Farming

First, you need a pot. Every pot will give you a different amount of bullets in the harvest and it also has a specific maximum blood capacity. It takes three days to get to the harvesting, including the day you start (so you only need to sleep twice).

## First day of farming

On the first day, plant a Wild Bullet (the yellow ones). Then, if you want to, add Fertilizers. Raw Fertilizers from Things will upgrade one and downgrade another one stat of bullets, their refined versions (oils and powders) will only upgrade one stat. These stats are: **bullet speed, bullet damage, range, recoil, critical damage chance, bleed chance, defeaning chance** (makes it that your opponent can't hear noises, their ears are ringing and sound cues are hidden from them)**, blinding chance** (causes the player to have drastically reduced sight radius)**, rebounds** (allows bullets to bounce off walls and objects they would otherwise impact; number of rebounds = number of bounces), **fragments** (each fragment cause your fired bullets to split into pieces, with the total damage of the shot being divided equally among them) and **rotation speed towards target** (gives bullets a homing effect by causing them to turn towards your target).

Without Fertilizers, just the Wild Bullet alone already needs 50 blood. Each Fertilizer will increase the amount of blood that needs to be given to the pot so bullets will survive to the second day. Raw Fertilizers need less blood than their refined versions.

Fertilizers can only be added to the pot on the very first day of farming. It doesn't matter when do you do it in that day (for example you can plant a Wild Bullet and after a match add Fertilizers). Also, keep in mind the maximum capacity of blood a pot can take.

## Second day of farming

Just give the pot the same amount of blood like on the first day so the bullets survive.

## Third day of farming

Collect your harvest (or don't to save storage space, the bullets will stay in the pot until you take them out, even after you sleep).

Rinse and repeat.

## Assessment of Upgrades

* **Bleed Chance (%):** Inflicts the bleeding condition for approximately 20 seconds, dealing 20 damage every 2 seconds for a total of about 200 damage. The victim's imagos may reduce the bleed timer. Inflicting bleeding multiple times resets the timer. This is very powerful against Others for not just the high damage over time, but also causing the target to leave bloodstains and grunt in pain if they try to flee. Ideal on assault rifles, but not bad on SMGs or even sniper rifles.
* **Blinding Chance (%):** Causes the target to lose most of their vision cone for a few seconds, retaining only the small circle around their character. Can be quite useful against Others because it forces them to blind-fire or flee. However, the effect doesn't last very long.
* **Bullet Speed (%):** A weaker upgrade, but if you choose to use it, put it on long-range weapons such as assault or sniper rifles. At long range, it will be easier to land shots on target when an Other is moving unpredictably.
* **Critical Damage Chance (%):** Similar to the +damage upgrade, but less consistent. Criticals deal double damage against Things, but only +25% against Others. More effective when the weapon's base DPS is already high, or when combined with +damage fertilizers.
* **Damage (%):** Low-damage, high RPM weapons like SMGs will benefit most from this, followed by the "low-damage" assault rifles like Mrs. Powell and Mrs. Bell. This upgrade *adds* its percentage to the damage value the weapon already has, so the difference on a sniper rifle will be unnoticeable.
* **Deafening Chance (%):** A defensive upgrade. If you deafen an Other and then immediately run away, the Other will not be able to follow your footsteps. Being deafened can also be generally disorienting in close-quarters combat.
* **Fragments (#):** Each bullet fragment will do 1/x of the original damage, where x is the number of fragments. The main purpose of this is to combine with the "chance" upgrades, because each fragment will have its own chance and still inflict full bleed/blind/deafen.
* **Range (%):** Better on short-range weapons, such as shotguns, because the upgrade adds to the range value the weapon already has. However, it's not a particularly strong upgrade, and you shouldn't worry too much about fertilizers that reduce range, either.
* **Rebounds (#):** Causes the bullet to bounce off walls up to the maximum number of times listed. It can situationally be used to blind-fire into a room, but will distressingly often cause you to shoot yourself. Not recommended.
* **Recoil Reduction (%):** Ideal to stack on high-recoil, long-range, automatic weapons, notably Mrs. Kelly (the AK-47). Can be added to any other bullet destined for an automatic weapon, but it's not a priority for low-capacity pots.
* **Rotation Speed Towards Target (°/sec):** This is a funny upgrade that is either quite powerful or quite useless. Because bullets fly so quickly, you will need to stack many copies of this upgrade or combine with negative bullet speed modifiers in order to get a meaningful effect. Best used on long-range weapons, especially sniper rifles. Be aware that the bullets may steer toward a Thing, even when you're trying to aim at an Other, and may steer toward *you* if it's a rebound bullet.

## Recommended Bullets

* **Bleed Chance + Fragments:** On assault rifles, can quickly put an Other on the back foot unless they can get away and use a bleeding stopper (bandages, advanced medkits). 20%-30% bleed chance and 2-3 fragments are sufficient. If you have the pot capacity, consider adding Blind Chance as well.
* **Deafen Chance + Fragments:** On assault rifles, deafen an Other and then flee if you don't feel confident about the battle. 20%-40% deafen chance and 2-3 fragments are sufficient.
* **Maximum Recoil Reduction:** On Mrs. Kelly. Try to get the reduction above 40%.
* **Damage + Critical Damage Chance:** On SMGs, greatly increases the base damage and synergizes with the high RPM. It's fine to add recoil or reduce range -- you're looking to use SMGs up close, anyway. Try to get 20% or 25% critical damage chance.
* **Rotation Speed Towards Target + Minus Bullet Speed:** On sniper rifles, gives a better chance for rotation to do its job on extreme-range shots.

Some additional factors to consider:

* All "chance" upgrades will do better on fast firing guns such as SMGs and Assault Rifles. Slow firing weapons such as Shotguns and Sniper Rifles won't perform that much with these upgrades (unless you are lucky).
* The fragment upgrade doesn't increase the overall damage your bullets do. This doesn't mean it's useless. You are firing more bullets which synergizes with all "chance" upgrades, giving you more tries on inflicting the desired effect.
* Rebound doesn't increase the overall range a bullet can travel. This upgrade is useful with weapons that already have a lot of range, such as Sniper Rifles and Pistols. You can shoot a bullet inside a room where you suspect an Other to be hiding and with a few rebounds (like 2 or 3) there is a chance you will hit them randomly.
* Recoil upgrade doesn't do much on Sniper Rifles.
* (Please add your suggestions or put them in the comments)