The Farming Expansion introduces several connected home-based systems to UO Enigma.
Grow your own produce, maintain Beehives, raise Clams, discover rare Pearls, craft Pearl Enamels, and turn harvested ingredients into a new selection of Cooking recipes.
These systems are designed to give player housing more purpose while adding new gathering, crafting, decorating, collecting, and trading opportunities.
Home Farming allows players to grow crops directly at their house using special Planters.
Plants require care as they grow and can be affected by their condition over time.
Once a plant reaches maturity, it can be harvested for fresh produce.
The following crops can currently be grown:
| Crop | Crop | Crop |
|---|---|---|
| Artichoke | Aubergine | Green Bean |
| Cucumber | Marigold | Tomato |
| Sweet Potato | Radish | Onion |
| Spinach | Cauliflower | Kale |
Harvested vegetables are normal edible Food items and may also be used in the new Garden Cooking recipes.
Seed Bags contain seeds used with the Home Farming system.
Seed Bags can be discovered through gameplay and provide the starting point for growing crops in your Planters.
Different seeds can produce different types of vegetables and plants.
Plants are not completely maintenance free.
Depending on their condition, plants may require attention while they grow.
Things to watch
Plant conditions progress over time rather than rapidly changing every few minutes.
This gives players time to maintain their garden without needing to constantly monitor it.
When a crop reaches maturity it can be harvested.
Harvest amounts can vary.
Fresh produce can be:
Home Farming connects directly with the Cooking profession by providing ingredients for the Garden Cooking system.
The Beekeeping System allows players to keep and maintain their own Beehives at home.
A healthy hive can produce Honey, Honeycombs, Large Honeycombs, and occasionally uncover rare decorative items.
Keeping a hive productive requires regular care.
Bees need to be fed, checked for pests, and given time to fill their Hive Frames before they can be harvested.
To begin Beekeeping, you will need:
Place the Beehive inside your house and add Hive Frames to begin producing honey.
A Beehive can hold up to 3 Hive Frames at the same time.
Hive Frames are placed inside the Beehive and slowly filled by the bees.
| Stage | Description |
|---|---|
| Empty | No frame has been placed |
| Filling | The bees are working on the frame |
| Full | The frame is ready to harvest |
A newly placed frame requires approximately 48 hours before it can become ready.
The hive must have at least 60% Happiness for the bees to continue filling frames.
Once harvested, the frame slot becomes empty and a new Hive Frame must be added before production can begin again.
Every Beehive has a Happiness level between 0 and 100.
The current condition of the hive is displayed in the Beehive menu.
| Condition | Happiness |
|---|---|
| Thriving | 80 to 100 |
| Content | 60 to 79 |
| Neutral | 40 to 59 |
| Stressed | 20 to 39 |
| Collapsed | 0 to 19 |
A happier hive is easier to maintain and allows the bees to continue filling their frames.
Neglected or infested hives gradually lose Happiness.
Bees can be fed using Sugar Water.
Feeding the hive:
Regularly tending to the hive helps prevent it from falling into poor condition.
Beehives can occasionally suffer from a Pest Infestation, particularly when the hive is in poor condition.
Use Check for Pests from the Beehive menu to inspect the hive.
If an infestation is discovered, it becomes visible in the Beehive menu.
A revealed infestation can be treated using a standard Cure Potion.
Untreated infestations continue reducing the hive's Happiness.
Before harvesting, players can Smoke the Hive.
Smoking calms the bees and protects the player during the next harvesting action.
If a Full Hive Frame is harvested without smoking the hive first, the bees may attack and deal a small amount of damage.
Smoking is consumed after one harvesting action.
Each Full Hive Frame produces one harvest roll.
Possible results include:
| Result | Reward |
|---|---|
| Honey | Produces 4 to 8 Jars of Honey |
| Honeycomb | Produces a Honeycomb |
| Large Honeycomb | Produces a Large Honeycomb |
Each frame is rolled independently.
A Beehive with all three frames ready can therefore produce several different honey products from the same harvest.
Well-maintained Beehives may occasionally uncover rare decorative items.
Only one rare find can be waiting inside a hive at a time.
Possible discoveries include:
Rare finds are collected directly from the Beehive menu.
Some decorative Beehives can appear in a variety of unusual colors.
Beehives placed inside houses use the normal house security system.
By default, a newly placed Beehive is secured to the House Owner.
The access level can be changed using the normal house security options.
Depending on the selected access level, the Beehive can be restricted to:
Players without access cannot tend, feed, harvest, or collect items from the hive.
Beekeeping introduces several materials that can be used throughout other crafting systems.
Pure Honey is not harvested directly from the hive and must instead be produced through crafting.
Some Beekeeping products are also used when creating special pigments and other crafted rewards.
Clam Farming introduces another home-based activity using special Clam Ponds.
A Clam Pond can hold up to 8 Clams at the same time.
Every Clam grows independently.
This means a Clam added today and another added tomorrow will mature at different times.
Players must maintain the pond, keep an eye on its water quality, feed developing Clams, and deal with sickness or neglect before conditions become too severe.
Use the Add Clam option from the Clam Pond menu and target a suitable Clam inside your backpack.
A Clam Pond can hold a maximum of 8 Clams.
Each occupied position displays the type of Clam currently growing there.
Empty positions remain empty.
Clams progress through several different conditions.
| Condition | Description |
|---|---|
| Fresh | Newly added and beginning to develop |
| Maturing | Currently growing |
| Ready | Ready to be harvested |
| Overripe | Left too long after becoming ready |
| Sick | Currently suffering from sickness |
| Dead | The Clam can no longer develop |
A newly added Clam begins Fresh and gradually matures over several days.
A healthy Clam normally becomes Ready after approximately 4 days.
Leaving a Clam for too long after it becomes Ready can cause it to become Overripe and begin losing quality.
Because every Clam keeps track of its own growth time, Clams added on different days will mature separately.
The Check Clams option allows players to inspect the condition of their Clams.
Rather than displaying exact numerical quality values, the system provides descriptive hints.
Possible messages include:
Sick and Ready Clams also provide clear status messages.
Clam Ponds have their own Water Quality.
| Water Quality | Condition |
|---|---|
| Good | Healthy water conditions |
| Murky | Water quality is beginning to deteriorate |
| Foul | Poor water conditions |
Changing the water requires a full glass pitcher of water.
The water is consumed, while the empty glass pitcher remains and can be reused.
Changing the water too frequently can disturb the pond.
If the water was changed recently, you will receive a warning before making another change. Continuing anyway may stress the Clams and temporarily place the pond into a Disturbed state.
The overall Clam Pond can display several different states.
| Pond State | Description |
|---|---|
| Healthy | The pond is in good condition |
| Unhealthy | Conditions are beginning to worsen |
| Neglected | The pond requires attention |
| Disturbed | The pond has recently been disrupted |
| Collapsed | The pond has fallen into severe disrepair |
Healthy ponds display bubbling water inside the pond interface.
Unhealthy or neglected ponds begin showing weeds and signs of poor conditions.
A completely collapsed pond visibly changes to reflect its ruined state.
Developing Clams can be fed using Plankton.
Feeding can improve the quality of developing Clams and increase the potential value of their eventual harvest.
Clams cannot be repeatedly fed without limit.
A recently disturbed pond cannot be fed until conditions settle.
Clams can occasionally become Sick.
Poor water conditions make sickness more likely.
Sickness can also spread between nearby Clams.
Changing the water can sometimes help a Sick Clam recover.
If all 8 Clams become Sick and remain that way, the pond can eventually Collapse.
Players can remove any Clam from the pond using Remove Clam.
Removing a Clam destroys it.
The Clam is not returned to the player's backpack and cannot be reused.
This allows Sick, Dead, unwanted, or otherwise unsuitable Clams to be cleared from the pond.
Once a Clam becomes Ready, it can be extracted.
Players may harvest an individual Ready Clam or use Extract All to harvest all Ready Clams at once.
Possible results include:
Higher-quality Clams have better chances of producing valuable results.
The player's Luck can also slightly improve the highest-end results from excellent Clams.
A well-maintained Healthy Clam Pond has an extremely small chance of discovering something unusual while the Clams are growing.
These rewards are separate from normal Clam harvesting.
The pond must be Healthy and have Good Water Quality before a rare find can appear.
When something unusual is waiting, the pond interface displays a special indicator.
Possible discoveries include:
Items recovered this way are marked:
Retrieved from a Clam Pond
These decorations are intended to be exceptionally rare.
Clam Ponds placed inside houses use the normal house security system.
A newly placed pond is secured to the House Owner by default.
The access level can be changed using the normal house security options.
Players without the required access cannot manage, feed, harvest, or collect rewards from the pond.
Clams do not have to be raised inside a pond.
Loose Clams can also be opened directly.
A sharp blade must be equipped before attempting to open one.
Opening a Clam consumes it and may result in:
The Clam is always consumed when opened.
Regular Clams can occasionally be found while Fishing.
They can contain Pearls in a variety of colors.
Regular Clams can produce the normal collection of Pearl colors but cannot produce the special Red or Orange Pearls.
Ember Clams are a much rarer type of Clam associated with Lava Fishing.
Because Ember Clams are considerably harder to obtain, they have an increased chance of containing one of their special Pearls.
Ember Clams can produce:
Red and Orange Pearls are unique to Ember Clams.
There are currently 13 Pearl colors available.
| Pearl | Pearl | Pearl |
|---|---|---|
| White Pearl | Black Pearl | Grey Pearl |
| Red Pearl | Green Pearl | Blue Pearl |
| Yellow Pearl | Purple Pearl | Pink Pearl |
| Orange Pearl | Brown Pearl | Silver Pearl |
| Golden Pearl |
Some Pearl colors are considerably rarer than others.
Pearls are primarily used through the new Pearl Enameling system.
Pearl Enameling is available through Alchemy.
Pearls can be converted into special one-use pigments which retain the exact color of the Pearl used during crafting.
There are five types of Pearl Enamel:
| Enamel | Used On |
|---|---|
| Equipment Pearl Enamel | Armor, weapons, shields, and spellbooks |
| Cloth Pearl Enamel | Suitable cloth and clothing |
| Pet Pearl Enamel | Owned pets |
| Furniture Pearl Enamel | Suitable furniture and addons |
| Skin Pearl Enamel | Your character's skin |
Used to recolor suitable equipment such as:
Used to recolor suitable cloth and clothing items.
Used to permanently recolor an owned pet.
Used to recolor suitable furniture.
Furniture must belong to you or be properly placed inside a house where you have the required access.
Multi-part furniture addons are colored as a complete object.
Used directly by the player to recolor their character's skin using the Pearl color stored inside the Enamel.
There is no separate color selection menu.
The Pearl used to craft the Enamel determines the final color.
Fresh produce from Home Farming, together with ingredients from Beekeeping, can be turned into a variety of new foods through Cooking.
| Soups | Stews |
|---|---|
| Garden Tomato Soup | Garden Vegetable Stew |
| Spinach Soup | Aubergine Stew |
| Onion Soup | |
| Cauliflower Soup | |
| Kale Soup | |
| Sweet Potato Soup |
These preserved foods are stackable.
The Garden Cooking system introduces Vinegar as a new Cooking ingredient.
Vinegar is stackable and is primarily used when preparing pickled vegetables and other preserved foods.
The new recipes make use of existing Jar Honey rather than introducing another sugar resource.
Honey obtained through Beekeeping can therefore be used directly in recipes such as:
This creates a natural connection between Farming, Beekeeping, and Cooking.
Planters, Beehives, and Clam Ponds are designed for use inside player housing.
These systems retain their persistent state through normal world saves and server restarts.
House-based systems also use appropriate house access controls where required.
Clam Ponds should be managed before being redeeded.
Redeeding or removing a Clam Pond clears the Clams and stored pond state rather than returning the Clams to the player.
Players should therefore harvest or remove anything important before redeeding a developed pond.
The Farming Expansion is designed as a collection of connected systems rather than several isolated activities.
| System | What It Provides |
|---|---|
| Home Farming | Fresh vegetables and ingredients for Garden Cooking |
| Beekeeping | Honey and hive resources used by Cooking and other crafting systems |
| Clam Farming | Pearls, decorations, collectibles, and connections to Fishing and Lava Fishing |
| Pearl Enameling | Cosmetic pigments for equipment, cloth, pets, furniture, and characters |
| Garden Cooking | Soups, stews, pies, preserves, jams, and pickled foods |
Together, these systems create new reasons to maintain a home, gather resources, trade with other players, and specialize in different professions.