Weeds can grow in any of the 30 field plots. They get stronger every week and, once past 35 strength, take health from the lavender in that plot. Pull, cultivate or reset them.
Each week a plot with no weed has a 7% chance of a new patch (starting at 8–22 strength). Crabgrass only appears in summer.
A patch grows by its growth rate (plus 0–4) each week, up to 100.
When it passes 35 and the lavender there is not dormant, the plant loses health. Established plants (stage 3+) lose much less than young ones (at most 2 a week, versus 4).
A plant can be lost to weed competition.
In winter, annual weeds (crabgrass, lambsquarters, pigweed) die and the rest stop growing.
Actions
Action
Cost
Strength removed
Notes
Hand pull
4
32
+2 XP
Cultivate
7
24
+2 XP
Stale-bed reset
12
55
Only when no lavender is planted in that plot; +2 XP
The weeds
Weed
Growth
Damage
Crabgrass
18
9
Ground ivy / creeping Charlie
16
4
Quackgrass
15
8
Field bindweed
14
8
Canada thistle
12
7
Yellow nutsedge
14
6
Pigweed / amaranth
12
6
Common lambsquarters
10
5
Common chickweed
11
3
Dandelion
7
2
White clover
6
2
Field horsetail
8
4
Tips
Hand pull a patch before it reaches 35 and it never hurts your plant.
Horsetail is a sign of poorly drained ground in the game's notes.