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Coral
Other items

Coral

A colony of tiny creatures that clump together to form beautiful structures.

Other items →

Base sale value

80g

Normal-quality base value before professions and profit-margin settings. Not purchase price or profit.

Fish Pond production

7

Pond produce: Clam

Stocked fish
Clam
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Lobster

Stocked fish
Lobster
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Crab

Stocked fish
Crab
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Cockle

Stocked fish
Cockle
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Mussel

Stocked fish
Mussel
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Pond produce: Shrimp

Stocked fish
Shrimp
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Show 1 more fish pond production entries

Pond produce: Oyster

Stocked fish
Oyster
Candidate output
Coral × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
  • Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
  • Requires population 5 or higher, plus any pond population quests.
  • Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.

Cooking & crafting

2

Bait Maker — crafting

Used as an ingredient

Output
1 × Bait Maker
  • Fishing level 6; recipe learning follows the game’s level-up/progression handling.
  • Equipment: Crafting menu; no workstation specified by this recipe.
  • 3 × Iron Bar.
More conditions & notes (2)
  • 3 × Coral.
  • 1 × Sea Urchin.
Recipe ingredients & learning sources →

Warp Totem: Beach — crafting

Used as an ingredient

Output
1 × Warp Totem: Beach
  • Foraging level 6; recipe learning follows the game’s level-up/progression handling.
  • Equipment: Crafting menu; no workstation specified by this recipe.
  • 1 × Hardwood.
More conditions & notes (2)
  • 2 × Coral.
  • 10 × Fiber.
Recipe ingredients & learning sources →

Gifts & recipients

Base item taste; acceptance still depends on the recipient and current save.

Liked by

Evelyn

Neutral for

Abigail · Alex · Caroline · Clint · Demetrius · Elliott · Emily · George · Gus · Haley · Jas · Jodi · Leah · Lewis · Linus · Marnie · Maru · Pam · Penny · Pierre · Robin · Sam · Sebastian · Shane · Vincent · Willy · Wizard

Show progression-sensitive recipients
  • Dwarf — Positive friendship gains require understanding Dwarvish. The taste itself is unchanged; access to the Dwarf’s area is separate.
  • Kent — Arrives in year 2; not present in year 1.
  • Krobus
  • Leo — Requires the host’s island introduction progress. Home changes after the host’s move-to-the-valley event; this is not a fixed daily schedule.
  • Sandy — Ordinary friendship/gifting requires the Oasis introduction event to have been seen by at least one player. Reaching the Desert also depends on your travel options.

Hated by

Harvey

Ordinary tastes describe base items. Quality, birthdays and other friendship modifiers are separate; special items use their own handlers. Gift guide →

Vanilla Stardew Valley 1.6.15. Sources describe possible outcomes; save progress and game rules can change availability. Unlisted acquisition methods may exist. Values do not include profit calculations. Gift tastes describe base items; acceptance depends on recipient and save state. Sources, methods & limitations