Farming

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Farming

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

Aorpheat's Signet Ring, Weird Gloop, Generous Harvest Potions, Bob's Gloves, and

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Astrology

can increase the number 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

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Level 99

will unlock the Farming Skillcape for purchase from the Shop. Equipping the skillcape increases the harvest quantity from crops by 25%

Equipping Bob's Rake provides a 50% chance that Compost or Weird Gloop is retained in a plot when harvested. Equipping Bob's Gloves with Bob's Rake gives you a 75% 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 an allotment or herb seed will grant the player that seed's base experience value, while tree seeds provide no experience when planting
  • Harvesting trees will grant a fixed amount of experience, while harvesting allotments or herbs will grant experience equal to the base experience value multiplied by the number of items harvested

For example, Potato Seeds have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests 5 Potatoes, they will receive 48 total experience: 8 for planting and then 40 for harvesting.

Since experience for allotments and herbs is tied to the number of items harvested, anything that increases the number of items harvested will also increase the amount of experience received. Trees give a fixed amount of experience for harvesting regardless of how many logs are acquired.

Mastery Unlocks

Item Mastery Unlocks

Level Unlock
1 Each level provides increased Farming Yield.
16 Receive up to 1 Allotment or Herb seed back from harvesting.
31 Receive up to 2 Allotment or Herb seeds back from harvesting.
46 Receive up to 3 Allotment or Herb seeds back from harvesting.
50 No compost required to successfully grow.
61 Receive up to 4 Allotment or Herb seeds back from harvesting.
76 Receive up to 5 Allotment or Herb seeds back from harvesting.
91 Receive up to 6 Allotment or Herb seeds back from harvesting.
99 +20% Farming Yield. 10% reduced grow time for this Crop. Receive up to 8 Allotment or Herb seeds back from harvesting.

Mastery Pool Checkpoints

Pool % Pool XP Bonus
10% 1,950,000 xp +5% Farming Mastery XP for Melvor Realm only
25% 4,875,000 xp Crops in Farming cannot die
50% 9,750,000 xp +5% base primary resource quantity gained in Farming for Melvor Realm only
95% 18,525,000 xp -10% Farming Interval
Total Mastery Pool XP 19,500,000

Crop Harvest Quantity

The harvest quantity (before any quantity bonuses are applied), [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 + 0.4L_m \right \rfloor }[/math] after bonuses are applied, the harvest is then multiplied by 3 for allotments and herbs, and 7 for trees

where: [math]\displaystyle{ \left \lfloor x \right \rfloor }[/math] is the floor function.

Mastery Level Harvest Amount herbs/allotments Harvest Amount trees
1 15 35
2 15 35
3 18 42
4 18 42
5 21 49
10 27 56
20 39 84
50 75 175
75 105 245
99 (before 20% boost) 132 308

Seed Return Chance

Starting at level 16 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}{15} }[/math]
[math]\displaystyle{ n = \left \lfloor x \right \rfloor }[/math]


This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery [math]\displaystyle{ L_m }[/math] is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.

Skillcape

The skillcape can be purchased from the store for 1,000,000GP after the player reaches

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Level 99

.

Regular Skillcape

The Farming Skillcape is the skillcape for the Farming skill. It can be purchased for 1,000,000GP from the Shop once the player reaches

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Level 99

in the Farming skill. The Farming Skillcape offers the following benefits when worn:

+25% base primary resource quantity gained in Farming

Superior Skillcape

The Superior Farming Skillcape is the superior skillcape for the Farming skill. It can be purchased for 10,000,000GP from the Shop once the player reaches

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Level 120

in the Farming skill.

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Level 120

can only be reached if the player owns the Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:

+40% base primary resource quantity gained in Farming and +20% Chance to Double Items in Farming

Pet

Chance to get pet is rolled once for each quantity of a crop you harvest.

The bonus from Larry, the Lonely Lizard is applied after other bonuses to harvest quantity, including the double harvest from Generous Harvest Potions.

PetNameDLCEffect
Larry, the Lonely LizardLarry, the Lonely LizardMelvor Logo.svg +15 additional quantity of primary resource gained in Farming (Cannot be doubled)

Farming Plots

The player will originally only have access to a single allotment plot. Additional plots are unlocked by leveling 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 File:Farmer (thieving).png Thieving,

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Combat

, or Woodcutting. Allotments require three seeds to plant, herbs require two, and trees require one.

Compost and Weird Gloop

Seeds planted without fertiliser have a 50% chance to yield crops after growing, unless either mastery level 50 or the 25% Mastery Pool Checkpoint has been reached. 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.

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 of +10% to harvest quantity.

If the player has reached the 25% Mastery Pool Checkpoint or has at least mastery level 50 in the seed being planted then there is no benefit to using Compost, as the crop is guaranteed to survive regardless of whether compost is applied or not. Using Weird Gloop does however still provide the benefit of +10% to harvest quantity.

Compost or Weird Gloop must be applied before seeds are planted. The 'Apply Compost to all Plots' and 'Apply Weird Gloop to all Plots' buttons will not affect seeds that are already planted, even if the plot currently doesn't have any fertiliser applied.

Allotments

A good passive food source

Herbs

Trees

Potion

The Generous Harvest Potion has a chance to double crops/herbs/logs harvested.

Generous Harvest Potion
PotionTierChargesEffect
Generous Harvest Potion II10+10% Chance to Double Items in Farming
Generous Harvest Potion IIII10+15% Chance to Double Items in Farming
Generous Harvest Potion IIIIII10+20% Chance to Double Items in Farming
Generous Harvest Potion IVIV10+30% Chance to Double Items in Farming

Skill Boosts

This table lists most sources of Farming-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from

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Mastery

rewards.