Farming: Difference between revisions

From Melvor Idle
(Added some notes on number of harvests requires to hit certain Mastery thresholds.)
(Added some clarifications on my numbers and added some icons.)
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Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]].  
Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]].  


[[Aorpheats Signet Ring]], [[Weird Gloop]] and [[Generous Harvest Potion IV|Generous Harvest Potions]] can increase the amount of Herbs, Crops, and Logs received when harvested. Items which increase crop and herb yields also increase the Farming skill and [[mastery]] experience received.  
{{ItemIcon|Aorpheats Signet Ring}}, {{ItemIcon|Weird Gloop}} and {{ItemIcon|Generous Harvest Potion IV|Generous Harvest Potions}} can increase the amount of Herbs, Crops, and Logs received when harvested. Items which increase crop and herb yields also increase the Farming skill and [[mastery]] experience received.  


Raising Farming to level 99 will unlock the [[Farming Skillcape]] for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 20% and allows the player to add [[compost]] to allotments, herbs, and trees for free.  
Raising Farming to level 99 will unlock the {{ItemIcon|Farming Skillcape}} for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 20% and allows the player to add {{ItemIcon|Compost}} to allotments, herbs, and trees for free.  


Equipping [[Bob's Rake]] provides a 20% chance that [[Compost]] or [[Weird Gloop]] is retained in a plot when harvested.
Equipping {{ItemIcon|Bob's Rake}} provides a 20% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested.


==Gaining Experience==
==Gaining Experience==
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==Mastery Unlocks==
==Mastery Unlocks==
Farming [[Mastery]] impacts many aspects of Farming. 1 Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 11 mastery, harvesting herbs and allotments has a chance to return seeds. At 50 mastery, crops, herbs and trees cannot die, and no longer require [[compost]].
Farming [[Mastery]] impacts many aspects of Farming. 1 Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 11 mastery, harvesting herbs and allotments has a chance to return seeds. At 50 mastery, crops, herbs and trees cannot die, and no longer require {{ItemIcon|Compost}}.


Reaching 99 Mastery for a given crop requires 27,570 harvests.
Reaching 99 Mastery for a given crop requires 27,570 harvests, assuming no boosts are used to increase harvest quantity.


===Crop Harvest Quantity===
===Crop Harvest Quantity===
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This means that at 50 mastery, two seeds are returned on average, and herbs become self sustainable. Reaching 50 Mastery requires a plant to be harvested 436 times.  
This means that at 50 mastery, two seeds are returned on average, and herbs become self sustainable. Reaching 50 Mastery requires a plant to be harvested 436 times, assuming no boosts are used to increase harvest quantity.


At 70 mastery, three seeds are returned on average, and allotments become self sustainable. Reaching 70 Mastery requires a plant to be harvested 2,235 times.
At 70 mastery, three seeds are returned on average, and allotments become self sustainable. Reaching 70 Mastery requires a plant to be harvested 2,235 times, assuming no boosts are used to increase harvest quantity.


== Pet ==
== Pet ==
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{{FarmingTreePlotTable}}
{{FarmingTreePlotTable}}
== Seeds ==
== Seeds ==
Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using [[Compost]]. Each [[Compost]] used on a seed will increase its survival chance by 10%, raising the [[Compost]] Level to 5 will guarantee the crops survive. [[Compost]] must be used every time a seed is planted to have an effect. As an alternative to compost players may use [[Weird Gloop]]. Only 1 Gloop is required to fill the compost bar and prevent crops from dying. In addition it provides a bonus 10% to harvest quantity.
Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|Compost}}. Each {{ItemIcon|Compost}} used on a seed will increase its survival chance by 10%, raising the [[Compost]] Level to 5 will guarantee the crops survive. {{ItemIcon|Compost}} must be used every time a seed is planted to have an effect.  
 
As an alternative to compost players may use {{ItemIcon|Weird Gloop}}. Only 1 Gloop is required to fill the compost bar and prevent crops from dying. In addition it provides a bonus 10% to harvest quantity.
=== Allotments ===
=== Allotments ===
{{FarmingAllotmentTable}}
{{FarmingAllotmentTable}}

Revision as of 19:33, 10 August 2020

Template:V0.16.1

Farming

Farming is a Skill used to grow seeds into food, herbs or logs.

File:Aorpheats Signet Ring (item).png Aorpheats Signet Ring, Weird Gloop and Generous Harvest Potions can increase the amount of Herbs, Crops, and Logs received when harvested. Items which increase crop and herb yields also increase the Farming skill and mastery experience received.

Raising Farming to level 99 will unlock the Farming Skillcape for purchase from the Shop. Equipping the skillcape increases the harvest quantity from crops by 20% and allows the player to add Compost to allotments, herbs, and trees for free.

Equipping Bob's Rake provides a 20% chance that Compost or Weird Gloop is retained in a plot when harvested.

Gaining Experience

Farming Experience is gained through two actions: Planting seeds and harvesting crops that survive. Planting a seed will grant the player that seed's base experience value and harvesting will grant experience equal to the base experience value multiplied by the number of items harvested.

For example, Potato Seeds have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests 5 Potatoes, they will receive 48 total experience: 8 for planting and then 40 for harvesting.

Since experience is tied to number of items harvested, anything that increases the number of items harvested will also increase the amount of experience received.

However, this only applies to herbs and allotments. Trees give a fixed amount of XP for harvesting regardless of how many logs are acquired.

Mastery Unlocks

Farming Mastery impacts many aspects of Farming. 1 Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 11 mastery, harvesting herbs and allotments has a chance to return seeds. At 50 mastery, crops, herbs and trees cannot die, and no longer require Compost.

Reaching 99 Mastery for a given crop requires 27,570 harvests, assuming no boosts are used to increase harvest quantity.

Crop Harvest Quantity

The harvest quantity, [math]\displaystyle{ Q_h }[/math], increases with the mastery level, [math]\displaystyle{ L_m }[/math], according to the formula:

[math]\displaystyle{ Q_h = \left \lfloor 5 + \frac{4L_m}{10} \right \rfloor }[/math]

where: [math]\displaystyle{ \left \lfloor x \right \rfloor }[/math] is the floor function.

Mastery Level Harvest Amount
1 5
2 5
3 6
4 6
5 7
10 9
20 13
50 25
75 35
99 44

Seed Return Chance

Starting at level 11 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots. Higher levels of mastery increase the chance and quantity of seeds that are returned. The average number of seeds returned, [math]\displaystyle{ Q_s }[/math], varies with the mastery level, [math]\displaystyle{ L_m }[/math] as follows:

[math]\displaystyle{ Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right) }[/math]
where:
[math]\displaystyle{ x = \frac{L_m}{10} }[/math]
[math]\displaystyle{ n = \left \lfloor x \right \rfloor }[/math]


This means that at 50 mastery, two seeds are returned on average, and herbs become self sustainable. Reaching 50 Mastery requires a plant to be harvested 436 times, assuming no boosts are used to increase harvest quantity.

At 70 mastery, three seeds are returned on average, and allotments become self sustainable. Reaching 70 Mastery requires a plant to be harvested 2,235 times, assuming no boosts are used to increase harvest quantity.

Pet

Chance to get pet is rolled once for each quantity of a crop you harvest.

Pet Name Effect
Larry, the Lonely Lizard (pet).png Larry, the Lonely Lizard +5 Harvest Quantity

Farming Plots

The player will originally only have access to a single allotment plot. Additional plots are unlocked by levelling up Farming and must be purchased with GP. Below are tables outlining the level requirements and costs for the plots:

Allotments

Template:FarmingAllotmentPlotTable

Herbs

Template:FarmingHerbPlotTable

Trees

Template:FarmingTreePlotTable

Seeds

Seeds are required to start Farming and can be acquired from several sources, such as Thieving, Combat, or Woodcutting. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without fertiliser have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using Compost. Each Compost used on a seed will increase its survival chance by 10%, raising the Compost Level to 5 will guarantee the crops survive. Compost must be used every time a seed is planted to have an effect.

As an alternative to compost players may use Weird Gloop. Only 1 Gloop is required to fill the compost bar and prevent crops from dying. In addition it provides a bonus 10% to harvest quantity.

Allotments

Herbs

Trees

Potion

The Generous Harvest Potion has a chance to double crops/herbs/logs harvested.

Potion Tier Charges Effect
Generous Harvest Potion I (item).svg I 5 5% chance of double harvest
Generous Harvest Potion II (item).svg II 10 10% chance of double harvest
Generous Harvest Potion III (item).svg III 15 15% chance of double harvest
Generous Harvest Potion IV (item).svg IV 25 25% chance of double harvest