Crop Grades

GUIDEFARMING

Every harvest comes up at one of five grades: Poor, Plain, Fine, Prime or Heirloom. The grade depends on how well the crop was looked after while it grew and when you picked it. Finer crops make finer dishes, sell for more and give more spirits. Each grade is its own item ("Prime Turnip"): a small diamond in the grade's colour marks it on the icon, and Poor crops are drawn dull and brown.

CONTENTS
  1. The grades
  2. How the grade is decided
  3. Raising the grade at harvest
  4. Grades in cooking
  5. Tips

The grades

GradeSpirits at harvestSells forSeeds back
Poor50%60%normal
Plain100%100%normal
Fine150%140%normal
Prime200%200%normal
Heirloom300%300%1 more

Spirits are the crop's own spirits as it comes out of the soil, compared with a Plain crop (always at least 1 of each). Prices are compared with a Plain crop of the same kind.

How the grade is decided

While a crop grows, the game keeps track of how it was raised, and gives it a score out of 100:

PartUp toHow to get it all
Water25Its bed never went dry while it grew.
Health20It stayed at full health (no wilting, frost or nibbling).
Weather20It grew in weather it likes (see below).
Raised on time10It grew in no more than 1.6 times its base days.
Ripeness25You picked it between 0.6 and 1.5 days after it ripened.

Extras on top:

  • Fed with Bone Meal (or by a tool's spirits) the whole time it grew: up to +8.
  • Grown in beds worked by tools with "finer crops" spirits: more, depending on the spirit.
  • Earth in its Spirit Soil: +6 (LIGHT), +12 (RICH) or +20 (DEEP).
ScoreGrade
below 40Poor
40 to 61Plain
62 to 79Fine
80 to 92Prime
93 or moreHeirloom

Heirloom also asks more: the crop must have kept at least 95% of its health on average, and the weather must have been at least 85% to its liking (70% with Earth at DEEP in its soil). Otherwise it comes up Prime.

Weather a crop likes

  • Sun crops: a clear day. Cloud and fog lower it, a little rain raises it. A sun crop under a roof scores much lower.
  • Moon Squash: a clear night. Cloud lowers it.
  • Rootling: a thick, overcast or foggy night.
  • Frost counts as no good at all for crops that are not hardy.

Ripeness

A crop picked the moment it ripens scores only a little for ripeness. It reaches full ripeness 0.6 days after ripening and stays there until 1.5 days. After that it goes over and the score falls; 3 days after ripening it rots. When you look at a ripe crop, its name tells you its grade now and says "past its best" once it is going over.

Raising the grade at harvest

Some things lift a harvest after it is scored. The grade never goes above Heirloom.

  • A bumper crop comes up a grade finer (see Farming).
  • The Gardener's Charm perk Green Thumb: a grade finer, every time.
  • Fire spirits in the Sickle: a chance of a grade finer (the FINER stat).
  • A Farmer tenant, from their second heart, harvests a grade finer (see Tenants).
  • A Spirit Bloom from DEEP Spirit Soil always comes up Heirloom.

Grades in cooking

When you cook, you choose which grade of each crop goes in. A dish's grade is the average grade of the crops in it (counting each crop as many times as the recipe needs it), rounded. A dish with no crops in it comes out Plain. A finer dish is stronger and lasts longer:

Dish gradeStrengthLasts
Poor75%60%
Plain100%100%
Fine120%130%
Prime140%160%
Heirloom175%200%

See Dish Grades for more. Eaten raw, a crop does the same whatever its grade.

Tips

  • Water every day and don't let crops wilt: that alone is 45 points.
  • Wait half a day or more after a crop ripens before you reap it.
  • Grow sun crops outdoors in fine weather, the Moon Squash on clear nights, and Rootlings when nights are foggy.
  • Bone Meal and Earth in the soil are the surest way to Heirloom.

See also