Wiki›Activities›The Fields & Farming

The Fields & FarmingWork the soil, fit a relic together, and spin the Winnowing Belt.

The Fields are Skybound’s idle loop. You buy one tool from a farmer, stand on a patch of soil at Dawnhaven’s farmstead, and every minute the soil gives up a fragment. Fragments fit together into a Whole Relic, and a Whole Relic buys one spin of the Winnowing Belt: seed pouches, Glint, upgrade chips for your collector, farm boosts, Crown, this season’s numbered prizes, and, when the line is open, $SKY. Nothing on this page costs Crown to start. A farmer who never pays can win what a payer buys.

The Field Collector
Field Collector
A common fragment
Common
An uncommon fragment
Uncommon
A rare fragment
Rare
A pristine fragment
Pristine
A Whole Relic
Whole Relic
⚠
The Fields open by season. Until the season is announced the soil is only soil: Hobb sells nothing, the farming window does not open, and the Premium Shop has no Farming tab. Everything below describes the Fields as built; the switch is thrown when the season starts.

Before you start

Two gates, both checked by the server before a pull is spent, so a refusal never costs you anything.

  • Take your first job

    A Wayfarer cannot farm. Finish your 1st Job Change at Lv 15 first; the Fields are not where a new hero spends their first hour.

  • Buy the Field Collector from Hobb

    Hobb the Farmer wanders the farmstead at Dawnhaven and sells the collector for 10,000 Glint Glint. Nobody else sells it, and it is deliberately not in the Premium Shop: the only way to own one is to earn the Glint. It is never consumed and never breaks.

  • Hold it

    The collector is worn in the weapon slot, like the Ultra Collector. You farm with the one in your hand and with no other; one in your bag or in the bank does not count. While you hold it you cannot fight.

  • Click the soil

    Walk onto the farm’s soil and click the ground. The Fields window opens once you are standing on it. With no collector in hand the click just walks you there and tells you what is missing.

  • The Field Collector

    A barn-red hooded tiller feeding a brass-banded glass tank on a thick ash shaft. While it works, the drum of tines turns under the hood, the cog counter-turns, and the tank’s glass goes from a breath to a burn. It is not the Ultra Collector from the Catcher hunt; the two are different tools from different loops, and only this one works the Fields.

    Its upgrades live on the tool, like a weapon’s bonus stats, so a +9 collector can be sold in a stall, traded, or ascended with its chips intact. The tooltip says what it is worth wherever it is seen.

    Working the soil

    A press on the Fields window does not hand you a fragment. It starts a job: the pull is spent at once, the collector dips to the soil, the drum turns, and 60 seconds later the soil gives up what it has. The window’s Threshing Engine (wheel, belt, tines, sieve, chute, lantern) chugs through the cycle, heavy at the start, quick in the middle, labouring at the end, and the chute drops on the reveal. There is no cooldown after it; the cycle was the work, and the button is ready again at once.

    Pulls a day
    50, counted by the UTC day. A pull is one cycle on one plot.
    One cycle
    60 seconds on a plain collector. Chips and a rental shorten it, never below a quarter of that (15 seconds).
    Where
    The farmstead at Dawnhaven. Hobb stands on the same farm, a few steps from the soil.
    Who sees it
    Everyone. Other players see you folded over the tiller with clods and dust kicking up off the soil.
    ⚠
    Stay on the soil. The free collector works only while you stand there. Step out of the circle, put the tool away, or lose your connection mid-cycle and the job is lost; the pull goes back to your day and the window says why. A full minute’s work should not be lost to a hiccup, so a save or a trade landing at the last moment does not cancel it.
    ✦
    A full bag does not lose the work. If the soil gives up a fragment your bag cannot take, it drops on the ground at your feet like any loot. Walk over it to pick it up. The pull is not refunded, because the fragment exists; it is simply lying there, and anyone on the plot could take it first.

    The four fragments

    Every pull rolls one tier from the table. A richer tier is a bigger shard, so you can read a stack without reading its name.

    FragmentBase tableUnder an Hour of FortuneTrade-up
    Common Fragment70%40%5 commons make 1 uncommon
    Uncommon Fragment22%35%5 uncommons make 1 rare
    Rare Fragment7%20%12 rares make 1 pristine
    Pristine Fragment1%5%the top of the ladder

    The Fields window shows the set you are building and the trade-up ladder beside it. The ladder only goes up: five of a tier make one of the next, except at the rare rung, which charges twelve.

    The Whole Relic

    The recipe

    20 common, 8 uncommon, 3 rare and 1 pristine fit together into one Whole Relic: the four tiers’ shards assembled around a gold heart. It is the finished thing, not a fifth fragment to collect, and it is the only key to the Belt.

    The maths of a whole

    On the base table the pristine is the slow part: one pull in a hundred. So a plain collector fits a whole together in about 100 pulls, which is two days of allowance, with commons to spare. A Dowsing Rod, an Hour of Fortune, or twelve rares traded up all shorten the wait for that last shard.

    ✦
    The window follows your bag, not its own buttons. Drop, sell, trade or bank a fragment and the set count moves at once; nothing is cached from the last pull.

    The Winnowing Belt

    One Whole Relic buys one entry. The reel spins, lands on a card, and the prize is in your bag before the reel stops. There is no cap on entries, for you or for the world: what bounds the Belt is the daily allowance each whole is farmed out of, the week’s Crown budget and the season’s fixed supply of prizes.

    ⚠
    You need one free bag cell before you spin. The Belt asks for it before anything is rolled; with no cell free it refuses, and no whole is spent. Once the reel is turning nothing hands a whole back: a prize that cannot be paid (a season piece that just sold out, a week whose Crown budget is spent) pays a Seed Pouch instead, so an entry is never worthless.

    The table, every line

    Weights are published, not hidden. The first odds column is the table as it stands; the second is the same table while the $SKY line is open, which takes one entry in ten and makes every other line a tenth rarer.

    PrizeWhat it isOddsWith $SKY open
    Seed Pouch12 common fragments, as a pouch you open with a double-click24.90%22.40%
    Rich Seed Pouch6 uncommon fragments12.45%11.20%
    Deep Seed Pouch3 rare fragments: the tier the ladder charges twelve of4.98%4.48%
    Chaff Purse40,000 Glint16.60%14.94%
    Satchel CharmThe shop’s Bag Expansion: more bag cells for 30 days3.32%2.99%
    Hour of FortuneThe shop’s own scroll: an hour on the lucky table5.56%5.00%
    Day FlaskThe shop’s own flask: a day of farming while you are away3.73%3.36%
    Harrow ChipA collector upgrade, fitted at Hobb’s bench (below)4.56%4.11%
    Long Furrow4.56%4.11%
    Deep Tiller3.73%3.36%
    Winnowing Screen3.73%3.36%
    Oiled Gearing3.32%2.99%
    Dowsing Rod0.83%0.75%
    This season’s boardOne of the four numbered prizes (below), while supply lasts4.98%4.48%
    Crown100, 500, 1,000 or 5,000 Crown, out of the week’s prize budget2.74%2.46%
    $SKY1,000 to 500,000 $SKY, added to what you can claimclosed10.01%

    Seed pouches are rows you hold: keep one, sell it in a stall, trade it, or double-click it to pour the fragments into your bag. A pouch pours whole or not at all; a bag that cannot take all of it refuses and keeps the pouch.

    Crown on the Belt

    The Belt pays Crown out of Crown that was actually bought that week, and never otherwise: a quarter of the week’s Crown sales is the ceiling on what the Belt can pay out. The four amounts and how often an entry lands on each:

    AmountOdds per entryWith $SKY open
    100 Crown2.28% (1 in 44)2.05% (1 in 49)
    500 Crown0.37% (1 in 274)0.33% (1 in 304)
    1,000 Crown0.07% (1 in 1,369)0.07% (1 in 1,522)
    5,000 Crown0.02% (1 in 5,477)0.02% (1 in 6,086)

    A week whose budget cannot cover the amount pays a Seed Pouch instead and spends nothing. Crown you win shows on your Money tab as “won on the Winnowing Belt”.

    Chips, and Hobb’s bench

    A chip is a cut plate with a notch and two brass contacts: a machine part, not another fragment. Six kinds come off the Belt, each a permanent upgrade to one collector, and each is fitted at Hobb’s bench, standing beside him on the farm. It wears Torren’s grammar: the tool on a plate, one upgrade chosen at a time, a ladder of pips to the ceiling, the odds read out beneath, and one big press that spends the chip.

    ChipEach level addsAt +10
    Harrow Chipone extra fragment roll every cycle, at no extra pull11 rolls per pull
    Long Furrow5 more pulls in the day’s allowance100 pulls a day
    Deep Tillera 3% chance a common comes up doubled30%
    Winnowing Screena 2% chance a common is promoted to uncommon as it leaves the soil20%
    Dowsing Rod+0.1% to the pristine rate, taken from the common rung2% pristine, double the base
    Oiled Gearing1.5 seconds off the cycle45-second cycle

    Fitting a chip

    The ceiling is +10, the forge’s ceiling, so it teaches nothing new. The first three levels always hold; past that the fit can fail, and a failed fit destroys the chip and nothing else: the collector is never damaged, the level never drops, and there is no scroll to buy that would change it. The failures are the sink that keeps chips from piling up, and the climb is meant to be hard: about 31 chips of one kind, on average, to carry it from nothing to +10, with almost all of that cost at +9 and +10.

    Fitting+1+2+3+4+5+6+7+8+9+10
    Holds100%100%100%75%60%48%36%26%16%10%
    ✦
    Chips are tradeable. A chip you win is always worth something: fit it, sell it in a stall, or trade it. And because the levels live on the collector, a +9 Harrow collector is a +9 Harrow collector in whoever’s hand it ends up.

    The farm shop

    Seven Crown items on the Premium Shop’s Farming tab, each changing one number the Fields already read. Prices are set in the shop and can be repriced, so they are not quoted here. A timed item bought again adds its time to what is left.

    ItemWhat it does
    Full MeasurePuts today’s pulls back to full, once. Refused, and kept, on a day you have not used any yet.
    Long Season Pass (30 Days)25 more pulls a day for 30 days. Set below a maxed Long Furrow’s +50, so the permanent, tradeable chip stays the thing worth working towards.
    Oiled Gearing (7 Days)Every pull comes round 20 seconds sooner for 7 days. Stacks with the chip, and the cycle never drops below 15 seconds.
    Day FlaskOne day of offline farming.
    Nightwatch Lantern (7 Days)Seven days of offline farming, for less than seven flasks.
    Hour of FortuneOne hour on the lucky table: 40 / 35 / 20 / 5 instead of 70 / 22 / 7 / 1. A pull counts if it started inside the hour. The hour runs on the clock whether you farm or not, and it is refused, and kept, on a day with no pulls left.
    Second Furrow (30 Days)A second plot beside your first, with its own 50 pulls a day. Every cycle works both plots at once with the one collector, so a full day is 100 pulls in 50 cycles. Works offline too.

    The Fields window lists every running boost under the day’s count, with the time left, amber when it ends within a day.

    Offline farming

    With a Day Flask or a Nightwatch Lantern running, the plot keeps working while you are logged off, and what it made is in your bag when you come back, named in the chat log a moment after you arrive. It is not a second, easier farm: it is the same one, settled honestly.

    This season’s prizes

    Four pieces on the season’s board, every one numbered (“No. 7 of 100, Season 1”) and every one a farm object, so the player wearing one in town is the advertisement. Click a card in the Fields window to try a piece on before you have won it: your own figure turning in it over whatever you wear.

    PrizeWornExistOdds per entry
    Strawbind Hat
    The farmer’s hat, woven and sun-bleached.
    Costume hat1001 in 48
    Harvestfall Cloak
    Heavy canvas, stained at the hem by the soil it was earned in.
    Cloak1001 in 60
    Scarecrow’s Face
    A sackcloth mask, stitched shut and smiling.
    Mask, under any hat501 in 84
    The Golden Sheaf
    One per season, in the whole world. It is a trophy and it is meant to be bragged about.
    Carried, as a blessing11 in 2,401

    Odds are per entry while the piece is in supply; a piece that has sold out drops off the board for the season and the entry pays a Seed Pouch instead. A season runs twelve weeks.

    The Strawbind Hat and friends

    A plaited straw hat with a wine band, a bow that answers the walk and two fireflies drifting round the crown. A painted autumn cape on a thatched straw mantle with a gold sheaf brooch and a straw-tasseled hem tipped in gold. A burlap face with wooden button eyes, candlelight guttering behind them, a smile sewn shut in twine and a crow on the head that looks about. All three trade, sell and ascend like any equipment.

    The Golden Sheaf’s blessing

    A one-of-one, burnished gold wheat bound in crimson on a walnut plinth. It takes no equipment slot: double-click it in your bag and, while it is carried and switched on, you have +10 to every stat and +10% movement speed, with a harvest ring at your feet and gold footsteps behind you. The whole world is told the moment it is pulled. It never goes to a merchant, the ground or a trade: it leaves your bag through the Ascended Market or not at all.

    $SKY on the Belt

    The one place in the game where play can produce $SKY: a chance prize on the Belt, paid from a fixed season budget of 20,000,000 the game already holds, never minted. The line has its own switch, separate from the Fields’; while it is closed the table above is exactly the table it was, and while it is open it is one entry in ten.

    AmountOdds per entry, line open
    1,000 $SKY5.99% (1 in 17)
    2,000 $SKY3.00% (1 in 33)
    5,000 $SKY0.80% (1 in 125)
    10,000 $SKY0.20% (1 in 500)
    100,000 $SKY jackpot0.01% (1 in 10,000)
    500,000 $SKY jackpot0.001% (1 in 100,000)
  • Win it

    It lands on the reel like any prize and goes to Unclaimed $SKY, a line in the Fields window. It is held by your account, not carried in your bag, and it is a number until you claim it.

  • Claim it

    From 50,000 $SKY the window offers a Claim button, which takes everything you hold, once every seven days. A claim over 100,000 is reviewed by staff before it is paid; anything else is queued. The window always says why a claim is not offered yet.

  • Receive it

    It is sent to the wallet linked to your account as real $SKY. The game pays the network fee and a first-timer’s account rent. The window says when it is on its way and when it has been sent.

  • ⚠
    Travelers never win $SKY. A guest account is burned when you sign in, so an entry rolled as a traveler leaves the line out, as if it were closed. Sign in before you spin.

    What can leave your bag

    ThingSell / trade / stallDropAscend
    Field Collector (with its chips)yesyesyes, chips intact
    Fragments, Whole Relics, seed pouches, chipsyesyesnever: they are used up
    Strawbind Hat, Harvestfall Cloak, Scarecrow’s Faceyesyesyes
    The Golden Sheafnonothe only way out
    ❝
    “Rows don’t till themselves. Mind the sprouts, friend. Trampled greens feed nobody.”
    Hobb the Farmer, who has a collector on the counter and 10,000 Glint in mind.