Farming: Difference between revisions

From Melvor Idle
(Added table of crops and table of trees)
m (→‎Mastery Pool Checkpoints: Use tabbers for pool checkpoint)
 
(134 intermediate revisions by 31 users not shown)
Line 1: Line 1:
Farming lets you farm crops and trees.
{{UserContentVersion|1.2.2}}
[[Category:Skills]]
{{HasSkillGuide|{{PAGENAME}}/Training}}
{{Skillbox
|released=28 September 2019 ([[v0.06]])
|expansion=Base game
|type=Gathering
|99=None
|120=TotH
|abyssal60=ItA
}}
 
'''{{PAGENAME}}''' is a [[Skill]] used to grow [[Farming#Seeds|seeds]] into [[Food#Harvested Food|food]], [[Farming#Herbs|herbs]] or [[Woodcutting#Logs|logs]].
 
{{ItemIcon|Aorpheat's Signet Ring}}, {{ItemIcon|Weird Gloop}}, {{ItemIcon|Generous Harvest Potion IV|Generous Harvest Potions}}, {{ItemIcon|Bob's Gloves}}, and {{Icon|Deedree|type=constellation}} 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 {{Icon|Mastery}} experience received.
 
Raising Farming to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Farming Skillcape}} for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 25%
 
Equipping {{ItemIcon|Bob's Rake}} provides a 50% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested. Equipping {{ItemIcon|Bob's Gloves}} with {{ItemIcon|Bob's Rake}} gives you a 75% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested.
 
==Gaining Experience==
Farming skill experience is gained through two actions: Planting seeds and harvesting crops that survive.
* Planting an allotment or herb seed will grant the player that seed's base experience value, while tree seeds provide no experience when planting
* Harvesting trees will grant a fixed amount of experience, while harvesting allotments or herbs will grant experience equal to the base experience value multiplied by the number of items harvested
 
For example, {{ItemIcon|Potato Seeds}} have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests {{ItemIcon|Potatoes|qty=5}}, they will receive 48 total experience: 8 for planting and then 40 for harvesting.
 
Since experience for allotments and herbs is tied to the number of items harvested, anything that increases the number of items harvested will also increase the amount of skill experience received. Trees give a fixed amount of skill experience for harvesting regardless of how many logs are acquired.
 
=== Mastery Experience ===
{{Icon|Mastery}} experience gained varies from skill experience in a few ways:
* Mastery experience is gained only upon harvesting crops, not planting seeds
* The Mastery experience gained scales with the quantity of items harvested for all plot types: allotments, herbs, and trees.
 
Additional details on how Mastery experience is calculated for Farming can be seen on the {{Icon|Mastery|section=Earning Mastery XP}} page.
 
==Mastery Unlocks==
 
===Item Mastery Unlocks===
{{MasteryUnlocks}}
 
===Mastery Pool Checkpoints===
{{RealmTabber
|melvor={{MasteryCheckpoints|realm=Melvor Realm}}
|abyssal={{MasteryCheckpoints|realm=Abyssal Realm}}
}}
 
===Crop Harvest Quantity===
The harvest quantity (before any quantity bonuses are applied), <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:
<math> Q_h = \left \lfloor 5 + 0.4L_m \right \rfloor </math> after bonuses are applied, the harvest is then multiplied by 2 for allotments & herbs, and 30 for trees


== Allotment Seeds ==
{| class="wikitable"
{| class="wikitable"
!Name
|- class="headerRow-0"
!Farming Level
! rowspan="2"| {{Icon|Mastery}} Level !! colspan="2" | Harvest Amount
!Experience
|- class="headerRow-1"
!Time to Grow (s)
! Herbs/Allotments !! Trees
!Seed Value
!Crop Value
|-
| Potato Seeds
| style="text-align:right"; | 1
| style="text-align:right"; | 8
| style="text-align:right"; | 2400
| style="text-align:right"; | 1
| style="text-align:right"; | 1
|-
|-
| Onion Seeds
| 1 || 10 || 150
| style="text-align:right"; | 5
| style="text-align:right"; | 10
| style="text-align:right"; | 2400
| style="text-align:right"; | 5
| style="text-align:right"; | 2
|-
|-
| Cabbage Seeds
| 2 || 10 || 150
| style="text-align:right"; | 7
| style="text-align:right"; | 11
| style="text-align:right"; | 2400
| style="text-align:right"; | 10
| style="text-align:right"; | 5
|-
|-
| Tomato Seeds
| 3 || 12 || 180
| style="text-align:right"; | 12
| style="text-align:right"; | 14
| style="text-align:right"; | 2400
| style="text-align:right"; | 20
| style="text-align:right"; | 1
|-
|-
| Sweetcorn Seeds
| 4 || 12 || 180
| style="text-align:right"; | 20
| style="text-align:right"; | 21
| style="text-align:right"; | 3600
| style="text-align:right"; | 30
| style="text-align:right"; | 8
|-
|-
| Strawberry Seeds
| 5 || 14 || 210
| style="text-align:right"; | 31
| style="text-align:right"; | 39
| style="text-align:right"; | 3600
| style="text-align:right"; | 40
| style="text-align:right"; | 10
|-
|-
| Watermelon Seeds
| 10 || 18 || 270
| style="text-align:right"; | 47
| style="text-align:right"; | 78
| style="text-align:right"; | 4800
| style="text-align:right"; | 50
| style="text-align:right"; | 15
|-
|-
| Snape Grass Seeds
| 20 || 26 || 390
| style="text-align:right"; | 61
| style="text-align:right"; | 106
| style="text-align:right"; | 4200
| style="text-align:right"; | 75
| style="text-align:right"; | 23
|}
 
== Tree Seeds ==
{| class="wikitable"
!Name
!Farming Level
!Experience
!Time to Grow (s)
!Seed Value
!Log Value
|-
|-
| Oak Tree Seeds
| 50 || 50 || 750
| style="text-align:right"; | 15
| style="text-align:right"; | 467
| style="text-align:right"; | 12000
| style="text-align:right"; | 400
| style="text-align:right"; | 5
|-
|-
| Willow Tree Seeds
| 75 || 70 || 1,050
| style="text-align:right"; | 30
| style="text-align:right"; | 1455
| style="text-align:right"; | 16800
| style="text-align:right"; | 750
| style="text-align:right"; | 10
|-
|-
| Maple Tree Seeds
| 99 (before 20% boost) || 88 || 1,320
| style="text-align:right"; | 45
| style="text-align:right"; | 3403
| style="text-align:right"; | 19200
| style="text-align:right"; | 1250
| style="text-align:right"; | 35
|-
| Yew Tree Seeds
| style="text-align:right"; | 60
| style="text-align:right"; | 7069
| style="text-align:right"; | 24000
| style="text-align:right"; | 2500
| style="text-align:right"; | 75
|-
| Magic Tree Seeds
| style="text-align:right"; | 75
| style="text-align:right"; | 13780
| style="text-align:right"; | 28800
| style="text-align:right"; | 10000
| style="text-align:right"; | 300
|}
|}
=== Seed Return Chance ===
[[File:Farming Seed Return Average.png|thumb|right|450px|Average number of seeds returned per plot at each mastery level.]]
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:
<math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right)  </math><br>
where:<br>
<math> x = \frac{L_m}{15} </math><br>
<math> n = \left \lfloor x \right \rfloor </math>
where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery <math> L_m </math> is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.
== Skillcapes ==
{{SkillcapeInfo}}
== Pet ==
Chance to get [[Pets|pet]] is rolled once for each quantity of a crop you harvest.
The bonus from {{PetIcon|Farming}} is applied after other bonuses to harvest quantity, including the double harvest from [[Generous Harvest Potion]]s.
{{PetSkillInfo}}
== Farming Plots ==
The player will originally only have access to a single allotment plot. Additional plots are unlocked by leveling up Farming and must be purchased with [[GP]]. Below are tables outlining the level requirements and costs for the plots:
=== Allotments ===
{{FarmingPlotsTable|Allotments}}
=== Herbs ===
{{FarmingPlotsTable|Herbs}}
=== Trees ===
{{FarmingPlotsTable|Trees}}
=== {{ItA}} Special ===
{{FarmingPlotsTable|Special}}
== Seeds ==
{{Main|Reference=Seeds}}
Seeds are required to start Farming and can be acquired from several sources, such as {{Icon|type=thieving|Bob the Farmer|Thieving}}, {{Icon|Combat}}, or {{ItemIcon|Bird Nest|Woodcutting}}. Allotments require three seeds to plant, herbs require two, and trees require one.
===Compost and Weird Gloop===
Seeds planted without fertiliser have a 50% chance to yield crops after growing, unless either mastery level 50 or the 25% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]] has been reached. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|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.
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.
If {{ItA}}[[Into the Abyss Expansion]] is owned, there is another alternative in the form of {{ItemIcon|Abyssal Compost}} which increases the harvest quantity by 50% but disables the possibility of any Seed returns. {{ItemIcon|Abyssal Compost|qty=10}} are required per Plot.
If the player has reached the 25% [[#Mastery Pool Checkpoints|Mastery Pool Checkpoint]] or has at least mastery level 50 in the seed being planted then there is no benefit to using [[Compost]], as the crop is guaranteed to survive regardless of whether compost is applied or not. Using [[Weird Gloop]] does however still provide the benefit of +10% to harvest quantity.
Compost or Weird Gloop must be applied before seeds are planted. The 'Apply Compost to all Plots' and 'Apply Weird Gloop to all Plots' buttons will not affect seeds that are already planted, even if the plot currently doesn't have any fertiliser applied.
=== Allotments ===
{{Main|Reference=Seeds#Allotments}}
A passive food source, which at high mastery levels is self-sustainable.
====Melvor Allotments====
{{FarmingAllotmentTable|slim=true}}
====Abyssal Allotments====
{{FarmingAllotmentTable|realm=Abyssal Realm|slim=true}}
=== Herbs ===
{{Main|Reference=Seeds#Herbs}}
Needed for making potions in {{Skill|Herblore}}.
====Melvor Herbs====
{{FarmingHerbTable|slim=true}}
====Abyssal Herbs====
{{FarmingHerbTable|realm=Abyssal Realm|slim=true}}
=== Trees ===
{{Main|Reference=Seeds#Trees}}
A source of logs and farming experience. Unlike crops planted in allotment and herb patches, the amount of experience granted is fixed per tree rather than increasing with the amount of logs harvested.
====Melvor Trees====
{{FarmingTreeTable|slim=true}}
====Abyssal Trees====
{{FarmingTreeTable|realm=Abyssal Realm|slim=true}}
=== Special ===
{{Main|Reference=Seeds#Special}}
{{FarmingSpecialTable|realm=Abyssal Realm|slim=true}}
== Potions ==
The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested.
{{PotionTable|Generous Harvest Potion}}
The [[Gloomgrowth Potion]] increases yield while also increasing Farming Interval.
{{PotionTable|Gloomgrowth Potion}}
==Skill Boosts==
{{Main|Reference={{PAGENAME}}/Boosts|Name={{PAGENAME}} Boosts}}
Skill boosts are special enhancements that improve the efficiency and effectiveness of the player's skills. These boosts can come from a variety of sources such as equipment, potions, pets, and masteries. Global boosts are boosts which apply across all skills. A boost can be assumed to be for the listed skill only, unless specifically stated it is a global boost. Boosts help the player to progress faster and achieve higher levels of mastery in each skill. The following are some common types of skill boosts and what they do:
*'''Increased Skill XP:''' Increases the amount of experience points (XP) gained.
*'''Decreased Skill Interval:''' Reduces the time it takes to complete skilling actions, allowing the player to perform more actions in a given period.
*'''Preservation Chance:''' Increases the likelihood that resources or items used during skill actions are not consumed.
*'''Increased Chance to Double Items:''' Gives a higher chance of receiving double the items or resources when performing skill-related actions.
*'''Increased Mastery XP:''' Enhances the rate at which mastery XP is gained for a skill.
For more information on general skill boosts that apply to all skills, refer to the [[Skill Boosts]] page.
{{Menu}}
[[Category:Skills]]

Latest revision as of 04:45, 4 November 2024

Error creating thumbnail: File missing
Farming
Error creating thumbnail: File missing
Skill ID: melvorD:Farming
Release Date: 28 September 2019 (v0.06)
Game Version: Melvor Logo.svg Base game
Type: Gathering
Expansions information
Level 99: Melvor Logo.svg Base game
Level 120: Throne of the Herald Expansion
Abyssal 60:
Error creating thumbnail: File missing
Into the Abyss Expansion

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

Aorpheat's Signet Ring, Weird Gloop, Generous Harvest Potions, Bob's Gloves, and

Error creating thumbnail: File missing
Deedree

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

Error creating thumbnail: File missing
Mastery

experience received. Raising Farming to

Error creating thumbnail: File missing
Level 99

will unlock the Farming Skillcape for purchase from the Shop. Equipping the skillcape increases the harvest quantity from crops by 25%

Equipping Bob's Rake provides a 50% chance that Compost or Weird Gloop is retained in a plot when harvested. Equipping Bob's Gloves with Bob's Rake gives you a 75% chance that Compost or Weird Gloop is retained in a plot when harvested.

Gaining Experience

Farming skill experience is gained through two actions: Planting seeds and harvesting crops that survive.

  • Planting an allotment or herb seed will grant the player that seed's base experience value, while tree seeds provide no experience when planting
  • Harvesting trees will grant a fixed amount of experience, while harvesting allotments or herbs 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 for allotments and herbs is tied to the number of items harvested, anything that increases the number of items harvested will also increase the amount of skill experience received. Trees give a fixed amount of skill experience for harvesting regardless of how many logs are acquired.

Mastery Experience

Error creating thumbnail: File missing
Mastery

experience gained varies from skill experience in a few ways:

  • Mastery experience is gained only upon harvesting crops, not planting seeds
  • The Mastery experience gained scales with the quantity of items harvested for all plot types: allotments, herbs, and trees.

Additional details on how Mastery experience is calculated for Farming can be seen on the

Error creating thumbnail: File missing
Mastery

page.

Mastery Unlocks

Item Mastery Unlocks

Level Unlock
1 Each level provides increased Farming Yield.
16 Receive up to 1 Allotment or Herb seed back from harvesting.
31 Receive up to 2 Allotment or Herb seeds back from harvesting.
46 Receive up to 3 Allotment or Herb seeds back from harvesting.
50 No compost required to successfully grow.
61 Receive up to 4 Allotment or Herb seeds back from harvesting.
76 Receive up to 5 Allotment or Herb seeds back from harvesting.
91 Receive up to 6 Allotment or Herb seeds back from harvesting.
99 +20% Farming Yield. 10% reduced grow time for this Crop. Receive up to 8 Allotment or Herb seeds back from harvesting.

Mastery Pool Checkpoints

Pool % Pool XP Bonus
10% 1,950,000 xp +5% Farming Mastery XP for Melvor Realm only
25% 4,875,000 xp Crops in Farming cannot die
50% 9,750,000 xp +5% base primary resource quantity gained in Farming for Melvor Realm only
95% 18,525,000 xp -10% Farming Interval
Total Mastery Pool XP 19,500,000
Pool % Pool XP Bonus
10% 1,550,000 xp +6% Farming Mastery XP for Abyssal Realm only
25% 3,875,000 xp +10% chance to preserve Compost applied to Farming Plots when harvesting Abyssal Realm crops
50% 7,750,000 xp +10% base primary resource quantity gained in Farming for Abyssal Realm only
95% 14,725,000 xp -10% Farming interval for Abyssal Realm only
Total Mastery Pool XP 15,500,000

Crop Harvest Quantity

The harvest quantity (before any quantity bonuses are applied), [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 + 0.4L_m \right \rfloor }[/math] after bonuses are applied, the harvest is then multiplied by 2 for allotments & herbs, and 30 for trees

Error creating thumbnail: File missing
Mastery
Level
Harvest Amount
Herbs/Allotments Trees
1 10 150
2 10 150
3 12 180
4 12 180
5 14 210
10 18 270
20 26 390
50 50 750
75 70 1,050
99 (before 20% boost) 88 1,320

Seed Return Chance

Average number of seeds returned per plot at each mastery level.

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]

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


This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery [math]\displaystyle{ L_m }[/math] is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.

Skillcapes

Regular Skillcape

The Farming Skillcape is the skillcape for the Farming skill. It can be purchased for 1,000,000GP from the Shop once the player reaches

Error creating thumbnail: File missing
Level 99

in the Farming skill. The Farming Skillcape offers the following benefits when worn:

+25% base primary resource quantity gained in Farming

Superior Skillcape

The Superior Farming Skillcape is the superior skillcape for the Farming skill. It can be purchased for 10,000,000GP from the Shop once the player reaches

Error creating thumbnail: File missing
Level 120

in the Farming skill.

Error creating thumbnail: File missing
Level 120

can only be reached if the player owns the Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:

+40% base primary resource quantity gained in Farming and +20% Chance to Double Items in Farming

Pet

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

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

PetNameDLCEffect
Larry, the Lonely LizardLarry, the Lonely LizardMelvor Logo.svg +15 additional quantity of primary resource gained in Farming (Cannot be doubled)

Farming Plots

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

Allotments

Herbs

Trees

Error creating thumbnail: File missing
Special

Seeds

Seeds are required to start Farming and can be acquired from several sources, such as

Error creating thumbnail: File missing
Thieving

,

Error creating thumbnail: File missing
Combat

, or Woodcutting. Allotments require three seeds to plant, herbs require two, and trees require one.

Compost and Weird Gloop

Seeds planted without fertiliser have a 50% chance to yield crops after growing, unless either mastery level 50 or the 25% Mastery Pool Checkpoint 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.

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.

If

Error creating thumbnail: File missing

Into the Abyss Expansion is owned, there is another alternative in the form of

Error creating thumbnail: File missing
Abyssal Compost

which increases the harvest quantity by 50% but disables the possibility of any Seed returns.

10
Error creating thumbnail: File missing
Abyssal Compost

are required per Plot.

If the player has reached the 25% Mastery Pool Checkpoint or has at least mastery level 50 in the seed being planted then there is no benefit to using Compost, as the crop is guaranteed to survive regardless of whether compost is applied or not. Using Weird Gloop does however still provide the benefit of +10% to harvest quantity.

Compost or Weird Gloop must be applied before seeds are planted. The 'Apply Compost to all Plots' and 'Apply Weird Gloop to all Plots' buttons will not affect seeds that are already planted, even if the plot currently doesn't have any fertiliser applied.

Allotments

A passive food source, which at high mastery levels is self-sustainable.

Melvor Allotments

Abyssal Allotments

Herbs

Needed for making potions in

Error creating thumbnail: File missing
Herblore

.

Melvor Herbs

Abyssal Herbs

Trees

A source of logs and farming experience. Unlike crops planted in allotment and herb patches, the amount of experience granted is fixed per tree rather than increasing with the amount of logs harvested.

Melvor Trees

Abyssal Trees

Special

Potions

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

The Gloomgrowth Potion increases yield while also increasing Farming Interval.

Gloomgrowth Potion
PotionTierChargesEffect
Error creating thumbnail: File missing
Error creating thumbnail: File missing
I1+20% base primary resource quantity gained in Farming for Abyssal Realm only and +50% Farming Interval
Error creating thumbnail: File missing
Error creating thumbnail: File missing
II2+25% base primary resource quantity gained in Farming for Abyssal Realm only and +50% Farming Interval
Error creating thumbnail: File missing
Error creating thumbnail: File missing
III3+30% base primary resource quantity gained in Farming for Abyssal Realm only and +50% Farming Interval
Error creating thumbnail: File missing
Error creating thumbnail: File missing
IV4+40% base primary resource quantity gained in Farming for Abyssal Realm only and +50% Farming Interval

Skill Boosts

Skill boosts are special enhancements that improve the efficiency and effectiveness of the player's skills. These boosts can come from a variety of sources such as equipment, potions, pets, and masteries. Global boosts are boosts which apply across all skills. A boost can be assumed to be for the listed skill only, unless specifically stated it is a global boost. Boosts help the player to progress faster and achieve higher levels of mastery in each skill. The following are some common types of skill boosts and what they do:

  • Increased Skill XP: Increases the amount of experience points (XP) gained.
  • Decreased Skill Interval: Reduces the time it takes to complete skilling actions, allowing the player to perform more actions in a given period.
  • Preservation Chance: Increases the likelihood that resources or items used during skill actions are not consumed.
  • Increased Chance to Double Items: Gives a higher chance of receiving double the items or resources when performing skill-related actions.
  • Increased Mastery XP: Enhances the rate at which mastery XP is gained for a skill.

For more information on general skill boosts that apply to all skills, refer to the Skill Boosts page.