Keep first finds for the Museum
Check incomplete sets before selling or gifting discoveries; seasonal entries may mean waiting until the next year if missed.
Fields of Mistria farming combines seasonal crops, animal care, fishing, foraging and mine runs. Crops and animal goods support income, cooking and town progress. Mining materials unlock tool and building work, while museum collections reward keeping one of each discovery. Crop and mine plans should account for stamina and active quests.
16 farming guides · PC / Global, 1.0 released Aug 5, 2026

Unlock requirements, costs and tips to help you get started.
Check incomplete sets before selling or gifting discoveries; seasonal entries may mean waiting until the next year if missed.
Outdoor crop plans are seasonal. Year-round Winter beds require the Carpenter story upgrade, so prioritize Fall harvests until it is available.
Fish depend on water type, season, weather and shadow size. For Cherry Fish, use a small shadow in an Eastern Road pond on a windy Spring day.
Prioritize current seasonal opportunities, then progression gates and resource routes, followed by recurring collection and production goals.
Spring planting creates early Tesserae income while securing seasonal crops for the Museum, requests, and cooking.
Copper from the early Mines supports progression and tool work, helping improve the farm and access deeper mine routes.
Requests and town progress direct farming, mining, and collection effort toward named rewards and unlocks.
Fall planting uses the final outdoor crop season, while the greenhouse opens a path to year-round beds after substantial story…
Greenhouse beds remove the outdoor seasonal limit for continued crop production after a major Carpenter and town-rank milestone.
Iron, gems, and rare crystals supply deeper progression, tool work, and seal-related goals.
Browse more guides in this category.
Spring planting creates early Tesserae income while securing seasonal crops for the Museum, requests, and cooking.
Fall planting uses the final outdoor crop season, while the greenhouse opens a path to year-round beds after substantial story…
Greenhouse beds remove the outdoor seasonal limit for continued crop production after a major Carpenter and town-rank milestone.
The Seed Maker converts harvested crops or forageables into seeds, letting a farm turn part of its harvest into future…
Summer crops sustain seasonal shipping income and provide harvests for collection, requests, and cooking.
Water Sprite Statues automate plot watering at an essence cost, freeing time for other farm or town work.
Browse more guides in this category.
Copper from the early Mines supports progression and tool work, helping improve the farm and access deeper mine routes.
Iron, gems, and rare crystals supply deeper progression, tool work, and seal-related goals.
Mine-specific fish and floor finds fill collection goals and provide resources that cannot be gathered from surface routes.
Browse more guides in this category.
Museum donations complete collection sets and add a separate path to town progress alongside shipping and requests.
Seasonal foraging supplies Museum entries, requests, and gifts without using crop plots or seed money.
Fishing fills Museum sets, provides request and cooking ingredients, and supplies an alternative to crop and mine work.
Browse more guides in this category.
Requests and town progress direct farming, mining, and collection effort toward named rewards and unlocks.
Animal goods add recurring farm output for recipes, requests, Museum goals, and shipping income.
Cooking and town processing turn harvests, fish, dairy, and ore into useful prepared or refined goods.
Breeding produces an offspring from compatible housed animals and offers a repeatable way to grow a barn or coop population.
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Spring planting creates early Tesserae income while securing seasonal crops for the Museum, requests, and cooking.
Copper from the early Mines supports progression and tool work, helping improve the farm and access deeper mine routes.
Requests and town progress direct farming, mining, and collection effort toward named rewards and unlocks.
Fall planting uses the final outdoor crop season, while the greenhouse opens a path to year-round beds after substantial story…
Greenhouse beds remove the outdoor seasonal limit for continued crop production after a major Carpenter and town-rank milestone.
Iron, gems, and rare crystals supply deeper progression, tool work, and seal-related goals.
Museum donations complete collection sets and add a separate path to town progress alongside shipping and requests.
The Seed Maker converts harvested crops or forageables into seeds, letting a farm turn part of its harvest into future…
Summer crops sustain seasonal shipping income and provide harvests for collection, requests, and cooking.
Water Sprite Statues automate plot watering at an essence cost, freeing time for other farm or town work.
Animal goods add recurring farm output for recipes, requests, Museum goals, and shipping income.
Cooking and town processing turn harvests, fish, dairy, and ore into useful prepared or refined goods.
Seasonal foraging supplies Museum entries, requests, and gifts without using crop plots or seed money.
Fishing fills Museum sets, provides request and cooking ingredients, and supplies an alternative to crop and mine work.
Mine-specific fish and floor finds fill collection goals and provide resources that cannot be gathered from surface routes.
Breeding produces an offspring from compatible housed animals and offers a repeatable way to grow a barn or coop population.