maeve

    • Sign the charter with Maeve

    Reward 1,200 Trading XP, 600 Fishing XP

Act 10: Open Horizons 1 errand
  1. Open Horizons

    Given by Elspeth

    • Speak with Old Silas at the pier
    • Speak with Maeve at the Fish Market
    • Speak with Barnaby at the farmhouse bench
    • Return to Elspeth in the farmhouse yard

    Reward 500 gold, 800 Farming XP, 800 Fishing XP, 800 Processing XP, 800 Trading XP

Act 10: The Longest Night 6 errands
  1. Borrowed Back

    Given by Barnaby

    • Tonight, read the note on the lamp post beside the harbor repair shed
  2. A Fire on the Cay

    Given by Old Silas

    • Gather driftwood from the Cay's tideline and feed the fire
  3. Home on a Flat Sea

    Given by Old Silas

    • Bring Silas home to Nevaland Harbor
  4. A Bowl at the Bedside

    Given by Old Silas

    • Catch 2 River Perch below the old bridge
    • Fit copper cookware at the farmhouse kitchen, then simmer stew with the perch, potatoes, carrots and salt-cured fish
  5. The Gate

    Given by Elspeth

    • At dusk, oil the homestead gate with Elspeth
  6. The Room

    Given by Elspeth

    • Unlock the room at the back of the farmhouse
What the Sea Gave Back 5 errands
  1. The Dark Tower

    Given by The Keeper

    • On a fog night, climb the dark lighthouse with the Keeper
    • Render Fish Oil at a fish cleaning table
    • Turn a Feed Fitting at the farmhouse workbench
    • At dusk or night, fit the new feed in the lamp room

    Reward 300 Processing XP

  2. Corwin's Hand

    Given by Old Silas

    • Take Corwin's log to Silas at the harbor pier
  3. The Stern Board

    Given by Mara

    • Take the board from under Mara's drying racks
    • Carry the stern board to Rowan's yard at Pinewatch
  4. One Page

    Given by Tomas

    • Ask Tomas at Sunreach Cove what his father kept
  5. The Red Flare

    Given by Ines

    • Take Corwin's log and Oren's page to Ines at the terraces
The Light 11 errands
  1. The Stair

    Given by Rowan

    • Carry 4 Seasoned Timber Bundles to the Lantern Shoal spire
    • Cut the stair's footing in the rock
  2. The Cage

    Given by Ada

    • Carry 4 Reinforced Fittings Chests to the Lantern Shoal spire
  3. The Wick

    Given by Mara

    • Sell a Linen Bale at the Reedhaven exchange
  4. The Lantern Fund

    Given by Maeve

    • Hear Maeve out about the Lantern Fund
  5. The Bell

    Given by Tomas

    • Rig a Drag Line at the farmhouse workbench
    • In fog, work the Shoal's southern shelf with the drag line from your boat
  6. The Grove Channel

    Given by Ines

    • Bring 2 Workshop Metal Crates and 2 Seasoned Timber Bundles to the Sunreach landing in one crossing
  7. The Old Grove

    Given by Ines

    • Plant 8 olive trees in the Old Grove
    • Harvest 120 olives from the Old Grove, every harvest Fine or better
    • Press 3 batches of Lantern Oil at the Sunreach hand mill
  8. The Cask on the Quay

    Given by Maeve

    • At dusk, bring the Lantern Oil into Nevaland Harbor and show Maeve
    • Go with Maeve to the cold room
    • Decide with Maeve where she says it
  9. Three Lights

    Given by Old Silas

    • Pour the old winter cask into the Shoal lamp first
    • Pour the 3 crates of Lantern Oil into the lamp
    • At dusk, climb the stair and light the Shoal lamp
  10. Oren's Letter

    Given by Elspeth

    • At dusk, take Oren's tin to Elspeth at the gate
    • In the morning, give Elspeth the starter jar at the gate
  11. Keep It Lit

    Given by The Keeper

    • Keep the Shoal lamp burning through a winter's nights
A Taste of the Sea 1 errand
  1. A Taste of the Sea

    Given by Ada

    • Sell a saltwater sport fish at Highridge at 90% freshness or better
The Round 1 errand
  1. The Round

    Given by Maeve

    • Sell Milled Grain Sacks at Pinewatch, at least 75% fresh
    • Sell a Linen Bale at Reedhaven, at least 75% fresh
    • Sell Preserved River Provisions at Highridge, at least 75% fresh
    • Sell a Workshop Metal Crate at Sunreach, at least 75% fresh
    • Sell a Sunreach Export Hamper in Nevaland Cove, at least 75% fresh
The Round Hall 2 errands
  1. The Round Hall

    Given by Barnaby

    • Bring one premium pack from each of the five villages to the hall site
  2. The Hall's Ledger

    Given by Maeve

    • Hear Maeve out about the Hall's roof
Four Names 6 errands
  1. Four Seats

    Given by Maeve

    • Reach Master in Farming
    • Reach Master in Fishing
    • Reach Master in Processing
    • Reach Master in Trading
  2. The Bench

    Given by Barnaby

    • Make a masterwork, or cook a master's batch
  3. The Field

    Given by Elspeth

    • Bring in a prize harvest, or master a crop you haven't yet
  4. The Road

    Given by Maeve

    • Sell a premium pack fresh at Highridge, or fill a Round Order
  5. The Water

    Given by Old Silas

    • Land an exceptional sport fish in a night storm, or a Blue Marlin
  6. Four Names

    Given by Elspeth

    • Tell Elspeth the four names
Lantern Night 6 errands
  1. Word from Sunreach

    Given by Maeve

    • Draw spring water at the homestead spring
    • Bring 4 Milled Grain Sacks and the spring water to Maeve on the quay
  2. The Round Loaf

    Given by Elspeth

    • When the glass warns of a night storm, bring Elspeth a fresh pack each of Nevaland grain, apples, barley and sunflower seed
  3. The Quay

    Given by Maeve

    • On a night storm, bring the load to Maeve on the quay

    Reward 1 The Round Loaf

  4. The Seam

    Given by Old Silas

    • On the night storm, hear Silas on the quay
    • Sail the load out through the Channel Seam toward the Shoal
    • Run into the Shoal's lee, climb the stair you built and relight the lamp
    • Ring the Wren's bell in the new cage
    • Bring the load to the Sunreach wall and unload it by hand
  5. The Crossing Home

    Given by Ines

    • Break the Round Loaf on the Sunreach wall
    • Bring Ines home across the channel to Seabreak
    • Step ashore; Ada has been on the quay all night
    • Stand with Elspeth and Ines on the quay
  6. The Charter

    Given by Maeve

    • At dusk, sign the charter at the inn
The Lantern Run 1 errand
  1. The Lantern Run

    Given by The Keeper

    • On a winter night storm, pour a crate of Lantern Oil at the Shoal
    • Carry a load on to Sunreach and sell it at the cove counter
    • Tell the Keeper the run is made
The Harbor Watch 1 errand
  1. The Harbor Watch

    Given by Old Silas

    • Ask the Keeper to take on the harbor's tows and repairs
Heavier Than Hers 1 errand
  1. Heavier Than Hers

    Given by Maeve

    • Land a Blue Marlin heavier than 212.4 kg
    • Write it on the first blank page of her ledger
    • See your row painted on the harbor board
Elspeth's Oven 1 errand
  1. Elspeth's Oven

    Given by Elspeth

    • At dawn, learn Elspeth's oven
Brann's Forge 2 errands
  1. Brann's Forge

    Given by Ada

    • Light Brann's forge with Ada
  2. Two Beacons

    Given by Ada

    • Forge 2 Haven Beacons at Brann's forge
    • Set a beacon above the landing on Gull's Rest
    • Set a beacon above the landing on Driftwood Cay
The Next Route 1 errand
  1. The Next Route

    Given by Maeve

    • Open a page for a standing route in the Round Hall's ledger
The Vigil 2 errands
  1. The Vigil: Hull and Mast

    Given by Rowan

    • Bring 4 Seasoned Timber Bundles and 2 Reinforced Fittings Chests to the Vigil's berth
  2. The Vigil: Rig and Sail

    Given by Rowan

    • Bring 2 Weatherproof Supplies, 4 Coastal Rigging Chests and 2 Voyage Provisions Chests to the Vigil's berth
Little Wren 1 errand
  1. Little Wren

    Given by Old Silas

    • Bring Silas a bowl of fish stew on the pier
    • By day, row Silas out past the harbor mouth in Little Wren
    • Row him home to the harbor

Common questions, the words the game uses and how this guide is made.

Common questions

Is there any combat?

No. There are no weapons, no hostile creatures and no fighting. The pressure comes from weather, timing, how much you can carry, how fresh a catch stays, the roads and sea between villages, and the people waiting at the other end.

Where is my game saved?

The game saves by itself as you play and keeps the save in your browser, on the device you play on. There is no cloud copy, so clearing this site's data in your browser deletes the save. Open the game in the same browser to carry on.

What happens while the game is closed?

Crops you have already planted keep growing and jobs you have already started keep running, for up to 72 hours away. Work comes back too, at 5 every 5 minutes. The calendar, the weather and the rest of the world wait for you. Nothing is harvested, sold, fished or repaired on your behalf.

What costs Work, and what does not?

Hands-on jobs cost Work: planting, harvesting, crafting, packing and fishing. Walking, sailing, riding, carrying cargo, trading and talking do not. The Work section lists the costs and every way to earn Work back.

How do I stop my fish spoiling?

Sell them quickly, keep them in an iced boat hold, or pack them with ice. A fish loses freshness with every minute and is worth less as it does, until it spoils and cannot be sold. Freshness and spoilage has the figures, and Storage lists the places that slow it.

How do I get a better boat?

The family rowboat is yours after the harbor errands in the main story, and it is the boat you start on. The Coastal Fishing Skiff costs 850 gold and needs 7,500 Fishing XP (Expert). The rest are in Boats.

How do I carry more?

Your satchel holds 20 slots. Past that, use storage at the farm and the harbor, a donkey, a carriage or wagon on land, or a boat's holds on water. See Cargo and carriers.

Why does a shop pay less than it charges?

A shop buys at one price and sells at a higher one, so buying something and selling it straight back loses gold. Profit comes from carrying goods to a place that wants them. The money section and the trade-run planner show the sums.

Does this guide spoil the story?

Not unless you ask it to. The first acts of the main story are in the open because they are the tutorial. Later acts, the late side tracks and the story-only vessel are folded away and left out of search. The spoiler switch at the top of the page turns them on, and your choice is remembered on this device.

Glossary

Work Capacity
The effort you can spend on hands-on jobs. It refills with time, sleep and food. See Work.
Chum
A mix you spread on the water to draw a school of sport fish to your spot. Made at the workbench. See Fishing supplies.
Sport fish
A fish you hook and fight. It is physical cargo that takes a bay of its own, never a stack in your satchel.
Woven Lure
The lure you arm with R before you can hook a sport fish.
Freshness
How recently a fish was landed. It sets the price and drops with time. See Freshness and spoilage.
Fertility
How much a field's soil has left to give. Each harvest uses some up and fertilizer restores it. See Soil fertility.
Hold
An enclosed bay in a boat's hull. Some are iced. A boat may also have an external hook, a fitting with no ice that takes the biggest fish. See Boats.
Trade pack
A load of goods prepared at a packing yard to be carried to a village that wants it. See Every trade pack.
House pack
A pack a village will only let you make once you have earned its trust. See Every trade pack.
Standing
How well a village counter knows you, from Stranger, Known, Regular, Trusted and Honoured. Carrying goods in from somewhere else builds it; selling at the place you packed does not. See Trade runs.
Rank
Each of the four skills, Farming, Fishing, Processing and Trading, grows through Novice, Apprentice, Skilled, Expert, Master, Artisan, Famed and Legendary. See Ranks.
Order
A request on a counter's board for a named good, a quantity and a deadline. See The order board.
Track
A line of errands. The main story is one; side errands are the rest. See How the quest log works.

About this guide

This guide is built from the game itself. Every crop, fish, price, recipe, boat and errand on these pages is read from the same content and rules the game runs on, and the page is rebuilt whenever they change. If the game and this guide ever disagree, the game is right and the guide needs a rebuild.

It leaves out what people say and what the story reveals, because that is better met in the game. It is English only for now.