How to read crop profitability
Raw sell price is misleading. A crop that sells for 220 coins but costs 90 in seed and takes 9 days to grow yields a profit of 130 coins over 9 field-days — roughly 14.4 coins per day. A crop that sells for 60 but costs 20 and grows in 4 days yields 40 coins in 4 field-days — 10 coins per day. The sticker-price winner is not always the profit-per-day winner, and when you have limited planting space, per-day profit is the number that matters.
For regrowing crops the math changes: the seed cost is paid once, and every subsequent harvest is pure profit. A crop with a 2-coin regrow cycle that yields 3 units at 10 coins each (30 coins per harvest, every 2 days) becomes extremely efficient the longer it keeps producing. In a 28-day season, a regrower that matures on day 7 and regrows every 2 days gets 10 additional harvests — 300 coins from a single 20-coin seed investment.
All prices and growth days in this guide come from the crop database transcribed from the official Moonlight Peaks wiki. Silver and gold quality multipliers (roughly 1.1× and 1.3× respectively for documented crops) improve every number below, but the relative ranking stays the same.
Top one-shot mundane crops by coins per day
One-shot crops are harvested once and must be replanted. Their profit per day is calculated as (sell price × yield minus seed price) divided by growth days. These are the workhorses of early-game income when you have no regrowers planted yet.
Pumpkin dominates the one-shot table: a 90-coin seed produces a single pumpkin that sells for 220 base (280 silver, 330 gold), netting 130 coins in 9 days — about 14.4 coins per day at base quality. Carrot is even more impressive per-day: 160 sell minus 80 seed = 80 profit in just 6 days, or 13.3 coins per day. Skunktail (80 seed, 180 sell, 9 days) comes in at 11.1 coins per day. Radish (20 seed, 90 sell, 6 days) delivers 11.7 coins per day with a tiny upfront cost, making it an excellent early-game choice when your wallet is thin.
Eggplant (40 seed, 90 sell, 6 days) yields 8.3 coins per day. Blood Tomato (20 seed, 15 sell times 3 yield = 45, 6 days) gives 4.2 coins per day — decent for its price point. Onion (10 seed, 40 sell, 4 days) is 7.5 coins per day with the fastest growth in the mundane category. Wily Wheat (30 seed, 60 sell, 4 days) and Unmilled Rice (30 seed, 60 sell, 5 days) both offer 7.5 and 6.0 coins per day respectively.
- Pumpkin: 90 seed to 220 sell, 9 days = 14.4 coins/day (best one-shot overall)
- Carrot: 80 seed to 160 sell, 6 days = 13.3 coins/day
- Radish: 20 seed to 90 sell, 6 days = 11.7 coins/day (best cheap one-shot)
- Skunktail: 80 seed to 180 sell, 9 days = 11.1 coins/day
- Eggplant: 40 seed to 90 sell, 6 days = 8.3 coins/day
- Onion: 10 seed to 40 sell, 4 days = 7.5 coins/day (fastest mundane crop)
Best regrowing mundane crops
Regrowing crops are planted once and harvested repeatedly. After the initial growth period, each regrow cycle produces yield at no additional seed cost. The key metric becomes (sell price times yield) divided by regrow days — the profit per harvest cycle once the plant is established.
Blackberry stands out: 3 berries at 10 coins each (30 per harvest) regrow every 2 days, giving 15 coins per day of regrow time from an 80-coin seed that paid for itself after the first harvest. Lava Pepper matches this exactly — 3 peppers at 8 coins (24 per harvest) every 2 days, or 12 coins per day, from a 30-coin seed. White Grapes and Blood Grapes both produce 3 units regrowing every 4 days: White Grapes at 10 coins each (7.5/day) and Blood Grapes at 5 coins each (3.75/day), but Blood Grapes cost only 20 coins to start.
Strawberry (30 seed, 3 berries at 9 coins, regrow every 3 days = 9/day) and Cranberry (50 seed, 3 berries at 10 coins, regrow every 4 days = 7.5/day) are solid mid-tier regrowers. Blueberry (20 seed, 3 at 10 coins, regrow every 3 days = 10/day) is excellent value for its cheap seed. Raspberry (20 seed, 3 at 6 coins, regrow every 2 days = 9/day) rounds out the berry options.
The grape crops deserve special attention for Keg production: Red Wine requires 4 Blood Grapes and White Wine requires 4 White Grapes, and processed wine sells significantly higher than raw grapes. A small vineyard of 4 grape plants feeding 2 Kegs is one of the most recommended early-game income strategies in the community.
Magical crops: high risk, high reward
Magical crops are the premium tier, but they come with a hard prerequisite: you must repair the wand and learn the Aquaflux spell before any magical crop will grow. These seeds are expensive (100 to 350 coins each) and most do not regrow, so every failed planting is a total loss.
Drikker is the most expensive mundane-category magical crop at 280 coins per seed, selling for 500 base (620 silver, 750 gold) — but it has a special mechanic where it only grows while its cup is filled with water, adding maintenance overhead. Sweet Wicca (250 seed, 550 sell) and Gobbler (350 seed, 500 sell but must be fed fish or small critters) are similarly high-value. Void Radish (220 seed, 330 sell) and Sunburst (140 seed, 260 sell) are more straightforward magical options.
Happy Mandrake and Angry Mandrake (both 200 seeds, growing in 6 days) have an interesting interaction mechanic where the mandrake's mood depends on surrounding mandrakes — plant them in isolation for predictable results, or experiment with adjacency for the Happy variant that sells for 330 base. Hold Me Close (180 seed, 260 sell, 13 days) has a niche use: it stops a neighboring Weeping Wicca from crying, converting it into Sweet Wicca (550 sell vs 300 sell) — a powerful combo if you can manage the layout.
Weeping Wicca (250 seed, 300 sell, 13 days) has a unique utility beyond profit: its crying magically waters a 3x3 area, functioning as a natural sprinkler. Planting one in the center of your magical crop plot saves Aquaflux casts and mana. Black Sun Currant (160 seed, 20 sell times unknown yield, regrows every 2 days) and Dark Strawberry (200 seed, 25 sell times unknown yield, regrows every 3 days) are regrowers, but their yield per harvest is not yet documented — they are promising but unproven.
Mushrooms: the passive income plants
Mushrooms are a unique crop category that grows when watered but has no documented growth days or regrow days in the wiki — their growth cycle is not yet fully mapped. What is documented is their sell value: Common Mushroom and Amanita both sell for 10 base (15 gold) from 10-coin seeds, while the magical mushroom varieties (Frosteria, Glowglammer, Yellow Glowglammer) sell for 20 to 25 coins from 20-coin seeds.
Volacio Mushroom (20 seed, 15 sell) is the weakest mushroom option on paper. Without growth-day data, the community cannot yet rank mushrooms by coins per day — they may turn out to be excellent passive earners or merely decorative. What is known is that mushroom logs and mushroom-specific growing areas exist in the game, so their mechanics may differ from standard field crops.
For now, treat mushrooms as supplementary income and museum donations rather than a primary profit strategy. Their low seed prices mean the risk is minimal, and filling museum entries with mushroom varieties contributes to the 80% completion threshold needed for the greenhouse unlock.
Herb garden: steady mid-range earners
Herbs occupy a middle ground between cheap mundane seeds and expensive magical crops. Like mushrooms, their growth days and regrow days are not documented in the wiki, but their sell prices are known. The standout is Wolfsbane: 160 seed, 250 sell — a 90-coin profit if it matures in a reasonable timeframe. Sage (60 seed, 170 sell) offers 110 coins of potential profit.
Henbane (180 seed, 230 sell, marked magical) and Nightshade (140 seed, 180 sell, marked magical) are magical herbs that likely require Aquaflux watering. Googly Garlic (120 seed, 150 sell, also magical) follows the same pattern. Glow Ginger (50 seed, 100 sell) and Suffrain (80 seed, 150 sell) are non-magical options with lower entry costs.
Purple Lavender and Red Lavender (both 10 seed, 15 sell) are nearly free to plant and contribute to museum completion, making them worthwhile filler crops even if their profit margins are thin. Herbs also serve as potion ingredients once you unlock the cauldron, so growing them has compounding value beyond raw coin profit.
Fruit trees: the long-term investment
Fruit trees are the most expensive crop category, with sapling prices ranging from 2,000 to 6,000 coins. All documented trees take 25 days to mature and then produce fruit on a regrow cycle of 6 to 8 days, yielding 4 fruit per harvest. The sell price per fruit is not documented in the wiki, making it impossible to calculate exact profit-per-day figures.
The Lemon Tree is the cheapest at 2,000 coins, maturing in 25 days and regrowing every 6 days with 4 lemons per harvest. Blood Orange Tree (3,000, regrow 7 days) and Cocoa Bean and Coffee Bean Trees (both 4,500, regrow 8 days) are progressively more expensive. The Muse Tree (6,000) is the priciest and has a unique requirement: it only bears fruit when a Gramophone is placed nearby.
Given the massive upfront investment and undocumented sell prices, fruit trees are best treated as a late-game diversification play rather than an early profit strategy. Once you have steady income from Kegs and high-value field crops, planting a Lemon Tree or Blood Orange Tree provides a passive income stream that requires no replanting. The 25-day maturity period means you should plant trees as early as you can afford them — even if the profit math is unclear, the regrow cycle eventually pays back the investment many times over.
The Keg multiplier: why processing beats selling raw
Every community guide and money-making thread agrees on one point: processing crops through Kegs dramatically increases their value. Red Wine (4 Blood Grapes) and White Wine (4 White Grapes) are the most documented recipes, and both grape varieties regrow every 4 days, creating a sustainable supply chain. A single Blood Grape vineyard plot producing 3 grapes every 4 days needs roughly 2 plots to feed one Keg continuously.
The economics are compelling: raw Blood Grapes sell for 5 coins each (15 per harvest), but even assuming Red Wine sells for a conservative multiple of grape value, the processed product far outstrips the raw ingredients. The exact wine sell prices are not yet documented in the wiki, but community consensus places processed goods as the single biggest income multiplier in the game.
Build at least 3 Kegs as early as possible and dedicate a portion of your farm to grape production. As your operation scales, add more Kegs and diversify into other processed goods. The Keg strategy is so effective that it is the first recommendation in virtually every Moonlight Peaks money guide, including Eurogamer's tips article and the Reddit guide compilation.
Crop planning by season and growth window
Moonlight Peaks has four seasons — Spring, Summer, Autumn, Winter — and while specific seasonal crop assignments are not yet verified in the wiki, growth-day math still applies. In a 28-day season (the standard for farming sims), a 9-day crop like Pumpkin gets at most 3 harvests if planted on day 1, while a 4-day crop like Onion gets up to 7 harvests. Plan your field layout to maximize the number of harvest cycles per season.
Regrowing crops become increasingly valuable as the season progresses. A Blackberry planted on Spring 1 matures on Spring 9 and then regrows every 2 days — that is roughly 9 additional harvests in the remaining 19 days, producing 27 berries worth 270 coins at base quality from a single 80-coin seed. By contrast, replanting Pumpkin 3 times costs 270 in seeds for 660 in sales (390 net), while the Blackberry produces 270 net with zero replanting cost after day 9.
The optimal strategy is a blend: plant one-shot high-sellers like Pumpkin and Carrot in the early season when you have empty fields, and transition space to regrowers like Blackberry, Lava Pepper, and grapes as the season matures. Dedicate a permanent section to fruit trees once you can afford them — they carry over between seasons and compound their value over time.
Common mistakes and FAQ
Players frequently ask whether magical crops are worth the investment. The answer depends on your wand status: if you have Aquaflux unlocked and mana to spare, crops like Drikker (500 base sell) and Sweet Wicca (550 base sell) are among the highest single-harvest earners in the game. But if you are still working toward wand repair, every coin spent on magical seeds is wasted — they simply will not grow without magical watering.
Another common question is whether to sell crops raw or save them for Kegs. The community consensus is clear: always process when you can, but do not hoard crops waiting for Kegs you have not built yet. Sell raw until your Keg infrastructure is in place, then switch to processing. Idle crops in a chest earn nothing.
Players also ask about the Muse Tree's Gramophone requirement. At 6,000 coins — the most expensive sapling — it is a significant gamble without documented sell prices. Unless you are specifically pursuing museum completion or have excess funds, the Lemon Tree (2,000 coins, fastest regrow at 6 days) is the better first tree purchase.
What is still unverified
Several important crop data points remain undocumented: mushroom and herb growth days, mushroom and herb regrow days, fruit-tree fruit sell prices, and the exact yield counts for magical regrowers like Black Sun Currant and Dark Strawberry. The multipliers for silver and gold quality are approximated from the documented samples (roughly 1.1x and 1.3x) but may vary by crop.
Seasonal restrictions on crops are not confirmed — the wiki intentionally omits season assignments because they have not been verified against the in-game almanac. This guide ranks crops by raw profitability without seasonal filtering, which may overstate the usefulness of crops that can only be planted in one season.
Processed-good sell prices (wine, potions, cooked dishes) are almost entirely undocumented. The Keg multiplier section above relies on community consensus rather than exact numbers. When these prices are verified, this guide will be updated with precise profit calculations for the full processing chain.