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Garden Plot

A Garden Plot is your own 10×10 garden. Inside its fence are 64 tiles of soil, and each tile grows a normal plant, with the usual plant menu and care. Besides the classic crossbreeding plants, the plot also grows reagents, food, fungi and decorative potted plants.

Getting a plot

  • Buy a Garden Plot Deed from the shop (Home Items).
  • One plot per account. It doesn't count toward your house limit.
  • Double-click the deed, then target the spot for the center of the plot. The fence opening goes on the south side.
  • If the spot is valid, the plot is outlined in green and you're asked to confirm.

Same rules as a house

A plot follows the same placement rules as a house: flat, clear ground, no roads, not in towns, guarded or no-build areas. It must also be at least 10 tiles from any house or other plot, including your own house. Houses must keep the same distance from plots.

The plot

  • The plot sits on the ground: an 8×8 grid of soil with a picket fence around the edge and a 4-tile opening on the south side. Walk through the opening to reach your plants.
  • Placed on snow, the plot gets a snow fence instead.
  • A new plot starts with 32 soil tiles unlocked. Locked tiles are darkened; garden levels unlock more.
  • The tile in the middle of the plot can't be planted: it's kept for the scarecrow.
  • Double-click the sign at the western corner (or the fence, or the dirt edge) to open the plot menu. The owner can give the garden a name, shown when you hover over the sign. Double-click a plant for its plant menu, or an empty soil tile to plant a seed.
  • The owner, the owner's other characters and friends can tend and harvest. Only the owner can add friends or re-deed the plot.
  • When you walk up to your plot you get a short status message: plants ready to harvest, thirsty, needing treatment or dead.

Plot menu

The top of the menu welcomes you to your garden and sums it up: how many soils you've planted out of those available, how many plants are ready to pick, how many need care, and the garden's level.

Button What it does
Soil list One row per unlocked tile, 12 per page: the plant, its growth stage and its status (needs water, infestation, ready to harvest, healthy...). The button on the left opens that plant's menu, or asks for a seed if the tile is empty. Harvest Now appears when that plant has something to collect, and harvests just that plant
Water All Brings every plant up to the ideal water level, one water charge per level
Treat All Pours just the potions each sick plant needs (see Sickness)
Harvest All Harvests every ripe crop (freeing its tile), gathers the resources and seeds of your crossbreeding plants, and puts decorative plants in your backpack (freeing their tiles). Stops if your backpack is full
Clear Dead Removes every dead plant
Plant All Empty Target a stack of seeds, or a bag or box of seeds in your backpack: one seed goes into every empty unlocked tile until the seeds or the tiles run out
Garden Level Shows the plot's level, XP and every level bonus
Friends Up to 10 players who may tend and harvest your garden. Add a friend, remove one, or remove them all
Place Helpers Choose where the farmer and animals stand in the last soil row (see Garden levels)
Rename Garden Gives your garden a name (up to 20 letters), shown on its sign. Leave it empty to clear the name
Re-deed Plot Turns the plot back into a deed (press twice to confirm)

Re-deeding

Crops are lost when you re-deed. Crossbreeding plants and decorative plants must be removed first.

What you can grow

Seeds Harvest (poor care → perfect care)
Garlic 200–1,000 garlic
Ginseng, Mandrake Root, Nightshade, Blood Moss, Spider's Silk, Sulfurous Ash, Black Pearl 500–2,000
Flax 100–200 flax
Pumpkin, Lettuce, Carrot, Coconut, Squash 50–250
Magical Residue, Chaga Mushroom, Parasitic Plant, Luminescent Fungi 20–50
Rare Plant 1 rare decorative plant
Potted Plant / Large Potted Plant 1 potted plant, 10% chance of a rare hued plant, 5 reward points
Crossbreeding plant seeds Seeds and resources, as usual
  • Garden seeds come from Scavenging, rare loot and certain creatures.
  • Potted plant seeds are sold by Anna the florist for 1 or 2 Platinum Coins.
  • To plant, double-click a seed and target the soil, or double-click an empty tile.

Growing

Double-click a plant for its menu. The left side shows the plant's afflictions (infestation, fungus, poison, disease) and its actions, each coloured by the plant's state: water, the four potions, pollinate, harvest or gather resources, and gather seeds. The right side shows the plant, its health and a stage bar (with the time to its next growth). The ? button explains each one. You can use the menu from anywhere on your plot. Abandon removes the plant (after a confirmation) and frees the tile.

A plant grows one stage per day while it's healthy or vibrant, from a seed to stage 9. That takes about 8 days.

  • Crops (everything grown from garden seeds) follow one simple path: plant the seed, take care of it, harvest it. At stage 9 the crop is ripe and you harvest the whole crop at once. The plant then leaves the soil and the tile is free for a new seed. Crops can't be crossbred and don't make seeds.
  • Crossbreeding plants work exactly as in a plant bowl: pollinate, cross-breed, and gather seeds and resources.

Daily timer

Watering a plant or pouring a potion on it restarts its daily growth timer.

Water

  • The plant menu shows the water level: Ideal, dry or soaked. Too dry and too wet both hurt the plant.
  • Water drops about one level per day. Use Water All or the plant menu with a pitcher of water (or any container of water). Each level uses one charge.

Sickness

Plants can catch infestation and fungus at each daily check. Sick, dry or soaked plants lose health, and plants below healthy don't grow.

Gardens attract pests

Plants in a garden plot catch infestation and fungus about 1.5 times as often as plants in a bowl. The scarecrow brings that down by 25%.

Problem Potion
Infestation Greater Poison
Fungus Greater Cure
Poison Greater Heal
Disease Greater Heal
Prevention Greater Strength lowers the chance of infestation and fungus

Don't overdo the potions

A poison potion with no infestation to cure poisons the plant, and a cure potion with no fungus to cure gives it a disease. Treat All only pours the potions a plant actually needs.

  • Potions work at the next daily check. A Greater Heal on a plant with nothing to cure heals it.
  • A young plant that dies leaves a mound of dirt. You can plant a new seed in it. A full-grown plant that dies leaves dead twigs. Clear them with Clear Dead.

Harvesting crops

When a crop is ripe (stage 9, "Ready to harvest" in the soil list), open the plant's menu and use Harvest the crop, or use Harvest All on the plot.

The size of the harvest depends on how well you cared for the plant while it grew. At every daily growth check the plant scores your care:

  • Water at the ideal level (no sign in the plant menu). Too dry or too wet lowers the score.
  • Sickness treated in time: infestation, fungus, poison and disease each lower the score unless the right potion was already poured.
  • A plant that is wilted or dying also lowers the score.

Hover over a crop to see its care so far. Perfect care gives the top of the range, neglect gives the bottom, with a little luck either way.

Care Score
Excellent 90% and up
Good 70–89%
Fair 40–69%
Poor Below 40%

Water every day

Water drops about one level per day, so watering (or Water All) once a day keeps a plant at the ideal level for every check.

  • Stackable harvests (reagents, food and so on) go into a Garden Crate in your backpack. Every harvest is added to the same crate.
  • Decorative plants go straight into your backpack.
  • Empty the bowl in the plant menu removes a plant. A seed or sapling gives its seed back.

Seed of Renewal

Double-click a Seed of Renewal and target a growing potted plant in your plot. It cures and waters the plant, heals it and moves it up one growth stage, skipping a day. It has no effect on other plants.

Garden levels

Your plot earns garden XP and levels up to level 13. Each level adds a bonus.

Level Bonus
1 +10% garden XP
2 +8 soil tiles (39, as the middle tile is kept for the scarecrow)
3 -10% growth time
4 +8 soil tiles (47)
5 A farmer vendor stands in your garden
6 +8 soil tiles (55)
7 A cow: double-click it for a pitcher of milk and a wheel of cheese
8 -10% growth time (-20% in total)
9 A sheep: double-click it for wool
10 +10% harvest yields
11 A chicken: double-click it for eggs
12 A pig: double-click it for a ham
13 A scarecrow: -25% infestation and fungus

Earning XP

  • Harvesting a crop. The better its care, the more XP.
  • Gathering seeds or resources from crossbreeding plants.
  • Daily care. Every daily growth check of a well-watered, treated plant gives a little XP, so tending your plants every day pays off.

  • The last soil row (by the fence opening) stays locked: that's where the farmer and animals stand. The owner can move each one to any tile of that row with Place Helpers. Two helpers trade places if you pick a taken tile.

  • The animals can be used by the owner and friends. Each gives its produce once every 12 hours.

Scarecrow

At level 13 a scarecrow takes its place in the middle of the plot. It lowers the chance of infestation and fungus by 25% for every plant in the garden. Double-click the scarecrow to open the plot menu, just like the sign.

The middle tile is kept free for it at every level. If something is still growing there from before, the scarecrow arrives once that tile is empty.

Crossbreeding plants

  • Plant the seed in an empty tile. If you carry fertile dirt, you're offered to use 20 of it for faster growth.
  • Use the Remove Plant context option to take a plant (or a decorative plant) home. This frees the tile.
  • Some grown plants, such as hedges and cactuses, block movement. Plant those near the edges.