Tokopedia
Gardening Overview
➥ Go to the Garden Tokotas Guide
➥ Go to the Garden Plants Guide
Welcome to the Garden
The Garden is an interactive casual game on Tokotna under the "Activities" section on the top navigational bar. Players maintain a garden using their tokotas and grow plants used in other parts of the game, such as crafting. A full setup guide is linked above. However, you need at least one bonded Tokota to begin.
The garden runs on a daily cycle that resets at Midnight (12:00 AM) Tokotna Time. Daily rollover is called Sunrise; natural decay, weeds, weather, events, and plant growth happen then.
Gardens are made up of Plots, and you start with one unlocked. You may unlock up to nine more plots by spending energy. Each plot has actions taken on it, such as plowing, planting, and harvesting. Seeds determine which plants grow in plots, and your care actions factor in the plant yield.
Garden Legend
- Garden - Your garden may contain between one and nine plots and is where you interact with each plot.
- Plot - Your plots are where you care for and harvest plants. Their visuals change based on the status of the plot.
- Plowed Plot - A plot that has been plowed. Plowed plots are medium brown. A plot must be plowed in order to plant a seed. Plowing a plot requires x5 Dirt.
- Watered Plot (Seed Stage) - A watered plot with a seed. Watered plots are always dark brown.
- Plowing Bonus - Planting in a plot with a plowed bonus costs less energy that planting in a plot without a bonus.
- Needs Watering - The plant in this plot has not been watered during the current garden day.
- Weeds - This plot has weeds. Weeds will do damage to the plant in this plot if not removed before the next garden roll over.
- Guarded - This plot has been guarded, which prevents negative Plot Events. Note that guarding does not impact Weather Events or Positive Plot events.
- Ready to Harvest - This plant has reached maturity and is harvestable. Once mature a plant's health cannot be changed.
- Planted Plot (Seed Stage) - This plot has been planted, and the plant is at the seed stage.
- Seedling - This plot has been planted, and the plant is at the seedling stage.
- Sprouted Plant- This plot has been planted, and the plant is at the sprouted stage.
- Mature Plant - This plot has been planted, and the plant is at the mature stage.
- Withered Plant - The plant in this plot has reached 0 health, and has withered. It can no longer be harvested. The only action that can be performed on a withered plant is removal.
- Locked Plot - This plot is locked. Energy can be spent to unlock this plot. You do not need to spent the total amount of energy in a single day.
- Energy - Your current energy. Energy is tied to the player, not to individual Tokotas.
- Region - The region your garden is located in.
- Season - The ideal seasons for plant growth, based on the region your garden is located in.
- Weather - You garden's current weather.
- Faction - Your faction.
- Regional Compatibility - Select the expand arrow for a list of regional plant type compatibilities.
- Energy Costs - Select the expand arrow for a chart that shows the energy costs for each Tokota's potential actions.
- Journal - The journal is organized by Plot ID, and shows the plot's recent events.
Plots
Plots are the most essential element of your garden because everything happens in them. They visually represent the status of your plant and which part of the gardening cycle the plot is currently in. Everyone starts with one plot and may unlock up to nine plots. Every time you interact with your plants, it will be through your Plot Popups. All actions also require a Garden Tokota, Energy, and sometimes extra items.
➥ For more specific information on Garden Tokotas go to the Guide
Plowing Popup
Plowing is the initial step of gardening. You click on an empty plot to open the Plow Popup. First, select a Tokota to take the Plow Action. How much energy it costs for each Tokota is on the button. Next, choose which type of dirt you want to use. Plowing requires x5 of the same kind of dirt. You can find dirt in Activities or the Farmer's Market. Finally, press confirm to make your selections and take the plow action.
You cannot fail to plow a plot. There is a chance to have a Super Effective Plow, which decreases the energy needed to plant by 5.
Planting Popup
Planting is the next step of gardening. You click on a plowed plot to open the Planting Popup. First, select a Tokota to take the Plant Action. How much energy it costs for each Tokota is on the button. Next, choose which type of seed packet you want to use. Planting requires x1 Seed Packet. You can buy seed packets in the Farmer's Market. Finally, press confirm to make your selections and take the plow action. More information on how Seed Packets work is in the Garden Plants Guide.
You cannot fail to plant a seed. You'll see the Plant Family-specific grow stage icons if you've harvested the plant before. Otherwise, you'll see the generic grow stage icons.
Care Popup
Care actions maintain your plant's health while it grows; they include watering, weeding, and guarding. You click on a planted plot to open the Care Popup. Important plant details include the name, grow stage, health, harvest date, and more on the care popup. First, select which Care Action you want to take. Next, choose which Tokota to take the care action. How much energy it costs for each Tokota is on the button. Finally, press confirm to make your selections and take the care action.
You cannot fail your care actions. Each has a different effect and may only happen once a day in each plot.
The most essential care action is watering, which increases your plant's health and lowers the natural decay at Sunrise. Specific weather waters all your plants for you.
There is a chance that weeds grow in plots every day. If left unattended, they will cause damage at the next Sunrise. Weeds can stack if ignored for multiple days. Additionally, specific weather and plot events can cause weeds to grow. Weeding removes all weeds from your plot regardless of level and may increase plant health.
During Sunrise, every plot has a 10% chance of being in a plot event. Plot Events can be negative or positive, and guarding protects your plot against negative events. Guards only work for one Sunrise before needing to be assigned again. If a guard successfully prevents a negative event, then there is a small chance of a bonus reward. Rewards are specific to the prevented event.
Havesting Popup
Harvesting is the final step of gardening. You click on a harvestable plot to open the Harvesting Popup. First, select a Tokota to take the Harvest Action. How much energy it costs for each Tokota is on the button. Finally, press confirm to make your selections and take the harvest action.
You cannot fail to harvest a plot if the plant's health is above 20. The plant's rarity, regional compatibility, and the current season affect the yield. The Garden Plants Guide has more information on how Yield Sizes work.
If your plant is below 19 health, it is possible that it will wither during harvest, and you will receive nothing. A plant's health cannot increase or decrease once it reaches the Harvest Stage.
Removal Popup
Removal is only available if your plant reaches zero health. You click on a withered plot to open the Removal Popup. It costs five energy to remove a withered plant. Press confirm to take the removal action.
You cannot fail to remove a withered plant, and no Tokota gains fatigue.
Unlock Popup
Unlock is only available if you have less than nine plots in your garden. You click on a locked plot to open the Unlock Popup. First, select the amount of energy you wish to spend. Then, press confirm to make your selections and take the unlock action.
You cannot fail the unlock action, however plots are only unlocked once you've spent enough energy. The cost per plot scales upward and is a long-term investment. Energy spent is cumulative and persists between days. You do not need to have all the energy to unlock a plot in a single day. Plots remain unlocked if you change your garden's regions.
The recommended process is that you spend the energy left after tending to your existing plots and slowly working towards expanding your garden.
Plot # | Energy Cost | Approx. Days to Unlock* |
---|---|---|
2 | 300 | 3 days |
3 | 600 | 9 days |
4 | 900 | 18 days |
5 | 1200 | 30 days |
6 | 1500 | 45 days |
7 | 1800 | 63 days |
8 | 2100 | 84 days |
9 | 2400 | 108 days |
* = Assumes all daily energy is spent on unlocking plots, and includes days spent on earlier plots. |
Regions & Seasons
Gardens are affected by their region and the current season. You may select one of the ten major regions of Tokotna. Each region has a preferred season and plant families that grow better and worse. There are four growing seasons in gardening. These do not correspond to external seasons or seasons in other aspects of the game. They have unique names in the gardening system. Both region and season affect your yield size when harvesting.
The current season in gardening is determined by the month. When you harvest during a region's preferred season, you have an increase in the possible minimum harvested plants.
Season Name | Corresponding Months | ||
---|---|---|---|
Vernal | January | May | September |
Estival | February | June | October |
Autumnal | March | July | November |
Hibernal | April | August | December |
There are two starter regions that you may select for your garden: Taniya and Tartok. These regions have a neutral compatibility with all plant families and two preferred growing seasons. The other eight regions have an excellent compatibility plant family, a poor compatibility plant family, and one preferred growing season. When you harvest a plant with excellent compatibility, you have an increase in the possible maximum harvested plants. In contrast, if you have poor compatibility, you have a decrease in the possible maximum of harvested plants.
Region | Flower | Fruit | Grass | Herb | Mushroom | Succulent | Tree | Vegetable | Seasons |
---|---|---|---|---|---|---|---|---|---|
Taniya | - | - | - | - | - | - | - | - | Estival, Hibernal |
Tartok | - | - | - | - | - | - | - | - | Vernal, Autumnal |
Alurik | - | - | - | Poor | - | - | - | Excellent | Estival |
Fosbir | - | - | - | Excellent | - | - | - | Poor | Autumnal |
Kuuterek | - | - | - | - | Excellent | - | Poor | - | Vernal |
Maquraq | Poor | Excellent | - | - | - | - | - | - | Vernal |
Narnvak | Excellent | Poor | - | - | - | - | - | - | Hibernal |
Siranuk | - | - | Poor | - | - | Excellent | - | - | Autumnal |
Tolas | - | - | - | - | Poor | - | Excellent | - | Hibernal |
Vurnma | - | - | Excellent | - | - | Poor | - | - | Estival |
You unlock non-starter regions by growing plants from their excellent compatibility family. Region unlock progress is on your Gardening Journal. Once a region is unlocked, it is permanently available for planting and has the same number of plots as your currently unlocked number of plots. You must move your garden to a region on the Garden Settings to gain the effects of its compatibility and preferred season.
Changing Garden Region
You may move your garden to any unlocked region. Currently, there is no cost to changing your garden's region. However, when you move the region, your entire garden is reset to the unplowed stage. If you have plants growing in your garden and attempt to move regions, there will be a popup asking you to confirm that you're OK with them being removed with no refund. We recommend you wait until after harvesting all your plants.
Sunrise
Sunrise is the daily rollover in the gardening system and happens at Midnight (12:00 AM) Tokotna Time. If you have not been to your garden for multiple days, all previous sunrises are processed when you open your garden again. For example, if it has been three days since you last opened your garden, then three sunrises are logged. Additionally, Sunrise refills your energy and resets fatigue on your Garden Tokotas. There is an order of operations to Sunrise.
Weather
The first phase of Sunrise is determining your garden's weather for the day. Weather affects every unlocked plot in your garden, sometimes helpful and sometimes not. Missed Sunrises do have weather accounted for in processing. If you had 'Heavy Rain' on a day you did not visit the garden, you would still benefit from having watered your plants that day.
Weather | Effect |
---|---|
Clear Skies | No Effect |
Heavy Rain | All Plots are Watered |
Heatwave | All Actions cost more Energy |
Light Rain | Watering cost less Energy |
Hail | All Plots lose Health |
Windy | Weeds are more likely to Grow |
Partial Cloudy | All Actions cost less Energy |
Any weather that cause damage or grows weeds takes effect after Plot Events. Some Plot Events may prevent the effects of weather.
Natural Decay & Weeds
The next phase processes overnight damage, and each plot is handled separately. All plants take Natural Decay every day until they are ready for harvesting. Natural Decay lowers plant health by 10 to 15; however, if you watered your plot the previous day, then Natural Decay only decreased health by 7 to 12.
Any weeds not removed the previous day also decrease plant health by 2 to 5 plus weed level. If there are multiple days of grown weeds, the damage increases by 1 for each level of weeds. For example, if there are three levels of unattended weeds, the damage is 2 to 5 plus 3. Weeds grown by Weather or Events on the same day do not lower plant health until the next Sunrise.
Plot Events
Every plot has a 10% chance of being in a plot event daily. Events may be positive or negative, and guarding your plot prevents negative effects. Plots can only be affected by one plot event at a time. However, they may have a weather and plot event simultaneously.
Positive plot events increase plant health and may be more effective on specific plant families, or decrease the weeds in a plot. These effects happen immediately, and there is currently nothing that prevents them.
Meanwhile, negative plot events decrease plant health and may be more damaging to specific plant families or increase the weeds in a plot. A guard on the plot prevents these effects from happening. Additionally, guards provide a small chance of getting a bonus reward when they protect against a negative plot event.
Plot Events only affect plots with a plant that is not ready to harvest.
Plant Growth & Wither
The last stage of Sunrise determines a plant's health and then calculates whether it moves to the next growth stage.
If a plant's health reaches zero during Sunrise, it withers. Withered plants continue to take up space in the plot until you remove them. Once removed, the plot is ready to be plowed again. The removal of withered plants does not provide any items or bonuses.
Otherwise, the plant's current growth stage is determined by when you planted it and its growth length. There are four stages, and currently, they are just a visual indicator of how close the plant is to being harvestable. If a plant reaches its harvest date and still has health, it moves into the final stage and takes no more damage from weeds, natural decay, or events. However, its health cannot be raised by watering either.
The final part of plant growth is checking whether weeds grew. Weeds happen last to prevent them from causing any damage the night they grow.
Sunrise Log
After Sunrise, a log containing all details about natural decay, weeds, events, growth, and weather effects is available. If multiple days have passed, all processed Sunrises will be logged and separated by date. Your Sunrise Log only persists for a day and will be replaced by a new one the next time your garden is processed.FAQ
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