Rune Factory 4 Special – Soil Leveling Guide
Nintendo Switch
BOOKMARK
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.
| Level | Overall | Speed/Growth | Quality | Number | Size |
|---|---|---|---|---|---|
| 1 | Health: 64, Defense: 0 | 1.0x | 0.00 | 0.00 | 0.00 |
| 2 | Health: 80, Defense: 2 | 1.0x | 0.02 | 0.02 | 0.02 |
| 3 | Health: 96, Defense: 4 | 1.1x | 0.03 | 0.03 | 0.03 |
| 4 | Health:112, Defense: 6 | 1.2x | 0.05 | 0.05 | 0.05 |
| 5 | Health: 128, Defense: 8 | 1.3x | 0.06 | 0.06 | 0.06 |
| 6 | Health: 144, Defense: 10 | 1.4x | 0.08 | 0.08 | 0.08 |
| 7 | Health: 160, Defense: 12 | 1.6x | 0.09 | 0.09 | 0.09 |
| 8 | Health: 176, Defense: 14 | 1.7x | 0.11 | 0.11 | 0.11 |
| 9 | Health: 182, Defense: 16 | 1.8x | 0.12 | 0.12 | 0.12 |
| 10 | Health: 190, Defense: 18 | 2.0x | 0.16 | 0.16 | 0.16 |
| 11 | Health: 192, Defense: 20 | 2.1x | 0.19 | 0.19 | 0.19 |
| 12 | Health: 200, Defense: 24 | 2.2x | 0.22 | 0.22 | 0.22 |
| 13 | Health: 208, Defense: 28 | 2.3x | 0.25 | 0.25 | 0.25 |
| 14 | Health: 224, Defense: 30 | 2.4x | 0.31 | 0.31 | 0.31 |
| 15 | Health: 240, Defense: 40 | 3.0x | 0.50 | 0.50 | 0.50 |
| 16 | Health: 255, Defense: 50 | 3.9x | 1.00 | 1.00 | 1.00 |
Level Modifiers
The table below contains the modifiers that are applied to the increases that crops provide.
| Level | Modifier |
|---|---|
| 1 | 100.0% |
| 2 | 100.0% |
| 3 | 88.0% |
| 4 | 75.2% |
| 5 | 56.6% |
| 6 | 50.0% |
| 7 | 48.0% |
| 8 | 44.0% |
| 9 | 40.8% |
| 10 | 37.3% |
| 11 | 31.4% |
| 12 | 25.1% |
| 13 | 18.6% |
| 14 | 12.6% |
| 15 | 6.0% |
| 16 | 0.5% |
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 Type | Overall | Speed | Quality | Number | Size |
|---|---|---|---|---|---|
| Turnip | 0.5 | 0 | 0.03 | 0 | 0 |
| Potato | 1 | 0 | 0.03 | 0.25 | 0 |
| Spinach | 0.03 | 0.25 | 0.03 | 0 | 0 |
| Radish | 0.75 | 0 | 0.25 | 0 | 0 |
| Yam | 0.25 | 0 | 0.03 | 0.5 | 0 |
| Pumpkin | 1 | 0 | 0.03 | 0 | 0.25 |
| Cucumber | 0.25 | 0 | 0.03 | 0.25 | 0 |
| Carrot | 1.5 | 0 | 0.25 | 0 | 0.25 |
| Corn | 0.25 | 0 | 0.03 | 0.25 | 0 |
| Strawberry | 0.5 | 0.25 | 0.25 | 0.25 | 0.25 |
| Leek | 1.5 | 0 | 0.25 | 0 | 0 |
| Pink Turnip | 2 | 0 | 0.0625 | 0 | 0.25 |
| Green Pepper | 0.25 | 0 | 0.03 | 0.5 | 0 |
| Eggplant | 0.0625 | 0 | 0.03 | 0.75 | 0 |
| Hot-Hot (Hot-Hot Fruit) | 2.25 | 0 | 0.03 | 3 | 0 |
| Fodder | 0 | 0 | 0 | 0 | 0 |
| Bok Choy | 0.5 | 0.75 | 0.03 | 0 | 0 |
| Cabbage | 0.75 | 0 | 0.75 | 0 | 0 |
| Onion | 2.5 | 0 | 0.5 | 0.25 | 0.5 |
| Tomato | 0.125 | 0.5 | 0.125 | 0.5 | 0 |
| Gold Melon (Pink Melon) | 0.75 | 0.25 | 0.25 | 0 | 0.75 |
| Pineapple | 4 | 0 | 0.25 | 0 | 0.75 |
| Gold Potato | 3.56 | 0.75 | 1 | 3.12 | 1.25 |
| Gold Pumpkin | 3.5 | 1.75 | 1.75 | 2 | 3.12 |
| Gold Cabbage | 3.12 | 1.56 | 3.12 | 1.56 | 1.56 |
| Gold Turnip | 3.72 | 2.5 | 2.5 | 2.5 | 2.5 |
| Orange | 2.5 | 0.31 | 0.31 | 0.31 | 0.31 |
| Apple | 3.13 | 0.5 | 0.5 | 0.5 | 0.5 |
| Grape | 2.81 | 0.43 | 0.43 | 0.43 | 0.43 |
| Sword | 1 | 0 | 0 | 0 | 0 |
| Shield | 1 | 0 | 0 | 0 | 0 |
| Toyherb | 0.25 | 0 | 0.25 | 0 | 0 |
| Pink Cat | 0 | 0 | 0 | 0 | 0.25 |
| Moondrop | 0.75 | 0.25 | 0.03 | 0 | 0 |
| Charm Blue | 0.5 | 0 | 0.03 | 0.75 | 0 |
| Cherry Grass | 0.75 | 0 | 0.03 | 0 | 1 |
| Pom-Pom Grass | 1.25 | 0 | 0.03 | 1.25 | 0 |
| Lamp Grass | 1.5 | 0.75 | 0.03 | 0 | 0.75 |
| Ironleaf | 1.75 | 0 | 0.03 | 1 | 1 |
| Clover (4-Leaf Clover) | 0.31 | 1 | 1 | 0 | 0 |
| Autumn Grass | 2.25 | 0 | 0.03 | 0 | 3 |
| Noel Grass | 2.25 | 0 | 3 | 0 | 0 |
| Fireflower | 2.25 | 2.5 | 1 | 0 | 0 |
| Emery Flower | 6.24 | 3.75 | 3.75 | 3.75 | 3.75 |
| Blue Crystal | 3 | 0.5 | 0.5 | 0.5 | 3.74 |
| Green Crystal | 3.12 | 0.5 | 0.5 | 5.64 | 0.5 |
| Red Crystal | 3.12 | 0.75 | 5.64 | 0.75 | 0.75 |
| White Crystal | 3.12 | 5.64 | 1.25 | 1.25 | 1.25 |
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.
