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Cultivators and Sub-Slots

"Cultivators" is the new name for Producers

The passive ingredient generators you place in your kitchen are now called Cultivators (you may still see "Producer" in a few older surfaces โ€” they're the same thing). Everything below uses the new name.

Your Kitchen has up to 6 cultivator plots. Each plot holds one Cultivator; each cultivator has a number of sub-slots โ€” set by its tier and its level โ€” and you plant one ingredient seed per sub-slot. The cultivator drips those ingredients into your Inventory on its frequency timer.

This page helps you decide which tier of cultivator to plant, whether to level a cultivator you already own or buy a new plot, and whether the Signal 6th plot is worth it. It walks each plot one by one, then the sub-slot and harvest math.

What changed (Cultivators v3)

The cultivator system was rebuilt into a refinery. If you remember the old model, the big shifts are:

  • Sub-slots hold a seed or an avatar worker. You plant ingredient seeds and commit avatars to the same cultivator. Seeds are the feedstock and the timer; avatars do the upgrading. See Committing avatars.

  • Output quality (rarity) comes from your avatars โ€” nothing else. Seed rarity no longer raises output rarity, and neither do cultivator tier, equipment Elegance, or Kitchen Level. With no committed avatars, every output is Standard, no matter what you planted. See Harvest rarity.

  • Seed rarity buys lifespan, and a chance to come back. A Standard seed lasts 3 harvests, Rare 6, Mythical 10. It does not make outputs rarer or larger. Lifespan means fewer replanting trips, not bigger harvests: a slot still grows the same amount per tick, the seed just keeps feeding it for longer โ€” which is why tier also buys the goes to seed roll below.

  • Seeds can go to seed. A seed that runs its full life in a plot has a chance to flower and return one Standard seed of its own family โ€” 20% from a Standard seed, 40% Rare, 70% Mythical. It only fires if you let the seed run out; uproot it early and you forfeit the roll. That is the trade: swap family now, or ride this one out and let the plot partly re-seed itself.

  • Quantity is flat โ€” 1 unit per producing slot per tick, every tier. More units come from more slots (level/tier) and from committed avatars (they amplify volume too), not from seed or cultivator rarity.

  • Sub-slots come from level, and leveling is a merge. A cultivator gains more sub-slots each level. You raise its level by merging two same-family cultivators of the same level into one a level higher โ€” not by cook-grinding. See Sub-slots and Leveling.

  • Ascension is gone. Producer/cultivator Ascension was retired (2026-08-09). Everything it used to do now flows through level (the merge ladder) and your committed avatars. There is no A0โ†’A5 axis anymore.

  • Harvesting earns Cultivation Mastery. Claiming harvests levels one account-wide Cultivation Mastery, which grants Tilth โ€” extra rarity upgrades on every harvest. It's the only part of harvest quality you earn rather than equip. See Cultivation Mastery.

  • Food cultivators no longer pay RSNC. They pay ingredients. The old 5-RSNC-per-ingredient drip was removed so a cultivator does one legible job โ€” growing food. A dedicated RSNC producer is coming in a later batch. Mines and Wells still pay RSNC, as before.

Mental modelโ€‹

A cultivator is a refinery. You mint one, plant ingredient seeds in its sub-slots, commit avatars to work it, and walk away. It drops ingredients into your Storage on its frequency timer. You come back and click Claim. Seeds set how much and how long; avatars set how good; empty cultivators make nothing.

Cultivation lines โ€” how your cultivators are groupedโ€‹

On the Cultivators surface, every cultivator you've placed is sorted into a cultivation line by what it grows. There are three lines โ€” Farms, Workshops and Worlds โ€” and all three always show, even when a line is still empty (an empty line shows a "cook one" prompt rather than hiding):

Kitchen Garden cultivator
๐ŸŒฑ Farms
Workshops cultivator
โš’๏ธ Workshops
World Cultivation cultivator
๐ŸŒ Worlds
LineWhat lives hereWhat it grows
๐ŸŒฑ FarmsFood cultivators (the five ingredient families below)Seeds replicate into cooking ingredients each tick.
โš’๏ธ WorkshopsMaterial & essence cultivators (foundry, smithy, mystic, extractor, mine, and the like)Materials & essence โ€” ore, spark, refined goods.
๐ŸŒ WorldsWorld-tied cultivators (volcanic ยท storm ยท tidal ยท verdant ยท sonentius)A world's yield, tied to a live frontier (e.g. the Stormswept Windwell or Barnacled Tidepool).

The lines are a display grouping โ€” they don't change any cultivator's mechanics. A cultivator's line is decided by its type, not by the plot you put it in. The rest of this page's math (sub-slots, seeds, avatars, leveling, harvest) applies to every cultivator regardless of line.

"Workshops" is not a separate system โ€” it's just the line that holds every non-food, non-world cultivator you place. Same sub-slots, seeds, avatars, merge and harvest rules as a Farm; only the outputs differ.

Farms & Workshops share your plots; Worlds get their own

Your Farms and Workshops share the same 6-plot budget (each line soft-caps at 3 placed cultivators). Worlds are a separate additive pool of up to 3 plots that does not count against your 6 โ€” so placing a World Cultivator never costs you a Farm or Workshop plot.

Plot unlocks at a glanceโ€‹

PlotHow you get itCost
1Tune-In L1โ€“4Free
2Tune-In L5โ€“14Free
3Tune-In L15+Free (Tune-In cap)
4Paid permanent unlock5,000 RSNC / $5 USDSC
5Paid permanent unlock (needs plot 4 first)15,000 RSNC / $15 USDSC
6Signal subscriber bonus โ€” free, not buyableโ€”

Tune-In gates plots 1โ€“3; plots 4 and 5 are one-time paid unlocks; plot 6 comes only with an active Signal subscription. The hard ceiling is 6 plots.

Each cultivator plot, walkthroughโ€‹

Plot 1 โ€” your first cultivator (Tune-In L1, free)โ€‹

The plot you start with. Unlocked the moment your account exists.

What to put here: Your first Standard cultivator. Cost: 5,000 RSNC or $5 USDSC. Pick a family that matches a Permanent recipe you want to cook:

  • Want to run Pulse Bread (the easiest beginner recipe)? You need Pulse Eggs + Harmonic Herbs โ†’ mint a Photon Aquarium OR a Frequency Garden.
  • Want Echo Espresso for daily mailbox boosts? You need Echo Spores + Stellar Honey โ†’ mint an Echo Mushroom Cluster OR an Astral Beehive.

A Standard cultivator starts with 1 sub-slot and gains more as you level it (see below). Plant one ingredient seed per sub-slot; all sub-slots on a cultivator must be the same family.

Plot 2 โ€” Tune-In L5 (free)โ€‹

Unlocks automatically at Tune-In level 5.

What to put here: Your second family. If Plot 1 is Sweet, make Plot 2 Vegetal or Earth โ€” coverage across families opens up more recipes. By L5 you've cooked a few rounds; you know what ingredient your bottleneck is.

Plot 3 โ€” Tune-In L15 (free, cap on free)โ€‹

Last free cultivator plot. Unlocks at Tune-In level 15.

What to put here: Your third family. With 3 cultivators in 3 different families, you can complete most Permanent recipes without buying ingredients.

If you've started running Flash or Limited recipes, consider upgrading one of your Standard cultivators to Rare instead of adding a third Standard. A Rare starts with more sub-slots, has a faster frequency, and gives a small yield kicker โ€” so a Rare in plot 1 + Standards in plots 2/3 often out-produces three Standards.

Plot 4 โ€” paid permanent unlockโ€‹

Cost: $5 USDSC or 5,000 RSNC. Permanent โ€” once paid, you keep it forever regardless of Tune-In level.

What to put here: A cultivator covering a family you haven't yet, or your first Mythical cultivator ($50 USDSC / 50,000 RSNC). Mythicals carry the most sub-slots at every level and top out at 24 sub-slots at L10 (see Sub-slots).

Why pay for Plot 4 instead of just leveling Tune-In?

  • Tune-In to L15 takes weeks of consistent AS. Plot 4 is one click.
  • You're not limited to one Tune-In path โ€” paying for Plot 4 doesn't block your free L15 unlock for Plot 3.

Plot 5 โ€” paid permanent unlockโ€‹

Cost: $15 USDSC or 15,000 RSNC. Same shape as Plot 4, more expensive โ€” and you must own plot 4 first before plot 5 can be bought.

What to put here: A second Mythical or a specialist Rare that complements your existing four. By Plot 5 you usually have a clear strategy โ€” Plot 5 is the role-player plot.

Plot 6 โ€” Signal Subscription onlyโ€‹

Plot 6 is not buyable as a one-time unlock. It comes only with an active Signal Subscription.

What to put here: Anything. Plot 6 is +1 on top of all your other plots โ€” at Tune-In L15 + Plot 4 + Plot 5 + Signal, you have 6 cultivators running concurrently.

Other Signal benefits that compound with Plot 6:

  • +1 rarity bias on every mailbox roll
  • Quest Pack discovery feed

If you're treating the Kitchen seriously, Signal pays back through the cultivator plot alone.

The five food cultivator archetypesโ€‹

These are the Kitchen Garden cultivators โ€” each archetype accepts exactly one ingredient family. Different archetypes for different families:

ArchetypeAccepts familyStandard nameRare nameMythical name
Astral BeehiveSweet (Stellar Honey, Astral Apple)Astral BeehiveAstral Hive ClusterSolar Orchard Hive
Frequency GardenVegetal (Harmonic Herbs, Lunar Lettuce)Frequency GardenTideway GreenhouseResonance Biodome
Echo Mushroom ClusterEarth (Echo Spores, Void Truffle)Echo Mushroom ClusterSubsonic FungariumMycelium Choir
Photon AquariumProtein (Pulse Eggs, Photon Fish)Photon AquariumTidal HatcheryGenesis Spawn Pool
Crystalline ReactorCrystal (Resonant Crystals, Quantum Salt)Crystalline ReactorTectonic RefinerySingularity Geode

Beyond these five food archetypes, Workshop cultivators grow materials and essence, and World Cultivation cultivators grow a world's element-specific yield โ€” see Cultivation lines above. They share the same sub-slot, seed, leveling and harvest rules.

Cultivator statsโ€‹

Each cultivator rolls a Frequency stat at mint, within a tier-specific band. Higher-tier cultivators tick faster:

TierFrequency (h)
Standard7โ€“12
Rare5โ€“9
Mythical4โ€“7

Quantity is flat โ€” 1 unit per producing slot per tick, at every tier. Cultivator tier does not scale how many units a slot grows. You get more by unlocking more sub-slots (level/tier) and by committing avatars (they amplify volume โ€” see below). (Cultivator tier used to add a small kicker to an RSNC drip; that drip is gone โ€” see Harvest economy.)

Rarity isn't a cultivator stat, a seed stat, or a Kitchen-Level thing. What rarity your harvested ingredients come out at is decided entirely by the avatars you commit to the cultivator. See Harvest rarity below.

Sub-slots โ€” how many you getโ€‹

A cultivator is a container for seeds and avatar workers. Its sub-slot count is set by tier + level, and each level adds two sub-slots (one more for seeds, one more for avatars โ€” kept in lockstep):

  • Level 4 is the "no-nerf" anchor: at L4 a cultivator has as many sub-slots as the old system gave at max โ€” Standard 10 ยท Rare 11 ยท Mythical 12.
  • Each level above L4 adds +2 sub-slots, up to L10 โ€” Standard 22 ยท Rare 23 ยท Mythical 24.
  • Below L4 a freshly minted cultivator carries fewer; you climb by merging (see Leveling).
TierAt L1 (fresh)At L4 (anchor)At L10 (max)
Standard41022
Rare51123
Mythical61224

Higher tiers carry one more sub-slot than the tier below at every level, and roughly half of a cultivator's sub-slots are seed capacity and half are avatar-worker capacity. So leveling a cultivator is how you grow it โ€” more sub-slots means more seeds planted and more avatars committed, which means more yield and better quality. See Leveling.

Same-family rule. Every sub-slot on a single cultivator holds the same family โ€” a Photon Aquarium can hold any mix of Pulse Eggs and Photon Fish, but it can't hold Stellar Honey.

Seeds are consumable: the FIFO queueโ€‹

Seeds aren't a permanent fixture โ€” they're an ingredient you plant, and they burn up over a few harvests. The sub-slot itself stays; only the seed turns over.

Seed harvest counts (by rarity)โ€‹

Seed rarityHarvests before consumed
Standard1
Rare2
Mythical3

So a Mythical Stellar Honey seed planted in a sub-slot produces honey across 3 harvest ticks and is then gone.

The FIFO queueโ€‹

Each sub-slot holds one active seed plus a queue of waiting seeds. The active seed is what's producing this harvest window; when it's used up, the next seed in the queue auto-promotes.

  • Multi-select planting. Drop multiple same-family seeds into a sub-slot at once. They stack into the queue in the order you added them.
  • Stack indicator. The cultivator card shows the active seed plus a small "+N queued" pill if more are waiting.
  • Empty sub-slot. When the queue empties, the sub-slot shows a Plant seed CTA and stops yielding until you plant something. (Empty sub-slots produce nothing.)

A seed earns from when it's plantedโ€‹

Yield accrues per seed, from the moment that seed becomes active. A seed you plant mid-window only earns the ticks since it was planted โ€” not the whole window. The practical upshot: a last-second swap earns almost nothing that window, while a long-standing seed earns its full share.

Swap active seed (no slot loss)โ€‹

If you want to replace the seed that's actively producing โ€” for example to swap Standard Pulse Eggs for a Mythical Pulse Egg you just minted โ€” open the sub-slot and use Swap:

  • Same-family swap. One-click compare (current seed vs candidate). Confirm and the new seed takes over; the old one drops back into the queue or returns to Storage. The queue is preserved.
  • Cross-family swap. Routes through a "Switch family?" confirm, because it changes what the whole cultivator can hold โ€” the existing queue is returned to Storage (no mixed-family stacks).

Why it works this wayโ€‹

This is the supply discipline for the kitchen. Cultivators used to drip ingredients forever from a one-time plant; now they drip until the seed runs out, then politely stop. You stay in control: queue lots of cheap Standard seeds for steady, hands-off throughput, or load Mythical seeds so a slot runs ten harvests before it needs replanting. (Seed rarity is purely lifespan โ€” it doesn't change the quality of what comes out; your committed avatars do that.)

Committing avatars โ€” who sets the qualityโ€‹

Every cultivator โ€” including the food cultivators above โ€” has sub-slots that hold a seed or an avatar worker. Seeds are the feedstock; committed avatars are what upgrade your output.

To commit an avatar: open an empty sub-slot and choose Commit an avatar instead of planting a seed. The avatar goes to work on the cultivator and shows up on the card as a worker tile. Avatars lock while committed (they're not consumed like seeds) and return to your roster the moment you release them.

What committed avatars do:

  • Set output rarity. This is the only thing that upgrades quality โ€” see Harvest rarity. No avatars โ‡’ 100% Standard.
  • Amplify quantity. They add up to +100% volume (double) at 1,000 aligned stats.

Element match matters. An avatar whose element matches the cultivator's family counts 1.5ร— toward both effects. Family โ†’ element:

FamilyMatching element
SweetRadiant
VegetalVerdant
EarthUmbral
ProteinTide
CrystalMystic

Cultivation gear โ€” one tool per workerโ€‹

A committed avatar can carry one Cultivation tool: non-battle gear that raises the worker power that avatar brings to the cultivator. Its bonus is added to the avatar's stat total before the harvest math runs, so a tool lifts both the rarity roll and the volume boost โ€” exactly as if the avatar were stronger.

Open a committed avatar's sub-slot and use the Cultivation tool row to equip, change, or remove one.

  • It's a separate slot from Avatar Equipment. Battle gear does nothing at a cultivator, and a Cultivation tool does nothing in the Arena. It is not role-locked or element-locked โ€” any tool fits any avatar.
  • One tool per avatar, and one avatar per tool. A single tool can't power your whole roster; unequip it to move it somewhere else.
  • Moving a tool is free. Equipping is a soft bind โ€” nothing is spent, burned, or consumed, and unequipping returns the tool to your inventory intact.
  • Rarer and later-world tools grant more. A tool's bonus follows the same world ร— rarity power band as avatar gear, so a Mythical Barnacled tool beats a Standard Ashen one by a wide margin. The avatar's tile shows the grant as "+N worker power" (and the tool itself reads "+N worker power in any cultivator" โ€” the word any is the point: the bonus is generic, it is never locked to a matching world or family).

The exact worker-power a tool grants, by world and rarity (only the four open worlds are shown; later worlds grant far more):

World (theme)StandardRareMythical
Ashen (volcanic)+40+47+74
Stormswept (storm)+52+82+98
Barnacled (tidal)+87+105+168
Overgrown (verdant)+110+175+214

Where they come from: you cook them. Each world has a full set across two crafts โ€” Bonecrafting makes the implements (Hoe ยท Fork ยท Rake ยท Spade) and Tailoring makes the wearables (Garb ยท Gaiters ยท Waders ยท Apron) โ€” each in Standard, Rare and Mythical. A Fork and a Gaiter of the same world and rarity grant exactly the same worker power, so pick whichever line you'd rather cook โ€” the implement name is pure flavor. Like other world gear, a world's tools need that world's chapter book unlocked; see where books come from.

Cultivation gear is live for everyone

Equipping and cooking Cultivation tools is public. The only gate left is the usual one: a world's tools appear in your picker once that world has opened โ€” so early worlds' tools are available now, and later worlds' arrive as those worlds open.

Cultivator Packs โ€” rolling out (operator dogfood)

There's a set of Cultivator Packs (a Farm Starter plus Standard / Rare / Mythic tiers) that bundle a choice of cultivators with a batch of Cultivation tools and seeds. They're still in operator testing and aren't buyable by all players yet โ€” if you don't see them in the shop, they aren't switched on for your account. Everything they grant (cultivators, tools, seeds) is earnable through normal play in the meantime.

Because a sub-slot holds either a seed or an avatar, there's a trade-off โ€” an avatar slot isn't growing a unit itself, but it lifts the quality (and volume) of every seed slot. Leveling a cultivator (more sub-slots) is how you run plenty of both at once.

The smart play: plant cheap, refine up

Since output rarity comes only from avatars, put your strongest, element-matched avatars to work โ€” that is what sets quality, and no seed can buy it.

Seed choice is now purely about how often you want to come back. A Mythical seed runs 10 harvests to a Standard's 3, so it is roughly 3 slots' worth of replanting saved โ€” genuinely useful on a farm you want to set and forget. It still spends a high-value item to do it, so the honest trade is: Standard seeds when you're playing daily, Mythical when you want a week of hands-off drip โ€” and keep Mythical ingredients for recipes, gear, or trade when neither applies. What it will never buy you is better output.

Leveling โ€” the merge ladderโ€‹

Cultivators level 1 โ†’ 10, and leveling grows a cultivator exactly one way: more sub-slots (see the table above). More slots means more seeds planted and more avatars committed at once, which is how a leveled cultivator out-produces a fresh one. Slots are the level reward โ€” there's no separate per-seed yield multiplier, and reaching max level doesn't change your harvest cooldown.

You raise a cultivator's level by merging, not by cook-grinding. Merge two cultivators of the same family at the same level and they become one cultivator a level higher โ€” the classic "1 + 1 = 3." One input (the survivor) steps up; the other is consumed.

P + P  โ†’  L2       L2 + L2  โ†’  L3       โ€ฆ       L9 + L9  โ†’  L10 (cap)
  • Same family, same level is the only requirement. A Standard and a Mythical won't merge; an L3 and an L5 won't merge.
  • The merge fuel can sit in storage. Spare duplicate cultivators you're holding un-placed count as merge inputs โ€” you don't have to place both on plots first. The survivor keeps its plot (if it had one); the consumed one frees its plot.
  • Merging is instant and safe. It's one atomic step โ€” no cook timer, no half-merge. If anything hiccups, the merge reverts cleanly and you keep both cultivators.
Merging builds your Cultivation Mastery

Working your cultivators โ€” leveling them and cooking their refined materials โ€” is Cultivation-craft activity, which raises your Cultivation Mastery. Growing your cultivators and growing your Cultivation specialization are the same activity.

Level up vs. buy a new plot

Merging duplicates you already hold is often the cheapest way to add sub-slots โ€” you're spending spare cultivators, not RSNC. Buy a new plot when you need a new ingredient family; merge what you have when you just need more slots on a family you already run.

Shortcut: the Gravity Cake dish

The Gravity Cake dish cooks into a token that instantly raises a cultivator's level โ€” a Standard cake grants +1 level, a Rare +2, a Mythical +3 โ€” without needing a duplicate to merge. Bind the token to a specific cultivator; if it's already at L10 the cake refuses (no wasted level), and an overshoot applies only what fits.

Harvest claimsโ€‹

When your cultivator hits its frequency window, a Claim button appears on the cultivator card. Claiming:

  • Mints the ingredients per the harvest math below.
  • Drops an RSNC payout โ€” only from a Mine or Well. Food cultivators stopped paying RSNC on 2026-08-15.
  • Counts toward your daily Streak.
  • Consumes one harvest from each active seed. When a seed's remaining-harvest counter hits 0 it burns and the queue advances.

Cap. Harvests accumulate up to a 24-hour ceiling โ€” leave a cultivator longer than a day and the extra time past 24h doesn't bank more. Claim at least once a day to never leave anything on the table. See Reference โ€” Harvest Accumulation Caps.

The activity area is now "Harvests"

The kitchen's cultivator activity sub-tab is called Harvests (it was "Producers"), and its Recent Harvests feed lists your latest claims. Tap View full history โ†’ on that feed to jump to the full Harvests activity tab.

Harvest economyโ€‹

Each producing sub-slot grows 1 unit per tick โ€” the same for every tier. The count you get on a claim is, per tick:

producing sub-slots  ร—  1  ร—  (1 + avatar boost)
  • producing sub-slots โ€” only sub-slots holding an active seed count; empty ones and avatar-worker slots contribute nothing to the count (avatars contribute the boost instead).
  • avatar boost โ€” committed avatars amplify volume by +100% per 1,000 aligned avatar stats, capped at +100% (double). Element-matched avatars count 1.5ร— toward that total.
  • Cultivator tier and seed tier do not change the count. Level raises it only by adding more sub-slots.
  • Mining Efficiency adds a flat +1 / +2 / +3 units per harvest window (1/2/3 Scroll stacks) on top. It is a flat bonus for the whole cultivator, not per slot, and it only applies to a cultivator that is already producing.

Food cultivators pay no RSNC. They used to mint 5 RSNC per ingredient on top of the food; that faucet was removed so the cultivator does one job โ€” growing ingredients โ€” and RSNC generation can live on its own dedicated producer (coming in a later batch). Your Yield rate on the farm header now reads in items/hr for this reason; a Mine still shows RSNC/hr because it still pays it.

Fractions carry over between claims, so nothing is lost to rounding โ€” a modest avatar boost that works out to a fraction of a unit per tick is banked and paid out on a later claim rather than being rounded away.

Harvest rarity โ€” your avatars set itโ€‹

Harvest rarity is decided only by the avatars you commit to the cultivator โ€” not by the seed, the cultivator tier, your gear, or your Kitchen Level. Each upgrade climbs a two-step ladder:

  1. First gate: Standard โ†’ Rare.
  2. Only if that passes, second gate: Rare โ†’ Mythical.
Upgrades are a per-harvest BUDGET, not a per-item chance (2026-08-15)

Each harvest, a food cultivator earns an upgrade budget sized by its producing sub-slots โ€” the structural width you unlock through levelling and merging โ€” and spends that budget lifting units up the ladder. It is not a roll on every unit.

This is deliberate, and it's what keeps rare ingredients rare: anything that raises your volume โ€” seed lifespan, avatar rate, mastery, cultivation gear โ€” floods you with Standard and leaves the upgrade budget untouched. Tripling your output does not triple your Mythicals. To earn more upgrades you need more producing sub-slots or stronger committed avatars, which are the two axes that can't be farmed quickly.

A fractional budget is never lost โ€” a small cultivator earning less than one upgrade per harvest banks the remainder and pays it out on a later claim.

Both gates scale with the aligned stat total of your committed avatars (an avatar whose element matches the cultivator's family counts 1.5ร—). More and stronger avatars โ‡’ better odds, up to a ceiling. The mix below is what a cultivator produced at the pre-2026-08-15 baseline rate; at higher rates the same budget spreads across more units, so the share that is Rare or Mythical falls while the count stays put:

Committed aligned avatar statsOutput mix (Standard / Rare / Mythical)
0 โ€” no avatars100 / 0 / 0
~420~58 / 35 / 7
1,050+ (max)~35 / 49 / 16

With no committed avatars, every output is Standard โ€” even a max-level cultivator full of Mythical seeds. That's by design: seeds are feedstock and lifespan; avatars are quality. To harvest more Rare and Mythical ingredients, commit stronger, element-matched avatars โ€” planting rarer seeds does nothing for output rarity.

(Rarity value for reference: 1 Rare = 8 Standard; 1 Mythical = 48 Standard = 6 Rare.)

Cultivation Mastery โ€” Tilthโ€‹

Committed avatars set the rate of rarity upgrades. Cultivation Mastery adds a flat bonus on top, called Tilth, and it's the one piece of harvest quality you earn rather than equip.

Earning it. Every harvest you claim grants Cultivation Mastery XP. There's nothing to buy, unlock, equip, or spend โ€” claiming is the whole mechanic. It's one level for your whole account, shared across every cultivator, every family and every world.

  • Bigger harvests teach more, and higher-tier output teaches most โ€” a Mythical ingredient is worth 10ร— a Standard one in XP. So pushing the quality ladder speeds up the stat that pushes the quality ladder.
  • A claim that produced nothing teaches nothing, so there's no point tapping Claim on an empty cultivator.

What the level grants โ€” two things.

StatWhat it doesCurve
TilthExtra rarity upgrades on every harvest โ€” better qualitySlow at first, accelerates hard toward the cap
GrowthYour cultivators keep accumulating for longer before they fill up โ€” 24h at the start, up to 48hSteady and even, so you feel it early

("Tilth" is the farmer's word for the condition of well-worked soil โ€” good tilth grows better crops. It's quality, not quantity.)

Spending it โ€” you don't. Both apply automatically to every harvest. Your cultivator card shows it as an amber Tilth +N.NN pill beside the Rare and Mythic pills; that's how many extra Rare-or-better upgrades that farm gets each harvest, on top of the slot/avatar budget.

What it's worth. At the level cap Tilth reaches +2.5 upgrades per harvest โ€” roughly doubling the rare output of a fully-levelled, fully-crewed farm โ€” and Growth stretches the accumulation window to a full 48 hours.

Growth doesn't grow more โ€” it wastes less

A cultivator stops accumulating once it hits its window (24 hours by default). Claim after 36h and you've lost 12h of production. Growth widens that window, so you can leave a farm longer without losing anything.

It does not make your farm produce faster. Two players who both claim within 24h get identical results no matter their Growth. It only ever helps the player who can't get back every day โ€” which is the point: it's a chore lever, not a power lever.

Small at first, and never wasted

Tilth is back-loaded on purpose: early levels grant a fraction like +0.05 and it accelerates sharply toward the cap. Fractions are banked, not discarded, and pay out as a whole extra upgrade once they accumulate (about every 20 harvests at +0.05). A "+0.05" pill is genuine progress. If mastery paid out generously from level 1, every casual farm would flood the game with Rares โ€” the exact problem the per-harvest budget was built to solve.

Tilth never grows a single extra ingredient

Tilth moves quality only โ€” the mix of what a harvest produces, never the size of it. (Growth doesn't raise your rate either โ€” it just stops the clock running out.) Volume comes from seeds, slots, committed avatars and cultivation gear. Don't grind mastery expecting a bigger pile.

Forge gear-part dropsโ€‹

Separately from ingredients, each harvest tick rolls for a Forge gear-part drop. The chance rises with the rarity of the seeds you've planted (better seeds โ†’ better odds, from a 5% floor up to a 50% ceiling), and the rarity of the gear part depends on the cultivator's tier:

Cultivator tierStandardRareMythical
Standard90%9%1%
Rare67.5%30%2.5%
Mythical45%50%5%

Gear parts convert to Avatar Essence โ€” the fuel that forges and deepens Avatars โ€” so this is a key feeder of your Essence supply. (There's a weekly cap on how many gear parts a cultivator can drop; harvesting steadily is what keeps the supply flowing.)

Where cultivators come fromโ€‹

  • Marketplace. Mint a new cultivator directly via the kitchen perk grid.
  • Mailbox. Daily mailbox rolls can drop low-tier cultivators (Standard most often, with Tune-In-aware rarity bias toward higher tiers at higher levels).
  • Recipes. A small number of Limited recipes (e.g., Spectrum Soup) drop random Mythical cultivators as outputs.

Pricing (cultivator mint)โ€‹

TierUSDSCRSNC (pre-Tune-In discount)
Standard$55,000
Rare$1515,000
Mythical$5050,000

Pricing follows Pay-or-Play parity โ€” Tune-In discount on the RSNC side only.

See alsoโ€‹