LOADING...
Whitepaper Back to Site
Official Documentation

FISHLANDS — WHITEPAPER

Full design specification covering economy, tokenomics, fish mechanics, islands, progression, DAO governance, and risk analysis. Built on Ronin blockchain.

Play-to-Earn Ronin Chain 24 Seasons 10 Islands 10B $CAST Supply DAO Governed

FISHLANDS

WHITEPAPER

Play-to-Earn · Ronin · 24 Seasons · Full Economy Design

1. Game Philosophy

FISHLANDS is a relaxing P2E fishing game on the Ronin blockchain. Three principles: simple rules with deep mechanics, fair and transparent economy, real daily player choices. 24 seasons, full distribution of all Vault tokens every season — with no leftovers and no deficit.

1.1 Three Pillars of the Game

  • Fishing — the core action. Each island is a unique ecosystem. Each fish is an economic asset: sell immediately, stake it, or process it.

  • Aquarium — staking of live assets. Fish in the aquarium earns a daily share of the Staking Pool proportional to its Staking Power and generates Pearls. Feeding fish is mandatory: unfed fish earns no income and loses freshness — when the timer expires, it disappears forever.

  • Progression — meaningful and contractually enforced. Islands I05–I06 are inaccessible until Season 6, I09–I10 until Season 11. Aquarium slots unlock at seasonal milestones. No token, no NFT bypasses these restrictions — it’s a smart contract.

1.2 Game Start

To start playing, you must purchase a rod. There is no free entry. The rod is purchased for RON in the in-game shop. After purchasing a rod, the player automatically gains access to I01 and can catch their first fish. One account — one rod. Changing rods is only possible through an upgrade.

1.3 Key Design Decisions

Mechanism Description Economic Effect
Fish Staking Fish in the aquarium = staking position. Daily Vault distributes the Staking Pool to all stakers proportionally to SP. Long-term retention + real passive income
Dual Pool (30/70) 30% of daily allocation → DQ/CSR, 70% → Staking Pool. Unspent DQ remainder → to Staking. Guarantees 100% distribution with no leftovers
Bell-curve emission S1=120M → peak S8=340M → S24=85M. Growth aligns with player progression growth. Fair distribution: newcomers grow with the pool
Feeding for RON Fish eat daily. Feed = RON. Unfed fish loses freshness and disappears when the timer expires. RON income to Treasury + real accountability mechanic
Freshness in aquarium Fish in the aquarium has a freshness timer. Feeding resets the timer. When it hits 0 — fish disappears forever. Constant RON sink, protection against dead positions
Season Hard Lock Islands and slots locked by smart contract until a certain season. Prevents rush to endgame
Quadruple Gate (islands) Island unlock: Level + Season + $CAST + RON simultaneously. Double sink with each unlock
Fish Fusion 3 fish of the same rarity + materials + $CAST → 1 fish of the next rarity. Powerful $CAST sink + demand for “junk” fish
Anti-Dump Protection Withdrawing fish from aquarium → 48h cooldown. Large listings → graduated release. Protection against market crashes by large players
Pearls In-game currency. Earned by staking fish in the aquarium. Not a token, not transferable. Parallel progression system tied to staking
Processing Plant 5 Common fish → 1 Basic Oil. Solves the cheap fish flood. Organic demand for Common fish
StakingWalletCap Maximum 5,000 $CAST/day from staking. 1 account = 1 rod → Sybil protection. Protection against monopolization
Battle Pass (4 tiers) 50 / 75 / 300 / 500 RON. Convenience and cosmetics. RON → Treasury. Primary fiat monetization without pay-to-win
Project Treasury All RON income → treasury. $CAST sinks → Burn Vault. Two independent revenue streams
Insurance Fund + DAO 700M $CAST reserve under DAO governance by holders. Long-term ecosystem protection

2. $CAST Token and Pearls

2.1 $CAST Base Parameters

Parameter Value
Name FISH
Blockchain Ronin
Total Supply 10,000,000,000 $CAST — fixed forever, not mintable
Burning All $CAST sinks → Burn Vault permanently
WalletCap DQ+CSR 160 $CAST/day per wallet (strict on-chain limit)
Staking Wallet Cap 5,000 $CAST/day per wallet from staking

2.2 Pearls — In-Game Currency

Pearls are an in-game currency, not a token. Pearls do not exist on-chain, are not traded on the marketplace, and cannot be transferred between wallets. They are tied to a specific account.

Parameter Value
Source Fish staking in the aquarium (secondary daily reward after $CAST)
Accrual Daily at 00:00 UTC, proportional to fed fish
Use Purchasing buoys for islands (in combination with $CAST and RON)
Transfer Impossible. Permanently tied to the account.
Loss When a fish disappears from the aquarium, previously earned Pearls are not lost — they are already credited to the account.
Type Off-chain in-game currency. Stored in the game database.

Pearls create an alternative progression: even a player with low $CAST income gradually accumulates Pearls for buoys on new islands — an incentive to keep fish in the aquarium and feed them.

2.3 Token Distribution

Category Amount % Unlock Conditions
Rewards Vault (gameplay) 4,500,000,000 45.0% Distributed to players over 24 seasons. Zero remainder each season.
Team & Advisors 750,000,000 7.5% 12-month cliff, 48-month linear vesting
Treasury / Operations 850,000,000 8.5% 3-month cliff, 36-month linear vesting
Ecosystem & Partnerships 700,000,000 7.0% 1-month cliff, 24-month linear vesting
Seed & Private 1,000,000,000 10.0% 6-month cliff, 24-month linear vesting
Public Sale 725,000,000 7.25% 20% TGE, 6-month linear vesting
Community Airdrop 275,000,000 2.75% 100% TGE — early players and campaigns
Liquidity 500,000,000 5.0% Locked in DEX pools forever
Insurance Fund 700,000,000 7.0% Reserve (DAO governance, see Section 20)
TOTAL 10,000,000,000 100%

2.4 Dual Pool Mechanism — Zero Remainder Guarantee

Each day a daily allocation is drawn from the Rewards Vault. It is split into two pools:

  • DQ/CSR Pool (30%) — payment for daily quests and Catch Score Reward. Unspent remainder → automatically to the Staking Pool of the current day.

  • Staking Pool (70%) — distributed automatically to all stakers proportionally to Staking Power. When TotalStakingPower > 0, the pool is distributed 100%.

  • Season Final Boost (days 58–60 of the season) — any accumulated remainder is distributed to all active wallets proportionally to activity during the last 7 days of the season.

Ƒ DAILY STAKING RATE FORMULA: Daily_Staking_Pool = (Season_Daily_Alloc × 0.70) + DQ_CSR_Surplus_Today Daily_Rate = Daily_Staking_Pool / Total_Ecosystem_Staking_Power Player_Daily_FISH = min(Σ(Fish_SP × Daily_Rate × Feeding_Multiplier), StakingWalletCap) Feeding_Multiplier = 1.0 (fed today) | 0.0 (not fed) Staking accrues at 00:00 UTC. StakingWalletCap = 5,000 $ CAST/day.

2.5 Bell-Curve Token Allocation — 24 Seasons

CURVE LOGIC: Emission grows in the first 8 seasons along with player progression growth. The peak (S8) coincides with ecosystem maturity — at this point the gap between newcomers and whales is minimal in relative terms. After the peak, a gradual decline. S20–S24 stabilize at 85–90M.

ZERO REMAINDER RULE: Total over 24 seasons: 4,500,000,000 $CAST — everything goes to players.

Season Total Alloc. Daily Total DQ/CSR 30% Staking 70% DAU (plan) Cumulative
1 120 M 2,000,000 600,000 1,400,000 9,500 120 M
2 155 M 2,583,333 775,000 1,808,333 9,500 275 M
3 195 M 3,250,000 975,000 2,275,000 9,500 470 M
4 235 M 3,916,667 1,175,000 2,741,667 9,500 705 M
5 265 M 4,416,667 1,325,000 3,091,667 9,500 970 M
6 288 M 4,800,000 1,440,000 3,360,000 9,500 1,258 M
7 308 M 5,133,333 1,540,000 3,593,333 9,500 1,566 M
8 (PEAK) 340 M 5,666,667 1,700,000 3,966,667 9,500 1,906 M
9 310 M 5,166,667 1,550,000 3,616,667 9,500 2,216 M
10 295 M 4,916,667 1,475,000 3,441,667 9,500 2,511 M
11 272 M 4,533,333 1,360,000 3,173,333 9,500 2,783 M
12 245 M 4,083,333 1,225,000 2,858,333 9,500 3,028 M
13 218 M 3,633,333 1,090,000 2,543,333 9,500 3,246 M
14 190 M 3,166,667 950,000 2,216,667 9,500 3,436 M
15 165 M 2,750,000 825,000 1,925,000 9,500 3,601 M
16 143 M 2,383,333 715,000 1,668,333 9,500 3,744 M
17 122 M 2,033,333 610,000 1,423,333 9,500 3,866 M
18 105 M 1,750,000 525,000 1,225,000 9,500 3,971 M
19 95 M 1,583,333 475,000 1,108,333 9,500 4,066 M
20 90 M 1,500,000 450,000 1,050,000 9,500 4,156 M
21 88 M 1,466,667 440,000 1,026,667 9,500 4,244 M
22 86 M 1,433,333 430,000 1,003,333 9,500 4,330 M
23 85 M 1,416,667 425,000 991,667 9,500 4,415 M
24 85 M 1,416,667 425,000 991,667 9,500 4,500 M

2.6 DQ Pool Coverage — Verification (DAU = 9,500)

Expected DQ spend = 6,000 quest-active (63% DAU) × 50% completion × 90 $CAST = 270,000 $CAST/day

Season DQ Pool/day Spend Coverage Status
1 600,000 270,000 222% ✓ Surplus → Staking
8 (peak) 1,700,000 270,000 630% ✓ Maximum
16 715,000 270,000 265% ✓ Normal
24 425,000 270,000 157% ✓ Covered with margin

WalletCap 160 $CAST does not require reduction in any of the 24 seasons.

2.7 All $CAST Sinks (Burn Vault)

All operations listed below burn $CAST permanently. The RON portions of the same operations go to the Project Treasury.

Sink Code Mechanic
Premium Baits (Enhanced → Celestial) S001 Purchasing bait in the shop / crafting
Rod Repair S002 $CAST + materials → durability restoration
Module Crafting S003 $CAST + materials + RON
Guild Maintenance S006 500 $CAST/week to Guild Treasury → partially burns during events
Processing Plant Upgrade S007 One-time $CAST payments + materials → Burn Vault
Fish Fusion S008 $CAST on fish merging → Burn Vault
DQ/CSR unspent remainder S191 Directed to Staking Pool (not burned — zero waste)

2.8 Project Treasury — RON Revenue

Source Mechanic Purpose
Fish feeding (RON) Daily mandatory RON payment Marketing / Team / Buyback
Rod purchase (RON) Initial and upgrade payment Treasury
Island buoy purchase (RON portion) RON upon island unlock Treasury
Aquarium slot purchase (RON portion) RON on slot purchase Treasury
Marketplace (12.5% fee) 12.5% of each P2P transaction Treasury
Battle Pass (all tiers) 50 / 75 / 300 / 500 RON per season Treasury
Auto-feed (prepayment) RON deposited in advance Treasury

3. Level System and Season Locks

3.1 XP Sources

Action XP
Catching a Common fish +2 XP
Catching an Uncommon fish +5 XP
Catching a Rare fish +12 XP
Catching an Epic fish +30 XP
Catching a Legendary fish +75 XP
Catching a Mythic fish +180 XP
Catching an Ancient fish +450 XP
Catching an Abyssal fish (I10) +1,200 XP
Material received while fishing +3 XP
Daily quest completed (any) +20 XP
All basic DQs completed for the day +50 XP bonus
First catch of a new species (collection) +100 XP
Battle Pass level +10 XP per level

3.2 Key Levels and Unlocks

Level XP to next Unlocks
1 200 Start: I01 (after purchasing rod), 10 Basic Baits/day, aquarium 3 slots (free)
5 400 Module Slot 1, basic Repair Kit recipe, join Guild
10 600 I02 Kelp Forest (+ buoy), Common Rod, aquarium slot 4
15 900 Module Slot 2, Enhanced Bait in shop
20 1,400 I03 Coral Ridge (+ buoy), Uncommon Rod
25 2,000 Module Slot 3, Processing Plant
30 3,000 I04 Sunken Reef (+ buoy), Charged Bait, create Guild
35 4,500 Module Slot 4, Cosmetic Workshop
40 6,500 Rare Rod, Deep Bait (I05 requires SEASON 6)
50 10,000 Module Slot 5, Mythic Bait (I06 requires SEASON 6)
60 15,000 Epic Rod (I07 requires SEASON 8)
70 25,000 Legendary Rod (I08 requires SEASON 9)
75 32,000 Trench Rod — specialized rod for I07–I09
80 40,000 Celestial Bait (I09 requires SEASON 11)
90 65,000 Ancient Rod — maximum rod (I10 requires SEASON 11)
100 Full access to all features. Maximum level.

Battle Pass leveling pace (50,000 XP): Early game (I01–I02): ~400–500 XP/day → ~100–125 days. Mid game (I04–I05): ~2,000–3,000 XP/day → ~17–25 days. Late game (I07+): ~5,000–8,000 XP/day → ~6–10 days.

3.3 Season Island Locks — HARD LOCK + QUADRUPLE GATE

🔒 HARD LOCK — smart contract. Condition checked on-chain at each fishing attempt: Unlock = (Level >= Min_Level) AND (Current_Season >= Min_Season) AND (FISH_Paid) AND (RON_Paid) AND (Buoy_Purchased) All five conditions are mandatory. No token, no NFT bypasses them.

Island Name Min Level Min Season Buoy (Pearls) $CAST RON Logic
I01 Crab Cove 1 1 Free Starting location
I02 Kelp Forest 10 1 500 100 $CAST First upgrade
I03 Coral Ridge 20 1 1,500 300 $CAST 100 RON First RON barrier
I04 Sunken Reef 30 2 5,000 800 $CAST 300 RON Second season
I05 Storm Shelf 40 6 25,000 3,000 $CAST 1,500 RON LOCKED until S6
I06 Deep Channel 50 6 60,000 7,000 $CAST 3,000 RON LOCKED until S6
I07 Midnight Trench 60 8 120,000 12,000 $CAST 6,000 RON Gate S8
I08 Abyss Gate 70 9 220,000 20,000 $CAST 10,000 RON Gate S9
I09 Void Waters 80 11 400,000 35,000 $CAST 18,000 RON LOCKED until S11
I10 The Maw 90 11 800,000 60,000 $CAST 30,000 RON LOCKED until S11

I09 buoy calculation: a player with 10 Legendary fish earns 1,650 Pearls/day. Over S6–S10 (300 days) = 495,000 Pearls — enough.

3.4 Aquarium Slots — Hard Lock + RON + $CAST

🔒 SLOTS: Maximum 15 slots. RON portion → Treasury. $CAST portion → Burn Vault. A slot cannot be purchased before the indicated season.

Slot # Min Level Min Season RON $CAST
1–3 1 S1 Free Free
4 10 S1 150 RON 500 $$CAST
5 15 S2 🔒 250 RON 1,500 $CAST
6 20 S3 400 RON 3,000 $CAST
7 25 S3 600 RON 5,000 $CAST
8 30 S4 900 RON 8,000 $CAST
9 35 S4 1,600 RON 12,000 $CAST
10 40 S6 🔒 3,200 RON 18,000 $CAST
11 50 S7 4,600 RON 25,000 $CAST
12 60 S8 5,800 RON 33,000 $CAST
13 65 S9 7,600 RON 43,000 $CAST
14 70 S9 9,800 RON 55,000 $CAST
15 (MAX) 75 S10 🔒 11,200 RON 70,000 $CAST

3.5 Season Transitions

Each season lasts exactly 60 days. The transition occurs at 00:00 UTC on the first day of the new season.

Season transition timeline: - Days 57–59 (Final Boost): Season Final Boost is activated. The total remaining pool of the season is split between all wallets proportionally to activity during days 53–59. - Day 60, 23:00 UTC: Last staking accrual for the current season. - Day 60, 23:30–23:59 UTC: Technical maintenance window (30 minutes). Fishing unavailable. Aquarium operates in read-only mode. - Day 61 = Day 1 of the new season, 00:00 UTC: New daily allocation from Vault is activated. Activity snapshot is reset. New seasonal Hard Lock islands open (if applicable). First staking day of the new season is accrued. - Seasonal reset: XP, level, fish collection, Pearls, and aquarium are not reset. They carry over to the next season. - What resets: Battle Pass progress (new Pass), Guild Contribution Points, DQ statistics.

4. Islands and Full Fish List

4.1 Base Fish Parameters by Rarity

Rarity Staking Power (SP) Pearls/day (fixed) Feed/day (RON) Freshness without feed
Common 1 2 0.1 RON 1 hours
Uncommon 3 6 0.3 RON 2 hours
Rare 9 18 1 RON 4 hours
Epic 27 55 5 RON 6 hours
Legendary 81 165 20 RON 8 hours
Mythic 243 500 80 RON 10 hours
Ancient 729 1,500 250 RON 12 hours
Abyssal 2,187 4,500 500 RON 16 hours

Freshness in the aquarium: Feeding fish (RON) resets the freshness timer to maximum. If the fish is not fed — the timer runs. When it reaches 0 — the fish disappears from the aquarium forever (NFT is burned). The more valuable the fish, the longer it survives without food. Common fish requires daily feeding, otherwise it will disappear the next day.

Ƒ STAKING POWER: SP grows as powers of three (1, 3, 9, 27, 81, 243, 729, 2187). StakingWalletCap = 5,000 $CAST /day.

4.2 I01 — Crab Cove

Parameter Value
Level / Season 1 / S1 (after purchasing rod)
Buoy Free
Attempt cost 0 $CAST
Stamina 1 unit/attempt → 60 attempts/day
Success 90%
Theme Shallow water, tidal pools, rocky beaches

Distribution: Common 58% | Uncommon 28% | Rare 12% | Epic 2%

# Fish Rarity SP Feed/day (RON) Catch Chance
1 Striped Gudgeon Common 1 0.1 RON 25%
2 Coastal Perch Common 1 0.1 RON 20%
3 Silver Sardine Common 1 0.1 RON 18%
4 Yellow Crab Common 1 0.1 RON 15%
5 Speckled Crabfish Uncommon 3 0.3 RON 12%
6 Pearlescent Mussel Uncommon 3 0.3 RON 6%
7 Turquoise Croaker Rare 9 1 RON 3%
8 Moon Ray Epic 27 5 RON 1%

4.3 I02 — Kelp Forest

Parameter Value
Level / Season 10 / S1
Buoy 500 Pearls + 100 $CAST
Attempt cost 1 $CAST
Stamina 1 unit/attempt → 60 attempts/day
Success 88%
Theme Tropical shallows, kelp thickets

Distribution: Common 42% | Uncommon 35% | Rare 18% | Epic 4% | Legendary 1%

# Fish Rarity SP Feed/day (RON) Catch Chance
9 Pipefish Common 1 0.1 RON 20%
10 Rainbow Mackerel Common 1 0.1 RON 18%
11 Spotted Seahorse Common 1 0.1 RON 14%
12 Green Wrasse Uncommon 3 0.3 RON 14%
13 Tropical Angelfish Uncommon 3 0.3 RON 12%
14 Coral Bass Rare 9 1 RON 6%
15 Striped Barracuda Rare 9 1 RON 4%
16 Blue Tang Epic 27 5 RON 1.7%
17 Emerald Dragon Legendary 81 20 RON 0.3%

4.4 I03 — Coral Ridge

Parameter Value
Level / Season 20 / S1
Buoy 1,500 Pearls + 300 $CAST + 100 RON
Attempt cost 3 $CAST
Stamina 1 unit/attempt → 60 attempts/day
Success 87%
Theme Vibrant reefs, tropical fish

Distribution: Common 32% | Uncommon 28% | Rare 24% | Epic 12% | Legendary 4%

# Fish Rarity SP Feed/day (RON) Catch Chance
18 Sail Wrasse Common 1 0.1 RON 18%
19 Parrotfish Common 1 0.1 RON 14%
20 Coral Dragonet Uncommon 3 0.3 RON 16%
21 Fiery Sea Urchin Uncommon 3 0.3 RON 12%
22 Golden Croaker Rare 9 1 RON 12%
23 Purple Rockfish Rare 9 1 RON 8%
24 Reef Moray Rare 9 1 RON 4%
25 Azure Surgeonfish Epic 27 5 RON 7%
26 Crystal Ray Epic 27 5 RON 5%
27 Coral Phoenix Legendary 81 20 RON 4%

4.5 I04 — Sunken Reef [S2]

Parameter Value
Level / Season 30 / S2
Buoy 5,000 Pearls + 800 $CAST + 300 RON
Attempt cost 5 $CAST
Stamina 1 unit/attempt → 60 attempts/day
Success 85%
Theme Sunken ships, dark grottos, bioluminescence

Distribution: Uncommon 28% | Rare 30% | Epic 20% | Legendary 15% | Mythic 7%

# Fish Rarity SP Feed/day (RON) Catch Chance
28 Dark Moray Uncommon 3 0.3 RON 18%
29 Bronze Octopus Uncommon 3 0.3 RON 10%
30 Night Eel Rare 9 1 RON 18%
31 Silver Sawfish Rare 9 1 RON 12%
32 Eagle Ray Epic 27 5 RON 11%
33 Sunken Archon Epic 27 5 RON 9%
34 Reef Leviathan Legendary 81 20 RON 8%
35 Golden Squid Legendary 81 20 RON 7%
36 Reef Archangel Mythic 243 80 RON 4%
37 Reef Phantom Mythic 243 80 RON 3%

4.6 I05 — Storm Shelf [S6]

⛔ HARD LOCK: Buoy I05: 25,000 Pearls + 3,000 $CAST + 1,500 RON. Current_Season >= 6 checked on-chain.

Parameter Value
Level / Season 40 / S6 🔒
Attempt cost 15 $CAST
Stamina 2 units/attempt → 30 attempts/day
Success 83%
Theme Rough seas, underwater cliffs, storm floor

Distribution: Rare 25% | Epic 28% | Legendary 25% | Mythic 18% | Ancient 4%

# Fish Rarity SP Feed/day (RON) Catch Chance
38 Storm Eel Rare 9 1 RON 15%
39 Wave Ray Rare 9 1 RON 10%
40 Lightning Tuna Epic 27 5 RON 18%
41 Storm Marlin Epic 27 5 RON 10%
42 Celestial Swordfish Legendary 81 20 RON 12%
43 Turbulent Phoenix Legendary 81 20 RON 10%
44 Thunder Dragon Legendary 81 20 RON 5%
45 Storm Lord Mythic 243 80 RON 8%
46 Sky Archon Mythic 243 80 RON 6%
47 Thunder Titan Ancient 729 250 RON 4%
48 Storm Primordial Ancient 729 250 RON 2%

4.7 I06 — Deep Channel [S6]

⛔ HARD LOCK: Buoy I06: 60,000 Pearls + 7,000 $CAST + 3,000 RON. Unlocks simultaneously with I05 in S6.

Parameter Value
Level / Season 50 / S6 🔒
Attempt cost 25 $CAST
Stamina 2 units/attempt → 30 attempts/day
Success 80%
Theme Dark depths, bioluminescent creatures

Distribution: Epic 20% | Legendary 30% | Mythic 30% | Ancient 20%

# Fish Rarity SP Feed/day (RON) Catch Chance
49 Deep Manatee Epic 27 5 RON 13%
50 Crystal Eel Epic 27 5 RON 7%
51 Dark Megalodon Legendary 81 20 RON 14%
52 Deep Archon Legendary 81 20 RON 10%
53 Abyssal Guardian Legendary 81 20 RON 6%
54 Crystal Phoenix Mythic 243 80 RON 16%
55 Abyss Squid Mythic 243 80 RON 9%
56 Night Archon Mythic 243 80 RON 5%
57 Abyss Dragon Ancient 729 250 RON 12%
58 Deep Phoenix Ancient 729 250 RON 8%

4.8 I07 — Midnight Trench [S8]

Parameter Value
Level / Season 60 / S8
Buoy 120,000 Pearls + 12,000 $CAST + 6,000 RON
Attempt cost 40 $CAST
Stamina 2 units/attempt → 30 attempts/day
Success 78%
Theme Nocturnal depths, midnight rift

Distribution: Epic 12% | Legendary 22% | Mythic 40% | Ancient 26%

# Fish Rarity SP Feed/day (RON) Catch Chance
59 Night Whale Epic 27 5 RON 12%
60 Glimmering Octopus Epic 27 5 RON 5%
61 Midnight Giant Legendary 81 20 RON 12%
62 Phantom of the Deep Legendary 81 20 RON 10%
63 Leviathan of Darkness Mythic 243 80 RON 22%
64 Eternal Ray Mythic 243 80 RON 12%
65 Midnight Archon Mythic 243 80 RON 6%
66 Astral Dragon Ancient 729 250 RON 12%
67 Midnight Archangel Ancient 729 250 RON 8%
68 Guardian of the Deep Ancient 729 250 RON 1%

4.9 I08 — Abyss Gate [S9]

Parameter Value
Level / Season 70 / S9
Buoy 220,000 Pearls + 20,000 $CAST + 10,000 RON
Attempt cost 60 $CAST
Stamina 2 units/attempt → 30 attempts/day
Success 75%

Distribution: Legendary 15% | Mythic 35% | Ancient 38% | Abyssal 12%

# Fish Rarity SP Feed/day (RON) Catch Chance
69 Gateway of the Abyss Legendary 81 20 RON 15%
70 Spirit Guide Mythic 243 80 RON 22%
71 Keeper of the Gate Mythic 243 80 RON 13%
72 Shadow Giant Ancient 729 250 RON 22%
73 Abyssal Phoenix Ancient 729 250 RON 12%
74 Chaos Warden Ancient 729 250 RON 4%
75 Void Gatekeeper Abyssal 2,187 500 RON 7%
76 Chaos Archon Abyssal 2,187 500 RON 5%

4.10 I09 — Void Waters [S11]

⛔⛔ DOUBLE HARD LOCK. Buoy I09: 400,000 Pearls + 35,000 $CAST + 18,000 RON.

Parameter Value
Level / Season 80 / S11 🔒🔒
Attempt cost 80 $CAST
Stamina 3 units/attempt → 20 attempts/day
Success 70%
# Fish Rarity SP Feed/day (RON) Catch Chance
77 Void Leviathan Mythic 243 80 RON 20%
78 Chaos Dragon Ancient 729 250 RON 25%
79 Beginning of Time Ancient 729 250 RON 15%
80 Void Warden Ancient 729 250 RON 10%
81 Hadal Eel Abyssal 2,187 500 RON 10%
82 Bottomless Archon Abyssal 2,187 500 RON 10%
83 Echo of the Void Abyssal 2,187 500 RON 10%

4.11 I10 — The Maw [S11]

⛔⛔ DOUBLE HARD LOCK. Buoy I10: 800,000 Pearls + 60,000 $CAST + 30,000 RON. Only Abyssal fish. Drop rate reduced ×3 compared to I09.

# Fish Rarity SP Feed/day (RON) Catch Chance
84 Maw Giant Abyssal 2,187 500 RON 20%
85 Primordial Chaos Abyssal 2,187 500 RON 20%
86 Origin of Origins Abyssal 2,187 500 RON 20%
87 Absolute Void Abyssal 2,187 500 RON 20%
88 Primordial God Abyssal 2,187 500 RON 20%

5. Aquarium and Staking

5.1 Basic Rules

  • Each slot = one staking position (1 fish).
  • Fish in the aquarium has a freshness timer. Feeding (RON) → timer resets to maximum. Timer = 0 → fish disappears forever (NFT is burned).
  • Fish earns $CAST and Pearls only if fed on that day. Unfed = 0 income, timer keeps running.
  • Staking accrues at 00:00 UTC daily.
  • StakingWalletCap = 5,000 $CAST/day.

5.2 Staking Income Examples (S8, peak)

Staking Pool/day ≈ 5,000,000 $CAST. TotalSP ≈ 800,000. Daily Rate ≈ 6.25 $CAST/SP.

Fish Rarity SP S8 ($CAST/day) Pearls/day
Striped Gudgeon Common 1 ≈6.3 2
Turquoise Croaker Rare 9 ≈56.3 18
Moon Ray Epic 27 ≈168.8 55
Coral Phoenix Legendary 81 ≈506.3 165
Storm Lord Mythic 243 ≈1,518.8 500
Thunder Titan (×7) Ancient 729×7=5,103 StakingCap: 5,000 ≈10,500

5.3 Daily Rate Forecast by Season

Season Staking Pool/day Estimated TotalSP Daily Rate Common/day Legendary/day
1 ≈1,400,000 ≈80,000 ≈17.5 $CAST/SP ≈17.5 ≈1,418
4 ≈2,741,667 ≈300,000 ≈9.1 $ CAST/SP ≈9.1 ≈737
8 (peak) ≈3,966,667 ≈800,000 ≈6.25 $ CAST/SP ≈6.25 ≈506
12 ≈2,858,333 ≈1,100,000 ≈2.6 $ CAST/SP ≈2.6 ≈211
18 ≈1,225,000 ≈1,000,000 ≈1.2 $ CAST/SP ≈1.2 ≈97
24 ≈991,667 ≈900,000 ≈1.1 $ CAST/SP ≈1.1 ≈89

5.4 Fish Feeding (RON → Treasury)

FEEDING — MANDATORY REQUIREMENT. Feed is exclusively RON. All RON → Project Treasury.

Rarity Feed/day (RON) Feed per season (60 days) Freshness without feed
Common 0.1 RON 6 RON 24 hours
Uncommon 0.3 RON 18 RON 2 days
Rare 1 RON 60 RON 4 days
Epic 5 RON 300 RON 7 days
Legendary 20 RON 1,200 RON 14 days
Mythic 80 RON 4,800 RON 21 days
Ancient 250 RON 15,000 RON 30 days
Abyssal 500 RON 30,000 RON 45 days

Emergency feed with Fish Meal: 20 Fish Meal replaces 1 day of RON feeding (×1.5 more expensive by value). Limit: no more than 30% of total feedings per season can be paid with Fish Meal. That is, out of 60 days — a maximum of 18 days on Fish Meal. The remaining 42+ days — mandatory RON. This protects the Treasury from bypassing the RON sink.

Feeding options: daily manual | Auto-feed for 7/30/60 days (−5/−10/−15% discount). Cancellation → unspent RON is returned.

5.5 Freshness System

Two types of fish — two rules:

Location What happens when freshness expires
Inventory Fish is automatically converted to Fish Meal (see table below)
Aquarium Fish disappears forever (NFT is burned). Previously earned Pearls are preserved.
Rarity Freshness in inventory Fish Meal on conversion
Common 1 hours 1 Fish Meal
Uncommon 2 hours 3 Fish Meal
Rare 4 hours 8 Fish Meal
Epic 6 hours 20 Fish Meal
Legendary 8 hours 60 Fish Meal
Mythic 10 hours 180 Fish Meal
Ancient 12 hours 500 Fish Meal
Abyssal 16 hours 1,500 Fish Meal

The more valuable the fish — the more time to decide (stake, sell, process) and the longer it survives without feeding in the aquarium. An Abyssal fish survives 45 days without feeding in the event of a sudden player absence — enough time to return and resume care.

6. Fishing Mechanics

6.1 Stamina

Parameter Value
Maximum 60 units
Recovery +1 unit every 24 minutes = 60 units per 24 hours
I01–I02 1 unit/attempt → 60 attempts/day
I03–I04 2 units/attempt → 30 attempts/day
I05–I06 3 units/attempt → 20 attempts/day
I07–I08 4 units/attempt → 15 attempts/day
I09–I10 5 units/attempt → 12 attempts/day
Stamina purchase Impossible. Fair limiter.

Speed modules accelerate recovery, they do not increase the maximum. This means: if a player fully spends Stamina every day, the Speed module allows fishing to start earlier (e.g., at 20:00 instead of 00:00), getting the same 60 attempts at a convenient time. The total number of attempts per day does not change, but convenience and scheduling flexibility are improved.

6.2 Key Formulas

Ƒ CATCH SUCCESS: Catch_Chance = Base_Island_Chance × (1 + Rod_Power/500) × (1 + Module_Bonus) × Bait_Bonus

Ƒ CATCH RARITY: Rarity_Chance = Base_Rarity_Island × (1 + Luck_Module_Bonus) × (1 + Bait_Rarity_Bonus) Luck_Module_Bonus: T1=+5% … T6=+50% to Rare+ fish chance

Ƒ CSR (Catch Score Reward): CSR = 2 $CAST × Rarity_Multiplier × Quality_Roll Rarity_Multiplier: Common×1 | Uncommon×1.5 | Rare×2.5 | Epic×4 | Legendary×7 | Mythic×12 | Ancient×20 | Abyssal×35 Quality_Roll = random(0.8, 1.2) CSR Cap: 50 $CAST/day

6.3 Materials from Fishing

Island Material Tier Drop Chance Examples
I01–I02 T1–T2 28% Driftwood, Pumice, Coral Fiber, Crab Shell
I03–I04 T3–T4 30% Storm Resin, Thunder Crystal, Frost Alloy
I05–I06 T5–T6 31% Ember Glass, Volcanic Shard, Abyss Ink
I07–I08 T7–T8 32% Leviathan Scale, Astral Silk, Star Quartz
I09–I10 T9–T10 32% Trench Pearl, Hadal Crystal, Void Shard

7. Full Materials List (T1–T10)

Tier Material Source Use
T1 Bleached Driftwood I01–I02 (28%) Driftwood Rod repair, Basic Repair Kit
T1 Sea Pumice I01–I02 (28%) Aquarium décor, Basic Repair Kit
T1 Woven Seaweed I01–I02 (28%) Basic Repair Kit, sale
T2 Coral Fiber I01–I02 (28%) Enhanced Bait, Common Rod Repair
T2 Crab Shell I01–I02 (28%) Common Rod Repair Kit, T1 module
T2 Coral Chips I01–I02 (28%) Enhanced Bait (alt.), T1 module
T3 Storm Resin I03–I04 (30%) Charged Bait, Uncommon Rod Repair
T3 Thunder Crystal I03–I04 (30%) T2 module, Charged Bait
T3 Frost Feather I03–I04 (30%) Blueprint crafting, décor
T4 Frost Alloy I03–I04 (30%) Deep Bait, Rare Rod Repair
T4 Ice Spike I03–I04 (30%) T2–T3 module
T4 Polar Quartz I03–I04 (30%) Special bait, décor
T5 Ember Glass I05–I06 (31%) Mythic Bait, Plant Upgrade Lvl 2, Epic Rod Repair
T5 Volcanic Shard I05–I06 (31%) T3–T4 module
T5 Liquid Fire I05–I06 (31%) Advanced baits
T6 Abyss Ink I05–I06 (31%) Celestial Bait, Legendary Rod Repair, T5–T6 module
T6 Dark Reagent I05–I06 (31%) T5 module
T6 Night Essence I05–I06 (31%) T6 module, Plant enhancement
T7 Leviathan Scale I07–I08 (32%) Mythic Bait, Legendary Rod Repair, Plant Lvl 3
T7 Abyss Bone I07–I08 (32%) T6–T7 module
T7 Moonstone I07–I08 (32%) T7 module, cosmetics
T8 Astral Silk I07–I08 (32%) T7–T8 module, cosmetics
T8 Star Quartz I07–I08 (32%) T8 module, Ancient Rod component
T8 Celestial Essence I07–I08 (32%) Ancient Rod (craft)
T9 Trench Pearl I09–I10 (32%) Celestial Bait, Plant Lvl 4
T9 Hadal Crystal I09–I10 (32%) T9 module, endgame craft
T9 Eternal Salt I09–I10 (32%) Plant alchemy, bait enhancement
T10 Void Shard I09–I10 (32%) Ancient Rod, Plant Max
T10 Crystallized Soul I09–I10 (32%) Celestial Bait enhanced
T10 Primordial Essence I10 (rare) Guild museum, collection, cosmetics

7.1 Derived Materials (Processing Plant)

Derived Material Recipe Use
Basic Oil 5× Common fish + 10 $CAST Enhanced Bait
Enhanced Oil 3× Uncommon fish + 25 $CAST Charged Bait, Deep Bait
Charged Oil 2× Rare fish + 50 $CAST Deep Bait (enhanced)
Storm Essence 2× Epic fish + 90 $CAST Mythic Bait component
Mystic Essence 2× Legendary fish + 150 $CAST Mythic Bait
Void Crystal 5× Mythic fish + 300 $CAST Celestial Bait
Void Shard (plant) 10× Ancient fish + 600 $CAST T10 via processing
Cryst. Soul (plant) 3× Abyssal fish + 1,000 $CAST T10 top material

8. Rods

Purchasing a rod — mandatory game entry. Rod is acquired for RON on the market. 1 account = 1 active rod. Rod upgrade = purchasing a new one + automatic write-off of the old one.

Type Level Power Durability Mod Slots Special Perk Repair ($CAST + materials) Price (RON)
Driftwood Rod 1 40 100 1 30 + 3× T1 100 RON
Common Rod 10 70 180 1 60 + 3× T2 200 RON
Uncommon Rod 20 100 260 2 Bait Saver: 15% chance not to consume bait 140 + 3× T3 + 2× T4 500 RON
Rare Rod 40 130 340 3 Deep Sense: +20% Rare+ fish chance 280 + 3× T5 + 2× T6 1,200 RON
Epic Rod 60 160 420 4 Material Magnet: +50% material chance 520 + 3× T6 + 2× T7 2,500 RON
Legendary Rod 70 185 480 5 Fortune Cast: +30% to CSR 820 + 3× T7 + 2× T8 4,500 RON
Trench Rod 75 193 490 5 Abyssal Attunement: +20% Abyssal fish chance on I07–I10 1,000 + 3× T8 + 2× T9 7,000 RON
Ancient Rod 90 200 500 5 Veteran’s Craft: −15% to repair cost of all rods and −10% to module crafting cost 1,400 + 3× T9 + 2× T10 12,000 RON

The Trench Rod fills the gap: players at levels 75–89 get a specialized rod for I07–I09 that increases the chance of Abyssal fish — the most valuable catch on these islands.

8.1 Repair Mechanics

Step Condition Action
1 Durability < 20% Penalty: −30% Power until repaired.
2 Durability = 0% Fishing is impossible until repaired.
3 Repair in Workshop $CAST + materials. Instant. Durability → 100%.
4 Every 5th repair “Enhancement” option: +5 Power for ×1.5 cost. Maximum +25 Power total.

Wear formula: Durability_Loss = 1 unit/attempt × Island_Modifier (I01–I04: ×1, I05–I08: ×2, I09–I10: ×3).

9. Baits

Bait Cost Success Bonus Rarity Bonus Where
Basic Bait Free (10/day) Auto-issued daily
Enhanced Bait 10 $ CAST/pc +3% +15% Uncommon+ Shop / craft
Charged Bait 25 $ CAST/pc +5% +25% Rare+ Shop / craft (Lvl 30+)
Deep Bait 50 $ CAST/pc +8% +35% Epic+ Shop (Lvl 40+) / craft (S6+, requires T5)
Mythic Bait 100 $ CAST/pc +10% +45% Mythic+ Shop / craft (Lvl 60+)
Celestial Bait 200 $ CAST/pc +12% +60% Ancient+, +15% Abyssal Craft (Lvl 80+) / Guild shop
Guild Bait 800 Pearls/pc +6% +20% Rare+ and +10% to CSR Guild shop

Note on Deep Bait: In the shop, Deep Bait is available from Level 40. Self-crafting Deep Bait requires T5 Ember Glass, which drops at I05–I06 — accessible only from S6. Thus, crafting Deep Bait is only possible starting from S6, while the shop version is available immediately from Lvl 40. The shop and craft versions are identical in bonuses.

9.1 Bait Crafting Recipes

Bait Component 1 Component 2 Output Savings
Enhanced Bait 2× Basic Oil 1× T2 Coral Fiber 5 pcs (~7 $CAST /pc) ~30%
Charged Bait 1× Enhanced Oil 1× T3 Storm Resin 3 pcs (~18 $CAST /pc) ~28%
Deep Bait 2× Enhanced Oil 1× T5 Ember Glass 3 pcs (~36 $CAST /pc) ~28%
Mythic Bait 1× Mystic Essence 1× T7 Leviathan Scale 2 pcs (~72 $CAST /pc) ~28%
Celestial Bait 1× Void Crystal 1× T9 Trench Pearl 1 pc (~145 $CAST/pc) ~27.5%

10. Modules

Module Bonus Recipe $CAST
Luck T1 +5% Rare+ 3× T1 Seaweed + 2× T2 Fiber 80
Luck T2 +10% Rare+ 3× T2 Crab Shell + 2× T3 Crystal 180
Luck T3 +20% Rare+ 3× T3 Resin + 2× T4 Spike 380
Luck T4 +30% Rare+ 3× T4 Alloy + 2× T5 Glass 680
Luck T5 +40% Rare+ 3× T5 Shard + 2× T6 Ink 1,100
Luck T6 +50% Rare+ 3× T6 Reagent + 2× T7 Stone 1,800
Eco T1 Baits: −5% 2× T1 Driftwood + 2× T2 Chips 60
Eco T2 Baits: −10% 2× T2 Fiber + 2× T3 Feather 140
Eco T3 Baits: −18% 2× T3 Crystal + 2× T4 Quartz 300
Harvest T1 CSR: +5% 2× T1 Pumice + 2× T2 Crab Shell 70
Harvest T2 CSR: +10% 2× T2 Chips + 2× T3 Resin 160
Harvest T3 CSR: +15% 2× T3 Feather + 2× T4 Alloy 350
Harvest T4 CSR: +20% 2× T4 Spike + 2× T5 Glass 700
Harvest T5 CSR: +25% 2× T5 Fire + 2× T6 Essence 1,200
Harvest T6 CSR: +30% 2× T6 Ink + 2× T7 Silk 2,000
Staking T1 SP: +5% 3× T1 Pumice + 3× T2 Crab Shell 120
Staking T2 SP: +8% 3× T2 Chips + 3× T3 Feather 250
Staking T3 SP: +12% 3× T3 Crystal + 3× T4 Alloy 450
Staking T4 SP: +18% 3× T4 Spike + 3× T5 Glass 900
Staking T5 SP: +25% 3× T5 Glass + 3× T6 Reagent 1,400
Staking T6 SP: +35% 3× T6 Ink + 3× T7 Scale 2,400
Staking T7 SP: +50% 3× T7 Scale + 3× T8 Quartz 3,000
Speed T2 Stamina regen: +10% (full regen in ~21h 50min) 2× T2 Fiber + 1× T3 Resin 120
Speed T4 Stamina regen: +20% (full regen in ~20h exactly) 2× T4 Spike + 1× T5 Shard 500

Speed modules do not increase the maximum Stamina (60 units) and do not grant additional attempts beyond the limit. They allow spending the same amount of Stamina 2–4 hours earlier — useful for players with non-standard schedules.

11. Processing Plant

Unlocked at Level 25.

11.1 Processing Recipes

Input Output Fish Meal $ CAST Time
5× Common 1× Basic Oil 5 Fish Meal 10 $CAST Instant
3× Uncommon 1× Enhanced Oil 8 Fish Meal 25 $CAST Instant
2× Rare 1× Charged Oil 15 Fish Meal 50 $CAST Instant
2× Epic 1× Storm Essence 35 Fish Meal 90 $CAST Instant
2× Legendary 1× Mystic Essence 80 Fish Meal 150 $CAST Instant
5× Mythic 1× Void Crystal 200 Fish Meal 300 $CAST Instant
10× Ancient 1× Void Shard (T10) 500 Fish Meal 600 $CAST Instant
3× Abyssal 2× Void Shard + 1× Cryst. Soul 1,500 Fish Meal 1,000 $CAST Instant

11.2 Plant Upgrade

Level Discount $CAST Materials
Lvl 1 0%
Lvl 2 −10% 500 $CAST 5× T5 Ember Glass
Lvl 3 −20% 1,200 $CAST 5× T7 Leviathan Scale
Lvl 4 (max) −30% 2,500 $CAST + 1× T10 Void Shard 5× T9 Trench Pearl

11.3 Fish Meal — Uses

Use Amount Result
Craft Enhanced Bait (alt.) 10 Fish Meal + 1× T2 Fiber 5× Enhanced Bait
Guild Kitchen 50 Fish Meal → Guild Stash +5% CSR for the entire guild for 7 days
Emergency fish feeding 20 Fish Meal / fish Replaces 1 day of RON feeding (×1.5 more expensive; limit 30% of feedings per season)
Sale on marketplace 1 Fish Meal ~0.5 $CAST (market price)

12. Fish Fusion — Fish Evolution

Fish Fusion is a mechanic for upgrading fish rarity. Requires Processing Plant Level 2+. Three fish of the same rarity merge into one fish of the next rarity. $CAST on fusion → Burn Vault (S008).

Logic: Fusion solves the “junk” fish flood more powerfully than processing, creates a strong $CAST sink, and gives casual players a path to rare fish through accumulation rather than purchasing.

12.1 Fish Fusion Recipes

Input Material $CAST Output Note
3× Common (same island) 5× T2 Crab Shell 200 $CAST 1× Uncommon (random, same island) Available from Lvl 10, Plant Lvl 2
3× Uncommon (same island) 5× T3 Storm Resin 500 $CAST 1× Rare (random, same island) Available from Lvl 20
3× Rare (same island) 5× T5 Ember Glass 1,200 $CAST 1× Epic (random, same island) Available from Lvl 40, S6+ (T5 requires I05)
3× Epic (same island) 5× T6 Abyss Ink 3,000 $CAST 1× Legendary (random, same island) Available from Lvl 50
3× Legendary (same island) 5× T7 Leviathan Scale 8,000 $CAST 1× Mythic (random, same island) Available from Lvl 60, S8+ (T7 requires I07)
3× Mythic (same island) 5× T8 Astral Silk 20,000 $CAST 1× Ancient (random, same island) Available from Lvl 70
Abyssal Fusion unavailable Abyssal can only be obtained by catching

Fusion Rules: - Input fish must be from the same island (e.g., 3 Uncommon only from I02). - Output fish is random from the pool of next-rarity fish on the same island. - Input fish are burned upon merging. - Fish Meal is not awarded on Fusion — fish are fully consumed in synthesis. - Fish must be in inventory, not in the aquarium.

13. Daily Quests (DQ)

5 quests per day. Reset at 00:00 UTC. WalletCap DQ+CSR = 160 $CAST/day.

Access to advanced quests: Since all players are required to have at least Battle Pass Tier 1 (Sailor), DQ-D is available to everyone. DQ-E is available from Tier 2 (Captain) and above.

13.1 Basic Quests (all players)

Quest Task Reward $CAST XP Available
DQ-A: Fisher of the Day 15 successful fishing attempts 20 $CAST 15 XP Lvl 1
DQ-B: Collector 3 different fish species (any rarity) 15 $CAST 15 XP Lvl 1
DQ-C: Material Hunter 5 materials while fishing 10 $CAST 15 XP Lvl 5
DQ-D: Hunter 1 Rare or higher fish 30 $CAST 20 XP Lvl 20 (all BP tiers)

13.2 Advanced Quest (Tier 2+ Battle Pass)

Quest Task Reward $CAST Available
DQ-E: Seasonal Challenge Rotation every 3 days (special tasks) 35 $CAST BP Tier 2+ + Lvl 30

Ƒ WalletCap CALCULATION: Maximum DQ (all quests): 20+15+10+30+35 = 110 $CAST/day. Maximum CSR: 50 $CAST/day. WalletCap DQ+CSR = 160 $CAST/day. Tier 1 (without DQ-E): maximum 145 $CAST/day — covered by WalletCap ✓

13.3 “Full Day” Bonus

All basic DQs completed (DQ-A + DQ-B + DQ-C + DQ-D) in one day → +50 XP and +1 Guild Contribution Point.

14. Seasonal Battle Pass (4 Tiers)

No free players. Minimum tier — Tier 1 (Sailor, 500 RON/season). All RON → Project Treasury. No pay-to-win: tiers provide convenience, cosmetics, and extended quests, but not Staking Power and no direct fishing advantages beyond the described DQ.

14.1 Tier Parameters

Parameter Tier 1 — Sailor Tier 2 — Captain Tier 3 — Admiral Tier 4 — Leviathan
Price / season 50 RON 75 RON 300 RON 500 RON
DQ-D access
DQ-E access
Exclusive DQs +1 daily +2 daily
XP boost +10% +15%
Marketplace discount −5% fee −10% fee
Fish Meal limit 30% 30% 30% 30%

14.2 Level Reward Table (50 levels)

Lvl Tier 1 — Sailor Tier 2 — Captain Tier 3 — Admiral Tier 4 — Leviathan
1 5× Enhanced Bait +500 Pearls +1× Charged Bait +1,000 Pearls
5 100 $CAST +Cosmetic: Rod Skin “Sailor’s Stripe” +3× Charged Bait +Cosmetic: Rod Skin “Abyssal Wave”
10 1× Uncommon Rod +1,000 Pearls +1× Rare Rod +3× Deep Bait
15 200 $CAST +5× Charged Bait +400 $CAST +Cosmetic: Aquarium theme “Tropical Shore”
20 5× T4 material +Cosmetic: Tank Decor “Coral Frame” +5× T5 material +Cosmetic: Tank Decor “Storm Glass”
25 350 $CAST +3× Deep Bait +600 $CAST +1× Mythic Bait
30 1× Module T3 (choice) +2,000 Pearls +1× Module T4 (choice) +Cosmetic: Island theme “Midnight Rift”
35 500 $ CAST +Cosmetic: Island Theme “Sunset Reef” +800 $CAST +2× Mythic Bait
40 3× Mythic Bait +3,000 Pearls +5× Mythic Bait +1× Celestial Bait
45 700 $CAST +Exclusive Cosmetic: Profile “Sea Wolf” +1,200 $CAST +Exclusive Cosmetic: Profile “Admiral of the Abyss”
50 1,500 $CAST +Exclusive Title “Captain of the Reefs” +2,500 $CAST + 1× Ancient Rod +3,500 $CAST + Exclusive Title “Leviathan”

15. Guild System

Parameter Value
Joining Level 5
Creating Level 25, 1000 $CAST
Size Up to 50 players
Weekly contribution 500 $CAST → Guild Treasury
Guild Bait 800 Pearls/pc (members only)
Guild events 3 times per season, 48h
Guild CP For a full basic DQ day (A+B+C+D)
Guild Kitchen 50 Fish Meal = +5% CSR for the entire guild for 7 days

15.1 Guild Events

Type Mechanic Prize Pool
Collective Catch Total fish weight over 48h, top-3 guilds 5% Guild Treasury + Guild Bait ×20 to participants
Species Hunt Maximum unique species Rare Mat bundle + Legendary Bait Pack (top)
Deep Dive I05+ only, total catch SP Ancient Mat bundle + Exclusive Guild Cosmetic

16. Marketplace and Secondary Market

16.1 Marketplace Structure

Parameter Value
Sale fee 12.5% of amount → Project Treasury
$CAST burning on transaction No — fee is in RON
Listing Free
Trading pairs $CAST / RON
NFT fish Unique mint for each fish
Discount (Tier 3 BP) −5% fee (total 7.5%)
Discount (Tier 4 BP) −10% fee (total 2.5%)

16.2 Anti-Dump Protection

Mechanism to protect against price crashes from mass selling by large players.

Rule 1 — Aquarium withdrawal cooldown: Fish placed in the aquarium can be withdrawn back to inventory. After withdrawal, a 48-hour cooldown applies before listing on the marketplace. This eliminates flash arbitrage: buy fish → take staking for 1 day → sell immediately.

Rule 2 — Graduated Release for large positions: Listing more than 20 fish of the same species in one day activates graduated release: - First 20 fish — listed immediately. - Next 20 fish — after 24 hours. - Each subsequent batch of 20 — another 24 hours later. Total queue can hold up to 200 fish (10 batches × 10 days).

Rule 3 — Price Floor Alert: If a listing price is >30% below the median price of that species over the last 7 days — the listing requires confirmation with a 24-hour delay. The player can cancel the listing during these 24 hours.

16.3 Market Price Dynamics

  • Staking Power — the main demand driver for fish.
  • Collection rarity — first catch of a unique species (+100 XP) creates additional demand.
  • Seasonal cycle — prices are higher at the start of the season (aquarium setup), lower at the end (processing before the finale).
  • Hard Lock anticipation — before S6 (I05–I06) and S11 (I09–I10), hype builds for fish from new islands.

17. Material and Token Balance

17.1 Material Balance by Tier

Tier Status Solution
T1 Driftwood Surplus ×10 Basic Oil + Repair + Staking T1 + Fish Fusion (Common) absorb it.
T2 Coral Fiber Surplus ×4 Enhanced Bait + Common Rod Repair + Staking T2 + Fish Fusion.
T3 Storm Resin Balanced ✓ Charged Bait + Uncommon Rod + T2–T3 modules + Fish Fusion (Uncommon).
T4 Frost Alloy Balanced ✓ Deep Bait + T2–T3 modules + Fish Fusion (Uncommon).
T5 Ember Glass Balanced ✓ Mythic Bait + Plant Lvl 2 + Epic Rod + Fish Fusion (Rare).
T6 Abyss Ink Balanced ✓ Celestial Bait + Legendary Rod + T5–T6 modules + Fish Fusion (Epic).
T7 Lev. Scale Slight deficit Mythic Bait + Plant Lvl 3 + Ancient Rod + Fish Fusion (Legendary). Price is high.
T8 Astral Silk Balanced ✓ T7–T8 modules + Trench Rod Repair + cosmetics.
T9 Trench Pearl Balanced ✓ Celestial Bait + Plant Lvl 4 + Ancient Rod Repair. Available from I09 (S11).
T10 Void Shard Balanced ✓ I09–I10 (32%) + Plant: 10 Ancient → 1 Void Shard.

17.2 Token Balance by Key Seasons

Season DAU Alloc./day DQ Pool (30%) DQ Spend Coverage Status
1 9,500 2,000,000 600,000 270,000 222% ✓ Surplus → Staking
4 9,500 3,916,667 1,175,000 270,000 435% ✓ Surplus
8 (peak) 9,500 5,666,667 1,700,000 270,000 630% ✓ Maximum
12 9,500 4,083,333 1,225,000 270,000 454% ✓ Normal
18 9,500 1,750,000 525,000 270,000 194% ✓ Normal
24 9,500 1,416,667 425,000 270,000 157% ✓ Covered

18. Onboarding Process

How to start playing FISHLANDS:

  1. Purchase a rod. The player acquires a Rod in the in-game shop. RON → Treasury. Without a rod, game entry is impossible.
  2. First fishing session. After purchasing a rod, the player automatically gains access to I01 (Crab Cove) and 10 Basic Baits. First fish caught.
  3. Aquarium. The first 3 slots are free. The player places fish in the aquarium → $CAST and Pearls start accruing.
  4. Feeding. Daily RON payment activates income. Auto-feed removes the need for daily transactions.
  5. Battle Pass. The player chooses a tier (minimum Tier 1 — 50 RON). Pass activates DQ-D and basic rewards.
  6. Progression. Fishing, XP, levels, new islands, Fish Fusion, guild.

NFT fish as an asset: Every caught fish is a unique NFT on Ronin with on-chain history: catch date, island, season number, total $CAST earned in the aquarium over all time. This history is visible in NFT metadata and on the marketplace — it affects collectible value.

19. DAO Governance & Insurance Fund

19.1 Insurance Fund

Parameter Value
Size 700,000,000 $CAST (7% of total supply)
Governance DAO vote by $CAST holders
Storage Separate multisig wallet (3/5 signatures: team + elected DAO representatives)
Access Only upon successful DAO vote

Permitted uses of the Insurance Fund: - Emergency $CAST price support via buyback in the event of an anomalous market crash. - Compensation for players in the event of verified smart contract errors. - Ecosystem development grants (integrations, partnerships, marketing). - Adjustment of seasonal staking parameters in force majeure circumstances (requires supermajority).

19.2 DAO Voting Mechanics

Parameter Value
Voting right Staking $CAST in the DAO contract. 1 staked $CAST = 1 vote.
Minimum proposal threshold 1,000,000 staked $CAST (protection against spam proposals)
Voting period 7 days
Quorum 5% of all DAO-staked tokens (low turnout — proposal fails)
Simple majority >50% — standard proposals (grants, buyback)
Supermajority >66% — changing game parameters (seasonal allocations, caps)
Team veto Team has veto right for the first 12 months to protect against early DAO attacks

20. Key Risks and Mitigation

Risk Probability Mitigation
Whale monopolizes Staking Pool Medium StakingWalletCap = 5,000 $CAST /day on-chain. 1 account = 1 rod. Bell-curve.
$CAST price crashes Medium RON feeding + $CAST sinks + buyback from Treasury + Insurance Fund DAO.
Common fish floods market Low Basic Oil + Fish Fusion absorb volume at 9,500 DAU.
Players rush endgame Impossible Hard Lock — smart contract.
DQ Pool runs out in S20–S24 Impossible Coverage 157% in S24.
Vault empties prematurely Impossible Dual Pool + Season Final Boost. 100% of allocation is distributed.
Abyssal feeding unprofitable Resolved 30,000 RON/season ≈ 3% of Abyssal fish value.
Fish Meal bypasses RON sink Resolved 30% Fish Meal feeding limit per season. Minimum 42 days of mandatory RON.
Dump by large player Reduced 48h withdrawal cooldown from aquarium. Graduated release >20 fish/day. 24h delay at price <70% median.
Newcomer/whale gap Reduced Bell-curve. Staking T1/T2 from I01. Fish Fusion — path to rare fish without buying.
DAO attack Reduced Team veto 12 months. Quorum 5%. Proposal threshold 1M $CAST. Multisig Treasury.

◈ MAIN CONCLUSION: FISHLANDS economy is built on six guarantees:

1. ZERO REMAINDER: Dual Pool 30/70 + Season Final Boost = 4,500,000,000 $CAST over 24 seasons — all to players.

2. FAIR CURVE: S1=120M → peak S8=340M → S24=85M. Emission growth coincides with player progression growth.

3. PHYSICAL PROGRESSION: Hard Lock + Quadruple Gate (Level + Season + $CAST + RON). Smart contract, not a rule.

4. REAL ACCOUNTABILITY: Fish in the aquarium disappears without feeding. Fish Meal limit 30%. RON feeding is unavoidable.

5. MARKET PROTECTION: Anti-Dump (48h cooldown + graduated release + price floor). Fish Fusion as an alternative to purchasing. Staking T1/T2 from the first island.

6. SUSTAINABLE MONETIZATION: RON income → Treasury (feeding + rods + marketplace 12.5% + Battle Pass). $CAST sinks → Burn Vault. Insurance Fund 700M under DAO governance.

FISHLANDS WHITEPAPER — Good luck fishing!