Gatherer: Fisher and Farmer
Fishing and farming used to stay passive in classic UO. UORoots adds orders, collections, a catch moment that needs attention and weekly contests to them.
Where to start
If you are going to play a gatherer with a new character, the Gatherer branch of the Traveler's Road walks you through it in order: buying tools, gathering resources, selling to the right merchant and delivering your first Trade Order. At the end you keep the Friend of the Earth title and a regular order cycle. → Traveler's Road
Skill gain depends on the spot: after 30 strikes in 10 minutes within 4 tiles of the same spot you gain no more skill. While your skill is low, one vein can last longer than 30 strikes. When you hit the limit you get a warning; move a few steps away. Fishing is outside this limit; moving when the fish run out is enough. → World and Basic Rules
Weight limit and backpack capacity
There are two separate numbers that confuse people; they are different things:
| What it decides | Value | |
|---|---|---|
| Weight limit | Go over it and you are overloaded and get a warning: your stamina drains as you walk (twice as fast running), and if you are mounted your mount tires quickly. It does not stop you picking things up. | For humans 100 + 3.5 × Strength (for elves/gargoyles 40 + 3.5 × Strength) |
| Backpack capacity | This decides whether an item fits in the backpack. It does not depend on Strength. | 550 stones |
The total weight in the status window includes what you wear and the backpack's own weight; so it is normal to see a number well above your weight limit.
If you gather with a full backpack: wood stays in the tree, ore in the vein, fish in the water — nothing is lost. You get the warning "Your pack is full: the resource stayed where it was."; make room and carry on where you left off. (Extras such as a rare bonus log/stone are not given on that strike either.)
Fisherman and farmer orders
The gatherer branch of Trade Orders. Left-click a fisherman or farmer → Trade Order.
| Fisherman | Farmer | |
|---|---|---|
| Who can take it | Those with at least 30 Fishing | Everyone (there is no farming skill) |
| What is asked | Fish (10–100); rare fish (1–3; Fishing 50+); big fish (1–2; Fishing 80+) | Sheaves of wheat, turnips (10–20); cotton, flax (3–8); pumpkins (25–40); carrots, cabbages, onions (27–44, because NPCs sell them too) |
| Reward | 150 + 4 × your Fishing skill (labor) | 120 gp labor; for produce the NPC also buys, at least 25% more than its NPC sale value: pumpkins 160–250 gp; cotton and flax orders 120 gp |
| After delivering | For 60 minutes you cannot take a new order or deliver (a cooldown shared with craft orders; shared by all your characters) | |
| Daily limit | 4 gatherer deliveries a day per person (counted separately from the 6 craft orders; game accounts linked to the same web account count together) |
- The reward comes to your backpack as gold; every delivery gives gatherer reputation (labor ÷ 100: farmer 1, fisherman 3–5). Gatherer reputation is separate from craft reputation: 25 → Known Gatherer, 75 → Respected Gatherer, 150 → Master Gatherer; each tier gives a personal, colored straw hat → Titles
- Rare fish: any of the valuable, wondrous, truly rare or highly peculiar fish counts. It comes up with a small chance on every cast; it can also be caught on the docks or the shore.
- The fisherman and the farmer do not ask again for something from their last three orders (refused ones count too); if very few products suit you, it can come again.
- If your Fishing is 80+, fisherman orders can give reward items (a message in a bottle, a special fishing net) → Order Rewards
- For produce the NPC also sells (fish, cotton, flax, pumpkins, carrots, cabbages, onions), the amount asked is set so that buying it from the NPC costs more than the reward: gathering it yourself is always more profitable. For example, a carrot order asks for at least 44 carrots (132 gp from the farmer, 120 gp reward).
- An order always pays more than selling what you gathered to an NPC (tailors buy cotton and flax at 5 gp each, the farmer buys pumpkins at 5 gp).
- Fish and produce that other players sell to NPCs do not show up in the NPC's resale list.
- Where to find it: the Where line of the order window and the Quest Tracker name the nearest field for the product ("grows in a field west of Britain"); the tracker shows the direction to that field. For fish orders it says where to catch them. A farmer only asks for produce that has a field nearby (within 600 steps).
Fields
Crops grow in the fields by themselves; double-click a plant and the produce drops at your feet. A new plant grows in place of the one you picked; the more valuable the produce, the fewer plants and the slower they grow:
| Produce | At most per field | Regrows in |
|---|---|---|
| Wheat, turnips, carrots, cabbages, onions | 5–8 | 10–30 seconds |
| Pumpkins | 6 | 1–3 minutes |
| Cotton, flax | 4 | 5–10 minutes |
Where the fields are (Felucca):
- West of Britain: wheat, turnips, carrots, cabbages, onions, cotton, flax, pumpkins
- The farms northeast of Trinsic: flax, pumpkins, cotton, wheat
- Moonglow island (the fenced fields south and southeast of town): cotton, flax, pumpkins
- Around Skara Brae: wheat, cabbages, carrots, onions, cotton
- The Yew farms: wheat, flax
- The Britain–Trinsic road: flax, cotton, pumpkins, wheat
Registers
Traveler's Journal → Registers. Every new kind that comes into your own hands is written in the register; as the register fills, you earn new titles.
Fisherman's Log — 10 entries
| Entry | How it is found |
|---|---|
| Fish | In any water with a fishing pole |
| Big fish | In deep water (open sea), Fishing 80+ |
| Prized, Wondrous, Truly Rare, Peculiar fish | In any water, with a very low chance (about 1% at 100 skill) |
| Message in a bottle | In deep water, Fishing 100+ |
| Treasure map | In deep water, Fishing 90+ |
| Old shoes or boots | Often at low skill, rarer as it rises |
| Shipwreck chest or item | With the SOS note from a message in a bottle in your backpack, at the spot the note shows (within 60 tiles) |
An entry is written when you bring it up with a fishing pole yourself.
Gardener's Log — 17 kinds + 13 colors
- Double-clicking a matured plant in your backpack or your house writes its kind and color in the register.
- Kinds: the first-generation kinds (campion flowers, fern, tribarrel cactus) come from seeds dropped by Boglings and Bog Things in the swamps. The other kinds come from cross-pollinating two kinds: in the Traveler's Journal, pressing each kind's card tells you which two kinds to cross.
- Colors: first-generation seeds come out plain, red, blue or yellow.
- Two primary colors give the color in between: red × blue = purple, blue × yellow = green, red × yellow = orange.
- Two plants of the same color give the bright version of that color (red × red = bright red).
- Every cross with a plain-colored plant gives plain.
Titles
| Filled | Fisherman's Log | Gardener's Log |
|---|---|---|
| 25% | Apprentice Angler | Green Thumb |
| 50% | Journeyman Angler | Journeyman Gardener |
| 100% | Master Fisherman | Master Gardener |
The big catch
When a valuable catch takes the bait, it needs your attention:
- A message comes: "Your line twitched!" or, for a rare catch, "Your line suddenly went taut, something strong is on it!"
- Cast your line into the water again within 6 seconds.
- If you cast in time: "You pulled in the line just in time!" — the catch is yours. If you do not: "The catch slipped off the line and fled into the depths!"
| Catch | Is it a big catch? |
|---|---|
| Big fish and magic fish | Always |
| Ordinary fish | 10% chance |
| Treasure maps, messages in a bottle, shipwreck chests and items | No, they come directly |
A catch that gets away does not count for the register, orders or contests.
Weekly contests
Traveler's Journal → Contests. Two contests concern gatherers; the week closes on Monday at 00:00 Istanbul time:
| Contest | What you have to do | Minimum |
|---|---|---|
| Biggest Fish of the Week | Cast in deep water (Fishing 80+); the heaviest big fish you catch counts | 60 stones |
| Gatherer's Week | Left-click a farmer or fisherman → Trade Order; wheat, turnip and big fish orders count (farmer 1, big fish 5–6 points) | 10 points |
All contests, rewards (10,000 / 5,000 / 2,500 gp, a trophy and a badge for the top three), tie and participation rules → Order Rewards and Contests