Farming: Difference between revisions
(added herb seed table, more updating required) |
(Updated for v0.12.2, Mastery formulas updated, farming areas replaced with plot section, seed tables updated) |
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{{V0. | {{V0.12.2}} | ||
[[File:Farming (skill).svg|thumb|right|Farming]] | [[File:Farming (skill).svg|thumb|right|Farming]] | ||
Farming lets you | Farming lets you grow seeds into food, herbs and logs. | ||
==Mastery Unlocks== | ==Mastery Unlocks== | ||
Farming [[Mastery]] | Farming [[Mastery]] impacts many aspects of farming. 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 cannot die, and no longer require [[compost]]. | ||
===Crop Harvest Quantity=== | ===Crop Harvest Quantity=== | ||
The harvest quantity | 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> | |||
where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions/ floor function]. | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 38: | Line 40: | ||
|} | |} | ||
=== Seed Return Chance === | === Seed Return Chance === | ||
Starting at level 11 Mastery, there is a chance to get | 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. | 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}{10} </math><br> | |||
<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. At 70 mastery, three seeds are returned on average, and allotments become self sustainable. | |||
== Farming | == Farming Plots == | ||
At the start, you only have access to a single allotment plot. Additional plots are unlocked as you level up farming that must be purchased with [[GP]]. Below are tables outlining the level requirements and costs for the plots: | |||
=== Allotments === | |||
{| class="wikitable" | {| class="wikitable sortable" | ||
! | !Farming Level | ||
! | !Plot Cost | ||
|- | |||
| style ="text-align: left;" |1 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 0 | |||
|- | |||
| style ="text-align: left;" |1 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 500 | |||
|- | |||
| style ="text-align: left;" |1 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 5000 | |||
|- | |||
| style ="text-align: left;" |10 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 15000 | |||
|- | |||
| style ="text-align: left;" |20 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 25000 | |||
|- | |||
| style ="text-align: left;" |30 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 40000 | |||
|- | |||
| style ="text-align: left;" |40 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 65000 | |||
|- | |||
| style ="text-align: left;" |50 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 80000 | |||
|- | |||
| style ="text-align: left;" |60 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 100000 | |||
|- | |||
| style ="text-align: left;" |70 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 120000 | |||
|- | |||
| style ="text-align: left;" |80 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 150000 | |||
|- | |||
| style ="text-align: left;" |90 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 200000 | |||
|} | |||
=== Herbs === | |||
{| class="wikitable sortable" | |||
!Farming Level | |||
!Plot Cost | |||
|- | |||
| style ="text-align: left;" |5 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 10000 | |||
|- | |||
| style ="text-align: left;" |5 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 20000 | |||
|- | |||
| style ="text-align: left;" |15 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 35000 | |||
|- | |||
| style ="text-align: left;" |35 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 50000 | |||
|- | |||
| style ="text-align: left;" |45 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 80000 | |||
|- | |||
| style ="text-align: left;" |55 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 100000 | |||
|- | |||
| style ="text-align: left;" |65 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 125000 | |||
|- | |||
| style ="text-align: left;" |75 | |||
| style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 150000 | |||
|- | |- | ||
| style="text-align: | | style ="text-align: left;" |85 | ||
| style="text-align:right" | | style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 200000 | ||
| | |} | ||
| | === Trees === | ||
{| class="wikitable sortable" | |||
!Farming Level | |||
!Plot Cost | |||
|- | |- | ||
| style="text-align: | | style ="text-align: left;" |15 | ||
| style="text-align:right" | | style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 50000 | ||
| | |||
| | |||
|- | |- | ||
| style="text-align: | | style ="text-align: left;" |30 | ||
| style="text-align:right" | | style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 100000 | ||
| | |||
| | |||
|- | |- | ||
| style="text-align: | | style ="text-align: left;" |60 | ||
| style="text-align:right" | | style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 250000 | ||
| | |||
| | |||
|- | |- | ||
| style="text-align: | | style ="text-align: left;" |80 | ||
| style="text-align:right" | | style ="text-align: right;" |[[File:Coins.svg|25px|middle]] 400000 | ||
| | |||
| | |||
|} | |} | ||
== Seeds == | |||
== | Seeds are required to farm and can be acquired from several sources. Allotments require three seeds to plant, herbs require two, and trees require one. | ||
=== Allotments === | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Seeds | !Seeds | ||
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| style ="text-align: right;" |Pickpocketing: [[File:Farmer (thieving).svg|25px|middle|link=Farmer]] | | style ="text-align: right;" |Pickpocketing: [[File:Farmer (thieving).svg|25px|middle|link=Farmer]] | ||
|} | |} | ||
== | === Herbs === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Seeds | !Seeds | ||
Line 303: | Line 367: | ||
| style ="text-align: right;" |Killing: [[File:Seething Horned Elite (monster).svg|25px|middle|link=Seething Horned Elite]], [[File:Dark Horned Elite (monster).svg|25px|middle|link=Dark Horned Elite]]<br />Opening: [[File:Herb Sack (item).svg|25px|middle|link=Herb Sack]] | | style ="text-align: right;" |Killing: [[File:Seething Horned Elite (monster).svg|25px|middle|link=Seething Horned Elite]], [[File:Dark Horned Elite (monster).svg|25px|middle|link=Dark Horned Elite]]<br />Opening: [[File:Herb Sack (item).svg|25px|middle|link=Herb Sack]] | ||
|} | |} | ||
== | === Trees === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Seeds | !Seeds | ||
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| style ="text-align: right;" |Killing: [[File:Master Farmer (monster).svg|25px|middle|link=Master Farmer]]<br />Opening: [[File:Bird Nest (item).svg|25px|middle|link=Bird Nest]]<br />Pickpocketing: [[File:Farmer (thieving).svg|25px|middle|link=Farmer]] | | style ="text-align: right;" |Killing: [[File:Master Farmer (monster).svg|25px|middle|link=Master Farmer]]<br />Opening: [[File:Bird Nest (item).svg|25px|middle|link=Bird Nest]]<br />Pickpocketing: [[File:Farmer (thieving).svg|25px|middle|link=Farmer]] | ||
|} | |} | ||
{{Menu}} | {{Menu}} | ||
[[Category:Skills]] | [[Category:Skills]] |
Revision as of 14:35, 21 February 2020
Farming lets you grow seeds into food, herbs and logs.
Mastery Unlocks
Farming Mastery impacts many aspects of farming. 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 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.
Farming Plots
At the start, you only have access to a single allotment plot. Additional plots are unlocked as you level up farming that must be purchased with GP. Below are tables outlining the level requirements and costs for the plots:
Allotments
Farming Level | Plot Cost |
---|---|
1 | 0 |
1 | 500 |
1 | 5000 |
10 | 15000 |
20 | 25000 |
30 | 40000 |
40 | 65000 |
50 | 80000 |
60 | 100000 |
70 | 120000 |
80 | 150000 |
90 | 200000 |
Herbs
Farming Level | Plot Cost |
---|---|
5 | 10000 |
5 | 20000 |
15 | 35000 |
35 | 50000 |
45 | 80000 |
55 | 100000 |
65 | 125000 |
75 | 150000 |
85 | 200000 |
Trees
Farming Level | Plot Cost |
---|---|
15 | 50000 |
30 | 100000 |
60 | 250000 |
80 | 400000 |
Seeds
Seeds are required to farm and can be acquired from several sources. Allotments require three seeds to plant, herbs require two, and trees require one.
Allotments
Seeds | Name | Farming Level | Experience | Time to Grow (S) | Seed Value | Crop | Crop Name | Crop Healing | Crop Value | Seed Sources |
---|---|---|---|---|---|---|---|---|---|---|
Potato Seeds | 1 | 8 | 2400 | 1 | Potatoes | 10 | 1 | Killing: , Opening: , Pickpocketing: | ||
Onion Seeds | 5 | 10 | 2400 | 5 | Onions | 20 | 2 | Killing: , , Opening: , Pickpocketing: | ||
Cabbage Seeds | 7 | 11 | 2400 | 10 | Cabbage | 30 | 5 | Killing: , , Opening: , Pickpocketing: | ||
Tomato Seeds | 12 | 14 | 2400 | 20 | Tomatoes | 40 | 1 | Killing: , , Opening: , Pickpocketing: | ||
Sweetcorn Seeds | 20 | 21 | 3600 | 30 | Sweetcorn | 50 | 8 | Killing: , Opening: Pickpocketing: | ||
Strawberry Seeds | 31 | 39 | 3600 | 40 | Strawberries | 60 | 10 | Killing: , , Opening: Pickpocketing: | ||
Watermelon Seeds | 47 | 78 | 4800 | 50 | Watermelon | 70 | 15 | Killing: , , Opening: Pickpocketing: | ||
Snape Grass Seeds | 61 | 92 | 4200 | 75 | Snape Grass | 80 | 23 | Killing: , , Opening: Pickpocketing: | ||
Carrot Seeds | 69 | 118 | 4200 | 85 | Carrot | 90 | 28 | Pickpocketing: |
Herbs
Seeds | Name | Farming Level | Experience | Time to Grow (S) | Seed Value | Herb | Herb Name | Herb Value | Seed Sources |
---|---|---|---|---|---|---|---|---|---|
Garum Seeds | 5 | 9 | 1800 | 3 | Garum Herb | 1 | Killing: , , , , , File:Goblin (monster).svg, File:Ranged Goblin (monster).svg, Opening: | ||
Sourweed Seeds | 15 | 12 | 1800 | 20 | Sourweed Herb | 9 | Killing: , , Opening: | ||
Mantalyme Seeds | 25 | 16 | 2400 | 62 | Mantalyme Herb | 20 | Killing: , , , , Opening: | ||
Lemontyle Seeds | 35 | 28 | 3200 | 88 | Lemontyle Herb | 40 | Killing: , , , , , , Opening: | ||
Oxilyme Seeds | 50 | 35 | 3600 | 140 | Oxilyme Herb | 80 | Killing: , , , , , , Opening: | ||
Poraxx Seeds | 60 | 48 | 4200 | 190 | Poraxx Herb | 150 | Killing: , Opening: | ||
Pigtayle Seeds | 70 | 69 | 4200 | 222 | Pigtayle Herb | 210 | Killing: , , Opening: | ||
Barrentoe Seeds | 80 | 92 | 4800 | 450 | Barrentoe Herb | 330 | Killing: , Opening: |
Trees
Seeds | Name | Farming Level | Experience | Time to Grow (S) | Seed Value | Logs | Log Name | Log Value | Seed Sources |
---|---|---|---|---|---|---|---|---|---|
Oak Tree Seeds | 15 | 467 | 12000 | 400 | Oak Logs | 5 | Killing: , Opening: , Pickpocketing: | ||
Willow Tree Seeds | 30 | 1455 | 16800 | 750 | Willow Logs | 10 | Killing: Opening: Pickpocketing: | ||
Maple Tree Seeds | 45 | 3403 | 19200 | 1250 | Maple Logs | 35 | Killing: Opening: , Pickpocketing: | ||
Yew Tree Seeds | 60 | 7069 | 24000 | 2500 | Yew Logs | 75 | Killing: , Opening: , Pickpocketing: | ||
Magic Tree Seeds | 75 | 13780 | 28800 | 10000 | Magic Logs | 300 | Killing: Opening: Pickpocketing: |
Melvor Idle version v1.3.1 (Released: 30th October 2024) |
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |