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== Farm plots ==
== Farm plots ==


Farming happens in farm plots, which are unlocked by the '''Farmland''' structure on your [[Homestead]]. You start with 2 plots and gain 1 more per Farmland level, up to '''10 plots at Farmland level 8'''. Each plot can grow one crop at a time, so more plots let you run more crops in parallel. The last two plots (9 and 10) sit behind late Farmland tiers gated on Moonstone and Echo Shard.
Farming happens in farm plots, which are unlocked by the {{Icon|farmland}} '''Farmland''' structure on your [[Homestead]]. You start with 2 plots and gain 1 more per Farmland level, up to '''10 plots at Farmland level 8'''. Each plot can grow one crop at a time, so more plots let you run more crops in parallel. The last two plots (9 and 10) sit behind late Farmland tiers gated on Moonstone and Echo Shard.


== How to plant and harvest ==
== How to plant and harvest ==
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* Choose an empty plot and plant a seed for a crop you meet the Farming level requirement for.
* Choose an empty plot and plant a seed for a crop you meet the Farming level requirement for.
* The crop grows over a fixed real-time period (see [[Crops]]). Growth carries on in the background and offline.
* The crop grows over a fixed real-time period (see [[Crops]]). Growth carries on in the background and offline.
* Once mature, harvest the plot to collect the crop yield plus Farming experience.
* Once mature, harvest the plot to collect the crop yield plus Farming experience — or click '''Harvest all''' to collect every ready plot in one go.
* Harvesting has a chance to return some of the seeds you planted, softening the seed cost. Early crops return seeds a little more than half the time; late crops return them a little less often.
* Harvesting has a chance to return some of the seeds you planted, softening the seed cost. The chance starts at 55% for the earliest crops, steps down to 50% through the mid-game, and settles at 45% for the highest-tier crops — see the exact per-crop rate on [[Crops]].
* Longer-growing crops award proportionally more experience, so slow crops still pay fairly for the wait.
* Longer-growing crops award proportionally more experience, so slow crops still pay fairly for the wait.
* Empty plots '''remember the last crop''' grown there — a one-tap "{{Icon|crop-plot}} Replant" button re-sows it instantly (as long as you have the seeds), so you don't have to re-pick your crop every harvest.
* Empty plots '''remember the last crop''' grown there — a one-tap "{{Icon|glyph-sprout}} Replant" button re-sows it instantly (as long as you have the seeds), so you don't have to re-pick your crop every harvest. '''Replant all''' does the same for every empty plot at once.
* Changed your mind mid-grow? A growing plot has a two-click '''Uproot''' button that clears it. Uprooting '''destroys everything''' — the crop, its seed, and any compost — so it takes a confirming second click; mature and empty plots ignore it.
* Changed your mind mid-grow? A growing plot has a two-click '''Uproot''' button that clears it. Uprooting '''destroys everything''' — the crop, its seed, and any compost — so it takes a confirming second click; mature and empty plots ignore it.


== Speeding growth ==
== Auto-replant ==


Crop grow times are fixed, but a couple of [[Alchemy]] brews shorten them while active the '''Growth Tonic''' and the stronger '''Verdant Elixir''' both cut how long crops take to mature. Compost (worked at the [[Homestead]]) further feeds the farm. These are optional accelerants; a plot left alone still matures on its own clock, online or offline.
At Farming level '''25''', every plot gains an '''auto''' toggle. Switch it on and a mature plot harvests and instantly replants itself with the same crop, repeating for as long as elapsed time, seeds, and bank space allow. This is what lets a single plot chain through many grow-harvest-replant cycles across a long offline stretch instead of growing once and then sitting ready until you return — it only stops (leaving the plot waiting for you) once it runs out of seed for that crop.
 
== Growth and yield boosts ==
 
Crop grow times are fixed, but a few things push them along:
 
* '''{{Icon|growth-tonic}} [[Growth Tonic]]''' +15% crop growth speed for 30 minutes.
* '''{{Icon|farmhands-philtre}} [[Farmhand's Philtre]]''' — +12% Farming speed for 15 minutes; since Farming has no other action to speed up, this also shortens crop growth.
* '''{{Icon|verdant-elixir}} [[Verdant Elixir]]''' — doesn't speed growth at all; instead it adds +1 crop to every harvest for 30 minutes.
* '''{{Icon|compost}} [[Compost]]''' — convert 4 units of any one harvested crop into 1 Compost, then spend it at planting time for −10% growth time and +1 yield on that single cycle only.
 
All three tonics are brewed at [[Alchemy]]; see [[Tonics]] for the full brew list. Certain [[Weather]] patterns and Farming [[Pets|pets]] can also speed growth, stacking on top of any active tonic. These are all optional a plot left alone still matures on its own fixed clock, online or offline.


== Seeds ==
== Seeds ==


Seeds are the input for farming. They can drop while gathering and from other activities, and a few starter seeds (Gourd, Sunroot, Marshmelon) can be bought from the [[Shop]] when your luck runs dry. Because harvesting often returns seeds, an established plot can become close to self-sustaining.
Seeds are the input for farming. They can drop while gathering and from other activities, and most crops' seeds — {{Icon|gourd-seed}} Gourd through {{Icon|frostgourd-seed}} Frostgourd — can also be bought from the [[Shop]] when your luck runs dry. The five highest-tier crops (Emberling Pumpkin and above) are drop-only; the Shop never stocks their seeds. Because harvesting often returns seeds, an established plot can become close to self-sustaining.


== What crops feed into ==
== What crops feed into ==
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* Sold at the [[Trading Post]], where crops make up a large share of the tradeable goods.
* Sold at the [[Trading Post]], where crops make up a large share of the tradeable goods.
* Turned in for [[Contracts]] (for example the Harvest Writ, which rewards completing harvests).
* Counted toward [[Contracts]] — no turn-in needed; the Harvest Writ pays {{Icon|fang-mark}} 8 Fang Marks for 30 harvests of any crop.
* Used as cooking and crafting ingredients and other [[Items]].
* Eaten directly for HP, cooked into dishes, or fed to herbivores in [[Taming]] — see [[Food]]. Also an ingredient in [[Cooking]] and [[Alchemy]] recipes and other crafted [[Items]].


== Related pages ==
== Related pages ==
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* [[Crops]] — full table of crops, grow times, yields and level requirements
* [[Crops]] — full table of crops, grow times, yields and level requirements
* [[Homestead]] — the Farmland structure that unlocks plots
* [[Homestead]] — the Farmland structure that unlocks plots
* [[Shop]] — starter seeds and other supplies
* [[Shop]] — seeds for most crops, plus other supplies


{{Nav}}
{{Nav}}
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[[Category:Farming]]
[[Category:Farming]]
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
<div class="pi-pageimage" style="display:none">[[File:Icon-farming.png|128px]]</div>

Latest revision as of 20:52, 9 September 2026

Farming is a skill in which you plant seeds in farm plots, wait for them to grow in real time, and harvest the mature crops. Growth continues while you are doing other things and while you are offline, making farming a low-attention way to earn crop Items and Farming experience alongside your active skill.

Farm plots

[edit | edit source]

Farming happens in farm plots, which are unlocked by the Farmland structure on your Homestead. You start with 2 plots and gain 1 more per Farmland level, up to 10 plots at Farmland level 8. Each plot can grow one crop at a time, so more plots let you run more crops in parallel. The last two plots (9 and 10) sit behind late Farmland tiers gated on Moonstone and Echo Shard.

How to plant and harvest

[edit | edit source]
  • Choose an empty plot and plant a seed for a crop you meet the Farming level requirement for.
  • The crop grows over a fixed real-time period (see Crops). Growth carries on in the background and offline.
  • Once mature, harvest the plot to collect the crop yield plus Farming experience — or click Harvest all to collect every ready plot in one go.
  • Harvesting has a chance to return some of the seeds you planted, softening the seed cost. The chance starts at 55% for the earliest crops, steps down to 50% through the mid-game, and settles at 45% for the highest-tier crops — see the exact per-crop rate on Crops.
  • Longer-growing crops award proportionally more experience, so slow crops still pay fairly for the wait.
  • Empty plots remember the last crop grown there — a one-tap " Replant" button re-sows it instantly (as long as you have the seeds), so you don't have to re-pick your crop every harvest. Replant all does the same for every empty plot at once.
  • Changed your mind mid-grow? A growing plot has a two-click Uproot button that clears it. Uprooting destroys everything — the crop, its seed, and any compost — so it takes a confirming second click; mature and empty plots ignore it.

Auto-replant

[edit | edit source]

At Farming level 25, every plot gains an auto toggle. Switch it on and a mature plot harvests and instantly replants itself with the same crop, repeating for as long as elapsed time, seeds, and bank space allow. This is what lets a single plot chain through many grow-harvest-replant cycles across a long offline stretch instead of growing once and then sitting ready until you return — it only stops (leaving the plot waiting for you) once it runs out of seed for that crop.

Growth and yield boosts

[edit | edit source]

Crop grow times are fixed, but a few things push them along:

  • Growth Tonic — +15% crop growth speed for 30 minutes.
  • Farmhand's Philtre — +12% Farming speed for 15 minutes; since Farming has no other action to speed up, this also shortens crop growth.
  • Verdant Elixir — doesn't speed growth at all; instead it adds +1 crop to every harvest for 30 minutes.
  • Compost — convert 4 units of any one harvested crop into 1 Compost, then spend it at planting time for −10% growth time and +1 yield on that single cycle only.

All three tonics are brewed at Alchemy; see Tonics for the full brew list. Certain Weather patterns and Farming pets can also speed growth, stacking on top of any active tonic. These are all optional — a plot left alone still matures on its own fixed clock, online or offline.

Seeds

[edit | edit source]

Seeds are the input for farming. They can drop while gathering and from other activities, and most crops' seeds — Gourd through Frostgourd — can also be bought from the Shop when your luck runs dry. The five highest-tier crops (Emberling Pumpkin and above) are drop-only; the Shop never stocks their seeds. Because harvesting often returns seeds, an established plot can become close to self-sustaining.

What crops feed into

[edit | edit source]

Harvested crops are used as goods and materials elsewhere in the game:

  • Sold at the Trading Post, where crops make up a large share of the tradeable goods.
  • Counted toward Contracts — no turn-in needed; the Harvest Writ pays 8 Fang Marks for 30 harvests of any crop.
  • Eaten directly for HP, cooked into dishes, or fed to herbivores in Taming — see Food. Also an ingredient in Cooking and Alchemy recipes and other crafted Items.
[edit | edit source]
  • Crops — full table of crops, grow times, yields and level requirements
  • Homestead — the Farmland structure that unlocks plots
  • Shop — seeds for most crops, plus other supplies