An island is your own patch of Albion: farms, a house for laborers and crafting stations nobody else can use. Farming on it is slow, safe silver that runs while you do everything else. It takes ten minutes a day once it is set up, and it rewards players who log in daily more than players who play long sessions.
Getting an island
Buy a Player Island from the Island Merchant in one of the major cities. Each city has its own island location, and the city matters for farming: every royal city gives a local bonus to particular crops, herbs and animals, and Caerleon and Brecilien have their own. Check the Reference tables for the city list before you buy.
An island starts small. You upgrade it level by level, up to level 6, and each level adds plots.
Plan the plots first
Since the Wild Blood update, plots are multipurpose. The same plot can hold a farm, a house or a crafting building, so farming competes with everything else for space. Decide early how many plots go to farming and how many to laborer houses.
Four building types grow things:
| Building | Grows | Feeds |
|---|---|---|
| Farm | Crops | Cooking and animal feed |
| Herb Garden | Herbs | Alchemy |
| Pasture | Livestock | Meat, milk, eggs, and more animals |
| Kennel | Rare animals and mounts | Mounts, including grown Dragonfire drakes |
The crop cycle
- Plant up to 9 seeds per plot. They can be the same or different.
- Wait 22 hours for them to grow.
- Harvest. Each seed returns crops, fame and a chance at seeds back. There is a small chance of an Earthworm.
- Replant.
Watering with focus raises the seed yield. Many farmers find focus goes further on lower-tier seeds; the calculator shows the seed value each watered plant saves, so compare before you spend.
