Farming
25 crops from the game's farming data. Each grows through its stages one cycle at a time, can catch disease unless composted, and only takes in the regions listed. Harvesting returns the seed some of the time.
Farming opens with Growing Pains: talk to the Wise Old Man in Bramblemead Valley and the plot recipes unlock. Every crop takes two in-game days and moves a growth stage at dawn, and almost every seed wants a plot built from its own region's wood: an ash plot for the Brynmoor crops (cabbage, potato, flax, wheat, redberries, harralander, marrentill), an oak plot for Ghornfell's (onion, tomato, dwellberries, kwuarm, swamp weed, snapdragon, toadflax), a willow plot for Fellhollow's (pumpkin, watermelon, cadavaberries, corpse cotton, irit, avantoe) and a yew plot for the Umbral Sands cacti and desert weed. A crop in the wrong plot still grows, it just falls ill far more often. Tree seeds are the exception: from level 20 they go straight into the ground.
Disease is a roll every growth cycle. Each crop has its own base chance (30% for potato, tomato and pumpkin, 40% for most herbs and vegetables, 50% for redberries and irit, 60% for wheat and cadavaberries, 75% for corpse cotton, desert weed and the three cacti), and what you do to the plot multiplies it down: dirty water from a pond 0.3x, clean water from a rain catcher or well 0.2x, nothing at all 0.8x, compost 0.5x, super compost 0.25x, ultra compost 0.125x. A diseased crop stops growing and dies the next day unless you cure it with a
Plant Cure, the Cleansing Rain upgrade to Humidify at level 50, or the Farming cape, which is an endless supply of cures. A crop that has reached harvest can no longer catch anything, so a finished field keeps.
The yield is a chain of round-ups: the base (3 for flax, corpse cotton, desert weed and the cacti, 5 for everything else) times 1.25 with
Iron Secateurs equipped, then times the compost (1.5, 1.75 or 2.5), then times 1.15 if the plot was watered. Fully buffed that is 9 or 15 per harvest. Uproot and Harvester pull a whole area at once but ignore the secateurs, so a hand harvest pays better per plant.
XP comes from every step, not just the harvest: 3 per layer of weeds dug out (an empty plot grows up to three layers, one a day), 5 per seed, 15, 30, 45 or 60 for watering a growing crop in an ash, oak, willow or yew plot, 10 for compost and 50 for super compost, 3 for a cure. The harvest itself pays 8 times one plus the yield times the region's tier (1 in Brynmoor, 2 in Ghornfell, 3 in Fellhollow and Umbral Sands), so a full willow-plot harvest is worth several hundred XP. Rain waters every plot with clean water for nothing, but it pays no XP and cures nothing.
Crops
25| Crop | Seed | Stages | Yield | Disease | Seed back | Grows in |
|---|---|---|---|---|---|---|
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 1% | Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 4% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3 | 1 | 40% | 2% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 30% | 4% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5bush, regrows | 50% | 2% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| none | 3 | 1 | 0% | anywhere | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 60% | 2% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 2% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 2% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 2% | Brynmoor, Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5bush, regrows | 40% | 1% | Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 4% | Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 30% | 1% | Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 2% | Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 2% | Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 2% | Ghornfell, Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5bush, regrows | 60% | 1% | Fellhollow, Umbral Sands | ||
| 3 | 1 | 75% | 2% | Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 50% | 2% | Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 30% | 1% | Fellhollow, Umbral Sands | ||
| 3Shoot, Stalk, Flower, Harvestable | 5 | 40% | 1% | Fellhollow, Umbral Sands | ||
| 3 | 1 | 75% | 2% | Umbral Sands | ||
| 3 | 1 | 75% | 2% | Umbral Sands | ||
| 3 | 1 | 75% | 2% | Umbral Sands | ||
| 3 | 1 | 75% | 2% | Umbral Sands |
Compost
4| Compost | Disease chance | Yield |
|---|---|---|
| Regular | x0.5 | x1.5 |
| Super | x0.25 | x1.75 |
| Ultra | x0.13 | x2.5 |
| None |
A crop's disease chance is multiplied by the compost's figure, so Regular compost halves it, and the yield by the compost's yield figure.
Water
3| State | disease Chance | yield Multiplier |
|---|---|---|
| Watered (Clean) | 0.2 | 1.15 |
| Watered (Dirty) | 0.3 | 1.15 |
| Dry | 0.8 |
Farming settings
the game's constants- Cycle Period
- 720
- Weeds Cycles
- 1
- Disease Cycles
- 0.2
- Yield Xp Factor
- 1
- Rain Water Index
- 2
- Water Needed For Watering
- 50
- Planting Grace Period Hours
- 2
- Berry Bush Xp Reduction Factor
- 0.05
- Compost Needed For Fertilizing
- 50
- Plot Progress Bar Fade In Distance
- 300
- Digging Charges Needed For Tilling
- 5
- Plot Progress Bar Visibility Distance
- 350
- Shovel Plant Destruction Action Duration
- 2
Seeds
30Every seed has an item page with where it drops and grows: all seeds.