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{{ | {{V|1.2.2}} | ||
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | |||
[[File:Farming (skill).svg|thumb|right|Farming]] | [[File:Farming (skill).svg|thumb|right|Farming]] | ||
'''{{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}}, {{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 | 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% | ||
Equipping | Equipping {{ItemIcon|Bob's Rake}} provides a 50% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested. Equipping {{ItemIcon|Bob's Gloves}} with {{ItemIcon|Bob's Rake}} gives you a 75% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested. | ||
==Gaining Experience== | ==Gaining Experience== | ||
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 | |||
* 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, {{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 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== | ||
=== | ===Item Mastery Unlocks=== | ||
{{MasteryUnlocks}} | |||
===Mastery Pool Checkpoints=== | |||
{{MasteryCheckpoints}} | |||
===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: | |||
<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 | |||
{| class="wikitable" | {| class="wikitable" | ||
|- class="headerRow-0" | |||
! rowspan="2"| {{Icon|Mastery}} Level !! colspan="2" | Harvest Amount | |||
|- class="headerRow-1" | |||
! Herbs/Allotments !! Trees | |||
|- | |- | ||
| 1 || 10 || 150 | |||
|- | |- | ||
| | | 2 || 10 || 150 | ||
|- | |- | ||
| | | 3 || 12 || 180 | ||
|- | |- | ||
| | | 4 || 12 || 180 | ||
|- | |- | ||
| | | 5 || 14 || 210 | ||
|- | |- | ||
| | | 10 || 18 || 270 | ||
|- | |- | ||
| | | 20 || 26 || 390 | ||
|- | |- | ||
| | | 50 || 50 || 750 | ||
|- | |- | ||
| | | 75 || 70 || 1,050 | ||
|- | |- | ||
| | | 99 (before 20% boost) || 88 || 1,320 | ||
| | |||
| | |||
|} | |} | ||
=== Seed Return Chance === | === Seed Return Chance === | ||
Starting at level | [[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. | |||
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: | ||
<math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right) </math><br> | <math> Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right) </math><br> | ||
where:<br> | where:<br> | ||
<math> x = \frac{L_m}{ | <math> x = \frac{L_m}{15} </math><br> | ||
<math> n = \left \lfloor x \right \rfloor </math> | <math> n = \left \lfloor x \right \rfloor </math> | ||
This means that at | 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. | |||
== Skillcape == | |||
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}. | |||
{{SkillcapeInfo}} | |||
== Pet == | == Pet == | ||
Chance to get pet is rolled once for each quantity of a crop you harvest. | Chance to get [[Pets|pet]] is rolled once for each quantity of a crop you harvest. | ||
{| | |||
The bonus from {{PetIcon|Farming}} is applied after other bonuses to harvest quantity, including the double harvest from [[Generous Harvest Potion]]s. | |||
{{PetSkillInfo}} | |||
== Farming Plots == | == Farming Plots == | ||
The player will originally only have access to a single allotment plot. Additional plots are unlocked by | 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 == | ||
Seeds are required to start Farming and can be acquired from several sources, such as | 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. | ||
===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 Checkpoints|Mastery Pool Checkpoint]] has been reached. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|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 {{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 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. | |||
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 === | === Allotments === | ||
A passive food source, which at high mastery levels is self-sustainable. | |||
{{FarmingAllotmentTable}} | {{FarmingAllotmentTable}} | ||
=== Herbs === | === Herbs === | ||
Needed for making potions in {{Skill|Herblore}}. | |||
{{FarmingHerbTable}} | {{FarmingHerbTable}} | ||
=== Trees === | === 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. | |||
{{FarmingTreeTable}} | {{FarmingTreeTable}} | ||
== Potion == | == Potion == | ||
The [[ | The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested. | ||
{| | {{PotionTable|Generous Harvest Potion}} | ||
==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. | |||
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedFarmingYield,increasedChanceDoubleHarvest,increasedCompostPreservationChance,decreasedAllotmentSeedCost,increasedFlatFarmingYield,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap,melvorD:freeCompost|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}} | |||
| | |||
{{Menu}} | {{Menu}} | ||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 18:00, 18 June 2024
This page was last updated for (v1.2.2). |
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
Deedree 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 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 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
- 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 skill experience received. Trees give a fixed amount of skill experience for harvesting regardless of how many logs are acquired.
Mastery Experience
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 Mastery page.
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 2 for allotments & herbs, and 30 for trees
Harvest Amount | ||
---|---|---|
Herbs/Allotments | Trees | |
1 | 10 | 150 |
2 | 10 | 150 |
3 | 12 | 180 |
4 | 12 | 180 |
5 | 14 | 210 |
10 | 18 | 270 |
20 | 26 | 390 |
50 | 50 | 750 |
75 | 70 | 1,050 |
99 (before 20% boost) | 88 | 1,320 |
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]
where: [math]\displaystyle{ \left \lfloor x \right \rfloor }[/math] is the floor function.
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 1,000,000 after the player reaches
Level 99.
Skillcape | Name | Requirements | Effect |
---|---|---|---|
![]() |
Farming Skillcape | +25% base primary resource quantity gained in Farming | |
![]() |
+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.
Pet | Name | Effect |
---|---|---|
![]() |
Larry, the Lonely Lizard | +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
Plot | Requirements | Cost |
---|---|---|
1 | Free | |
2 | 500 | |
3 | 5,000 | |
4 | 10,000 20 ![]() | |
5 | 15,000 | |
6 | 25,000 | |
7 | 350,000 100 ![]() | |
8 | 40,000 | |
9 | 65,000 | |
10 | 80,000 | |
11 | 100,000 200 ![]() | |
12 | 100,000 | |
13 | 120,000 | |
14 | 150,000 | |
15 | 4,000,000 350 ![]() | |
16 | 200,000 | |
17 | 1,000,000 | |
18 | 5,000,000 | |
19 | 10,000,000 |
Herbs
Plot | Requirements | Cost |
---|---|---|
1 | 10,000 20 ![]() | |
2 | 10,000 | |
3 | 20,000 | |
4 | 35,000 | |
5 | 350,000 100 ![]() | |
6 | 50,000 | |
7 | 80,000 | |
8 | 900,000 200 ![]() | |
9 | 100,000 | |
10 | 125,000 | |
11 | 150,000 | |
12 | 17,000,000 350 ![]() | |
13 | 200,000 | |
14 | 1,000,000 | |
15 | 5,000,000 | |
16 | 10,000,000 |
Trees
Plot | Requirements | Cost |
---|---|---|
1 | 50,000 | |
2 | 100,000 | |
3 | 250,000 | |
4 | 400,000 | |
5 | 5,000,000 | |
6 | 10,000,000 |
Seeds
Seeds are required to start Farming and can be acquired from several sources, such as Thieving,
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 passive food source, which at high mastery levels is self-sustainable.
Seeds | Requirements | XP | Growth Time | Seed Value | Crop | Crop Healing | Crop Value | Seed Sources | ||
---|---|---|---|---|---|---|---|---|---|---|
![]() | Potato Seeds | 8 | 2h | 1 | ![]() | Potatoes | 1 | |||
![]() | Onion Seeds | 10 | 2h | 5 | ![]() | Onions | 2 | |||
![]() | Cabbage Seeds | 11 | 2h | 10 | ![]() | Cabbage | 5 | |||
![]() | Tomato Seeds | 14 | 2h | 20 | ![]() | Tomatoes | 1 | |||
![]() | Sweetcorn Seeds | 21 | 3h | 30 | ![]() | Sweetcorn | 8 | |||
![]() | ![]() | 23 | 3h | 3 | ![]() | ![]() | 28 | |||
![]() | Strawberry Seeds | 39 | 3h | 40 | ![]() | Strawberries | 10 | |||
![]() | Cherry Seeds | 42 | 3h | 42 | ![]() | Cherry | 12 | |||
![]() | Watermelon Seeds | 78 | 4h | 50 | ![]() | Watermelons | 15 | |||
![]() | ![]() | 84 | 4h | 8 | ![]() | ![]() | 28 | |||
![]() | Snape Grass Seeds | 92 | 3h, 30m | 75 | ![]() | Snape Grass | 23 | |||
![]() | Carrot Seeds | 118 | 3h, 30m | 85 | ![]() | Carrot | 28 | |||
![]() | ![]() | 122 | 3h, 30m | 16 | ![]() | ![]() | 28 | |||
![]() | 175 | 5h | 100 | ![]() | 33 | |||||
![]() | 185 | 5h | 130 | ![]() | 45 | |||||
![]() | 255 | 6h, 30m | 230 | ![]() | 75 | |||||
![]() | 306 | 7h, 30m | 300 | ![]() | 110 |
Herbs
Needed for making potions in Herblore.
Seeds | Requirements | XP | Growth Time | Seed Value | Herb | Herb Value | Seed Sources | ||
---|---|---|---|---|---|---|---|---|---|
![]() | Garum Seeds | 9 | 1h, 30m | 3 | ![]() | Garum Herb | 1 | ||
![]() | Sourweed Seeds | 12 | 1h, 30m | 20 | ![]() | Sourweed Herb | 9 | ||
![]() | Mantalyme Seeds | 16 | 2h | 62 | ![]() | Mantalyme Herb | 20 | ||
![]() | Lemontyle Seeds | 28 | 2h, 30m | 88 | ![]() | Lemontyle Herb | 40 | ||
![]() | Oxilyme Seeds | 35 | 3h | 140 | ![]() | Oxilyme Herb | 80 | ||
![]() | Poraxx Seeds | 48 | 3h, 30m | 190 | ![]() | Poraxx Herb | 150 | ||
![]() | Pigtayle Seeds | 69 | 3h, 30m | 222 | ![]() | Pigtayle Herb | 210 | ||
![]() | Barrentoe Seeds | 92 | 4h | 450 | ![]() | Barrentoe Herb | 330 | ||
![]() | 106 | 4h | 600 | ![]() | 425 | ||||
![]() | 123 | 4h | 725 | ![]() | 580 | ||||
![]() | 161 | 5h | 950 | ![]() | 775 | ||||
![]() | 182 | 5h, 30m | 1,200 | ![]() | 925 |
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.
Seeds | Requirements | XP | Growth Time | Seed Value | Logs | Log Value | Seed Sources | ||
---|---|---|---|---|---|---|---|---|---|
![]() | Oak Tree Seeds | 5,835 | 6h, 40m | 400 | ![]() | Oak Logs | 5 | ||
![]() | Willow Tree Seeds | 18,185 | 9h, 20m | 750 | ![]() | Willow Logs | 10 | ||
![]() | Maple Tree Seeds | 42,535 | 10h, 40m | 1,250 | ![]() | Maple Logs | 35 | ||
![]() | Yew Tree Seeds | 88,360 | 13h, 20m | 2,500 | ![]() | Yew Logs | 75 | ||
![]() | Apple Tree Seeds | 48,925 | 6h, 40m | 4,000 | ![]() | Apple | 1 | ||
![]() | Magic Tree Seeds | 172,250 | 16h | 10,000 | ![]() | Magic Logs | 400 | ||
![]() | 200,000 | 18h | 15,000 | ![]() | 350 | ||||
![]() | 220,000 | 18h | 17,500 | ![]() | 400 | ||||
![]() | 315,000 | 20h | 22,500 | ![]() | 555 | ||||
![]() | 405,000 | 22h | 30,000 | ![]() | 3,333 |
Potion
The Generous Harvest Potion has a chance to double crops/herbs/logs harvested.
Generous Harvest Potion | |||
---|---|---|---|
Potion | Tier | Charges | Effect |
![]() |
I | 10 | +10% Chance to Double Items in Farming |
![]() |
II | 10 | +15% Chance to Double Items in Farming |
![]() |
III | 10 | +20% Chance to Double Items in Farming |
![]() |
IV | 10 | +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 Mastery rewards.
Source | Type | Farming Boosts | Other Modifiers |
---|---|---|---|
Agility Obstacle 6 | +10% base primary resource quantity gained in Farming | ||
-3% Interval for all Non-Combat Skills | +8% Mastery XP for Melvor Realm only +40% Global GP (except Item Sales) +8% Chance to Double Items Globally | ||
![]() |
Item | +10% Chance to Double Items in Farming | |
![]() |
Item | +15% Chance to Double Items in Farming | |
![]() |
Item | +20% Chance to Double Items in Farming | |
![]() |
Item | +30% Chance to Double Items in Farming | |
![]() |
Item (Ring) | +8% Non-Combat Skill XP | |
![]() |
![]() |
+15% Chance to Double Items in Farming | +8% base primary resource quantity gained in Farming for Melvor Realm only |
![]() |
Item (Gloves) | +3% base primary resource quantity gained in Farming | |
![]() |
![]() |
+4% base primary resource quantity gained in Farming | |
![]() |
![]() |
+50% chance to preserve Compost applied to Farming Plots when harvesting Melvor Realm crops +5% base primary resource quantity gained in Farming |
|
![]() |
Item (Weapon) | +50% chance to preserve Compost applied to Farming Plots when harvesting Melvor Realm crops | |
![]() |
![]() |
-3% Interval for all Non-Combat Skills +4% Non-Combat Skill XP |
+4% Mastery XP for Melvor Realm only +3% Chance to Preserve Resources in Skills |
![]() |
Item (Cape) | +25% Mastery Pool XP Cap +25% base primary resource quantity gained in Farming |
+5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +10 Flat HP Regen Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers -15% Township Building Cost (Capped at -80%) +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +10% Chance to preserve Summoning Charges +100% chance to successfully Cook an item +5% Damage To Slayer Tasks +10 base primary resource quantity gained in Summoning +100% GP gained from Thieving +10% GP gained from Agility -50% Coal Costs for Smithing -15% Woodcutting Interval -15% Cooking Interval x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +25% Flat Slayer Area Effect Negation +1 Coal Ore per Ore Mined. (Item doubling does not apply) +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +5% Global Skill XP Rune providing items provide 2x as many runes |
![]() |
Item (Cape) | +25% base primary resource quantity gained in Farming | |
![]() |
![]() |
+3% Non-Combat Skill XP | +100 GP gained when earning GP, except from Alt. Magic and Item Sales +3% Mastery XP for Melvor Realm only |
![]() |
![]() |
+8% Non-Combat Skill XP | +8% Global Abyssal XP |
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Item (Cape) | +25% base primary resource quantity gained in Farming | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +5% Global Skill XP Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers -15% Township Building Cost (Capped at -80%) +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Damage To Slayer Tasks +10% Chance to preserve Summoning Charges +100% GP gained from Thieving +10% GP gained from Agility Rune providing items provide 2x as many runes -15% Woodcutting Interval -15% Cooking Interval x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +25% Flat Slayer Area Effect Negation -50% Coal Costs for Smithing +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10 base primary resource quantity gained in Summoning +10 Flat HP Regen |
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Item (Consumable) | +3% base primary resource quantity gained in Farming -1 seed cost to plant Allotments in Farming (Cost cannot go below 1) |
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Item (Consumable) | +6% base primary resource quantity gained in Farming -1 seed cost to plant Allotments in Farming (Cost cannot go below 1) |
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Item (Platebody) | +2% Non-Combat Skill XP | |
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Item (Boots) | +2% Non-Combat Skill XP | |
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Item (Helmet) | +2% Non-Combat Skill XP | |
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Item (Platelegs) | +2% Non-Combat Skill XP | |
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+20% Chance to Double Items in Farming +40% base primary resource quantity gained in Farming |
+8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -20% Township Building Cost (Capped at -80%) +8% Damage To Slayer Tasks +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation +8% Global Skill XP -75% Coal Costs for Smithing -0.8s Thieving Interval -0.8s Crafting Interval +25% Chance to Double Items in Runecrafting +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points +25% Chance to Preserve Resources in Summoning Bypass All Slayer Area item requirements +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only -30% Melvor Realm Agility Obstacle Build Costs +10% Rune Preservation +5% Chance to find gem veins when Mining | |
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+40% base primary resource quantity gained in Farming +20% Chance to Double Items in Farming |
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+20% Chance to Double Items in Farming +40% base primary resource quantity gained in Farming |
+8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -20% Township Building Cost (Capped at -80%) +8% Damage To Slayer Tasks +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation +8% Global Skill XP -75% Coal Costs for Smithing -0.8s Thieving Interval -0.8s Crafting Interval +25% Chance to Double Items in Runecrafting +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points +25% Chance to Preserve Resources in Summoning Bypass All Slayer Area item requirements +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only -30% Melvor Realm Agility Obstacle Build Costs +10% Rune Preservation +5% Chance to find gem veins when Mining | |
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-3% Interval for all Non-Combat Skills | -3% Attack Interval | |
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-2% Interval for all Non-Combat Skills +50% Mastery Pool XP Cap |
+5% Accuracy Rating +5% Global Evasion +3% Chance to preserve Summoning Charges -0.1s Attack Interval +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Global Slayer Coins (except Item Sales) +5% Global Mastery XP -0.2s Monster Respawn Timer +2% of Maximum Hit added to Minimum Hit +3% Ammo Preservation +3% Rune Preservation +2% Chance to Double Items Globally | |
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Pet | +15 additional quantity of primary resource gained in Farming (Cannot be doubled) | |
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+25% Mastery Pool XP Cap | -5% cost to produce Abyssal Realm Items in all Artisan Skills +1 additional quantity of primary resource gained globally (Cannot be doubled) +15% Global Mastery XP +2% Resource Preservation cap in Skills +3% Maximum Hitpoints -0.1s Global Non-Combat Skill Interval -0.1s Attack Interval +25% chance for Corruption progress to instantly fill at the start of a fight |
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Other:
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |