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