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Farming

Introduction

Farming is a skill that governs a user's ability to cultivate and manage Growables such as crops, herbs, and other agricultural products. As players progress through farming levels, they gain increased efficiency in crop management, reduced grow times, and improved success rates for each growth cycle.

Farming progression is gradual, with each level unlocking better time efficiency and enhancing the likelihood of successful harvests through a Success Rate Multiplier. Grow time adjustments can be both positive and negative, meaning early levels take longer to produce results, while higher levels reward dedication with faster yields. The Success Rate Multiplier is calculated by multiplying the base chance and adding it back to the original, effectively increasing reliability over time (e.g., 40% × 0.50 + 40% = 60%).

Additionally, users are limited by the number of Managed Slots—the total number of crops they can cultivate simultaneously. This cap increases with each level, allowing players to scale their agricultural operations.

Farming is a fundamental skill that governs a user’s ability to grow crops, herbs, and other harvestable flora. This skill impacts how many plants a player can manage at once, how long crops take to grow, and the likelihood of a successful yield. Farming is a long-term, progression-based system that rewards consistency and planning.

Players begin at low skill levels with slower growth cycles, reduced success rates, and limited crop slots. As they improve, they unlock faster grow times, more reliable harvests, and the ability to manage larger-scale farms. Farming levels range from -10 to 20, supporting both unskilled penalties and expert mastery.


How It Works

🌱 Grow Time Formula

Each plant's growth duration is modified by a level-based multiplier:

Final Grow Time = Base Days × Time Modifier For example, a 10-day crop at +50% grow time: 10 × 1.5 = 15 Days


🌾 Success Rate Formula

Farming success is calculated as:

Final Success Rate = Base × Multiplier + Base So with a base 40% chance and a +60% multiplier: 40% × 0.60 + 40% = 64%

At negative levels, this multiplier can be negative, reducing the base success rate and increasing the chance of crop failure or spoilage.


🧺 Managed Slots

Each level also determines how many plants a user can tend to at once. This is tracked under Managed Slots, which increase steadily with skill level.


Farming Skill Table

Level
Grow Time Modifier
Success Rate Multiplier
Manage Slots

-10

+130%

+5%

0

-9

+125%

+6%

0

-8

+120%

+7%

0

-7

+115%

+8%

0

-6

+110%

+9%

0

-5

+105%

+10%

0

-4

+102%

+12%

0

-3

+101%

+14%

0

-2

+100%

+16%

0

-1

+95%

+18%

0

0

+90%

+20%

1

1

+80%

+25%

1

2

+65%

+30%

2

3

+50%

+35%

3

4

+35%

+40%

4

5

+20%

+45%

5

6

+5%

+50%

6

7

0%

+55%

7

8

-10%

+60%

10

9

-25%

+70%

15

10

-50%

+80%

20

11

-52%

+85%

25

12

-54%

+90%

30

13

-56%

+95%

35

14

-58%

+100%

40

15

-60%

+105%

45

16

-62%

+110%

50

17

-64%

+115%

55

18

-66%

+120%

60

19

-68%

+125%

70

20

-70%

+130%

80

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