Gathering

GUIDEWORLD

Almost everything you make starts as something you gathered: wood from trees, stone and ore from rocks, plants from the ground, eggs from nests, feathers and hides from small animals. Gathering also gives you spirits, which you bind into your gear, and XP for your stats. This page is the overview; Trees, Rocks and Ore and Wild Plants list every source in detail.

CONTENTS
  1. What gathers what
  2. Picking things up
  3. Twigs and pebbles
  4. Nests and eggs
  5. Wisps
  6. Small animals
  7. The lakebed
  8. The herd
  9. Spirits from gathering
  10. XP from gathering
  11. What stays gone

What gathers what

ToolWhat it gathers
Mattock (click or F)Fells trees, pulls up stumps, breaks rocks and ore veins, brings down bushes. Its swing also sweeps up every small thing it passes over: grass, flowers, mushrooms, wild crops, twigs and pebbles.
Any weapon (click or F)Cuts grass, flowers, mushrooms, wild crops and bushes, and bursts twigs and pebbles. Each strike that cuts soft things wears its edge by 1 point.
Bare hands (click or F)A punch cuts small plants, and a few punches bring down a bush. Trees and rocks only get a thump.
EBursts a twig or a pebble, takes an egg from a nest, catches a wisp.
SickleHarvests ripe crops in three beds at once, and cuts the grass in its sweep. See Farming.
HoeTurning the ground sometimes turns up seeds. See Seeds.
Fishing PoleFish and more from the water. See Fishing.

Only the mattock can fell trees and break rock. A War Hammer with a rock-breaking spirit power is the one exception for rock.

Picking things up

What you gather doesn't go straight into your pack. It pops out and lies on the ground, then after a moment, walking close draws it in to you. Nothing is lost:

  • If your pack has no room for something, it stays where it lies until you make room and come back for it.
  • How many of one material fit in a pocket grows with your Endurance level.
  • If more than 60 things are lying about, the oldest fade away slowly. Things you threw out of your pack yourself never fade, and they're still there when you come back.

Twigs and pebbles

Twigs lie near trees, and pebbles next to rocks. They're the first wood and stone you'll find. Press E on one, or hit it, and it bursts:

FindGivesSpirits
Twig1 Wood1 Earth, 1 Water
Pebble1 Stone2 Earth

New twigs and pebbles turn up round you by trees and rocks every so often (up to 14 twigs and 9 pebbles near you at once). Those you picked up out in the world are back every two days.

Nests and eggs

A few birds' nests sit in the grass near where you begin. Each nest lays 1 Egg every dawn and holds up to 2. Press E at a nest to take an egg.

Don't swing at a nest. Any blow breaks it, and any eggs in it break too. A broken nest is built again after two dawns.

Hens in your herd lay eggs as well.

Wisps

Wisps are pale lights that drift low between the trees of the Haunted Wood: a few by day, more after dark. They drift away as you come near. Walk up to one slowly and press E to catch it for 1 Wisp Essence. If you're running or in the air, it shies away and you can't catch it. The Wraith also drops Wisp Essence.

Small animals

Rabbits, birds, frogs, ravens and hens can be struck by anything. Hurt, they scatter; killed, they leave what they carry. Much later, when you're far away, another comes back to the same spot.

Bigger animals and creatures have their own drops: see Creatures and the Bestiary. Animals can also be tamed instead: see Taming.

The lakebed

Under the water, lakebeds hold things to break as well. Each one you break teaches 4 Swim XP.

On the lakebedGivesSpirits
Rock2 Stone2 Earth, 1 Water
Copper vein1 Stone, 2 Copper Ore5 Earth, 2 Water, 2 Fire
Sunken log2 Wood2 Water, 2 Earth
Clam bed3 in 10: 1 Pearl2 Water
Old crate1 Wood and one of: Copper Ore, Iron Ore, a Pearl, a Tooth or Stone1 Water, 1 Earth

The herd

Animals you keep at home give goods of their own every so often, without being hurt. See The Herd for how often and how many.

Spirits from gathering

Everything you fell, break or cut gives spirits of the four elements, which rise out of it and drift to you. Bigger things give more: a tree gives about 10, a sister tree up to 30, a flower 2. You bind spirits into your gear at the Spiriting Table; see Spirits. The spirits for each source are in the tables on Trees, Rocks and Ore and Wild Plants.

Rocks and ore veins can also drop Spirit Gems (see Rocks and Ore).

XP from gathering

Gathering teaches the same amount every time, whatever your level:

WorkXP
Fell a tree6 Stamina
Pull up a stump3 Stamina
Bring down a bush2 Stamina
Break a plain rock5 Endurance
Break a copper vein10 Endurance
Break an iron vein20 Endurance
Break an endurium vein40 Endurance
Cut a plant, or burst a twig or pebble1 Endurance
Break something on the lakebed4 Swim

What stays gone

  • Gone for good: rocks, veins, bushes, grass, flowers, mushrooms and wild crops you clear, and stumps you pull up. The world remembers where they stood.
  • Grows back: a felled tree's stump regrows into the tree if you leave it (see Trees). Twigs and pebbles come back every two days. Nests lay again each dawn.

The world has no end, so there is always more of everything further out.

In online play, everyone in a room shares the same world. A tree, rock, bush or plant that one player clears is gone for everyone, and a tree someone fells falls in every player's game. What it gives goes to the player who gathered it. The nests are shared too: an egg one player takes is gone from the nest for everyone.

See also