Plant, water and harvest your own beds on the real clock.
Farming grows crops in beds of your own on the farmlands outside Hugel. Apprentice crops are the kitchen's and the herb patch's, from Carrots and Potatoes to Honey and Blue Herbs. Master crops are what otherwise only monsters drop, from Aloe and Hinalle up to Royal Jelly and the Yggdrasil Leaf.
It is the patient trade. Crops grow on the real clock, logged in or not, so a few minutes a day keeps a farm running.
Find the Farming Guildmaster in Hugel and ask to join. Farming takes your gathering place, and your first gathering trade is free. The guildmaster hands you a Watering Can and sells seeds, and can take you out to the farmlands.
You start with six beds. More beds are leased from the guildmaster as your level rises, one every five levels, for a one-off fee in zeny, up to 24 beds.
The Farming Guildmaster stands in Hugel
At the farmlands, click an empty bed to plant a seed. It grows by the clock. When a bed's soil is dry, water it to take time off what it has left. Weeds and pests turn up now and then: pulling and shooing them is never required, but it pays a little EXP and more at harvest.
When a crop is ripe, bring it in. A harvest gives the crop's produce and the EXP, and Seed Saver may give the seed back. Grown produce and pulled weeds go on your compost heap, and a load of compost fertilises one growing bed.
Your almanac shows every bed with the time it has left, the compost heap and every crop there is. Open it from anywhere.
Every crop, the level it needs, how long it takes and what a harvest gives. Seeds come from the guild's seed shop for zeny, and the three rare seeds from the Mark shop.
| Crop | Needs | Grows in | A harvest | EXP | Seed |
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Apprentice 1 | 1 min | 1 | 12 | 2z |
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Apprentice 4 | 2 min | 1 | 28 | 3z |
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Apprentice 7 | 4 min | 1 | 60 | 4z |
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Apprentice 10 | 8 min | 1 to 2 | 128 | 10z |
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Apprentice 13 | 15 min | 1 to 2 | 255 | 25z |
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Apprentice 16 | 40 min | 2 to 3 | 720 | 60z |
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Apprentice 19 | 2 h | 3 to 5 | 2,200 | 150z |
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Apprentice 22 | 4 h | 3 to 5 | 4,600 | 250z |
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Apprentice 25 | 6 h | 5 to 8 | 7,200 | 400z |
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Apprentice 28 | 8 h | 6 to 9 | 10,000 | 500z |
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Apprentice 31 | 10 h | 3 to 5 | 13,000 | 700z |
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Apprentice 35 | 12 h | 5 to 8 | 16,200 | 900z |
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Master 1 | 12 h | 6 to 9 | 8,400 | 1,200z |
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Master 5 | 12 h | 5 to 8 | 8,800 | 1,500z |
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Master 10 | 12.5 h | 4 to 6 | 9,600 | 2,000z |
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Master 15 | 12.5 h | 4 to 6 | 10,200 | 2,500z |
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Master 20 | 13 h | 3 to 5 | 11,200 | 3,000z |
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Master 25 | 13 h | 3 to 5 | 12,000 | 12 Marks |
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Master 30 | 24 h | 3 to 4 | 25,000 | 16 Marks |
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Master 40 | 24 h | 1 to 2 | 27,000 | 24 Marks |
You start with 6 beds. The guildmaster leases one more at each of these levels, once, for the fee shown.
Every level gives one skill point for this tree, 39 by Apprentice 40 and 88 by Master 50. The Apprentice skills are open to everyone; the two masteries each have their own four. Click a skill to read it, and use the plus and minus to plan your points.
| Skill | Levels | What it does | At its top level |
|---|---|---|---|
| Almanac | 1 | Open your almanac: your planted beds with the time each has left, the compost heap, and every crop there is. Out at the Hugel farmlands, an empty bed takes a seed, a bed with dry soil can be watered, weeds can be pulled and pests shooed off a growing one, and a ripe one is brought in. Needs a Watering Can worn in your profession equipment. | Opens your almanac. |
| Farming Mastery | 10 | A harvest gives more. | Harvests +30% |
| Green Thumb | 10 | Crops take less time to grow. | Crops grow 20% faster |
| Bumper Crop | 10 | A harvest may be doubled. | 20% chance of a double harvest |
| Seed Saver | 5 | A harvest may give its seed back. Half the chance for the seeds sold for Guild Marks. | 40% chance of the seed back |
| Deep Watering | 5 | Watering takes more off the time a crop has left. | Watering takes 20% off the time left |
| Rain Barrel | 5 | A bed can be watered again sooner. | Water a bed again after 30 minutes |
| Field Notes | 10 | More EXP from every harvest. | Farming EXP +20% from harvests |
| Skill | Levels | What it does | At its top level |
|---|---|---|---|
| Patient Grower | 10 | Master crops take less time to grow. | Master crops grow 20% faster |
| Rich Soil | 10 | Master crops give more. | Harvests +30% from Master crops |
| Grafting | 10 | More EXP from Master crops. | Farming EXP +20% from Master crops |
| Second Flush | 10 | A Master crop you bring in may grow again from the same root, with no new seed. Half the chance for the seeds sold for Guild Marks. | 30% chance a Master crop grows again |
| Skill | Levels | What it does | At its top level |
|---|---|---|---|
| Quick Rows | 10 | Apprentice crops take less time to grow. | Apprentice crops grow 30% faster |
| Full Baskets | 10 | Apprentice crops give more. | Harvests +30% from Apprentice crops |
| Thrifty Sower | 10 | Planting may not use up the seed. Half the chance for the seeds sold for Guild Marks. | 30% chance a planting keeps its seed |
| Market Sense | 10 | Farming guild orders pay more Guild Marks. | Guild Marks +20% |
Each trade has four slots of its own in the Equipment window's Professions tab, beside your normal gear: a tool, an outfit, a charm and a supply. Better pieces come from tasks, the Mark shop and other trades.
A plain watering can. A Farmer cannot work a bed without one.
Given by the guildmaster when you join.
Crops grow 3% faster.
Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.
Crops grow 6% faster.
Mark shop, 700 Marks at 3 hearts.
Crops grow 6% faster.
Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.
Harvests give 4% more.
Mark shop, 600 Marks at 3 hearts.
Every crop pays more EXP per harvest and per hour than the one before it. Short crops you can tend often level you fastest early; long crops suit days you only log in once or twice.
Master Farmers learn half as much from Apprentice crops, so move to Master crops once you advance. The three rare seeds are sold only for Guild Marks.
Farming: a first task
40 Guild Potato
20 Guild Carrot
Pays 40 Guild Marks and 1,500 EXP.
Farming: a journeyman's task
48 Guild Grape
32 Guild Yellow Herb
Pays 60 Guild Marks and a Fine Watering Can.
Farming: the guild's order
64 Guild Strawberry
32 Guild Grape
Pays 80 Guild Marks and a Farmer's Overalls.
Farming: the masterpiece
30 Guild Honey
48 Guild Strawberry
Pays 150 Guild Marks. Delivering it opens the way to Master.
The five guild clients order goods from every trade. These are what they ask a Farming hand for, and the level at which each order starts to appear. A delivery pays Guild Marks and trade EXP and wins the client's regard. You can deliver 12 orders a week, and each guildmaster has one request a day on top.
Yes. They grow on the real clock whether you are logged in or not.
No. Weeds and pests only cost you the bonus for tending, never the crop.
Six to start, and up to 24 with leases.
You hold one gathering trade and one making trade at the same time. Farming takes your gathering place.
Your first trade of each kind is free. Changing later costs 100,000 zeny, and the trade you leave keeps its level, skills and log, so you can come back to it.
Reach Apprentice 40 and deliver your guildmaster's masterpiece. You then choose Orchardist or Market Gardener, and your levels start again from Master 1 with your skill points kept. A guildmaster changes your mastery later for 300 Guild Marks and 300,000 zeny.
Yes. Your guildmaster resets every skill in their trade for 200,000 zeny and gives all the points back to spend, Apprentice and mastery skills alike. Your level and mastery stay. Changing mastery also refunds that mastery's skills.
What a trade gathers or makes is guild goods. It works in every recipe and quest and trades freely between players, but shops pay 1 zeny for it, so professions never print zeny. Sell to other players or deliver it to the guild clients for Marks.
Yes. Their goods and Marks stay inside the Hardcore economy.
The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.