Farming

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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. 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

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. 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.

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: File:Farmer (thieving).svg
  Onion Seeds 5 10 2400 5   Onions 20 2 Killing:  ,  ,  
Opening:  ,  
Pickpocketing: File:Farmer (thieving).svg
  Cabbage Seeds 7 11 2400 10   Cabbage 30 5 Killing:  ,  ,  
Opening:  ,  
Pickpocketing: File:Farmer (thieving).svg
  Tomato Seeds 12 14 2400 20   Tomatoes 40 1 Killing:  ,  ,  
Opening:  ,  
Pickpocketing: File:Farmer (thieving).svg
  Sweetcorn Seeds 20 21 3600 30   Sweetcorn 50 8 Killing:  ,  
Opening:  
Pickpocketing: File:Farmer (thieving).svg
  Strawberry Seeds 31 39 3600 40   Strawberries 60 10 Killing:  ,  ,  
Opening:  
Pickpocketing: File:Farmer (thieving).svg
  Watermelon Seeds 47 78 4800 50   Watermelons 70 15 Killing:  ,  ,  
Opening:  
Pickpocketing: File:Farmer (thieving).svg
  Snape Grass Seeds 61 92 4200 75   Snape Grass 80 23 Killing:  ,  ,  
Opening:  
Pickpocketing: File:Farmer (thieving).svg
  Carrot Seeds 69 118 4200 85   Carrot 90 28 Opening:  
Pickpocketing: File:Farmer (thieving).svg

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:  ,  ,  ,  ,  ,  ,  ,  
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 3000 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: File:Farmer (thieving).svg
  Willow Tree Seeds 30 1455 16800 750   Willow Logs 10 Killing:  
Opening:  
Pickpocketing: File:Farmer (thieving).svg
  Maple Tree Seeds 45 3403 19200 1250   Maple Logs 35 Killing:  
Opening:  ,  
Pickpocketing: File:Farmer (thieving).svg
  Yew Tree Seeds 60 7069 24000 2500   Yew Logs 75 Killing:  ,  
Opening:  ,  
Pickpocketing: File:Farmer (thieving).svg
  Magic Tree Seeds 75 13780 28800 10000   Magic Logs 300 Killing:  
Opening:  
Pickpocketing: File:Farmer (thieving).svg