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.
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. 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.
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.
| Fragment | Base table | Under an Hour of Fortune | Trade-up | |
|---|---|---|---|---|
| Common Fragment | 70% | 40% | 5 commons make 1 uncommon | |
| Uncommon Fragment | 22% | 35% | 5 uncommons make 1 rare | |
| Rare Fragment | 7% | 20% | 12 rares make 1 pristine | |
| Pristine Fragment | 1% | 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 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.
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.
| Prize | What it is | Odds | With $SKY open | |
|---|---|---|---|---|
| Seed Pouch | 12 common fragments, as a pouch you open with a double-click | 24.90% | 22.40% | |
| Rich Seed Pouch | 6 uncommon fragments | 12.45% | 11.20% | |
| Deep Seed Pouch | 3 rare fragments: the tier the ladder charges twelve of | 4.98% | 4.48% | |
| Chaff Purse | 40,000 Glint | 16.60% | 14.94% | |
| Satchel Charm | The shop’s Bag Expansion: more bag cells for 30 days | 3.32% | 2.99% | |
| Hour of Fortune | The shop’s own scroll: an hour on the lucky table | 5.56% | 5.00% | |
| Day Flask | The shop’s own flask: a day of farming while you are away | 3.73% | 3.36% | |
| Harrow Chip | A collector upgrade, fitted at Hobb’s bench (below) | 4.56% | 4.11% | |
| Long Furrow | 4.56% | 4.11% | ||
| Deep Tiller | 3.73% | 3.36% | ||
| Winnowing Screen | 3.73% | 3.36% | ||
| Oiled Gearing | 3.32% | 2.99% | ||
| Dowsing Rod | 0.83% | 0.75% | ||
| This season’s board | One of the four numbered prizes (below), while supply lasts | 4.98% | 4.48% | |
![]() | Crown | 100, 500, 1,000 or 5,000 Crown, out of the week’s prize budget | 2.74% | 2.46% |
| $SKY | 1,000 to 500,000 $SKY, added to what you can claim | closed | 10.01% |
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:
| Amount | Odds per entry | With $SKY open |
|---|---|---|
| 100 Crown | 2.28% (1 in 44) | 2.05% (1 in 49) |
| 500 Crown | 0.37% (1 in 274) | 0.33% (1 in 304) |
| 1,000 Crown | 0.07% (1 in 1,369) | 0.07% (1 in 1,522) |
| 5,000 Crown | 0.02% (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.
| Chip | Each level adds | At +10 | |
|---|---|---|---|
| Harrow Chip | one extra fragment roll every cycle, at no extra pull | 11 rolls per pull | |
| Long Furrow | 5 more pulls in the day’s allowance | 100 pulls a day | |
| Deep Tiller | a 3% chance a common comes up doubled | 30% | |
| Winnowing Screen | a 2% chance a common is promoted to uncommon as it leaves the soil | 20% | |
| Dowsing Rod | +0.1% to the pristine rate, taken from the common rung | 2% pristine, double the base | |
| Oiled Gearing | 1.5 seconds off the cycle | 45-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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Holds | 100% | 100% | 100% | 75% | 60% | 48% | 36% | 26% | 16% | 10% |
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.
| Item | What it does | |
|---|---|---|
| Full Measure | Puts 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 Flask | One day of offline farming. | |
| Nightwatch Lantern (7 Days) | Seven days of offline farming, for less than seven flasks. | |
| Hour of Fortune | One 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.
- Same cycle, same allowance. Your real cycle, including chips and a rental, against the day’s real pulls, UTC day by UTC day, carrying what you already spent that day. Being away buys the day’s pulls without being there for them, and never more than the day allows.
- Same gates. At login the server asks what a press would ask: the Fields open, a first job, and the collector in your hand. Log out with it stowed and the plot made nothing.
- Only a clean logout counts. The server notes the time when you leave; a crash notes nothing, and that time is not paid.
- A full bag stops it. Each pull lands whole or not at all. The first that will not fit ends the settling, and the pulls it did not take are still yours for the day.
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.
| Prize | Worn | Exist | Odds per entry | |
|---|---|---|---|---|
| Strawbind Hat The farmer’s hat, woven and sun-bleached. | Costume hat | 100 | 1 in 48 | |
| Harvestfall Cloak Heavy canvas, stained at the hem by the soil it was earned in. | Cloak | 100 | 1 in 60 | |
| Scarecrow’s Face A sackcloth mask, stitched shut and smiling. | Mask, under any hat | 50 | 1 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 blessing | 1 | 1 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.
| Amount | Odds per entry, line open |
|---|---|
| 1,000 $SKY | 5.99% (1 in 17) |
| 2,000 $SKY | 3.00% (1 in 33) |
| 5,000 $SKY | 0.80% (1 in 125) |
| 10,000 $SKY | 0.20% (1 in 500) |
| 100,000 $SKY jackpot | 0.01% (1 in 10,000) |
| 500,000 $SKY jackpot | 0.001% (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.
What can leave your bag
| Thing | Sell / trade / stall | Drop | Ascend |
|---|---|---|---|
| Field Collector (with its chips) | yes | yes | yes, chips intact |
| Fragments, Whole Relics, seed pouches, chips | yes | yes | never: they are used up |
| Strawbind Hat, Harvestfall Cloak, Scarecrow’s Face | yes | yes | yes |
| The Golden Sheaf | no | no | the only way out |
Hobb the Farmer, who has a collector on the counter and 10,000 Glint in mind.
