Farming: Difference between revisions

From Melvor Idle
m (Added a table with links and descriptions to the useful potion for farming)
(Added some notes on how experience is gained.)
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Equipping [[Bob's Rake]] provides a 20% chance that [[Compost]] or [[Weird Gloop]] is retained in a plot when harvested.
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, {{Item Icon|Potato Seeds}} have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests 5 {{ItemIcon|Potato}}s, 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.


==Mastery Unlocks==
==Mastery Unlocks==

Revision as of 19:57, 6 August 2020

Template:V0.16.1

Farming

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

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, Template:Item Icon have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests 5 File:Potato (item).png Potatos, 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.

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.

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. At 70 mastery, three seeds are returned on average, and allotments become self sustainable.

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