Farming

Plant, water and harvest your own beds on the real clock.

A gathering trade. The guild is in Hugel . At Master it becomes Orchardist or Market Gardener.

A Merchant tending the beds on the farmlands outside Hugel.
A Merchant tending the beds on the farmlands outside Hugel.

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.

Getting started

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 in Hugel.
The Farming Guildmaster in Hugel.

The Farming Guildmaster stands in Hugel

How the work goes

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.

Crops and beds

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
Carrot Apprentice 1 1 min 1 12 2z
Potato Apprentice 4 2 min 1 28 3z
Green Herb Apprentice 7 4 min 1 60 4z
Red Herb Apprentice 10 8 min 1 to 2 128 10z
Pumpkin Apprentice 13 15 min 1 to 2 255 25z
Yellow Herb Apprentice 16 40 min 2 to 3 720 60z
Grape Apprentice 19 2 h 3 to 5 2,200 150z
Egg Apprentice 22 4 h 3 to 5 4,600 250z
White Herb Apprentice 25 6 h 5 to 8 7,200 400z
Strawberry Apprentice 28 8 h 6 to 9 10,000 500z
Honey Apprentice 31 10 h 3 to 5 13,000 700z
Blue Herb Apprentice 35 12 h 5 to 8 16,200 900z
Aloe Leaflet Master 1 12 h 6 to 9 8,400 1,200z
Hinalle Master 5 12 h 5 to 8 8,800 1,500z
Ment Master 10 12.5 h 4 to 6 9,600 2,000z
Izidor Master 15 12.5 h 4 to 6 10,200 2,500z
Singing Plant Master 20 13 h 3 to 5 11,200 3,000z
Illusion Flower Master 25 13 h 3 to 5 12,000 12 Marks
Royal Jelly Master 30 24 h 3 to 4 25,000 16 Marks
Yggdrasil Leaf Master 40 24 h 1 to 2 27,000 24 Marks

Bed leases

You start with 6 beds. The guildmaster leases one more at each of these levels, once, for the fee shown.

Apprentice 510,000z Apprentice 1015,000z Apprentice 1520,000z Apprentice 2030,000z Apprentice 2540,000z Apprentice 3050,000z Apprentice 3565,000z Apprentice 4080,000z Master 5100,000z Master 10120,000z Master 15140,000z Master 20160,000z Master 25180,000z Master 30200,000z Master 35250,000z Master 40300,000z Master 45350,000z Master 50400,000z

Skill tree

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.

Apprentice skills

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

Orchardist (Master)

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

Market Gardener (Master)

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%

Equipment

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.

Tool

  1. Watering Can

    A plain watering can. A Farmer cannot work a bed without one.

    Given by the guildmaster when you join.

  2. Fine Watering Can

    Crops grow 3% faster.

    Reward for the Apprentice 20 task. Mark shop, 250 Marks at 1 heart.

  3. Guild Watering Can

    Crops grow 6% faster.

    Mark shop, 700 Marks at 3 hearts.

Outfit

  1. Farmer's Overalls

    Crops grow 6% faster.

    Reward for the Apprentice 30 task. Mark shop, 500 Marks at 2 hearts.

Charm

  1. Farmer's Charm

    Harvests give 4% more.

    Mark shop, 600 Marks at 3 hearts.

Levels and tasks

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.

  1. Apprentice 10

    Farming: a first task

    40 Guild Potato20 Guild Carrot

    Pays 40 Guild Marks and 1,500 EXP.

  2. Apprentice 20

    Farming: a journeyman's task

    48 Guild Grape32 Guild Yellow Herb

    Pays 60 Guild Marks and a Fine Watering Can.

  3. Apprentice 30

    Farming: the guild's order

    64 Guild Strawberry32 Guild Grape

    Pays 80 Guild Marks and a Farmer's Overalls.

  4. Apprentice 40

    Farming: the masterpiece

    30 Guild Honey48 Guild Strawberry

    Pays 150 Guild Marks. Delivering it opens the way to Master.

Guild orders

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.

Apprentice 120 Guild Carrot
Apprentice 420 Guild Potato
Apprentice 1616 Guild Yellow Herb
Apprentice 1916 Guild Grape
Apprentice 3016 Guild Strawberry
Apprentice 316 Guild Honey
Master 112 Guild Aloe Leaflet
Master 510 Guild Hinalle
Master 208 Guild Ment
Master 206 Guild Singing Plant

Questions

Tips

  • Plant long crops before you log off and short ones while you play.
  • Lease beds as soon as you can afford them: every bed is another crop in the same time.
  • Herbalists sell herb seeds. Buying them is often cheaper than the guild's seed shop.
Do crops grow while I am offline?

Yes. They grow on the real clock whether you are logged in or not.

Can a crop die?

No. Weeds and pests only cost you the bonus for tending, never the crop.

How many beds can I have?

Six to start, and up to 24 with leases.

Can I hold two trades?

You hold one gathering trade and one making trade at the same time. Farming takes your gathering place.

What happens if I change trade?

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.

How do I become a Master?

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.

Can I reset my skills?

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.

Why do shops only pay 1 zeny?

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.

Can Hardcore characters take a trade?

Yes. Their goods and Marks stay inside the Hardcore economy.

Is there a reward at the top?

The Professions achievements are kept on the account, and reaching Master 50 earns this trade's title.