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(updated mastery changes, am unsure how to determine how many harvests are required to reach certain masteries so left blank, someone please update. i am never in my life updating this page again good god.)
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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 {{ItemIcon|Compost}}.


Reaching 99 Mastery for a given crop requires 27,570 harvests, assuming no boosts are used to increase harvest quantity.
Farming [[Mastery]] impacts many aspects of Farming. Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 16 mastery, harvesting herbs and allotments has a chance to return seeds, and every 15 mastery levels after increases the amount of seeds that can be returned. At 50 mastery, crops, herbs and trees cannot die, and no longer require {{ItemIcon|Compost}}.
 
at 99 mastery, harvested crops are increased by an additional 20%, grow times are reduced by 10%, and max seed return is increased to 8
Reaching 99 Mastery for a given crop requires (WIP) harvests, assuming no boosts are used to increase harvest quantity.


===Crop Harvest Quantity===
===Crop Harvest Quantity===
The harvest quantity, <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:
The harvest quantity, <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:


<math> Q_h = \left \lfloor 5 + \frac{4L_m}{10} \right \rfloor </math>
<math> Q_h = \left \lfloor 15 + \frac{4L_m}{10} \right \rfloor </math>


where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
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! Mastery Level !! Harvest Amount
! Mastery Level !! Harvest Amount
|-
|-
| 1 || 5
| 1 || 15
|-
|-
| 2 || 5
| 2 || 15
|-
|-
| 3 || 6
| 3 || 16
|-
|-
| 4 || 6
| 4 || 16
|-
|-
| 5 || 7
| 5 || 17
|-
|-
| 10 || 9
| 10 || 19
|-
|-
| 20 || 13
| 20 || 23
|-
|-
| 50 || 25
| 50 || 45
|-
|-
| 75 || 35
| 75 || 35
|-
|-
| 99 || 44
| 99 || 54 (before 20% boost)
|}
|}
=== Seed Return Chance ===
=== Seed Return Chance ===
Starting at level 11 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots.
Starting at level 16 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> Q_s </math>, varies with the mastery level, <math> L_m </math> as follows:
Higher levels of mastery increase the chance and quantity of seeds that are returned. The average number of seeds returned, <math> Q_s </math>, varies with the mastery level, <math> L_m </math> as follows:


<math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right)  </math><br>
<math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right)  </math><br>
where:<br>
where:<br>
<math> x = \frac{L_m}{10} </math><br>
<math> x = \frac{L_m}{15} </math><br>
<math> n = \left \lfloor x \right \rfloor </math>
<math> 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.
This means that at 75 mastery, two seeds are returned on average, and herbs become self-sustainable. Reaching 75 Mastery requires a plant to be harvested (WIP) times, assuming no boosts are used to increase harvest quantity. at 99 mastery, <math> L_m </math> is replaced with 120


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.


== Skillcape ==
== Skillcape ==
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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 {{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.
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, unless mastery level 50 has been reached. 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}}


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 of 10% to harvest quantity.
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 of 10% to harvest quantity.

Revision as of 05:34, 15 October 2020

Template:V0.16.3

Farming

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

Aorpheat's Signet Ring, Weird Gloop and Generous Harvest Potions can increase the number 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 the 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. Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 16 mastery, harvesting herbs and allotments has a chance to return seeds, and every 15 mastery levels after increases the amount of seeds that can be returned. At 50 mastery, crops, herbs and trees cannot die, and no longer require Compost.

at 99 mastery, harvested crops are increased by an additional 20%, grow times are reduced by 10%, and max seed return is increased to 8 Reaching 99 Mastery for a given crop requires (WIP) 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 15 + \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 15
2 15
3 16
4 16
5 17
10 19
20 23
50 45
75 35
99 54 (before 20% boost)

Seed Return Chance

Starting at level 16 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}{15} }[/math]
[math]\displaystyle{ n = \left \lfloor x \right \rfloor }[/math]


This means that at 75 mastery, two seeds are returned on average, and herbs become self-sustainable. Reaching 75 Mastery requires a plant to be harvested (WIP) times, assuming no boosts are used to increase harvest quantity. at 99 mastery, [math]\displaystyle{ L_m }[/math] is replaced with 120


Skillcape

The skillcape can be purchased from the store for 1,000,000GP after the player reaches

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Level 99

.

Skillcape Name Effect
Farming Skillcape (item).svg Farming Skillcape +20% Crop Harvest Quantity.
Adding Compost is free.

Pet

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

The bonus from Larry is applied after other bonuses to harvest quantity, including the double harvest from Generous Harvest Potions.

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, unless mastery level 50 has been reached. 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

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 of 10% to harvest quantity.

Allotments

Herbs

Trees

Potion

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

Generous Harvest Potion
PotionTierChargesEffect
Generous Harvest Potion II10+10% Chance to Double Items in Farming
Generous Harvest Potion IIII10+15% Chance to Double Items in Farming
Generous Harvest Potion IIIIII10+20% Chance to Double Items in Farming
Generous Harvest Potion IVIV10+30% Chance to Double Items in Farming