Quality tiers#

Quality Ordinary roll Perfect fish catch Sale value
Standard (no badge) 70% 45% 1×
Fine 20% 30% 1.25×
Choice 8% 18% 1.5×
Exceptional 2% 7% 2×

Higher qualities remain rarer in both tables. A perfect catch improves the odds; it does not guarantee an upgrade or a minimum tier. Fish species rarity and forage spawn rarity are separate from item quality. Common species can be Exceptional; rare species can be Standard. Junk, tools, seeds, wood, stone, fiber and placeables remain Standard. Starting items, shop purchases and crafting outputs default to Standard.

There are no skill, fertilizer, bait, weather, friendship or equipment modifiers yet.

Quality does not change growth, yield, fishing difficulty or species selection.

Food energy#

Fish and edible animal-product recovery scales by 1× / 1.4× / 1.8× / 2.6× for Standard / Fine / Choice / Exceptional, rounded down per fish.

Crop and forage recovery remains unchanged.

Selling quality items#

Sale price is rounded down per item, then multiplied by quantity. Both overnight shipping and the spot-sale model use this calculation. A Fine dandelion with a base price of 18 sells for 22 Marks; two sell for 44. The fishing result shows actual quality and value.

Recognizing quality#

Tier Shape Finish
Standard No badge Item art remains unmarked
Fine Round seal Beveled weathered tin, recessed pale center
Choice Diamond seal Faceted sage enamel, warm metal rim
Exceptional Sunburst medallion Sculpted brass rays, inset cream center

Hover names and fishing results spell out the quality.

Harvests and catches#

Every item in one harvest shares its quality, including both beans.

Failed collection, area travel and reloading do not reroll a find.

A full bag puts the awarded quality on shore; later collection does not reroll it.

Stacking and crafting#

Only matching items and quality merge.

Separate tiers consume separate slots.

Crafting does not inherit ingredient quality.