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{{V|0.20}}
{{UserContentVersion|1.2.2}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
{{HasSkillGuide|{{PAGENAME}}/Training}}
[[File:Farming (skill).svg|thumb|right|Farming]]
{{Skillbox
|released=28 September 2019 ([[v0.06]])
|expansion=Base game
|type=Gathering
|99=None
|120=TotH
|abyssal60=ItA
}}


'''{{PAGENAME}}''' is a [[Skill]] used to grow [[Farming#Seeds|seeds]] into [[Food#Harvested Food|food]], [[Farming#Herbs|herbs]] or [[Woodcutting#Logs|logs]].  
'''{{PAGENAME}}''' is a [[Skill]] used to grow [[Farming#Seeds|seeds]] into [[Food#Harvested Food|food]], [[Farming#Herbs|herbs]] or [[Woodcutting#Logs|logs]].  


{{ItemIcon|Aorpheat's Signet Ring}}, {{ItemIcon|Weird Gloop}}, {{ItemIcon|Generous Harvest Potion IV|Generous Harvest Potions}}, and {{Skill|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.  
{{ItemIcon|Aorpheat's Signet Ring}}, {{ItemIcon|Weird Gloop}}, {{ItemIcon|Generous Harvest Potion IV|Generous Harvest Potions}}, {{ItemIcon|Bob's Gloves}}, and {{Icon|Deedree|type=constellation}} 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 {{Icon|Mastery}} experience received.  


Raising Farming to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Farming Skillcape}} for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 25%  
Raising Farming to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Farming Skillcape}} for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 25%  
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==Gaining Experience==
==Gaining Experience==
Farming Experience is gained through two actions: Planting seeds and harvesting crops that survive.
Farming skill 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
* 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
* 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
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For example, {{ItemIcon|Potato Seeds}} have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests {{ItemIcon|Potatoes|qty=5}}, they will receive 48 total experience: 8 for planting and then 40 for harvesting.
For example, {{ItemIcon|Potato Seeds}} have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests {{ItemIcon|Potatoes|qty=5}}, 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.
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 skill experience received. Trees give a fixed amount of skill experience for harvesting regardless of how many logs are acquired.
 
=== Mastery Experience ===
{{Icon|Mastery}} experience gained varies from skill experience in a few ways:
* Mastery experience is gained only upon harvesting crops, not planting seeds
* The Mastery experience gained scales with the quantity of items harvested for all plot types: allotments, herbs, and trees.
 
Additional details on how Mastery experience is calculated for Farming can be seen on the {{Icon|Mastery|section=Earning Mastery XP}} page.


==Mastery Unlocks==
==Mastery Unlocks==
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===Crop Harvest Quantity===
===Crop Harvest Quantity===
The harvest quantity (before any quantity bonuses are applied), <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:
The harvest quantity (before any quantity bonuses are applied), <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula:
<math> 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  
<math> Q_h = \left \lfloor 5 + 0.4L_m \right \rfloor </math> after bonuses are applied, the harvest is then multiplied by 2 for allotments & herbs, and 30 for trees  
 
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"
|- class="headerRow-0"
! rowspan="2"| {{Icon|Mastery}} Level !! colspan="2" | Harvest Amount
|- class="headerRow-1"
! Herbs/Allotments !! Trees
|-
|-
! Mastery Level !! Harvest Amount herbs/allotments !! Harvest Amount trees
| 1 || 10 || 150
|-
|-
| 1 || 15 || 35
| 2 || 10 || 150
|-
|-
| 2 || 15 || 35
| 3 || 12 || 180
|-
|-
| 3 || 18 || 42
| 4 || 12 || 180
|-
|-
| 4 || 18 || 42
| 5 || 14 || 210
|-
|-
| 5 || 21 || 49
| 10 || 18 || 270
|-
|-
| 10 || 27 || 56
| 20 || 26 || 390
|-
|-
| 20 || 39 || 84
| 50 || 50 || 750
|-
|-
| 50 || 75 || 175
| 75 || 70 || 1,050
|-
|-
| 75 || 105 || 245
| 99 (before 20% boost) || 88 || 1,320
|-
| 99 (before 20% boost) || 132 || 308
|}
|}


=== Seed Return Chance ===
=== Seed Return Chance ===
[[File:Farming Seed Return Average.png|thumb|right|450px|Average number of seeds returned per plot at each mastery level.]]
Starting at level 16 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots.
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> Q_s </math>, varies with the mastery level, <math> L_m </math> as follows:
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:
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<math> x = \frac{L_m}{15} </math><br>
<math> x = \frac{L_m}{15} </math><br>
<math> n = \left \lfloor x \right \rfloor </math>
<math> n = \left \lfloor x \right \rfloor </math>
where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].




This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery <math> L_m </math> is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.
This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery <math> 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 ==
== Skillcapes ==
 
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
{{SkillcapeInfo}}
{{SkillcapeInfo}}


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== Farming Plots ==
== 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:
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 ===
=== Allotments ===  
{{FarmingAllotmentPlotTable}}
{{FarmingAllotmentPlotTable}}
=== Herbs ===
=== Herbs ===
{{FarmingHerbPlotTable}}
{{FarmingHerbPlotTable}}
=== Trees ===
=== Trees ===
{{FarmingTreePlotTable}}
{{FarmingTreePlotTable}}
== Seeds ==
== Seeds ==
{{Main|Reference=Seeds}}
Seeds are required to start Farming and can be acquired from several sources, such as {{Icon|type=thieving|Farmer|Thieving}}, {{Icon|Combat}}, or {{ItemIcon|Bird Nest|Woodcutting}}. Allotments require three seeds to plant, herbs require two, and trees require one.  
Seeds are required to start Farming and can be acquired from several sources, such as {{Icon|type=thieving|Farmer|Thieving}}, {{Icon|Combat}}, or {{ItemIcon|Bird Nest|Woodcutting}}. Allotments require three seeds to plant, herbs require two, and trees require one.  


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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 of +10% to harvest quantity.
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 of +10% to harvest quantity.
If {{ItA}}[[Into the Abyss Expansion]] is owned, there is another alternative in the form of {{ItemIcon|Abyssal Compost}} which increases the harvest quantity by 50% but disables the possibility of any Seed returns. {{ItemIcon|Abyssal Compost|qty=10}} are required per Plot.


If the player has reached the 25% [[#Mastery Pool Checkpoints|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.
If the player has reached the 25% [[#Mastery Pool Checkpoints|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.
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=== Allotments ===
=== Allotments ===
{{FarmingAllotmentTable}}
{{Main|Reference=Seeds#Allotments}}
A passive food source, which at high mastery levels is self-sustainable.
====Melvor Allotments====
{{FarmingAllotmentTable|slim=true}}
====Abyssal Allotments====
{{FarmingAllotmentTable|realm=Abyssal Realm|slim=true}}
=== Herbs ===
=== Herbs ===
{{FarmingHerbTable}}
{{Main|Reference=Seeds#Herbs}}
Needed for making potions in {{Skill|Herblore}}.
====Melvor Herbs====
{{FarmingHerbTable|slim=true}}
====Abyssal Herbs====
{{FarmingHerbTable|realm=Abyssal Realm|slim=true}}
=== Trees ===
=== Trees ===
{{FarmingTreeTable}}
{{Main|Reference=Seeds#Trees}}
A source of logs and farming experience. Unlike crops planted in allotment and herb patches, the amount of experience granted is fixed per tree rather than increasing with the amount of logs harvested.
====Melvor Trees====
{{FarmingTreeTable|slim=true}}
====Abyssal Trees====
{{FarmingTreeTable|realm=Abyssal Realm|slim=true}}
=== Special ===
{{Main|Reference=Seeds#Special}}
{{FarmingSpecialTable|realm=Abyssal Realm|slim=true}}


== Potion ==
== Potions ==
The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested.
The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested.
{{PotionTable|Generous Harvest Potion}}
{{PotionTable|Generous Harvest Potion}}
The [[Gloomgrowth Potion]] increases yield while also increasing Farming Interval.
{{PotionTable|Gloomgrowth Potion}}
==Skill Boosts==
==Skill Boosts==
This table lists most sources of {{PAGENAME}}-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 {{Icon|Mastery}} rewards.
{{Main|Reference={{PAGENAME}}/Boosts|Name={{PAGENAME}} Boosts}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedFarmingYield,increasedChanceDoubleHarvest,increasedCompostPreservationChance,freeCompost,decreasedAllotmentSeedCost|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}
Skill boosts are special enhancements that improve the efficiency and effectiveness of the player's skills. These boosts can come from a variety of sources such as equipment, potions, pets, and masteries. Global boosts are boosts which apply across all skills. A boost can be assumed to be for the listed skill only, unless specifically stated it is a global boost. Boosts help the player to progress faster and achieve higher levels of mastery in each skill. The following are some common types of skill boosts and what they do:
 
*'''Increased Skill XP:''' Increases the amount of experience points (XP) gained.
*'''Decreased Skill Interval:''' Reduces the time it takes to complete skilling actions, allowing the player to perform more actions in a given period.
*'''Preservation Chance:''' Increases the likelihood that resources or items used during skill actions are not consumed.
*'''Increased Chance to Double Items:''' Gives a higher chance of receiving double the items or resources when performing skill-related actions.
*'''Increased Mastery XP:''' Enhances the rate at which mastery XP is gained for a skill.
 
For more information on general skill boosts that apply to all skills, refer to the [[Skill Boosts]] page.
 
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[[Category:Skills]]
[[Category:Skills]]
[[Category:Guide Needed]]