Choose seeds, preserve valuable drops and understand crop rewards before farming.
Check the local Manor Manager, buy a territory-matching seed and a Harvester, sow a living monster, kill it, then harvest its corpse. Successful sowing is not the harvest itself. An already seeded monster cannot be seeded again.
A successful normal seed suppresses ordinary item drops; Adena remains.
Improved Seeds preserve ordinary drops at their normal rate, but sowing succeeds less often. Interlude item names use Alternative. A universal Alternative success percentage is not established. Multiple crops can result from one seed; neither a single crop nor a fixed HP-based yield is guaranteed.
Compare seed versus monster and character versus monster. The documented favourable band is ±5 levels; outside it, the notes describe a 5% reduction per extra level. They do not establish an unambiguous combined formula or distinguish percentage points from relative reduction. Harvesting checks character versus monster again; failure loses the crop. Stay close in level rather than treating the range as guaranteed success.
Seeding and Spoil can affect the same monster. Harvest and Sweep are separate corpse actions; complete both before the corpse disappears. No universal action order is established.
Crop procurement normally rewards a material, not a direct Adena payment. Each family offers two material choices; the castle selects Reward Type 1 or 2. That selection determines one material type, not a random mixture. The procurement price values the exchange.
The retail-era schedule uses server time. Castle owners configure the following period between 20:00 and 06:00. At 06:00, settings lock and designated funds are committed. At 20:00, the new period opens; previous purchases and unused funds are settled. These are not the visitor’s local-clock times. Private servers may use another schedule.
Sowing remains territory-restricted. Harvested crops can be sold against another manor’s procurement through a Manor Manager, with a documented 5% cross-territory commission. Check the destination order and your server’s charging rules.
Read the current period, chosen reward, buy price and remaining procurement quantity before farming. A next-period offer is not today’s active offer. Other players can exhaust the order. A listed crop is not an unlimited purchase promise, and unused funds are settled when periods change.
Interlude includes Gludio, Dion, Giran, Oren, Aden, Innadril, Goddard, Rune and Schuttgart. The C5 expansion brought Manor to Rune, Orc and Dwarf areas. This does not mean every castle sells every seed family.
Castle owners configure prices within permitted bounds; historical notes describe boundaries around 60% and 1000% of base values. Neither boundary is an advertised current price.
One reviewed C6 emulator calculates floor(crop count × crop buy price ÷ reward material reference price). Its remote-sale fee is floor(crop count × crop buy price × 5 ÷ 100), paid in Adena. This is an implementation example, not a universal retail rounding rule. The reference price is not the material’s player-market price.
Check remaining quota, a positive buy price, available castle funds, the active period, your crop quantity, inventory capacity and any remote-sale fee. In the reviewed emulator, an exchange yielding fewer than one reward item is refused. Local maintenance and custom-server restrictions can also block trading.
Ask for seed costs, expected usable crops, the active buy price, selected reward, remaining quota, material market price and applicable fees. Subtract seed, travel and consumable costs from the materials’ estimated resale value. Failures and unsold crops prevent guaranteed profit or Adena-per-hour claims.
This catalogue cross-check lists seed levels and reward families. Normal and Alternative versions share their family’s reward pair. Read the active Manor order to know which reward is selected. The table does not prove current stock, castle availability or obtainable yield. Great Coba seeds produce the crop labelled King Coba.
| Seed family | Seed level | Reward Type 1 | Reward Type 2 |
|---|---|---|---|
| Dark Coda | 10 | Stem | Braided Hemp |
| Red Coda | 13 | Varnish | Cokes |
| Chilly Coda | 16 | Suede | Oriharukon Ore |
| Blue Coda | 19 | Animal Skin | Crafted Leather |
| Golden Coda | 22 | Thread | Mithril Ore |
| Lute Coda | 25 | Iron Ore | Metallic Fiber |
| Desert Coda | 28 | Coal | Adamantite Nugget |
| Red Cobol | 31 | Charcoal | Enria |
| Chilly Cobol | 34 | Animal Bone | Steel |
| Blue Cobol | 37 | Silver Nugget | Thons |
| Thorn Cobol | 40 | Stem | Metallic Thread |
| Golden Cobol | 43 | Varnish | Mold Glue |
| Great Cobol | 46 | Suede | High Grade Suede |
| Red Codran | 49 | Animal Skin | Asofe |
| Sea Codran | 50 | Thread | Cord |
| Chilly Codran | 52 | Iron Ore | Mold Hardener |
| Blue Codran | 55 | Coal | Leather |
| Twin Codran | 58 | Charcoal | Mold Lubricant |
| Great Codran | 61 | Animal Bone | Coarse Bone Powder |
| Desert Codran | 64 | Silver Nugget | Durable Metal Plate |
| Blue Coba | 67 | Crafted Leather | Mold Glue |
| Red Coba | 70 | Synthetic Cokes | Mold Lubricant |
| Golden Coba | 73 | Varnish of Purity | Mold Hardener |
| Desert Coba | 76 | Asofe | Mithril Alloy |
| Sea Coba | 79 | Thons | Enria |
| Twin Coba | 82 | High Grade Suede | Oriharukon |
| Great Coba | 85 | Metallic Thread | Durable Metal Plate |
Twin Coba and Great Coba have recorded seed levels 82 and 85. Seed level is a data parameter, not an instruction to reach that character level. Do not turn the descriptive ±5 band into a promise that its entire range is playable or farmable on Interlude.