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by Anketam

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Soil Leveling Guide by Anketam

Updated: 02/13/14

Terminology

A brief overview of all the elements of soil.

Attributes

Refers to the five soil properties that can be leveled up. They start at 1 and can go up to 16. As they go up they provide bonuses to various base values. The five attributes are: Overall, Size, Quality, Number and Size

Base & Actual Values

Refers to the six properties that directly affect how the crop grows. The six base values are Growth, Quality, Number, Size, Health, and Defense. The Actual Values are what you see with the Magnifying Glass and are what is affecting the crop. The Base values are the values which when soil is left fallow is what the actual values will naturally gravitate to. The six base values are Growth, Quality, Number, Size, Health, and Defense.

Overall

Governs Health and Defense

Speed

Governs Growth

Quality

Governs Quality (Value)

Number

Governs Number (Value)

Size

Governs Size (Value)

Health

Max 255, reflects the health of the soil, if it reaches 0 plants will wither, die, and take penalties to growing. Withered Grass, Corn, and 4-Leaf Clovers restore it.

Defense

Max 63, Protects the crops from Typhoons. Wettable powder boosts it.

Growth

Max 5.0x, directly impacts how fast a plant grows. For example at 3.0x the plant will grow 3 times faster. Formulas boost it.

Quality

Max +2.00, causes plant's level to increase. Higher quality causes the plant to level up faster. Fertilizer can be used to boost it.

Number

In theory the max is +2.00, but there is no chemicals that can boost this value. Causes the number of crops that can be harvested to increase.

Size

Max +2.00, when positive causes a crop to become large and giant, or when negative causes a plant to become smaller. Gigantizer increases it while Minimizer decreases it.

Gaining Levels

Every time you harvest a crop (or collect a fruit) or use a sickle on a fully grown crop/tree that specific crop will provide a fixed decimal increase to one or more of the five attributes' level. Once a level reaches the next full number it has leveled up. As the attribute level up the field's base values will also increase. Once an attribute reaches 16 it will still increase, but once it surpasses 16.99 it rolls back over to 16.00. As soil gains levels crops give progressively less of an increase. The level of the crops does not impact the increases. For trees every fruit that is picked counts as a harvest, so in order to keep the numbers comparable to the crops, the table reflects harvesting 4 fruit.

Level Bonuses

The following table contains what the base values are for soil at each attribute level.

LevelOverallSpeed/GrowthQualityNumberSize
1Health: 64, Defense: 01.0x0.000.000.00
2Health: 80, Defense: 21.0x0.020.020.02
3Health: 96, Defense: 41.1x0.030.030.03
4Health:112, Defense: 61.2x0.050.050.05
5Health: 128, Defense: 81.3x0.060.060.06
6Health: 144, Defense: 101.4x0.080.080.08
7Health: 160, Defense: 121.6x0.090.090.09
8Health: 176, Defense: 141.7x0.110.110.11
9Health: 182, Defense: 161.8x0.120.120.12
10Health: 190, Defense: 182.0x0.160.160.16
11Health: 192, Defense: 202.1x0.190.190.19
12Health: 200, Defense: 242.2x0.220.220.22
13Health: 208, Defense: 282.3x0.250.250.25
14Health: 224, Defense: 302.4x0.310.310.31
15Health: 240, Defense: 403.0x0.500.500.50
16Health: 255, Defense: 503.9x1.001.001.00

Level Modifiers

The table below contains the modifiers that are applied to the increases that crops provide.

LevelModifier
1100.0%
2100.0%
388.0%
475.2%
556.6%
650.0%
748.0%
844.0%
940.8%
1037.3%
1131.4%
1225.1%
1318.6%
1412.6%
156.0%
160.5%

Crops Experience

Below is how much each crop boosts the levels for various stats. In order to keep the numbers from being very small, these are based on doing 4 harvests or a 2x2 plot. Note that for some of the larger numbers there is a certain amount of possible round off error, because of limited number of increases before hitting the reduced increases. To determine how much the level will actually go up, you need to times values by the level's modifier listed above. As I do more crops I will post their respective numbers, but I doubt any will be able to compete against the Apple Tree. The reason being that it produces apples every day, you can get a harvest per apple, and it boosts all 5 attributes.

Seed TypeOverallSpeedQualityNumberSize
Turnip0.500.0300
Potato100.030.250
Spinach0.030.250.0300
Radish0.7500.2500
Yam0.2500.030.50
Pumpkin100.0300.25
Cucumber0.2500.030.250
Carrot1.500.2500.25
Corn0.2500.030.250
Strawberry0.50.250.250.250.25
Leek1.500.2500
Pink Turnip200.062500.25
Green Pepper0.2500.030.50
Eggplant0.062500.030.750
Hot-Hot (Hot-Hot Fruit)2.2500.0330
Fodder00000
Bok Choy0.50.750.0300
Cabbage0.7500.7500
Onion2.500.50.250.5
Tomato0.1250.50.1250.50
Gold Melon (Pink Melon)0.750.250.2500.75
Pineapple400.2500.75
Gold Potato3.560.7513.121.25
Gold Pumpkin3.51.751.7523.12
Gold Cabbage3.121.563.121.561.56
Gold Turnip3.722.52.52.52.5
Orange2.50.310.310.310.31
Apple3.130.50.50.50.5
Grape2.810.430.430.430.43
Sword10000
Shield10000
Toyherb0.2500.2500
Pink Cat00000.25
Moondrop0.750.250.0300
Charm Blue0.500.030.750
Cherry Grass0.7500.0301
Pom-Pom Grass1.2500.031.250
Lamp Grass1.50.750.0300.75
Ironleaf1.7500.0311
Clover (4-Leaf Clover)0.311100
Autumn Grass2.2500.0303
Noel Grass2.250300
Fireflower2.252.5100
Emery Flower6.243.753.753.753.75
Blue Crystal30.50.50.53.74
Green Crystal3.120.50.55.640.5
Red Crystal3.120.755.640.750.75
White Crystal3.125.641.251.251.25

Example

So for example 1 patch of 4 fully grown turnips and the soil's Overall level is at 4.61. 4 Turnips provide a 0.5 increase to Overall level. However, the 0.5 is multiplied by the modifier which is 75.2%. So the soil's Overall level will become 4.98.