> For the complete documentation index, see [llms.txt](https://minex-solana.gitbook.io/minex-solana/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://minex-solana.gitbook.io/minex-solana/basics/5.-fishing.md).

# 5. Fishing

Over 100 species, 27 rods, and a timing minigame. Everything valuable that comes out of the water is yours, on chain, and sellable to other players.

## Ten Years of Throwing a Hook Into Nothing. We Fixed It.

Fishing has been in Minecraft for over a decade. You throw a hook. You wait. You pull. On most servers it stays exactly like that. A filler activity for when you are bored.

We rebuilt it from zero.

Over 100 species with custom textures, plus 67 more locked inside eight themed zones. 27 rod tiers. Levels 1 to 1000 with prestige. Habitats, weather, moon phases, server records, competitions every three hours.

And underneath all of it, the same rule that runs everything on MineX. What you catch is yours. On chain, in your wallet, and sellable to other players for real money.

{% hint style="info" %}
**Start here**

Join `play.minex.gg`, type `/fish`, and throw a hook in the nearest river.

Everything below is what happens after that.
{% endhint %}

***

## Two Ways To Read This Page

You probably arrived here from one of two directions. Both are welcome. Pick your lens.

{% tabs %}
{% tab title="🧱 I play Minecraft" %}
**This is a full progression system, not a side activity.**

You level up. You unlock better rods. You hunt species that only appear at night, in a storm, under a specific moon. You memorize which fish gives which buff. You fight for server records.

The blockchain part is invisible. You never see a wallet, a seed phrase, or a gas fee. You just notice something unusual. The rare fish you caught does not disappear when you use it, and another player will pay you actual money for it.

That is the only difference. Play first, understand later.
{% endtab %}

{% tab title="🪙 I am here for the crypto" %}
**This is a supply and demand engine disguised as a fishing rod.**

Epic, Legendary and Mythic fish are minted on chain at the moment of the catch. Their effects are fixed per species, but the power and duration of those effects are rolled randomly at mint and written permanently. Two fish of the same species are never the same asset.

Rods are on chain too. Soulbound at the low tiers, fully tradeable from Apprentice 4 up. Hotspots are consumable on chain items.

There is no token. No emissions. No APY. Only items with real gameplay utility, priced by players in USDC on a marketplace where the money goes to the person who earned the item.

Fishing is a new supply line into the economy described in [The Economy We Built Inside Minecraft](https://minex.gg/devlog/the-economy-inside-minex/).
{% endtab %}
{% endtabs %}

{% hint style="warning" %}
**A small piece of lore before you cast**

The man who founded the Empire of Time was a fisherman.

Varel Theros survived the vanishing of the ancient continent because he was out on the water when it happened. What he pulled up that day was not a fish.

Fishermen have a history on this continent. Nobody takes them seriously until they change everything.
{% endhint %}

***

## One Command, One Menu

Everything runs through a single interface. Open it with `/fish` or `/fishing`.

<figure><img src="https://3265448514-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjXqVir7TWMBhN7mAeJK3%2Fuploads%2FhWA9JEdUudGMBcTxNSc3%2Ffishing-menu.jpeg?alt=media" alt="The MineX Fishing menu opened in game"><figcaption><p>Your entire fishing life lives in one screen.</p></figcaption></figure>

From here you reach every part of the system.

| Section          | What it holds                                                              |
| ---------------- | -------------------------------------------------------------------------- |
| **Profile**      | Your level, your prestige, your total catches, the money you have made     |
| **Rod**          | Your current rod, your next tier, and the requirements to get there        |
| **Collection**   | Every species, sorted by habitat and by zone, with the missing ones marked |
| **Challenges**   | Permanent, weekly and daily objectives                                     |
| **Records**      | Biggest and smallest catch of every species, and who holds each one        |
| **Leaderboards** | Level, prestige, total catches, species discovered, Legendaries, Mythics   |
| **Sell Fish**    | Turn your inventory into money without leaving the menu                    |
| **Help**         | Rarities, habitats, the gameplay loop, explained in game                   |

Levels run from **1 to 1000**. When you cap, prestige sends you back to level 1 with permanent advantages, and you climb again.

***

## 27 Rods, And You Actually Own Them

You start with the **All Rod**. Then Apprentice. Then tier after tier, all the way to the **Legend Rod 3**, the best rod in the game.

<figure><img src="https://3265448514-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjXqVir7TWMBhN7mAeJK3%2Fuploads%2Fk5aoQwk6xihPLxVT75kI%2Ffishing-rod-menu.jpeg?alt=media" alt="The Rod submenu showing upgrade requirements and the anvil"><figcaption><p>Meet the requirements, click the anvil, walk away with a better rod.</p></figcaption></figure>

### Upgrading is never a purchase

Every tier has requirements. Fishing level. In game money. Total catches. Or a specific number of catches of a certain species or rarity.

Meet them, hit the anvil, and the rod is yours.

{% hint style="success" %}
**Upgrades always succeed. No luck involved.**

You are not gambling on an enchant. There is no failure chance, no destroyed rod, no "try again tomorrow". You receive the new rod and you keep your current one.

This is the same principle as our crates. You can never lose an opening, and you can never lose an upgrade.
{% endhint %}

### Three stats separate the rods

| Stat            | What it does                                                                                |
| --------------- | ------------------------------------------------------------------------------------------- |
| **🍀 Luck**     | Raises your chance of Epic, Legendary and Mythic fish                                       |
| **⚡ Speed**     | Cuts the wait between casting and the bite, up to 35% at the top tier                       |
| **💪 Strength** | Pulls bigger fish. Every fish has a size. Bigger sells for more and takes the server record |

### Soulbound, then free

Every rod lives on chain from the very first one. What changes is what you are allowed to do with it.

{% columns %}
{% column %}
**All Rod to Apprentice 3**

Soulbound. Bound to your account forever. You can pull it back any time with `/fo retrieve`, but you cannot sell it.

These are your training wheels. They are not supposed to have a price.
{% endcolumn %}

{% column %}
**Apprentice 4 to Legend Rod 3**

Fully tradeable on the marketplace, for real money, exactly like any other custom item on the server.

These are the ones people spend weeks building.
{% endcolumn %}
{% endcolumns %}

Think about what that second column means. A player who spends weeks building a high tier rod is holding something another player will pay real money for. Not because we set a price. Because someone else wants to skip those weeks.

***

## Over 100 Species

The collection is divided by habitat. Every species has its own custom texture, drawn for this system.

<figure><img src="https://3265448514-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjXqVir7TWMBhN7mAeJK3%2Fuploads%2FFtByU0KRRxHQOwhsFpqu%2Ffishing-species.jpeg?alt=media" alt="A page of the collection showing custom fish textures"><figcaption><p>A small piece of the collection. There are a lot more.</p></figcaption></figure>

Fish live where they should live. River fish only in rivers. Underground fish only in caves below a certain depth. But the biome is only the first filter.

{% tabs %}
{% tab title="🗺️ Habitat" %}
Eight sections in the collection.

River. Ocean. Deep ocean. Swamp. Frozen waters. Jungle. Underground. Special.

Where you stand decides what can bite. A rod that dominates the ocean will pull nothing interesting out of a swamp.
{% endtab %}

{% tab title="🌗 Time and moon" %}
Some fish only bite at night. Some only during the day.

And a few care about something more specific than that. The phase of the moon decides whether they exist at all that night.

Yes, players are already keeping calendars.
{% endtab %}

{% tab title="⛈️ Weather" %}
Some species only appear during thunderstorms. Others only in normal rain. Others only under a completely clear sky.

The weather report is now a fishing tool.
{% endtab %}

{% tab title="🔮 Special" %}
And then there are the ones we will never explain.

There is one very rare fish that swims between worlds. Catching it involves bringing water to a place where there is none.

That is the only hint you get. The rest is for players to find.
{% endtab %}
{% endtabs %}

{% hint style="danger" %}
**The collection cannot be bought**

Fish bought on the marketplace or traded from another player do **not** count toward your collection.

To complete it you have to catch every single species yourself. It is hard. That is exactly why finishing it means something.
{% endhint %}

***

## Eight Zones, 67 New Species

{% hint style="info" %}
**New in the latest fishing update**

Everything above is the open world. Rivers, oceans, caves, the water that was already there.

Fishing Zones are somewhere else entirely.
{% endhint %}

A Fishing Zone is a dedicated themed region with its own water and its own fish. Species that live in a zone exist **nowhere else on the server**. You cannot stumble into them. You have to earn the door.

Eight zones are live right now. There will be more.

| Zone                | The place                                                   | New species |
| ------------------- | ----------------------------------------------------------- | ----------- |
| **Sakura Springs**  | Pink petals on still water. Quiet, and deceptively cheap    | 8           |
| **Verdant Hollows** | Deep forest. Green light coming down through the canopy     | 8           |
| **Savannah Mesa**   | Red rock, dry heat, and wide flat water                     | 8           |
| **Mushroom Grotto** | Glowing caps, soft light, and nothing quite the right shape | 8           |
| **Frozen Abyss**    | Black water under ice                                       | 9           |
| **Mangrove Marsh**  | Roots, mud, and the feeling of being watched                | 8           |
| **Volcanic Forge**  | Water that has no business still being water                | 9           |
| **Void Basin**      | The deep end. No sun, no sky, no explanation                | 9           |

**67 new species in total.** Common through Mythic, every one with its own custom texture.

### Opening a zone

Zones are not bought. They are unlocked, and every zone asks for a different combination.

<details>

<summary>What a zone can ask you for</summary>

* A **fishing level**. The better the zone, the higher the level.
* **In game money.**
* A **minimum rod tier.**
* A **total number of catches.**
* A number of catches of a **specific rarity**, like Rare, Epic, Legendary or Mythic.
* A **specific fish from the zone before it.**

That last one is the interesting one. Zones chain into each other. To open the next door you often have to have already pulled something particular out of the last one.

</details>

{% hint style="warning" %}
**You cannot skip the line**

There is no purchase that opens Void Basin. There is no rank that opens Volcanic Forge.

The only currency these doors accept is fishing you have actually done.
{% endhint %}

### New water, new buffs

Epic, Legendary and Mythic zone fish behave like every other rare fish on the server. Minted on chain at the catch, rolled at the catch, consumable for a buff, tradeable to other players.

With one addition that matters.

Some of the Legendary and Mythic fish in these regions carry **effects that exist on no other fish in the game**, themed to the region they came from. The thing that comes out of Volcanic Forge does not do what anything from Sakura Springs does, and it never will.

{% hint style="success" %}
**Why this matters if you are reading as an investor and not as a player**

Every zone is a new supply line of unique on chain assets, gated behind a progression wall, and produced exclusively by players who did the work to open it.

Nobody can mint their way in with a card. The only path from money to a Void Basin Mythic runs through a player who caught one and chose to sell it.
{% endhint %}

### Two things happen on a timer

{% columns %}
{% column %}
**⚡ Zone Rush**

Every **25 to 55 minutes**, at a random interval, one random zone lights up.

For **90 seconds**, that zone runs at **×2** on Rare, Epic, Legendary and Mythic chances.

Only players who have that zone unlocked can act on it. Ninety seconds is not a lot of time. That is the point.
{% endcolumn %}

{% column %}
**📅 Daily Zone**

Every day, one zone is chosen as the Daily Zone and pays up to **50% more fishing experience**.

It rotates every single day.

If you are levelling, this is the single easiest decision you make when you log in. Check the zone, go there.
{% endcolumn %}
{% endcolumns %}

{% hint style="info" %}
**A strategy nobody has fully worked out yet**

Zone Rush picks from the zones, not from the players.

A player who rushed straight down to the deepest zone is eligible for a Rush only when that one zone gets picked. A player who unlocked wide instead of deep is eligible far more often, but on weaker water.

Deep or wide. We are genuinely curious which one wins.
{% endhint %}

***

## Fish That Are Also Items

This is where fishing stops being fishing.

There are **six rarity tiers**. Common, Uncommon, Rare, Epic, Legendary, Mythic.

The top three are different. **Epic, Legendary and Mythic fish are minted on chain the moment you catch them**, because they are consumables. Eat the fish, get a buff. Improved vanilla potion effects, fully custom MineX effects, or both at once.

### Every species does one known thing

Each species has a fixed effect, so the server learns the game.

> **Ghost King** · Epic · only appears at night Consume it and you turn invisible.

> **Shark** · Legendary Strength, Resistance, and a custom buff called Titan Grip.

Everyone on the server knows what a Shark does. That shared knowledge is the point. It is what makes a name worth something in chat.

### Nobody knows how strong it rolled

Power and duration are decided at the moment of the catch, and written on chain right there.

A Shark can roll Strength I for one minute. Or Strength III for five. Whatever it rolled, that fish gives that exact effect every time it is consumed, forever, for you and for whoever buys it from you.

{% hint style="info" %}
**Why two Sharks are never worth the same**

Every rare fish carries two values stacked on top of each other.

**The utility value.** What the effect does for you in a fight, in a dungeon, in a PvP zone.

**The roll value.** How close it landed to the maximum on every single stat and duration.

The first one we designed. The second one is set by nothing except supply and demand between players. A perfect roll Shark is going to be a serious item, and we have no say in what it costs.
{% endhint %}

<details>

<summary>Wait, if I eat it, do I lose it?</summary>

No.

Consuming a rare fish does not destroy it. It leaves your inventory, the buff applies, and the fish is still yours on chain. Pull it back out with `/fo retrieve`, or from the item management NPC at spawn, once the cooldown is over.

Think of it less like food and more like a reusable ability with a recharge time.

</details>

<details>

<summary>Then what stops people from spamming buffs?</summary>

The cooldown, and the way it was built.

The cooldown does **not** reset when the fish is traded to another player. It does **not** reset when you eat it and pull it back. Passing an item around a group of friends to farm cooldowns does nothing.

It is designed so the honest player never competes against a trick.

</details>

<details>

<summary>Do rods have a cooldown too?</summary>

No. Rods are tools, not buffs. There was never a reason to gate them.

</details>

***

## How Rare Is Rare

We spent a long time on these numbers, because they decide how the whole thing feels.

With the **most basic rod and no buffs at all**:

| Rarity        | How often             |
| ------------- | --------------------- |
| **Epic**      | Roughly once per hour |
| **Legendary** | Every 8 to 12 hours   |
| **Mythic**    | Every 50 to 80 hours  |

Better rods raise all of it. Hotspots raise it a lot more. Streaks and perfect casts push it further.

The shape matters more than the numbers. You are always catching something. Commons, Uncommons and Rares land constantly. The Epic arrives about once an hour and feels great.

And when a Legendary or a Mythic hits, the whole server sees the announcement. You did not just get a fish. You got a moment in front of the people you play with, and an item any of them can buy from you.

***

## The Cast Itself

We wanted the act of fishing to feel good on its own, no matter what bites.

Minecraft already gives you the bite animation. We put a timing minigame on top of it.

{% stepper %}
{% step %}

## Cast

Throw the hook. Your rod's Speed stat decides how long you wait.
{% endstep %}

{% step %}

## Watch

The bite animation plays. This is the window.
{% endstep %}

{% step %}

## Pull fast for a Quick Catch

React quickly and you get a bonus on your next cast.
{% endstep %}

{% step %}

## Pull on the exact tick for a Perfect Catch

A title flashes on your screen. You get a Luck and Speed bonus on the cast that follows.
{% endstep %}

{% step %}

## Chain them

Keep landing them and the bonus keeps building, catch after catch.
{% endstep %}
{% endstepper %}

Skill matters here. The player who masters the timing genuinely fishes better than the player who does not, on the exact same rod.

***

## Selling Your Catch

Common fish are not collector items. They are income.

<figure><img src="https://3265448514-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjXqVir7TWMBhN7mAeJK3%2Fuploads%2FLslLdE3LBPz0ic32nWsk%2Ffishing-sell-menu.jpeg?alt=media" alt="The Sell Fish menu showing base value, a Merchant&#x27;s Favor bonus, and the final payout"><figcaption><p>Base value, active bonuses, and exactly what you receive. No mystery math.</p></figcaption></figure>

Open **Sell Fish** from the menu or type `/fishing sell`. Drop in what you caught and the menu shows you the base value, every active bonus, and the final number before you confirm.

Temporary sell buffs stack on top. In the screenshot above, **Merchant's Favor III** is adding 40% to the payout, with the timer still running in the corner.

### Where fishing money actually goes

MineX runs on three layers of value. Fishing feeds all three, and it is worth knowing which is which.

| Layer             | What it is                                             | How fishing produces it                               |
| ----------------- | ------------------------------------------------------ | ----------------------------------------------------- |
| **In game money** | Soft currency, easy to earn, used daily                | Selling your catch, over and over                     |
| **Shards**        | Premium currency, slow, what serious players grind for | Challenge rewards, permanent, weekly and daily        |
| **Real money**    | USDC on Solana, in your own wallet                     | Selling rods, rare fish and hotspots to other players |

{% hint style="success" %}
**You do not need to know anything about crypto**

A non custodial wallet is created for you the first time you need one. No seed phrase. No gas fees. No extensions. Your balance shows up in game like any other currency, and it is yours, not ours.

Buyers can pay with a card. Sellers get paid in USDC. Most players never realize which layer they are standing on.
{% endhint %}

***

## Hotspots

Hotspots are very rare items you can pull out of the water. Place one and it creates a radius of water with serious buffs inside it, for a limited time.

<figure><img src="https://3265448514-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjXqVir7TWMBhN7mAeJK3%2Fuploads%2FjLhvw7RM1HfCN853iPyh%2Ffishing-hotspot-ingame.jpeg?alt=media" alt="A ×20 Fishing Hotspot active on a river with particles and a countdown"><figcaption><p>A ×20 hotspot running on a river. Fourteen minutes left on the clock.</p></figcaption></figure>

| Hotspot | Rare chance | Luck | Speed | Strength | Double fish | Duration |
| ------- | ----------- | ---- | ----- | -------- | ----------- | -------- |
| **×2**  | 2x          | +10  | +15   | +10      | None        | 5 min    |
| **×5**  | 5x          | +20  | +25   | +20      | 10%         | 8 min    |
| **×10** | 10x         | +35  | +35   | +30      | 20%         | 10 min   |
| **×20** | 20x         | +50  | +50   | +40      | 35%         | 15 min   |

"Rare chance" means the multiplier applies to Rare, Epic, Legendary and Mythic together. "Double fish" is the chance of pulling two fish out of a single bite.

They do **not** stack. Place two and only the strongest one applies. That was deliberate.

<figure><img src="https://3265448514-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FjXqVir7TWMBhN7mAeJK3%2Fuploads%2FnwskVCi3X2guOCFZBYXg%2Ffishing-hotspot-menu.jpeg?alt=media" alt="The Fishing Hotspots submenu"><figcaption><p>Your hotspots, waiting for the right moment.</p></figcaption></figure>

### The part we love

A hotspot is not for the player who placed it.

**Anyone** who throws a hook inside the radius gets the buff. Fishing stops being a solo grind and becomes a place where players gather. Someone drops a ×20 on a public river and within a minute there are eleven people standing on the bank.

### Two ways to get one

{% columns %}
{% column %}
**Catch it**

Extremely rare, and better rods improve your odds. When it happens, the whole server gets an announcement, like a jackpot going off.
{% endcolumn %}

{% column %}
**Buy it**

From another player who found one and listed it on the marketplace, for real money, exactly like protection blocks or any other custom item.
{% endcolumn %}
{% endcolumns %}

Hotspots behave like rare fish. Once you place one it goes on cooldown, and you claim it back later with `/fo retrieve` or at the NPC, with the wait depending on the tier.

***

## Competitions

Every three hours, a competition starts. A voice line announces it to the entire server.

The format is picked at random from a long list.

* Biggest catch
* Smallest catch
* Most fish caught
* Most Legendaries
* Most different species
* Most fish with stripes in their texture
* Most money made selling fish inside the window

Everyone who takes part wins something. The top of the board wins a lot more.

{% hint style="info" %}
**Why every three hours**

Long enough that it stays an event. Short enough that you never log in and think you missed everything.

If you are playing tonight, you are playing during a competition. That is the design.

Do not confuse this with **Zone Rush**. A competition is a scored contest across the whole server, every three hours. A Zone Rush is a 90 second luck buff on one zone, every 25 to 55 minutes. They overlap constantly, and stacking them is the best fishing you will ever do.
{% endhint %}

***

## Reasons To Come Back Tomorrow

<details>

<summary>Daily first catch</summary>

Your first catch of the day pays a bonus. Fishing experience, in game money, or shards. One cast is enough to claim it.

</details>

<details>

<summary>The Daily Zone</summary>

One zone every day pays up to 50% more fishing experience, and it changes at the daily reset.

It is a reason to open the menu before you cast, and a reason to eventually unlock more than one zone.

</details>

<details>

<summary>The 10 fish streak</summary>

Catch 10 fish in a day and your streak grows. A longer streak means more Luck.

It is capped, and the cap is set precisely so it never breaks the Epic, Legendary and Mythic ratios above. A veteran with a 90 day streak is luckier than you. Not thirty times luckier.

</details>

<details>

<summary>Challenges</summary>

**Permanent** challenges you complete once, for the biggest rewards. **Weekly** challenges that reset every week, usually paying in money and shards. **Daily** challenges with smaller rewards, because you get them every single day.

</details>

<details>

<summary>Records and leaderboards</summary>

Every species tracks the biggest and the smallest one ever pulled, and who pulled it. It also tracks who discovered the species first, permanently.

Leaderboards cover level, prestige, total catches, species discovered, Legendaries caught, Mythics caught, and biggest catch.

</details>

<details>

<summary>The game talks to you</summary>

How many species are left in this section of your collection. How close you are to your next level. Which specific fish you still need to upgrade your rod. Whether you forgot your daily challenges.

Every message is personal, based on what that player has left in front of them. Nobody gets a generic reminder.

</details>

***

## The Rules That Never Change

Fishing is new. The rules underneath it are not. They are the same ones that run every part of MineX.

{% tabs %}
{% tab title="💸 Money never buys power" %}
Ranks change nothing about your odds. A player with no rank and a player with the highest rank fish with exactly the same Luck.

Three things move your odds. Your rod, your skill on the cast, and hotspots. And hotspots come from the water or from another player, never from us.
{% endtab %}

{% tab title="🎰 No gambling" %}
Rod upgrades always succeed. Crates never give you nothing.

The randomness in this system sits in one place only. What the water gives you, for free, while you play. You cannot pay to spin, so you can never pay and lose.
{% endtab %}

{% tab title="🔗 You own the good stuff" %}
Rods, rare fish and hotspots are assets in your own wallet, not entries in our database.

Sellable for USDC or by card, with the money flowing between players. We take a small fee for maintaining the roads. On player to player item trades that is 10%. For context, CS:GO takes 15% and Roblox takes 70%.
{% endtab %}

{% tab title="🔍 Everything is verifiable" %}
Every rod, every rare fish, every hotspot shows up on `scan.minex.gg` with its full history. Who caught it, when, what it rolled, and every hand it has passed through.

You never have to trust us about a roll. You can go and look.
{% endtab %}
{% endtabs %}

***

## Your First Hour

{% stepper %}
{% step %}

## Join and open the menu

Connect to `play.minex.gg` and type `/fish`. Vanilla client. No mods.
{% endstep %}

{% step %}

## Find water and start casting

You already have the All Rod. Aim for Quick Catches from the first cast and build the habit early.
{% endstep %}

{% step %}

## Sell the commons

`/fishing sell`. Your first in game money, and the start of your rod requirements.
{% endstep %}

{% step %}

## Check what your next rod needs

Open the Rod submenu. It tells you exactly what is missing. Go and get that instead of fishing at random.
{% endstep %}

{% step %}

## Fish through the next competition

One starts every three hours. Everyone who takes part wins something, including you, on day one.
{% endstep %}

{% step %}

## Wait for your first Epic

Around an hour in, on the worst rod in the game, something rare bites. That one is on chain, and it is yours.
{% endstep %}
{% endstepper %}

***

{% hint style="success" %}
**Where this is going**

We have been building crypto servers in Minecraft for five years, and we know the community has every reason to be skeptical of projects like ours.

So we are considering releasing this fishing plugin as open source, with MineX credited inside, so any Minecraft server can run it. If a system this deep ends up on hundreds of servers with our name in it, everyone wins, including us.
{% endhint %}

The system is live right now. We built it, we tuned every number, and from here the players decide what a perfect roll Shark is actually worth.

Throw a hook and find out.

***

*"Varel Theros was a fisherman. He pulled something out of the water that gave him an empire. Five centuries later, people are still fishing on this continent, hoping to get lucky."*

**— Overheard on the docks at Lamport**
