Uses crab-pot rules, not rod time/weather requirements. Bait, water area, junk selection and professions affect results. A listed candidate is not a guaranteed daily catch.
Fish Pond production
12
Pond produce: Crab
Stocked fish
Crab
Candidate output
Nautilus Shell × 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 9 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
Warp Totem: Beach × 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 9 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
Seaweed × 1–3
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 0 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
Sea Urchin × 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: Crab
Stocked fish
Crab
Candidate output
Trash × 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 0 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 6 more fish pond production entries
Pond produce: Crab
Stocked fish
Crab
Candidate output
Driftwood × 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 0 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
Broken Glasses × 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 0 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
Broken CD × 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 0 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
Soggy Newspaper × 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 0 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
Trash × 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 0 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
Roe × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Roe
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 0 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.
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.
Ordinary tastes describe base items. Quality, birthdays and other friendship modifiers are separate; special items use their own handlers. Gift guide →