What is Spectral Corn?
Spectral Corn is a uncommon, active-cadence permanent seed in the grain family. One owned copy supports one simultaneous planting. Harvesting returns that copy to availability; it does not consume the seed.
| Property | Value |
|---|---|
| Rarity | Uncommon |
| Acquisition | Seasonal Harvest Pass |
| Base growing time | 45m |
| Base HP per produce | 165 |
| Base HP/hour per plot | 220 |
| Weather affinity | Celestial Night (+25%) |
| Generation | 2 |
| Seed level cap | 10 |
| Mastery cap | 20 |
| Season | October 2026 — Haunted Circuit |
Planting and harvesting explains available seed copies, timers and freshness. Seed upgrades and Crop Mastery are separate systems.
Where to get it
Earn the listed cumulative Pass XP, then open Harvest Pass during the named season and claim the exact track/tier below. A Premium-track claim needs active Premium; the Free track does not.
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| Season | Track | Tier | Cumulative Pass XP | Claim season |
|---|---|---|---|---|
| Haunted Circuit | Free | 35 | 6,375 | 2026-10-01 → 2026-11-01 UTC (end exclusive) |
A season’s start is inclusive and its end is exclusive. After that end, unclaimed rewards from that season cannot be newly claimed. November rewards unlock November 1, 2026 UTC. A season archive explains old rewards but does not make them available again.
Once acquired, look for this seed on Seeds or in an empty plot’s planting menu. If all copies are planted, wait for a harvest or obtain another copy; produce in the Barn is not a seed copy. All item sources explains the different shops and reward routes.
Seed levels and exact upgrade prices
“Cost to reach” is the one-step purchase from the preceding level; Level 1 is the starting state. Cumulative cost excludes buying the seed. HP/hour assumes instant replanting, one produce per harvest, no mastery, no matching weather, and no building or companion effects. The farm-level requirement applies to purchasing that level.
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| Level | Cost to reach (coins) | Cumulative coins | HP each | Growing time | HP/hour | Farm level required |
|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 165 | 45m | 220 | 1 |
| 2 | 500 | 500 | 174 | 44m 6s | 236.7347 | 1 |
| 3 | 700 | 1,200 | 184 | 43m 12s | 255.5556 | 2 |
| 4 | 980 | 2,180 | 194 | 42m 18s | 275.1773 | 3 |
| 5 | 1,380 | 3,560 | 204 | 41m 24s | 295.6522 | 4 |
| 6 | 1,930 | 5,490 | 214 | 40m 30s | 317.037 | 5 |
| 7 | 2,690 | 8,180 | 224 | 39m 36s | 339.3939 | 6 |
| 8 | 3,770 | 11,950 | 234 | 38m 42s | 362.7907 | 7 |
| 9 | 5,280 | 17,230 | 244 | 37m 48s | 387.3016 | 8 |
| 10 | 7,380 | 24,610 | 254 | 36m 54s | 413.0081 | 9 |
Mastery requirements and points
These are raw harvest-equivalent requirements without Greenhouse, Supplier or companion progress. Mastery adds points from the seed’s original base HP, not from the upgraded level value. The percentage column describes that original base; integer rounding can make the exact points slightly higher.
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| Mastery level | Additional progress | Total progress | Added HP each | Base-point bonus |
|---|---|---|---|---|
| 0 | 0 | 0 | 0 | 0% |
| 1 | 15 | 15 | 4 | 2% |
| 2 | 23 | 38 | 7 | 4% |
| 3 | 34 | 72 | 10 | 6% |
| 4 | 51 | 123 | 14 | 8% |
| 5 | 76 | 199 | 17 | 10% |
| 6 | 114 | 313 | 20 | 12% |
| 7 | 171 | 484 | 24 | 14% |
| 8 | 256 | 740 | 27 | 16% |
| 9 | 384 | 1,124 | 30 | 18% |
| 10 | 577 | 1,701 | 33 | 20% |
| 11 | 865 | 2,566 | 37 | 22% |
| 12 | 1,297 | 3,863 | 40 | 24% |
| 13 | 1,946 | 5,809 | 43 | 26% |
| 14 | 2,919 | 8,728 | 47 | 28% |
| 15 | 4,379 | 13,107 | 50 | 30% |
| 16 | 6,568 | 19,675 | 53 | 32% |
| 17 | 9,853 | 29,528 | 57 | 34% |
| 18 | 14,779 | 44,307 | 60 | 36% |
| 19 | 22,168 | 66,475 | 63 | 38% |
| 20 | 33,253 | 99,728 | 66 | 40% |
A clearly defined maximum-seed example
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| Scenario | HP each | Time | HP/hour |
|---|---|---|---|
| Level 10, Mastery 20, matching weather; no buildings/companions, Level 1 plot | 400 | 36m 54s | 650.4065 |
This is not the maximum possible farm output. Plot yield, pond reductions, Windmill strength, active companions, late harvesting, fertilizer and downtime change actual results. Harvest Point calculations explains the rounding and order of operations.
Common questions
Why is inventory worth less than the seed card? An older crop retains its planting-time stats and can lose value if harvested after its Perfect Harvest window. Inventory shows its recorded HP per item. A new seed upgrade does not retroactively alter an already growing crop.
Does a higher-yield plot give extra seed copies? No. It gives extra produce. One crop harvest still advances base mastery once, regardless of how many produce items it yields.
