Market gardeners grow crops in planted fields on their home plot and sell the baskets at Duck Mart’s produce counter. Most of the time is spent waiting for crops to grow, so it pairs well with other work.
Getting started
Choose a home, start Market gardener and place a planted field through Garden or Build. Current fields are bought per crop and are used up at harvest. Older empty crop beds can still be planted through their own interaction.
How the work goes
- Place a field for the crop you want.
- Water it.
- Come back when it is ready. Crops grow on shared five-minute boundaries, and a new planting waits one boundary before it starts.
- Harvest the baskets into your inventory. This uses up the field.
- Sell the baskets at Duck Mart’s produce counter, eat them, or keep them for recipes and player shops.
- Place a new field for the next crop.
Progression
The Gardening life skill unlocks carrots at 1, wild mint at 5, tomatoes at 15 and strawberries at 30. Field tiers yield 3, 6, 12 and 21 baskets and unlock at Gardening 1, 15, 35 and 60, as long as the crop is also unlocked. You can have up to ten growing fields at home.
Carrots and mint take one growth step, tomatoes two and strawberries four, after the first wait. Watering multiplies growth progress by 1.25, and your skill and buffs can speed it up further. Crops do not grow while you are offline.
Pay and XP
Harvesting gives Gardening career XP and Gardening life-skill XP. The money comes when you sell your own produce. Harvesting alone does not pay. Strength has no effect.
Common problems
- Inventory is full. A ready crop stays safe in the field. Crops do not spoil.
- Clearing a field. Clearing composts it and does not refund the seeds.
- The old guide says “plant three in a bed”. That describes the legacy reusable beds. Current fields are tiered and used up at harvest.
Modeled earnings
Scenario: Ten watered fields of the highest tier unlocked, carrots below Gardening 15, tomatoes to 29 and strawberries from 30. The Gardening life skill is assumed to equal the career level, seeds are rebought for every field, and the growing time is counted even though you could do other work while it grows.
| Career level | Modeled profit / hour |
|---|---|
| 1 | $1,080 |
| 10 | $1,633 |
| 25 | $4,689 |
| 50 | $16,577 |
| 75 | $39,843 |
| 99 | $54,235 |
No rows match that filter.
These are calculations from the R51 — Timber in Motion source, not measured play. Each figure repeats one clean cycle with the equipment above already owned, then scales it to an hour. Seller VAT and recurring ingredients or seeds are taken off. Income tax, club tithes, debt repayment, fuel, repairs, gear purchases and breaks for needs are not, and neither are travel delays, mistakes or other players. Treat them as a comparison between levels, not a promise of what an hour of play pays. Strength does not shorten any part of this job, so it does not change the rate.