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EarningView .md

Basics and rare materials

Basics are limited per day and don't keep. Everything else is limited forever.

Basics

Horse shit, straw, water, sap, hide, scrap and bone. There is no world cap: the world never fills up and stops you gathering. What limits them is your daily allowance and per-material limits, how fast nodes refill, and rot.

Raw basics rot about 1/30 of a stack a day (about 3%), wherever they are held, online or offline: bag, stash, storage chest, tent, Exchange asks, guild stockpiles and lottery shelves. Fractions carry over, so a stack of 10 loses one unit about every three days. Rotted units are destroyed. After 30 days away about 36% of a stack remains; after 60 days about 13%. When you return, the game tells you what rotted.

Anything crafted never rots: bricks, glue, cotton, glass, furniture, gear. Building and crafting are how you keep value. A basic listed on the Exchange shows Rotting; its quantity shrinks, and a buyer pays only for what is delivered.

Rare materials

Fishbone, frozen sap, iron fittings, keystones and goo have a fixed supply that never grows back, and they do not rot. Land is limited too, with more lots opening as more players join (New land). Rare raw material left in idle storage can return to the world, so a pool that reads empty may have more later.

Where to see it

The world view in the Menu has Basics and Rare tabs. A basic shows what you hold and the most the world can make in a day. A rare material shows how much is left of its total.

The old world caps on basics, the "world full" stop, the newcomer reserve and the treasury buybacks are retired. Updates are not resource resets: supply accounts, boss timers and respawn deadlines carry over.

Reviewed 2026-09-27. Market prices and remaining world stock are live, not fixed by this guide.