Tokopedia
Garden Tokotas
➥ Go to the First Time Garden Setup Guide
➥ Go to the Garden Plants Guide
Gardening Tokos
To interact with your garden, you must use Tokotas to perform actions such as plowing, planting, and harvesting. You may assign them in your Garden Settings, and you may only use Bonded Tokotas. Your highest bonding tier determines the number of assignable tokotas.
For example, you have a Tier 1 Bonded Tokota, you may only assign one Tokota. If you have a Tier 2 Bonded Tokota, then two Tokotas, and Tier 3 Bonded Tokota for a maximum of three Tokotas in the garden.
Energy
Tokotas use energy to maintain the garden. Players have a set amount of energy that refills daily at Sunrise (the gardening system rollover). All actions have a base energy cost; experience, weather, plot events, faction, and other effects may change the energy cost. Energy belongs to the garden, not individual Tokotas, and switching them in and out will not change your total energy.
Energy may also unlock additional garden plots. The unlock cost of each plot increases as a user adds to their garden, and this is intended as a long-term investment. Details can be found on the Gardening Overview guide.
Fatigue
All actions taken by a Garden Tokota will increase their Fatigue level, increasing the energy cost of further actions the Tokota takes.
The first three actions a Tokota takes per day are free of penalty. The fourth action will cause a Tokota to become Winded and reach the first level energy penalty. From there, the fatigue level will increase every two actions after, to a maximum penalty at eight actions.
Fatigue is tracked per Tokota and will persist until the next Sunrise, regardless of whether a Tokotas switches out in the Garden Settings.
Stage | Actions Taken | Energy Penalty* |
---|---|---|
Fresh | - | - |
Winded | 4 | +5 |
Tired | 6 | +10 |
Exhausted | 8 | +15 |
* = Energy penalties are given in their base form. They can be modified by other factors, such as Planting experience reducing the penalty for an experienced Tokota. |
Experience
As Garden Tokotas take action in the garden, they will accrue experience. Experience helps reduce the energy cost of future actions, while also increasing the effectiveness of the actions taken in the Garden. This experience is tied to the specific actions; experience in Planting will not affect Harvesting.
Tokotas are not limited in how many actions they may gain experience in, nor capped on how much experience they earn. There is a cap on the maximum reduction for an action's cost, and gaining experience past this point will not reduce the energy cost of the action further.
Actions
Plowing
25 EnergyWilderness Tracker - Provides a small increase to Plow Bonus Chance
Plowing is the first action taken on a plot to prepare it for Planting; it is a required action. A plot is plowable when it is unlocked and a light brown color.
To Plow, click on the empty plot, and a plow popup will appear. You need x5 Dirt (which may be purchased in the Farmer's Market or found in Activities) and enough Energy to use the Plow action. This action uses the Gardening Tokota's Plowing Experience and Fatigue to determine the final Energy Cost. Only one Tokota may plow a plot at a time.
Tokotas cannot fail to Plow a plot and have a chance to be Super Effective. The bonus will grant a small energy reduction to Planting in this plot and is depicted as a blue +Plow icon in the bottom right corner of the plot. Additionally, the Gardening Tokota's Plowing Experience affects the Plow Bonus Chance.
Planting
25 EnergyLore Keepers - Provides a small increase to Seed Rarity
Planting is the second action taken on a plot to determine which plant is grown; it is a required action. A plot is plantable when it is medium brown and has no plant image.
To Plant, click on the plowed plot, and a planting popup will appear. You need x1 Seed Packet (which may be purchased in the Farmer's Market) and enough Energy to use the Plant action. This action uses the Gardening Tokota's Planting Experience, Fatigue, and if plowing was Super Effective to determine the final Energy Cost. Only one Tokota may plant on a plot at a time.
Tokotas cannot fail to Plant, and all Seeds are randomly determined by the Seed Packet used. If you have harvested this plant before, you will see the family-specific seeds on the plot. Otherwise, you will see the unidentified seeds.
Watering
10 EnergyPrestige Breeder - Provides a small increase to Plant Health from Watering
Watering is the care action taken on a plot; it is an optional action. When you water, it has two effects. The first is to increase the plant's health immediately, and the second is to lessen Natural Decay during Sunrise. Increased health is affected by the Garden Tokota's Water Experience. A plot is waterable when it has a plant, is a medium brown color, and has a red watering can icon in the lower right corner.
To Water, click on the plot, and the care popup will appear. You need enough Energy to use the Water action. This action uses the Gardening Tokota's Watering Experience and Fatigue to determine the final Energy Cost. Only one Tokota may water a plot at a time.
Tokotas cannot fail to Water a plot. Once watered, the red watering can icon disappears, and the plot becomes dark brown.
Guarding
10 EnergyPack Leader - Provides a small increase to gain a Reward from successfully Guarding at Sunrise
Guarding is the care action taken on a plot; it is an optional action. When you guard, it protects plots from Negative Plot Events. It does not affect Weather Events or Positive Plot Events. A plot is guardable when it has a plant and no purple shield icon in the lower left corner.
To Guard, click on the plot, and the care popup will appear. You need enough Energy to use the Guard action. This action uses the Gardening Tokota's Guarding Experience and Fatigue to determine the final Energy Cost. Only one Tokota may guard a plot at a time.
Tokotas cannot fail to Guard a plot. Once guarded, a purple shield icon will appear in the lower-left corner of the plot. If any Negative Plot Event happens at the next Sunrise, the guard prevents its effect. When the guard successfully protects the plot, there is a chance for an extra Reward; the Tokota's Guarding Experince affects the Reward Chance.
Weeding
10 EnergyKnowledge Seeker - Provides a small increase to the chance to increase Plant Health from Weeding
Weeding is the care action taken on a plot; it is an optional action. When you weed, it removes any weeds that have grown on the plot. Removing weeds takes one Weeding action regardless of how many days weeds have been growing. Weeds appear at Sunrise and cause extra damage for every day they are left on a plot. A plot is weedable when it has a plant, and there are green weeds around the outer edge of the plot.
To Weed, click on the plot, and the care popup will appear. You need enough Energy to use the Weed action. This action uses the Gardening Tokota's Weeding Experience and Fatigue to determine the final Energy Cost. Only one Tokota may weed a plot at a time.
Tokotas cannot fail to Weed a plot. Once weeded, the green weeds around the edge should disappear. There is also a small chance that the plant may recover some health, and this is also affected by the Tokota's Weeding Experience.
Harvesting
25 EnergyToken Brokers - Provides a small decrease to Wither Chance
Harvesting is the last action taken on a plot to gain plants; it is a required action. A plot is harvestable if there is a green trowel icon in the lower right corner.
To Harvest, click on the fully grown plot, and the harvest popup will appear. You need enough Energy to take advantage of the Harvest action. This action uses the Gardening Tokota's Harvesting Experience and Fatigue to determine the final Energy Cost. Only one Tokota may harvest a plot at a time.
If Plant Health is 20 or above at harvest, then Tokotas cannot fail to Harvest. They will gain a number of Plants determined by Plant Rarity Level (you'll get more commons than rares), Region Compatibility, and Season. If Plant Health is 19 or lower, there is a Wither Chance when harvesting. The Tokota's Harvesting Experience affects the Wither Chance. Regardless of success, the plot starts over in the plowable stage with a light brown color.
After harvesting, the Player's Garden Journal is updated with information about the Plant harvested.
FAQ
- Are there any bonus traits/companions/tack for Gardening Tokotas?
- At this time, the only bonus is the Bonding Trait, Farmer.