

Welcome, islekeeper.
Guides for every unlock, live spawn timers for rare critters, and a map of all the gathering nodes.
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Getting Started: Unlocking Your Island
There's no level gate on the quest itself, but you do need to have finished the Endwalker main scenario first (the level 90 MSQ). Once that's done, head to Old Sharlayan (X:11.9, Y:11.0) and pick up Seeking Sanctuary from the Clueless Crier.
After the quest chain wraps, you can hop to your island any time by talking to Baldin in Lower La Noscea (X:24.9, Y:34.8). The closest aetheryte is Moraby Drydocks. It's your own private instance, so nobody else is wandering around and there's no combat anywhere on it. Go idle for 30 minutes and the game boots you back to the docks, so don't drift off mid-session. To leave on purpose, take the boat or just Return or Teleport out.
Your guide on the island is an NPC called the Felicitous Furball, not something you build. It hands you your first tool, the Islekeep's Stone Hatchet, which you craft from Island Branches and Stones. Everything you gather goes into a separate island inventory, so it won't clog your main bags.
Ranks & Currency
Your Sanctuary Rank goes up to 20, earned through Island EXP from just about everything you do: gathering, catching animals, harvesting crops, and clearing Visions (the island's tutorial quests). Each rank unlocks new tools, buildings, areas, and features, so ranking up is what opens the island. This is the finished version of the content, for what it's worth. The cap has sat at 20 since patch 6.5, and Dawntrail only added small quality-of-life tweaks, nothing new to grind.
There are three currencies, and really only one that matters:
| Currency | How you earn it | What it buys |
|---|---|---|
| Seafarer's Cowries | Workshop handicrafts, plus 2,000 a week from the Challenge Log. | The currency that matters: upgrades, expansions, premium seeds, Grade IX and X materia, mounts, and cosmetics. |
| Islander's Cowries | Bulk-selling raw materials to the Enterprising Exporter. | A handful of small odds and ends. The minor currency. |
| Felicitous Tokens | Weekly Felicitous Favors (rank 19+), up to 70 a week, capped at 150. | Sanctuary Materiel Containers (10 each), or the Island Adenium mount (2,000 total). |
Rank Milestones
Your rank gates almost everything. These are the unlocks worth counting down to.
| Rank | What unlocks |
|---|---|
| 2 | Cropland and Pasture (5 each), Makeshift Net for small animals |
| 3 | First Workshop, Stone Hammer, first Landmarks, minion release |
| 5 | Shovel, and the Granary for foraging expeditions |
| 7 | Cozy Cabin III: Cropland and Pasture grow to 20; Bronze Gig, premium seeds, mammet automation |
| 10 | Flight unlocked, Iron Hatchet, Workshop upgrade |
| 12 | Mountain Hollow cave, Island Alligator mount, glamour sets |
| 15 | Mother Lode cave, 4th Workshop, minion cap raised to 50 |
| 19 | Felicitous Favors (needs every production building at Rank V first) |
| 20 | Flawless capture tools and the rank-20 rewards (Garlond GL-IIT mount) |
Gathering Materials
You don't need a Botanist or Miner. Any job at any level can gather here, straight from the Islekeep's Index. Most nodes give one common material plus a second one locked behind a specific crafted tool, so your tool tier decides what you can actually collect.
Nodes don't run on a timer. A node comes back once you've gathered from about 10 others, so the trick is to run an 11-node loop and the first one is ready again by the time you circle back. If you only need a couple of specific nodes, you can force every node to reset by ducking into any instanced duty and leaving again.
New tools open up as you rank up. You start with the Stone Hatchet (rank 1) and Stone Hammer (rank 3), then pick up the Shovel at rank 5, the Copper Scythe at 6, the Bronze Gig at 7, the Bronze Beakaxe at 8, and the Iron Hatchet at 10. Later tiers add the Steel Hammer at 13 and the Mythril Pickaxe and Chisel at 17. Two cave areas open up too: Mountain Hollow at rank 12 and the Mother Lode at rank 15.
Check the Gathering Map for exact node locations and what each one drops.
Animals & Pasture
Wildlife comes in three sizes, and each needs the right catching tool. Bring the wrong one and the animal just bolts.
| Tool | Catches | Unlocks at |
|---|---|---|
| Makeshift Net | Small animals | Rank 2 |
| Makeshift Restraint | Medium animals | Rank 6 |
| Makeshift Soporific | Large animals | Rank 8 |
| Flawless versions | Guaranteed capture, no escapes | Rank 20 |
Rare animals only show up at specific times and weather, and a few of them (the Paissa, Griffin, Funguar, Alkonost, and Pteranodon) live in spots you can't reach until flight unlocks at rank 10. Your pasture starts at 5 slots, grows to 10 at rank 4, and tops out at 20 at rank 7.
Every animal drops leavings once a day: a common one that's guaranteed, plus a rare one whose odds ride on the animal's mood. Keep them fed and that rare chance climbs fast, from 0% while they're Hostile up to 80% when they're Gleeful (Premium Island Greenfeed holds them at the top). One quirk worth knowing: don't feed in the first hour after the daily reset, or the mood can tick back down right away. Rare-color variants aren't strictly better, by the way. They just swap which leaving is common and which is rare, so chase the one that guarantees the material you actually need.
Use the Animal Tracker for live spawn windows on every rare critter, tuned to the current Eorzean time and weather.
Crops & Cropland
Cropland scales the same way as the pasture: 5 plots to start, 10 at rank 4, and 20 at rank 7. Sow a seed, water it daily (rain counts if you're on the island for it), and it's ready in 48 hours for 5 produce a plot. Soil dries out 36 hours after a watering and growth stalls until you water again, so a once-a-day top-up is plenty.
Four seeds come straight from gathering nodes: Cabbage, Pumpkin, Parsnip, and the Popoto Set (the last two need the Shovel at rank 5). Fancier seeds like Isleberries are bought from the Produce Producer with Seafarer's Cowries. Once your Cropland is fully upgraded you can craft Cropworker's tools (around rank 8) and hand the daily watering, harvesting, and replanting to a mammet for 5 cowries a plot per day. Handy, but automated harvests give no Island EXP, so harvest by hand while you're still ranking up.
Workshop & Handicrafts
The workshop is your main money-maker by a wide margin. Mammets craft Isleworks Handicrafts that take 4, 6, or 8 hours each, and you export them for Seafarer's Cowries. You can run up to 4 workshops (the first two at rank 3, then rank 5 and rank 15), and each one upgrades through five tiers that add up to +40% export value at Workshop V.
Planning the Agenda is the actual game here. A Cycle is one day, a Season is 7 cycles starting each Tuesday, and two of those cycles are built-in rest days. The goal is to chain crafts that share a category, because that triggers the Efficiency Bonus and hands you two of the item for the price of one. The first craft of a cycle never gets it, every craft after can.
Efficiency also builds Groove, a multiplier worth +1% export value per point that resets each week. Its cap starts at 10 and climbs to 45 once you've built all five Landmarks. The usual play is to burn through cheap 4-hour crafts early to stack Groove, then switch to high-value items once the multiplier is full.
Then there's Supply and Demand. Popularity is set weekly (Very High is +40%, down to Low at -20%), and Supply shifts daily based on what you sold last cycle (Insufficient is +30%, Overflowing is -40%). Match high-popularity, low-supply items, and don't overproduce the same thing or its value tanks.
This gets deep fast, and most players lean on the community's weekly picks. The Overseas Casuals Discord posts optimal schedules every reset, and tools like the Workshop Optimizer plugin and Teamcraft crunch the numbers for you.
Granary & Expeditions
The Granary opens at rank 5 and sends mammets out on foraging trips of up to 7 days, at 50 Seafarer's Cowries a day paid upfront. They come back with rare materials you can't get any other way, which you'll need for the higher-tier handicrafts. You can run two granaries, and upgrading them bumps the haul from 2 rare materials per trip up to 5.
While you're leveling and cowries are tight, short one-day trips are the efficient call. Once you're swimming in cowries, set the full 7-day runs and forget about it. The mammets report back at the daily reset, not the moment a trip ends.
Extras: Landmarks, Minions & Visions
Landmarks are decorative builds that also raise your Groove cap, and they're the reason Groove can reach 45. Their plots open at ranks 4, 5, 7, 9, and 15, so put one up whenever you can spare the cowries.
Visions are the island's tutorial quests, and they're the best early EXP going. The first four alone hand over close to 15,000 Island EXP, so clearing them is the fastest way up the early ranks. They also unlock your core buildings, so there's no reason to sit on them.
You can set up to 40 minions loose to wander the island, or 50 once you hit rank 15. Pure decoration, but it makes the place feel lived-in.
A Day on the Island
Once you're set up, keeping the island productive is a quick daily loop:
- Fill your workshops with a full 24 hours of crafts, chaining categories for the Efficiency Bonus, and collect what sold.
- Feed your animals, or let the caretaker do it, and grab the day's leavings.
- Water and harvest your crops, then replant. Automate this once you can.
- Send out a Granary expedition, or collect the one that's back.
- Gather whatever your current crafts and upgrades actually need.
Even with mammets handling the busywork, ten minutes a day keeps the cowries flowing. The workshop is where the real money is, so if you only do one thing, plan the Agenda.
Rookie Mistakes to Skip
- Don't blow early cowries on cosmetics. Buildings and upgrades multiply your income, so pour everything into those first. The mounts and dyes can wait.
- Do your Visions right away. They're the biggest EXP source early and they unlock your buildings. Ignoring them is the number one thing that stalls new islekeepers.
- Don't gather everything in sight. Grab what your current crafts and upgrades need. New tools pull new materials from the same nodes, so revisit as you rank up.
- Take a second workshop over a second granary. Workshop income beats expedition materials while you're leveling.
- Bring the right catching tool. A small net won't hold a medium or large animal, and it'll run before you get a second try.
- Don't rush the cap. This is meant to be relaxed side content, and rank 20 takes real-world weeks no matter how you play it.
Rewards Worth Chasing
Everything cosmetic is a long-game cowrie or token sink. The headliners:
- Garlond GL-IIT mount, 100,000 Seafarer's Cowries at rank 20. The big flex.
- Island Alligator mount, 35,000 Seafarer's Cowries.
- Garlond GL-II (24,000) and Island Mandragora Queen (18,000) mounts.
- Island Adenium mount, 2,000 Felicitous Tokens via Vegetal Vouchers (roughly seven months of Favors).
- Minions and orchestrion rolls at 4,000 cowries each, and two hairstyles at 6,000.
- Random furnishings, dyes, minions, and materia from Sanctuary Materiel Containers, 10 tokens a pop.
Animals
Spawn windows, weather, and locations for every catchable critter.
Gathering
Pick materials and see exactly where to swing your axe.
Changelog
Freshest tweaks, new data, and site updates.