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<small>[[New player guide|Guide index]] · [[Market|Previous page]] · [[Pets|Next page]]</small>
<small>[[Guide:New Player Guide|Guide index]] · [[Guide:Market|Previous page]] · [[Guide:Pets|Next page]]</small>


Unlock Farm at Farmhand, buy a plot, and plant a crop. Crops supply pet food, crafting materials, and items you can sell. Plots continue growing their selected crop until you uproot it; harvest ready output and keep the farm watered.
Unlock [[Farm]] at [[Farmhand]], buy a plot, and plant a crop. Crops supply pet food, crafting materials, and items you can sell. [[Plot]]s continue growing their selected crop until you uproot it; harvest ready output and keep the farm watered.


== Water and harvest are separate ==
== Water and harvest are separate ==
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Base watering cooldown is <strong>30 minutes</strong>, and each watering advances growth by <strong>30 minutes</strong>. Watering also yields Weeds and Red Mushrooms. Without survival bonuses, crops die if you leave them without water for <strong>12 hours</strong>, forcing you to replant.
Base watering cooldown is <strong>30 minutes</strong>, and each watering advances growth by <strong>30 minutes</strong>. Watering also yields Weeds and Red Mushrooms. Without survival bonuses, crops die if you leave them without water for <strong>12 hours</strong>, forcing you to replant.


<strong>Watering alone does not harvest.</strong> Use Harvest, enable <strong>Harvest on Water</strong> in Gameplay settings, or use /farm/water harvest to combine the two. Before logging off, water and collect anything ready. Vitality extends the survival window; Deluge lowers the watering cooldown.
<strong>Watering alone does not harvest.</strong> Use Harvest, enable <strong>[[Harvest on Water]]</strong> in Gameplay settings, or use /farm/water harvest to combine the two. Before logging off, water and collect anything ready. [[Vitality]] extends the survival window; [[Deluge]] lowers the watering cooldown.


== Grow what your account needs ==
== Grow what your account needs ==


Early crop choices should support current cravings and upgrades. Clover is a crafting material, not simply another food crop. Check recipes before selling all of a harvest. Species and food requirements diversify as pets grow, so a farm devoted to one crop can leave you short elsewhere.
Early crop choices should support current [[Craving|craving]]s and upgrades. Clover is a crafting material, not simply another food crop. Check recipes before selling all of a harvest. [[Species]] and food requirements diversify as pets grow, so a farm devoted to one crop can leave you short elsewhere.


There is a limit to how many plots may hold the same crop. Arbory raises it. Use a mixture suited to the materials you lack rather than copying a fixed late-game layout before you can support it.
There is a limit to how many plots may hold the same crop. [[Arbory]] raises it. Use a mixture suited to the materials you lack rather than copying a fixed late-game layout before you can support it.


== Buy and upgrade plots ==
== Buy and upgrade plots ==


Use <strong>Buy Plot</strong> at the bottom of the Farm page. Additional plots cost materials, with increasingly demanding recipes. Individual plots can reach <strong>level 15</strong>; each upgrade reduces grow time by 5%. Purchase and upgrade dialogs can craft missing materials automatically. <strong>Craft to max level</strong> advances consecutive affordable levels, so inspect the total ingredients before confirming.
Use <strong>Buy [[Plot]]</strong> at the bottom of the [[Farm]] page. Additional plots cost materials, with increasingly demanding recipes. Individual plots can reach <strong>level 15</strong>; each upgrade reduces grow time by 5%. Purchase and upgrade dialogs can craft missing materials automatically. <strong>Craft to max level</strong> advances consecutive affordable levels, so inspect the total ingredients before confirming.


== Fertilizers and mass boosting ==
== Fertilizers and mass boosting ==


Fertilizers accelerate a plot's production. Use common boosts when their extra crops justify the cost. Valuable boosts such as Gilded Manure deserve a plan for watering, harvesting, and having the right crop planted.
Fertilizers accelerate a plot's production. Use common boosts when their extra crops justify the cost. Valuable boosts such as [[Gilded Manure]] deserve a plan for watering, harvesting, and having the right crop planted.


Only one fertilizer tier is active on a plot at a time. More of the same extends it; replacing another tier discards that different effect. Mass Boost filters let you choose boosted, unboosted, or soon-expiring plots. The Max amount splits your stack evenly among eligible targets. Read the target count before spending a large stack.
Only one fertilizer tier is active on a plot at a time. More of the same extends it; replacing another tier discards that different effect. [[Mass Boost]] filters let you choose boosted, unboosted, or soon-expiring plots. The Max amount splits your stack evenly among eligible targets. Read the target count before spending a large stack.


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Use valuable fertilizers on developed plots you can keep watered. Experimental Fertilizer consumes <strong>five Mysterious Sludges</strong> as well as Enriching Fertilizer; those rares also make a Hunt boost. Compare that cost before crafting it. Fertilizer does not multiply the Farm's pet-boost byproducts.
Use valuable fertilizers on developed plots you can keep watered. Experimental Fertilizer consumes <strong>five Mysterious Sludges</strong> as well as Enriching Fertilizer; those rares also make a [[Hunt]] boost. Compare that cost before crafting it. Fertilizer does not multiply the Farm's pet-boost byproducts.


<small>Screenshots on this page: [[Farm#figure_9|Figure 9]]</small>
<small>Screenshots on this page: [[Guide:Farm#figure_9|Figure 9]]</small>


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<span id="figure_9"></span>
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== Related pages ==
== Related pages ==
* [[Equipment]]
* [[Guide:Equipment|Equipment]]
* [[Pets]]
* [[Guide:Pets|Pets]]
* [[Prestige Perks]]
* [[Guide:Prestige Perks|Prestige Perks]]


<small>Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.</small>
<small>Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.</small>
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[[Category:Guides]]
[[Category:Guides]]
[[Category:Pets and farming]]
[[Category:Pets and farming]]

Latest revision as of 15:06, 2 November 2026

Guide index · Previous page · Next page

Unlock Farm at Farmhand, buy a plot, and plant a crop. Crops supply pet food, crafting materials, and items you can sell. Plots continue growing their selected crop until you uproot it; harvest ready output and keep the farm watered.

Water and harvest are separate

[edit | edit source]

Base watering cooldown is 30 minutes, and each watering advances growth by 30 minutes. Watering also yields Weeds and Red Mushrooms. Without survival bonuses, crops die if you leave them without water for 12 hours, forcing you to replant.

Watering alone does not harvest. Use Harvest, enable Harvest on Water in Gameplay settings, or use /farm/water harvest to combine the two. Before logging off, water and collect anything ready. Vitality extends the survival window; Deluge lowers the watering cooldown.

Grow what your account needs

[edit | edit source]

Early crop choices should support current cravings and upgrades. Clover is a crafting material, not simply another food crop. Check recipes before selling all of a harvest. Species and food requirements diversify as pets grow, so a farm devoted to one crop can leave you short elsewhere.

There is a limit to how many plots may hold the same crop. Arbory raises it. Use a mixture suited to the materials you lack rather than copying a fixed late-game layout before you can support it.

Buy and upgrade plots

[edit | edit source]

Use Buy Plot at the bottom of the Farm page. Additional plots cost materials, with increasingly demanding recipes. Individual plots can reach level 15; each upgrade reduces grow time by 5%. Purchase and upgrade dialogs can craft missing materials automatically. Craft to max level advances consecutive affordable levels, so inspect the total ingredients before confirming.

Fertilizers and mass boosting

[edit | edit source]

Fertilizers accelerate a plot's production. Use common boosts when their extra crops justify the cost. Valuable boosts such as Gilded Manure deserve a plan for watering, harvesting, and having the right crop planted.

Only one fertilizer tier is active on a plot at a time. More of the same extends it; replacing another tier discards that different effect. Mass Boost filters let you choose boosted, unboosted, or soon-expiring plots. The Max amount splits your stack evenly among eligible targets. Read the target count before spending a large stack.

Fertilizer Crop output multiplier Duration per item
Enriching Fertilizer 5x 12 hours
Experimental Fertilizer 20x 12 hours
Gilded Manure 1250x 24 hours

Use valuable fertilizers on developed plots you can keep watered. Experimental Fertilizer consumes five Mysterious Sludges as well as Enriching Fertilizer; those rares also make a Hunt boost. Compare that cost before crafting it. Fertilizer does not multiply the Farm's pet-boost byproducts.

Screenshots on this page: Figure 9

Watering harvesting and plots
Figure 9 Watering harvesting and plots. The Farm shows its next watering time, crop survival window, ready crops and Manage control. Watering, harvesting and uprooting have different effects; keep the farm alive before expanding it.
[edit | edit source]

Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.