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Monster Working Guide


Pet Monster Basics
To store monsters, you need a barn. If you don't already have one, buy one from Kross. Use your
Pet Glove to tame monsters, who will be sent to your barn*. As long as you have fodder stored in
your barn, your monsters will be fed. Be sure to brush your monsters every day to get their
friendship levels up and keep them up. Once their friendship level is one, you can either schedule
them to work,start collecting their items using the multipurpose harvester or take the monster to a
dungeon to fight.To schedule a monster to work, go up to it in your barn and click on it, then
select the available job. It will be scheduled to start the following day.**

If your barn is full, it will not be sent.

Friendship
As your friendship with the monsters increases, their work will improve. In the case of
producers, this means more and better products. The workers get more done.
Specifically, for milk, egg, honey, and wool producers, FP indicates the level of their products.
For producers of anything else, FP indicates the number of products given, ie a Monster Box
with 2 FP would give 2 jewels, and a Wooly with 2 FP would give 1 level 2 wool.

Schedule
The Monster Work Schedule is posted outside your barn.
7am: Gather edible grass
11am: Harvest crops
3pm: Water plants
7pm: Gather lumber
10pm: Clear out rocks
1am: Mow grass
The work will still be done even if you are not there or in bed.

Crop Harvesters

Monsters that will gather crops and put them in the shipping box
Ant- Whale Island: Cave Surface, Green Ruins 1st Floor, Lava Ruins 1st Floor
Blood Panther- Whale Island Tower of Glory, Snow Ruins 4th Floor
Goblin- Whale Island Cave Surface
High Orc- Whale Island Tower of Rebirth
Hobgoblin- Whale Island Flank
Killer Ant-Lava Ruins 1st Floor
Orc- Whale Island Cave Depths
Orc Archer-Whale Island Cave Depth
Orc Hunter-Whale Island Tower of Rebirth, Floating Chamber
Shadow Panther- Snow Ruins 1st and 2nd Floors

Rock Breakers
Monsters that break the rocks in the fields
Beetle- Whale Island Tail Tree
Dark Slime- Lava Ruins 5th Floor
Gigantes- Whale Island Tower of Life and Tower of Life Garden
Hammer Troll- Lava Ruins 4th and 5th Floors
Heracles- Whale Island Tower of Plenty Garden
Mini Golem- Lava Ruins 2nd and 3rd Floors, Whale Island Flank
Slime- Whale Island Cave Depths, Green Ruins 2nd Floor

Woodcutters
Monsters that will clear wood and put it in your woodshed
Blackbird- Whale Island Floating Chamber

Ignis- Lava Ruins 2nd and 3rd Floors


Little Mage- Green Ruins 3rd Floor, Whale Island Tower of Rebirth Garden
Minotaur- Lava Ruins 4th and 5th Floors
Minotaur King- Snow Ruins 3rd-5th Floors, Whale Island Floating Chamber and Tower of Life
Garden
Soul- Snow Ruins 5th and 6th Floors
Weagle- Lava Ruins 5th Floor

Waterers
Monsters that will water crops
Elefun- Lava Ruins 1st Floor
Glace- Snow Ruins 1st and 2nd Floors
Little Emperor- Lava Ruins 1st Floor, Whale Island Tower of Rebirth and Tower of Life Garden
Little Wizard- Snow Ruins 5th Floor, Whale Island Tower of Rebirth and Tower of Life Garden
Mamoo- Snow Ruins 2nd and 3rd Floors
Sealy- Whale Island Drain
Sky Fish- Whale Island Flank
Tortas- Whale Island Drain

Wild Plant Gatherers


Monsters that gather wild plants
Chitter- Green Ruins 1st Floor
Fairy- Whale Island Tail Tree and Drain
Furpy- Lava Ruins 2nd Floor
Hades- Whale Island Tower of Glory and Tower of Rebirth Garden

Mowers
Monsters that will mow grass grown for fodder and weeds
Death Stalker- Snow Ruins 1st and 2nd Floors
Faust- Whale Island Tower of Birth and Floating Chamber
Ghost- Lava Ruins 1st Floor
Mantict- Whale Island Tail Tree
Necro- Whale Island Tower of Birth
Samurai- Whale Island Tower of Plenty Garden
Scorpion- Lava Ruins 3rd Floor, Whale Island Flank

Milk Producers
Monsters that provide milk
Buffamoo- Green Ruins 3rd Floor, Whale Island Fin
Buffazoo- Snow Ruins 4th Floor, Whale Island Floating Chamber

Wool Producers
Monsters that provide wool
Fluffy- Lava Ruins 4th Floor
Wooly- Whale Island Fin, Green Ruins 3rd Floor

Egg Producers
Monsters that provide eggs
Clucky- Green Ruins 3rd Floor
Duck- Lava Ruins 2nd Floor
Peck- Snow Ruins 3rd Floor

Honey Producers
Monsters that provide honey
Hornet- Green Ruins 3rd Floor
Hornet Queen- Snow Ruins 1st Floor

Seed Producers
Monsters that provide seeds
Spring- Green Ruins 1st and 2nd Floors
Summer- Lava Ruins 3rd and 4th Floors
Autumn- Snow Ruins 1st Floor

Ore and Jewel Producers


Monsters that provide ore and jewels
Gobble Box- Snow Ruins 6th Floor, Whale Island Floating Chamber and Tower of Plenty
Micro Dragon- Snow Ruins, 6th Floor
Mini Dragon- Snow Ruins 4th and 6th Floors, Whale Island Tower of Glory
Monster Box- Lava Ruins 1st, 4th, and 5th Floors

Jewel and Wild Plant Producers


Monsters that provide jewels and wild plants
Big Muck- Green Ruins 2nd Floor
Tricky Muck- Snow Ruins 6th Floor, Whale Island Tower of Rebirth Garden

Mounts
Monsters your character can ride
Buffaloo- Lava Ruins 4th Floor

Cone- Whale Island Tower of Glory Garden


Elefun- Lava Ruins 1st Floor
Hunter Wolf- Snow Ruins 4th and 5th Floors, Whale Island Tower of Glory
Mammoo- Snow Ruins 2nd and 3rd Floors
Silver Wolf- Whale Island Fin
Unico- Snow Ruins 3rd Floor, Whale Island Drain

Ranching Guide
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Monsters

During the course of the game, the player is given the option to build a barn and to raise
monsters. Monsters can assist the player with various farming tasks, produce food and
ingredients, as well as accompany you into combat and provide you with a mode of
transportation.
For information on the many different monsters, see Bestiary.
Befriending Monsters

To start raising monsters to assist you, two things are needed: The pet glove to befriend them and
a barn to give them a place to live. The player can acquire both pet glove and barn from Kross.
The glove becomes available after your first venture into a dungeon, and the barn is available
from the start.
By equipping the pet glove and using it successfully four times on a monster you can befriend it.
You will know if the glove is working by the hearts produced above the monsters head. Nearly
all monsters can be befriended. Upon befriending a monster a dialogue box will appear between
the player and the monster, followed by the monster teleporting to the barn.
Raising your Monsters

Once you have befriended a monster you have to look after it. Monsters need feed which comes
in the form of forage that can be purchased from Erik or grow fodder on the farm. Forage needs
to be placed into the hopper on the barn to be available to the monster, while fodder when
harvested with the sickle is automatically placed into the barn.

In order for monsters to help the player out, their friend level must be increased to at least level
1. This can be done by using the pet glove on the monster and by taking it out for a walk.
As the friend level increases the monster will do their job more effectively, or produce
more/higher level goods.
Friend level (displayed as smileys) will increase at the first level gained, and every 10 level after
that. The required number of interaction points required for a level gain is equal to 1 + level/10.
For example, at level 11, a level gain requires 2 points. At level 35, a level gain requires 4 points.
At level 2, a level gain requires 1 point.
Each level requires a certain number of interaction points that are awarded as follows:

Brushing: 1 point

Taking to a place that makes the pet "Very Happy": 3 points (Only one
possible)

Taking to a place that makes the pet "Happy": 2 points (Only one possible)

Friendship Day: 1 point

This means that if all you did with your chitter is brush them every day, it would take 469 days to
reach 10 smileys. If you took them out to a "Very Happy" location and brushed them, it would
take 155 days. The problem gets worse the higher the creature's level. Elefun starts at level 23.
This means if all you did was brush it and let it water your crops, you would need 357 days to
reach 7 smileys. You would also need 37 days to reach 2 smileys (only 11 if you took it out
daily).
Interaction points do not carry over from level to level but do carry over from day to day. This
means any points over the required amount, are lost whenever another level is achieved.
Laying Eggs
Once your monster has reached one friendship point, you will be able to give them a rune stone
and have them lay an egg. It takes ten days for any egg to hatch. The egg gains 3-4 standard
levels in those ten days. The new monster gets one of their stats boosted depending on the rune
stone you use. These boosts do not appear to stack across generations, only one is in effect at a
time.
Water: HP Rock: Defence Tree: Magic Grass: Attack
Types of Monsters

Once a monster is befriended its information can be viewed from the "Barn" status screen or
from within the book that is in the entrance to the barn. Next to the statistics of the monster you
will see if the monster is currently working, and what kind of task they can preform. For nonworking monsters what the monster can do or produce can only be discovered through improving
the friendship level of the monster, and by taking it out for a walk and interacting with it.
Working Monsters
Working monsters assist you in your daily chores around the farm by watering your crops,
gathering ready to harvest crops, cutting grass for feed, clearing the stones and wood, and
collecting the colored grasses and bamboo shoots that randomly grow on your field. These
monsters can be assigned to do specific tasks and will carry them out according to the schedule
posted on the outside of the barn.
Schedule
7am : Gather edible plants
11am : Harvest crops
3pm : Water plants
7pm : Gather lumber
10pm : Clear out rocks
1am : Mow grass
Working monsters come in 6 different forms; Harvest, Watering, Wood Cutter, Stone breaking,
grass cutting and wild vegetable gatherer.
Harvesting, grass cutting, and wild vegetable gatherer monsters will assist in harvesting ready
crops, fully grown grass, and wild food that grows on your field and will automatically place the
item into the appropriate box; either shipping box or the barn hopper. At the first friend level they
will only be able to work on a single square at a time, but as their friend level increases the
amount of ground they can work on at a time increases.
Watering monsters will water any tilled soil even if there is no crop seeded to it. Like the above
monsters they can only water a single square at the first level and are able to water more as their
friend level increases.
Wood Cutting and Stone breaking monsters operate in the same fashion. They will remove any
wood or stone that appears on your field. At the lower friendship levels it will take them a
significant amount of time to clear tree stumps/large rocks, possibly taking an entire day. As their
friendship level increases their efficiency in removing the debris improves.
Resource Monsters
Some monsters are able to produce goods that you can sell or use in crafting or on your farm.
From the status screen what these monsters can do is unknown, but will produce a special
dialogue when the harvester is used on them. Only once the monster has reached friend level 1

will they start producing. As the level improves the amount and/or quality of the item will
improve. Resource Monsters can be harvested from every 3 days.
Monsters can produce the following items:

Milk

Eggs

Wool

Gemstones

Mushrooms

Seed

Ores

Honey

Warrior Monsters
Warrior Monsters are monsters that do not help out with the farm or produce goods, but serve the
sole purpose of accompanying you into dungeons and help kill other monsters. All monsters are
able to do what Warrior monsters can do, but not quite as well. Some specific warrior monsters
are able to be ridden increasing your movement rate allowing you to get around town faster or
run through dungeons.
If a monster is killed they will teleport back to the barn and their friendship level will decrease.

All credit for the info goes to foifoi2 and his sources.
If anybody can check what happens if all areas are in prosperity, that would be great.
1. What are runeys?
2. Candy, the girl that helps with the runeys
3. The Harvester
4. Checking how many runeys are out there: the Runey Map
5. Rune Stones and Miracles
6. Prosperity
7. Food chain
8. Why runeys die if you don't do anything.
9. Area Bonus.
10. How crops help runeys
11. What happens every day
12. Runey growth in Homestead
13. Weather
14. If all runeys die...
15. If all areas are in prosperity...
16. Bonuses and penalties
17. Grass Runeys and Grass Factories
18. How to get areas into prosperity
1. What are runeys?
They are "spirits" that affect the growth of your crops. If runeys die out in an area your farm and
dungeons will produce crops slowly while if they reach "prosperity" they'll get bonuses.
They can be harvested with the Harvester tool (given to you by Candy) and then released into
other areas or they can be used to make miracles or Rune Stones to open some doors and get
your monsters pregnant.
2. Candy, the girl that helps with the runeys
Candy appears along with Cinnamon. You need to talk to Kannon (the old guy in the clock tower)
until he mentiosn his granddaughters. It usually takes 2-3 days of talking to him a few times each.
3. The Harvester
Talk to Candy and ask her about runeys.
4. Checking how many runeys are out there: the Runey Map
The runey map can be accesed by talking to Candy or by going to the second floor in clock tower
where there's this machine/structure that's blue and has some kind of glass bubble, it works as a
map too.
5. Rune Stones and Miracles
Harvest some runeys and then ask Candy to do it or go to the second floor in clock tower and read
the note next to the map.
6. Prosperity
When an area has 35 or more of each runey it reaches prosperity and it's yellow/orange in the
runey map. Your crops will grow faster for each area in prosperity. Areas in prosperity don't behave
like normal areas, water, rock and tree runeys keep growing until reaching 60 (the max) while the

grass runeys decrease by 2 each day (no matter how many water, rock or tree runeys there are)
except for the first 7 days in a month (they increase by 1 those days) and Homestead. Homestead
will still produce grass runeys.
7. Food chain
Runeys follow a food chain... kind of.
Water > Rock > Tree > Grass
That means water runeys eat rocks and so on. Grass runeys don't eat anything while water runeys
aren't eaten by anything.
Apparently the Homestead doesn't follow this and the runeys don't eat each other.
8. Why runeys die if you don't do anything.
Unattended, your runeys will die... and here's how it usually happens:
- Water runeys keep multiplying (they don't get eaten by anything)
- Water runeys eat all or most rock runeys
- Tree runeys start multiplying because nothing eats them
- Water runeys start dying since they don't have anything to eat
- Tree runeys start eating all grass runeys
And there you go... now you have a lot of tree runeys and only a few water and grass and probably
no rocks.
Don't post yet

MORE RUNE FACTORY FRONTIER FROM GAMESPOT

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Exploring Endgame and Manticore Final Boss - ARK: Scorched Earth


Tour

KIARIY

Kiariy (Topic Creator)7 years ago#2


9. Area Bonus.
Each area except the Homestead has a runey symbol when you look at it on the runey map. This
makes the area better at growing those runeys as far as I can tell from my experiments with Grass
Factories.
Every 20th you'll get a bonus in those areas, 20 runeys. So, for example, on the beach, you'll get
20 water runeys.
This can screw up your runey balance so be careful.
Some people have reported that some areas get a different bonus than what they are supposed to
though, still, be careful this doesn't screw the balance if your areas aren't in prosperity.
I tested this myself on Bussiness District (Rock area) with 5 of each runey and the next day I had
5:3:27:5 (Water:rock:tree:grass) so as you can see, I got 22 trees and -2 rocks... trees are eaten by
rocks though, so maybe that's why... I could speculate about this but I don't reallly know why.
For those who are too lazy too remember or check the map:
Homestead: None
Lake Poli: Water
Mountain Road: Tree
Public Square: Rock
Bussiness District: Rock
South District: Grass
Church District: Tree
Road to the Beach: Grass
Beach: Water
10. How crops help runeys.
Each 3x3 square that has crops will add runeys. This means that leaving unharevested crops
(even in dunegons) will help adding runeys. Fully grown crops don't need to be watered.
This runeys are added to the homestead as far as I can tell and then you can use them to
repopulate other areas.
11. What happens every day.
The first 7 days of each month 1 of each runey is added and the food chain doesn't affect the
areas.
The next days the food chain applies except for prosperity areas where runeys keep getting added
except for grass that decrases by 2 each day.
12. Runey growth in Homestead
Homestead doesn't behave like other areas and as you might notice, it doesn't have an area bonus
either. The food chain doens't apply here aparently so runeys keep getting added. For me, this
area got into prosperity by itself during Summer.
Runey growth in Homestead is better the more crops you have. Don't harvest fully grown crops if
you need more runeys (you don't need to water them).
Runey growth is random though.. I made some tests and I've gained between 1 to 10 grass runeys
by saving and reloading.

13. Weather.
Weather affects runeys and rainy days will make water runeys prosper. I'm not sure about
typhoons though.
14. If all runeys die...
When there's less than 4 runeys in an area it'll be red in the map.
If there's 0 runeys then that area will be dead and it'll be black/gray on the map.
Crops start growing slowly and may even die because of this.
ravaggle tested what happens if all runeys die in all areas: crops might not die but they will take a
lot longer to mature. A turnip takes 18 days instead of 4.
15. If all areas are in prosperity...
Some people say nothing happens, in other words, it's as if all areas where normal and you loose
the prosperity bonus. Has anyone tested this?
16. Bonuses and penalties
Areas in prosperity make your crops grow faster. For exmaple, having 1 area in prosperity will
make grass regrow every day instead of every 2 days.
Areas with no runeys will make your crops grow slowly and they might wither and die.
Bonuses for having areas in prosperity and penalties for having no runeys in an area are only
effective during the next day. You can have an area in prosperity for a while then take some runeys
so it won't be in prosperity during that same day and it'll be as if it was never in prosperity.
Don't post yet

KIARIY

Kiariy (Topic Creator)7 years ago#3


17. Grass Runeys and Grass Factories
Grass runeys grow depending on their percentage in proporton to other runeys.
Grass factories produce grass runeys (duh!). Having 60 water, 0 tree and 10 grass (and maybe 10
rocks) will make grass runeys grow to about 25 the next day while water runeys will decrease.
Keep taking away some grass runeys (until there0s 10 left) and adding water ones (remember that
areas in prosperity keep producing water, rock and tree runeys so you can take them from there).
As for zones, use a Grass runey maps... Erik's farm or Road to the Beach (Mist's farm). When I
tried this on Bussiness District it went from 10 to 24 grass and form 60 to 44 water which is about
4-5 less than on grass runey zones.
I've tried this in Erik's farm and it works as long as the climate is sunny/normal, grass runeys grow
to 28-29 while water ones drop to 45-44. Mist's Farm should work better though since you don't
have to get through houses to harvest those runeys (both of this are grass runey areas).
Finally, like LunarForever noted, this grass factories shouldn't work on the first 7 days as the food
chain doesn't apply, but other areas won't die during this days either anyway so it's not a big deal.
18. How to get areas into prosperity
The proccess is kind of slow and will take a lot of your time. Here's a guideline.
- Homestead will keep producing runeys, get it into prosperity (by using runeys from other areas if
needed), leave some fodder there and in dunegons without cutting it and use the extra runeys to
balance other areas, speacilly grass runeys.
- Make a grass factory if you have a lot of water runeys and need grass ones and keep it running.
- Even with a small amount of runeys, an area should be able to survive for a while so you can take
runeys from other areas as well. For example, I had an area with nothing but 7 tree runeys, the
next day it had 5... as you can see that's not too bad as it's still counted as alive
- Concentrate in one area at a time and try to get them into prosperity. 40:45:45:45 works for
example (water:rock:tree:grass), remember that grass will keep dieing.
- Keep grass runeys above 35 in prosperity areas, remember that 2 are taken each day.
- You can take water, rock and grass runeys from areas in prosperity since they'll "grow" back.
Keep doing this, slowly getting areas into prosperity. I have 5 right now and I've been doing this
during Summer and part of fall and I haven't really spent all days doing it.
19. How to keep areas in prosperity
Areas in prosperity loose 2 grass runeys every day but they keep producing the other 3.
In order to keep it in prosperity you need to keep adding grass runeys and there's 2 options for this:
- Getting grass runeys from a grass factory (and a few from Homestead):
This is easier, keep a grass factory running, you should be getting 16-20 grass runeys every day. In
order to keep it running you just need to use water runeys from your areas in prosperity. This might
seem like it takes a lot of time, but it doesn't. You don't need to distribute the grass runeys every
day, just do it on Holidays. The next Holiday there should be 12 less grass runeys for each area in
prosperity but Homestead.
- Gettin grass runeys from Homestead:
For this you would need quite a few crops ready to harvest so your Homestead can produce
enough. Remember that you need to produce 2 per day for each area that is in prosperity. By doing

this you could get all areas into prosperity though.

KEYBLADE_KEEPER

Keyblade_Keeper 7 years ago#4


bump

HAMBLASTO

hamblasto 7 years ago#5


This is awesome. I printed it out and I'm gonna try this stuff out the next time I play.

SHII7

Shii7 7 years ago#6


let us know what happens!
"oh no you got the Virus Magikarp. It happened to me once too.it really is too bad."-Darth_Zarev

BAKAGAIJIN78

bakagaijin78 7 years ago#7


So you got bonus Tree runeys in a Rock zone? Hmmm. I'm almost at the 20th of my current
season and I'm going to do a couple tests to see what I can see. Just to add a note about the
runey production on the Homestead: The Homestead DOES NOT produce runeys in the Winter.
Your farm needs to be producing crops or fodder for runey production and it can't do this in Winter.
The only time your farm will produce runeys in Winter is during the first 7 days when you get the +1
bonus for each runey in each area (or so I have noticed thus far). Just a heads-up for those who
have been (or are planning to) skim runeys off the top to balance other areas. Other areas don't
seem to be affected through and they seem to be behaving like they have in other seasons.

KIARIY

Kiariy (Topic Creator)7 years ago#8


Then during winter you need a Grass Factory to keep your areas in prosperity...
That raises a question though... do crops in dungeons actually help in runey production? It may be
that during winter homestead simply stops producing but it also may be that crops in dungeons
simply don't help. It'll be kind of hard to test since runey production is kind of random.

I completely filled the green ruins with turnips (about 10 3x3 plots more than when I did the first
test) the other day so I'll see whether production numbers are better or not when I get home or if I
have time now.

HYPERION3000

Hyperion3000 7 years ago#9


I have 5 areas in prosperity, but don't want to be doing this forever X[
Are you sure grass runies only decrease by 2 every day? Mine seem to go down more than that.
Do you have to have 60 grass runies so that they only decrease by two?
And, do I need to always have a grass factory? I guess it would be best to keep that one area not
in prosperity as a grass runey factory.
Orb--1376-0646-5360

LUNARFOREVER

LunarForever 7 years ago#10


Its 2 grass runeys each day. Maybe you miscounted or something?

Runeys

Running through the areas you will see something akin to fireflies that are pink, green, blue and
yellow. They are known as Runeys which are magical accumulations of rune energy. The Runeys
can influence your fields quite significantly as their presence in abundance can shorten the
growing season, or absence lengthen it. There are four different types of Runeys Water (Blue),
Rock (Pink), Tree (Yellow), and Grass (Green). The Runeys act like creatures in a food chain
where the Water eat the Rock, the Rock eat the Trees, and the Trees eat the Grass. A population
out of balance (more predators than food) can result in the population slowly dying off, which
will happen if they are left unattended. The first week of each season, one Runey of each living
type in that area and the food chain rules do not apply. Weather also affects the food chain as
Water Runeys will grow more on Rainy and Snowy days.
Food Chain

water
eats
>roc
k

roc
k
eats
>
tree

tree
eats
>gras
s

Runey Management

On the 9th of Spring Candy can arrive in Trampoli after Kanno announces that he needs someone
to bring him food. Candy will teach you about Runeys, how they grow, and what they can do for
you. Additionally Candy will supply you with the Harvester. With the Harvester you are able to
collect Runeys so you can manage their populations and keep them in check. Runeys do not
migrate and will stay in the area they are in. Their population will increase or decrease depending
on the proportions of the population in that area. You can find out how many of each type of
Runey can be found in each area by either asking Candy, or looking at the domed machine on the
second level of the clock tower. There are 4 different states an area can be in, each relating to the
number and distribution of Runeys.

Also note that when you look at the Runey map, each area will have a Primary Runey attribute.
(the picture of the Grass, Tree, Rock or Water to the left of the box that shows your Runey
population) This tells you which Runey grows best in that area. EXAMPLE: Water Runeys grow
best in the Lake District.
Area States

Death (Black): Lacking any Runeys. For each area that is dead, crop growth gets lengthened by 1
day. If enough areas are dead, the crops will begin to wither each day no matter if they are in
dungeon, or your homestead.
Danger (Red): Having fewer than 5 Runeys.
Normal (Green): Having more than 5 of one Runey type. A total of 5 will cause it to remain in
Danger state. In this state it will not affect your crops positively or negatively.
Prosperity (Gold): Having at least 35 of each type of Runey. When one area (usually your
Homestead) is in prosperity, an additional day of growth occurs each day. (Crops will take less
time to grow) For every 2 additional areas that are in prosperity, yet another additional day of
growth will occur. Note that this accelerated growth still respects the stages of crop growth:
Seed, Sprout, Growing, Flowering, Harvest. So, regardless of prosperity, Turnips will always
take 4 days. With 1 day of additional growth, Spinach (normally an 8-day crop, with a 2.2.2.2
growth pattern) can now be grown in 4 days. See additional details here.
Prosperity and Death

As previously stated areas in prosperity or death influence the growth of the plants. All crops
have 5 growth stages: Seed, Seedling, Growing, Flowering and finally fruiting. The number of
days it takes for a crop to go from one stage to the next can vary between 1 and 30, with a
minimum of 1. Some crops do not benefit from having areas in prosperity as a result of the

minimum number of days that a crop can be in each stage, i.e. Turnips. Others like the Emery
flower which takes 120 days benefit quite significantly from even having 2 areas in prosperity.
When an area is in prosperity Water, Rock and Tree Runeys increase every day, while green
Runeys will decrease at a rate of 2 or more every day. To keep the loss of green runeys to a
minimum, make sure that there are always MORE of the other types of runeys, not fewer. As a
result an area once in prosperity will slowly go out of prosperity once the green Runeys go below
35.
However, you do not want all areas in prosperity. If this happens, the effect is like you didn't
have any areas in prosperity and all plants will go back to growing their normal rate. This is
probably a glitch in the programming, but then again, it allows you to have a Grass Factory(See
Below).
Careful, you can easily mess up runeys, and quickly fall into either no prosperity or death...
Grass Factory

A grass factory is a term applied to an area which has the sole purpose of generating more Green
Runeys. Every day these areas can generate 20 Grass Runeys. Typical combinations for a Grass
factory is 60 Water and 10 Grass, which results in ~45 Water and ~30 Green Runeys the next
day. Other combinations include Rock Runeys to lessen the number of water Runeys that are
used every day. This population is typically 60 Water, 10 Rock, and 10 Grass, which results in
~55 Water and ~30 Green Runeys the next day.
Because once an area is prosperous, it generates Water, Rock and Tree Runeys, you need a
supply of Grass Runeys to feed the Tree, which feeds the Rocks, which feeds the Water, etc. And
as stated above, having all areas prosperous grants you no benefits to crop production what so
ever. So it's a benefit to have the Grass Factory. The best area for the Grass Factory is the Beach
Road. Its Primary Runey attribute is grass, so they will grow there the best. It's also fairly open,
so harvesting the Runeys will take less time than the South District, the other grass-affiliated
area.
Use of Runeys

When talking with Candy she will inform you of the variety of uses there are for Runeys. There
are 2 basic forms, Rune Stones and Day/Week events. If you cannot find Candy, you can also
write her a note by the Map Machine in the Clock Tower and she will complete your request for
you the next day. However, you can only write her one note at a time. This means that if your
note is for a Rune Stone, that's all you can get, no Rune Wonders can be asked for in a note.
However, this limit does not exist when you talk to Candy in person. You can ask for Rune
Wonders and Rune Stones until you run out of the needed Runeys to produce anything.
Using the Map Machine in the Clock Tower you can request day/week events BEFORE a Rune
Stone and you are able to do multiple requests but still only 1 stone.

Rune Stones

Rune Stones can be made with 10 Runeys of the corresponding type. i.e/ One Water Rune Stone
costs 10 Water Runeys.
One type of Rune Stone can be made for each Runey type. The Rune Stone type typically doesn't
make a difference when used, for example, the door at the end of the first Whale Island dungeon
can be opened with any Rune Stone type.
Rune Wonders

Wonders can be performed for various amounts and types of Runeys, and have a range of effects.
Some Wonders control the weather, while others can effect your Monsters.
Rune Wonder Runes Required Wonder Description
Create Rune
Stone

10 of any type of
Runey

Creates a Rune Stone of the same element of the Runeys used

Bamboo Day

3 Grass, 4 Rock

More Bamboo Shoots will grow than normal in all crop areas fo
used in Spring)

Fish Day

6 Water

Fish bite quicker and are easier to catch for 1 day.

Friendship Day 2 of each type

All tamed monsters will have their affection increased.

Fruit Day

3 Tree

All Fruit Trees will bare more fruit than normal.

Grass Day

6 Grass

Grass will grow faster than normal the next day. If just cut, it w
cut again the next day.

Mushroom Day 3 Grass, 4 Rock

More Mushrooms will grow than normal in all crop areas for 1 d
in Autumn)

Rainy / Snowy
Week

12 Water

Likely to rain or snow for the entire week. Increased chances o


Winter or Summer.

Sunny Week

1 Grass, 1 Rock, 1
Very little chance of any precipitation for the next week.
Tree

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