Mushrooming Payout Calculator
Sale price is base price times age, cut, dirt and mutation, so the calculator shows which of the four is costing you the most right now.
Sale price with these settings
$5.00
Nothing is costing you: every factor is at x1.0 or better, and age (Fresh x1.25) is doing the most.
Fix first: Pristine cut — $6.50 instead of $5.00 (adds $1.50).
Enter what the game shows you
In game: the price on the mushroom card in your basket, before any cut, age, dirt or mutation change.
In game: the age word on the mushroom card — Young, Fresh, Old or Rotten.
In game: the grade you get after knifing it, from Pristine down to Mangled.
In game: the dirt word on the card after you pick it; a wash basin turns muddy into washed.
In game: the mutation name shown over the mushroom when you pick it, and kept on the card.
In game: the kg line on the card. The game publishes no weight-to-coin formula, so this number is not used in the price.
Weight is shown so the row you copied from the game stays complete. It never changes the price here.
What each factor adds or costs
Ranked by how far each multiplier sits from x1.0. The dollars are what that factor adds to this sale: remove the factor and the price divides by its multiplier.
- Age: Fresh+$1.00
- Cut: Clean$0.00
- Dirt: Clean$0.00
- Mutation: None$0.00
What this calculator takes and returns
Six numbers go in. One price, one ranked list of factors and one fix come out.
Inputs
- Base price shown in game
- Age (Young, Fresh, Old, Rotten)
- Cut grade (Pristine to Mangled)
- Dirt state (clean, dusty, muddy, washed)
- Mutation multiplier
- Weight or coin value shown
Outputs
- Estimated sale price, what each improvement adds, and which fix is worth doing first
How the price is worked out
Sale price = base price × age multiplier × cut multiplier × dirt multiplier × mutation multiplier, rounded to two decimals. Nothing is added on top: each factor multiplies the one before it, so a x0.35 cut cancels most of a x8 mutation.
- Age (wiki): Young x0.9, Fresh x1.25, Old x0.65, Rotten x0.3.
- Cut (wiki): Pristine x1.3, Clean x1.0, Scuffed x0.8, Bruised x0.6, Mangled x0.35.
- Dirt (wiki): clean x1.0, dusty x0.85, muddy x0.6, washed x1.05.
- Mutations (wiki): the 19 recorded names, from Soaked x1.3 and Dewy x1.4 up to Prismatic and Spectral at x8.
Those 32 multipliers are wiki-recorded values, copied into this page from the same table the perfect cut and mutation pages use. The game is the judge if a sale disagrees with the number here.
What is not published: a formula that turns weight into coins, the spawn rate behind each mutation, and whether a mutation can sit on a pick that is also muddy. So weight is displayed and left out of the multiplication, and the calculator keeps the plain product of the four priced factors.
The ranked list re-reads that same product one factor at a time: setting a factor back to x1.0 divides the price by its multiplier, and the difference is what that factor adds. The four entries therefore compare against each other, and none of them is double counted. The fix line only looks at age, cut and dirt, because those are the three a player can still change before selling; a mutation is luck, so it never takes that line however large its multiplier is.