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Falterfire (talk | contribs) (Added some notes on number of harvests requires to hit certain Mastery thresholds.) |
Falterfire (talk | contribs) (Added some clarifications on my numbers and added some icons.) |
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Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]]. | Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]]. | ||
{{ItemIcon|Aorpheats Signet Ring}}, {{ItemIcon|Weird Gloop}} and {{ItemIcon|Generous Harvest Potion IV|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 | Raising Farming to level 99 will unlock the {{ItemIcon|Farming Skillcape}} for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 20% and allows the player to add {{ItemIcon|Compost}} to allotments, herbs, and trees for free. | ||
Equipping | Equipping {{ItemIcon|Bob's Rake}} provides a 20% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested. | ||
==Gaining Experience== | ==Gaining Experience== | ||
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==Mastery Unlocks== | ==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 | 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 {{ItemIcon|Compost}}. | ||
Reaching 99 Mastery for a given crop requires 27,570 harvests. | Reaching 99 Mastery for a given crop requires 27,570 harvests, assuming no boosts are used to increase harvest quantity. | ||
===Crop Harvest Quantity=== | ===Crop Harvest Quantity=== | ||
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This means that at 50 mastery, two seeds are returned on average, and herbs become self sustainable. Reaching 50 Mastery requires a plant to be harvested 436 times. | This means that at 50 mastery, two seeds are returned on average, and herbs become self sustainable. Reaching 50 Mastery requires a plant to be harvested 436 times, assuming no boosts are used to increase harvest quantity. | ||
At 70 mastery, three seeds are returned on average, and allotments become self sustainable. Reaching 70 Mastery requires a plant to be harvested 2,235 times. | At 70 mastery, three seeds are returned on average, and allotments become self sustainable. Reaching 70 Mastery requires a plant to be harvested 2,235 times, assuming no boosts are used to increase harvest quantity. | ||
== Pet == | == Pet == | ||
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{{FarmingTreePlotTable}} | {{FarmingTreePlotTable}} | ||
== Seeds == | == Seeds == | ||
Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using | Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|Compost}}. Each {{ItemIcon|Compost}} used on a seed will increase its survival chance by 10%, raising the [[Compost]] Level to 5 will guarantee the crops survive. {{ItemIcon|Compost}} must be used every time a seed is planted to have an effect. | ||
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 10% to harvest quantity. | |||
=== Allotments === | === Allotments === | ||
{{FarmingAllotmentTable}} | {{FarmingAllotmentTable}} |