Glossary
Every term in Yield Fields, in one place. Where the docs and the game use different words for the same thing, both are given. Numbers are the values of 8 Nov 2026; those marked as settings may change before or after launch. May change
The land
| Term | Meaning |
|---|---|
| Founding Deed (Deed) | One of 3,333 land NFTs on Robinhood Chain (5 % royalty). Holding and staking one is the only way to make Fertilizer |
| Deed tier | The Deed’s rarity: Common, Rare, Epic, Legendary or Mythic (1,557 / 888 / 555 / 222 / 111 Deeds). Deeds have no Uncommon tier |
| Biome | The Deed’s land type, one per tier: Meadow, Frost, Blight, Radiant, Astral |
| Fertility | A Deed’s strength: 5 (Common) to 9 (Mythic), stored on chain. It sets Fertilizer output, the Root Cellar share and the Windfall share. All 3,333 Deeds total 19,773 |
| Staking | Handing the Deed over to staking (free apart from gas). It stays yours; a staked Deed cannot be sold until unstaked |
| Structure | What a staked Deed builds on its plot. One per Deed. The Fert Deck is the only one so far |
| Fert Deck | The first structure. Costs 0.01 ETH, makes F/2 Fertilizer a day (2.5 to 4.5) and stores 3 days’ worth (7.5 to 13.5), then stops until claimed. Unstaking destroys it |
| Unrevealed / “Awaiting reveal” | A Deed whose Fertility is not set yet. All are set since 1 Nov |
| Root Cellar | Each Deed’s share of the ETH held in staking, set by its Fertility: backing × F / 19,773. Collected only by burning; the game does not show it on screen yet |
| Backing | The ETH held in staking: the sum of all Root Cellars. Filled by deck build fees; later also by part of the $YIELD taxes |
| Silo (in the game: “Deed Jackpot”) | A $YIELD pot filled by half of the Deed-reward claim fee. Empty until $YIELD launches |
| Windfall | The share of the Silo a burned Deed wins: 50 % (Common), 60 %, 70 %, 80 %, 90 % (Mythic). In a batch, each Deed takes its share of what the last one left |
| Burn | Destroying a staked Deed for good to collect its Root Cellar in ETH and its Windfall in $YIELD. Not open yet |
| Deed rewards | $YIELD paid to staked Deeds “split by Fertility” once $YIELD launches. “No back pay”: earning starts at launch |
| Claim fee | 10 % of every Deed-reward claim: 5 % to all staked Deeds, 5 % to the Silo |
| Deed Manager | The game screen for staking, building, claiming and (later) burning |
Fertilizer
| Term | Meaning |
|---|---|
| Fertilizer | The resource Fert Decks make. On a crop it cuts 25 % of the total grow time, at most 2 per crop. It never expires |
| Claim (Fertilizer) | Moving whole Fertilizer from decks into the Bag. No wallet needed. Fractions stay in the deck; when a deck ends, the fraction is lost |
| Bag | The in-game inventory, kept by the game: packs, seeds, crops, Fertilizer |
| Export | Turning Bag Fertilizer into an onchain item in your wallet, to trade it. Live since 3 Nov |
| Import | Burning on-chain Fertilizer to bring it back into the Bag, where it can be used |
| Bridge / “Import / Export” | The game screen for export and import |
| Export allowance (wallet cap) | How much a wallet may export in a rolling 24 hours: F/4 a day for every deck that ran in the last 7 days, plus what it imported in the last 24 hours |
| Daily export cap | 60,000 Fertilizer per UTC day for all players together |
| Exporter slowdown (exporter rate; in the game: seller rate) | Your own decks slow when you export more than 25 % of their daily output in 24 hours: 90 % speed at 30 %, 70 % at 40 %, 50 % at 50 % or more. Free exports: for a single deck the first 25 % rounds up, so 1 a day for a Common to Legendary and 2 for a Mythic (docs); for a wallet with several decks, floor(F / 8) a day (verified) |
| Network brake (network rate) | Every deck slows together once more than 7 days of the network’s output is in circulation: 70 % at 10 days, 50 % (the floor) at 14 days or more |
| Circulation / supply | Fertilizer claimed from decks and not yet used on crops, in Bags and wallets alike. Shown live on the network brake page |
| Effective rate | The speed a deck actually runs at: the lower of the network rate and your exporter rate, never below 50 % |
The fields
| Term | Meaning |
|---|---|
| Farm plot | The free plot every wallet gets: 25 slots, one crop each, no expansions, no Deed needed |
| CornHub | The on-chain shop: sells seed packs for ETH, buys crops, sells the Truffle Pig. Not on mainnet yet |
| Seed pack | Bought at the CornHub in ETH. Five tiers: Bronze 0.005, Silver 0.01, Gold 0.05, Platinum 0.1, Diamond 0.25 ETH (the game’s defaults). One pack holds one seed |
| Pack tier | What the player chooses and pays for: Bronze, Silver, Gold, Platinum, Diamond |
| Seed rarity (rank) | Drawn when the pack is opened, with the same odds in every tier: Common 45 %, Uncommon 31 %, Rare 15 %, Epic 6 %, Legendary 2.5 %, Mythic 0.5 % |
| Rip | Opening packs: 1 to 1,000 at a time, one seed each |
| drand | The public randomness network. Each rip is tied to future drand rounds (25 packs per round), so the seeds are fixed before anyone can see them and can be checked afterwards |
| Verify the draw | The game screen that re-derives a rip’s seeds from the drand rounds |
| Seed | What a rip gives: one of 30 kinds (5 tiers × 6 rarities). Planted in a slot |
| Crop | What a seed grows into. Worth 0.5×, 1×, 1.6×, 2×, 3× or 5× its pack price by rarity. Each tier × rarity is a named crop, from Spinach (Bronze Common) to Heartbeet (Diamond Mythic, 1.25 ETH) |
| Grow time | 1 to 12 hours, proportional to the crop’s worth and a little faster in higher tiers. Ripe crops never wilt |
| Harvest | Collecting a ripe crop into the Bag. The slot empties and needs a new seed |
| Trading Post | The game screen for selling crops (“Trade” in the menu) |
| Market (also called the Broker) | Buys crops for ETH on the spot, from the ETH that pack sales bring into the CornHub |
| Farmer | Buys crops for $YIELD: the crop’s value, minus its fee, is swapped into $YIELD on the official pool without the buy tax. Opens “once the launch tax settles” |
| Co-op Dues | The docs’ name for the fee on a crop sale. 10 % for both buyers, a setting that may change |
| Farmers Co-op | The docs’ collective pot, fed by Co-op Dues and a share of $YIELD taxes. Sale fees go to the Buyback vault, which is most likely the docs’ Farmers Co-op |
| Float | The CornHub’s ETH that pays Market sales. “The Market is short on ETH” when it runs low |
| Yielder, Dewey | Docs words: a player, and the guide character who “arrives with the full game” |
Truffles and $YIELD
| Term | Meaning |
|---|---|
| Truffle | A find that comes with about one harvest in twenty. Named by its crop’s rarity (Common Truffle … Mythic Truffle). It enters tonight’s Settlement by itself |
| Truffle Pig | One per wallet, bought at the CornHub; it “digs up the Truffles your harvests find”. Its price and whether it is required are still REDACTED |
| Weight | A Truffle’s size in tonight’s Settlement, shown in ETH. Most likely its crop’s ETH value |
| Share | A Truffle’s weight over the weight of all Truffles found that day. It falls as other players find Truffles |
| Estimated payout | “About X $YIELD if today’s weight holds”: the game’s estimate during the day |
| Settlement | The nightly payout at 00:00 UTC. The night’s budget is split by weight; “Payouts are fixed at 00:00 UTC” |
| Daily rate | The base of the night’s budget: a setting the team can change, which the game shows (“The Daily rate is now X $YIELD”) |
| Budget | Daily rate + 3 % of the pool above 30 days of Daily rate, capped by the pool and by a claim limit the game sets. No single Truffle gets more than 5 % of the pool |
| Payout | What a player’s Truffles earned in one Settlement, claimable in $YIELD |
| Truffle Pool | Holds the players’ $YIELD and makes the nightly payouts |
| Truffle Vault | The game screen for Truffles, payouts and claims |
| Buyback vault | Uses the game’s fees to buy $YIELD over time and puts all of it in the Truffle Pool. Sale fees go to it; pack ETH does not |
| $YIELD | The game’s reward token, fixed supply, team allocation 0 %. Never needed to play. Not launched |
| Launch tax | A much higher buy tax right after $YIELD trading opens, falling back to normal; 100 % put back into the game (docs) |
| Heavy-selling tax | The sell tax rises to a hard cap during heavy net selling, then eases; the extra goes to the Co-op |
| Official pool | $YIELD declares one official Uniswap v4 pool and blocks copycat pools |
Platform words
| Term | Meaning |
|---|---|
| Lobby | The shared scene with chat, fishing, the wishing well, the radio and the Farmhand |
| Farmhand | The Lobby character with tips (“About one Crop in twenty turns up a Truffle”) |
| Leaderboard (the pink tree, “Ranks”) | Weekly boards for Harvest value, Truffle payouts and Burn value held. A placeholder today |
| Hold | Items the game reserves while an export, sale or claim transaction is pending. It expires if not used |
| Account review | The game can pause selling, claiming and exports on an account while it is reviewed |
| Stage One | The docs’ name for the first launch stage: staking, Fert Deck, Fertilizer and export |
| Testnet | Robinhood Chain Testnet, where the farming economy is deployed |
Terms from the docs are tagged Official source in the pages that use them; the game’s names and numbers are Verified unless a page says otherwise.