Farming: Difference between revisions

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(Updated for v0.14. Added information on Weird Gloop. Changed tables to templates.)
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==Mastery Unlocks==
==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, 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 [[compost]].


===Crop Harvest Quantity===
===Crop Harvest Quantity===

Revision as of 05:03, 6 April 2020

Template:V0.14

Farming

Farming lets you grow seeds into food, herbs and logs. Raising farming to level 99 will unlock the Farming Skillcape for purchase from the Shop. Equipping the skillcape will allow you to add compost to allotments, herbs and trees for free.

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.

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

Template:FarmingAllotmentPlotTable

Herbs

Template:FarmingHerbPlotTable

Trees

Template:FarmingTreePlotTable

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. Seeds planted without fertiliser have a 50% chance to yield crops after growing. To increase the chance above 50% you must fertilise the seeds using Compost. Each Compost used on a seed will increase its survival chance by 10%, raising your Compost Level to 5 will guarantee your 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