
Harvest Cornucopia in Jungle Valley
3.8
/h (36%)
Updated 8/28/2026
Overview
A Harvest strategy run in Jungle Valley with the Cornucopia scarab, so every harvest fight is against tier 4 monsters. The money is mostly lifeforce, with yellow juice doing the heavy lifting, plus sacred blossoms, scarabs and the extra map drops that red altars bring in. The creator of the strategy ran 40 maps at roughly five minutes each and came out a little over a divine per map net. Loot volume is low for the return: 40 maps filled about one quad tab. It suits anyone who wants a Harvest strategy without the planning overhead of Crop Rotation.
Atlas tree
Take all the harvest nodes, and take the section that reduces the chance of growing blue and purple plants so more of the crop comes up yellow. Yellow lifeforce is worth the most, blue second, purple third. Quantity and pack size both affect harvest, so those get picked up as well, along with as much increased-effect as possible so the eight-mod maps scale harder. Scarab nodes are worth it here because tier 4 harvest monsters are unique monsters and drop a decent number of scarabs. Two less obvious picks: red altars, taken purely for the quantity, and Synthesised stability for the astrolabe part.
Map choice
Jungle Valley, and nothing else. Its map boss does not spawn, which means the red altars there are always minion and player altars, so getting quantity out of them is far more reliable. It also sits in the bottom left of the atlas, so a Fruiting Astrolabe gives a chance at currency vaults. Maps are eight-mod, bought at around 5 chaos each, filtered with a regex for the mods the build cannot take.
Scarabs
Per map: Cornucopia for the tier 4 harvest monsters, Doubling to double lifeforce, two Monstrous Lineage and one Hordes. The last three exist to push altar and monster count, which is where the quantity comes from. They also make maps noticeably more dangerous, so expect resistance-reducing and extra-damage mods to matter.
Running it
Clear the map first and take altars as they spawn. On player altars, look for quantity, and skip chaos damage over time and the big extra-chaos minion mods — those are what get you killed. Only take a minion altar when the reward itself is good. Then do the harvest: pick yellow when it is there, blue over purple otherwise, and let a unique monster or the light blue reward text break a tie. The tier 4 uniques have a phasing animation you cannot interrupt, so circle them through it and walk out of the thorn ring instead of using a movement skill. Because red altars are in play, clear the map boss on the 28th map. The creator runs a cursing totem build, which lets a lot of the nastier player altar mods be ignored.
The astrolabe
Optional and swingy. In the recorded sample the astrolabes cost about five divines and returned close to nothing, which is exactly why the hourly figure lands where it does. In a separate test run the first vault paid out five divines. The strategy works fine without it, and skipping it removes the only real up-front investment.
Watch the source
Watch the linked video before running this. The demo section shows the altar picks and the harvest choices as they actually come up, the phasing fight is easier to understand once you have seen it, and the creator's routing and pacing are what separate a five-minute map from an eight-minute one. Those small decisions are usually the difference between the creator's numbers and yours.
Prediction calclulations
15.9
51.0
10.5
/h
140.0%
0.0%
36.0%
3.8
/h
Expenses for one map
| Item | Count | Initial Cost | Current Value | Trend | |
|---|---|---|---|---|---|
Harvest Scarab of Cornucopia | 1 | 45 | 100 | +122.2% | |
Harvest Scarab of Doubling | 1 | 24 | 88 | +266.9% | |
Influencing Scarab of Hordes | 1 | 1.5 | 1.69 | +12.7% | |
Scarab of Monstrous Lineage | 2 | 3 | 6.21 | +107.0% | |
Fruiting Astrolabe | 0.15 | 142 | 253 | +78.1% |
Profits
| Item | Count | Initial Cost | Current Value | Trend |
|---|