Farming: Difference between revisions
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{{V|1. | {{V|1.2.2}} | ||
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | {{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | ||
[[File:Farming (skill).svg|thumb|right|Farming]] | [[File:Farming (skill).svg|thumb|right|Farming]] | ||
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==Gaining Experience== | ==Gaining Experience== | ||
Farming | 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 | <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" | ||
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! Herbs/Allotments !! Trees | ! Herbs/Allotments !! Trees | ||
|- | |- | ||
| 1 || | | 1 || 10 || 150 | ||
|- | |- | ||
| 2 || | | 2 || 10 || 150 | ||
|- | |- | ||
| 3 || | | 3 || 12 || 180 | ||
|- | |- | ||
| 4 || | | 4 || 12 || 180 | ||
|- | |- | ||
| 5 || | | 5 || 14 || 210 | ||
|- | |- | ||
| 10 || | | 10 || 18 || 270 | ||
|- | |- | ||
| 20 || | | 20 || 26 || 390 | ||
|- | |- | ||
| 50 || | | 50 || 50 || 750 | ||
|- | |- | ||
| 75 || | | 75 || 70 || 1,050 | ||
|- | |- | ||
| 99 (before 20% boost) || | | 99 (before 20% boost) || 88 || 1,320 | ||
|} | |} | ||
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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]. | |||
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==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. | 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,freeCompost,decreasedAllotmentSeedCost|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}} | {{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedFarmingYield,increasedChanceDoubleHarvest,increasedCompostPreservationChance,freeCompost,decreasedAllotmentSeedCost,increasedFlatFarmingYield,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}} | ||
{{Menu}} | {{Menu}} | ||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 00:36, 18 January 2024
This page is up to date (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 |
25% | 4,875,000 xp | Crops cannot die (Bonus applied when crop grows). |
50% | 9,750,000 xp | +5% Crop harvest |
95% | 18,525,000 xp | Reduced crop grow time by 10% (Bonus applied when crop is planted) |
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
Mastery Level | 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 | Level 99 | +25% Farming Yield | |
Superior Farming Skillcape | Level 120 | +20% Chance to Double Farming Yield +40% Farming Yield |
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 harvest quantity from Farming (Cannot be doubled or multiplied) |
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 | Level | Cost |
---|---|---|
1 | 1 | Free |
2 | 1 | 500 |
3 | 1 | 5,000 |
4 | 5 | 20 Giant Clay Pot 10,000 |
5 | 10 | 15,000 |
6 | 20 | 25,000 |
7 | 25 | 100 Giant Clay Pot 350,000 |
8 | 30 | 40,000 |
9 | 40 | 65,000 |
10 | 50 | 80,000 |
11 | 55 | 200 Giant Clay Pot 100,000 |
12 | 60 | 100,000 |
13 | 70 | 120,000 |
14 | 80 | 150,000 |
15 | 85 | 350 Giant Clay Pot 4,000,000 |
16 | 90 | 200,000 |
17 | 100 | 1,000,000 |
18 | 110 | 5,000,000 |
19 | 118 | 10,000,000 |
Herbs
Plot | Level | Cost |
---|---|---|
1 | 5 | 20 Giant Clay Pot 10,000 |
2 | 5 | 10,000 |
3 | 5 | 20,000 |
4 | 15 | 35,000 |
5 | 25 | 100 Giant Clay Pot 350,000 |
6 | 35 | 50,000 |
7 | 45 | 80,000 |
8 | 55 | 200 Giant Clay Pot 900,000 |
9 | 55 | 100,000 |
10 | 65 | 125,000 |
11 | 75 | 150,000 |
12 | 85 | 350 Giant Clay Pot 17,000,000 |
13 | 85 | 200,000 |
14 | 102 | 1,000,000 |
15 | 110 | 5,000,000 |
16 | 118 | 10,000,000 |
Trees
Plot | Level | Cost |
---|---|---|
1 | 15 | 50,000 |
2 | 30 | 100,000 |
3 | 60 | 250,000 |
4 | 80 | 400,000 |
5 | 105 | 5,000,000 |
6 | 115 | 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 | Level | XP | Growth Time | Seed Value | Crop | Crop Healing | Crop Value | Seed Sources | ||
---|---|---|---|---|---|---|---|---|---|---|
Potato Seeds | 1 | 8 | 2h | 1 | Potatoes | 3 | 1 | |||
Onion Seeds | 5 | 10 | 2h | 5 | Onions | 6 | 2 | |||
Cabbage Seeds | 7 | 11 | 2h | 10 | Cabbage | 9 | 5 | |||
Tomato Seeds | 12 | 14 | 2h | 20 | Tomatoes | 13 | 1 | |||
Sweetcorn Seeds | 20 | 21 | 3h | 30 | Sweetcorn | 16 | 8 | |||
Ancient Wildberry Seeds | 20 | 23 | 3h | 3 | Ancient Wildberry | 23 | 28 | |||
Strawberry Seeds | 31 | 39 | 3h | 40 | Strawberries | 20 | 10 | |||
Cherry Seeds | 40 | 42 | 3h | 42 | Cherry | 24 | 12 | |||
Watermelon Seeds | 47 | 78 | 4h | 50 | Watermelons | 36 | 15 | |||
Ancient Corn Seeds | 50 | 84 | 4h | 8 | Ancient Corn | 38 | 28 | |||
Snape Grass Seeds | 61 | 92 | 3h, 30m | 75 | Snape Grass | 40 | 23 | |||
Carrot Seeds | 69 | 118 | 3h, 30m | 85 | Carrot | 28 | 28 | |||
Ancient Carrot Seeds | 69 | 122 | 3h, 30m | 16 | Ancient Carrot | 42 | 28 | |||
Pumpkin Seeds | 100 | 175 | 5h | 100 | Pumpkin | 55 | 33 | |||
Chilli Seeds | 105 | 185 | 5h | 130 | Chilli | 2 | 45 | |||
Mushroom Spores | 115 | 255 | 6h, 30m | 230 | Mushrooms | 5 | 75 | |||
Starfruit Seeds | 118 | 306 | 7h, 30m | 300 | Starfruit | 70 | 110 |
Herbs
Needed for making potions in Herblore.
Seeds | Level | XP | Growth Time | Seed Value | Herb | Herb Value | Seed Sources | ||
---|---|---|---|---|---|---|---|---|---|
Garum Seeds | 5 | 9 | 1h, 30m | 3 | Garum Herb | 1 | |||
Sourweed Seeds | 15 | 12 | 1h, 30m | 20 | Sourweed Herb | 9 | |||
Mantalyme Seeds | 25 | 16 | 2h | 62 | Mantalyme Herb | 20 | |||
Lemontyle Seeds | 35 | 28 | 2h, 30m | 88 | Lemontyle Herb | 40 | |||
Oxilyme Seeds | 50 | 35 | 3h | 140 | Oxilyme Herb | 80 | |||
Poraxx Seeds | 60 | 48 | 3h, 30m | 190 | Poraxx Herb | 150 | |||
Pigtayle Seeds | 70 | 69 | 3h, 30m | 222 | Pigtayle Herb | 210 | |||
Barrentoe Seeds | 80 | 92 | 4h | 450 | Barrentoe Herb | 330 | |||
Snowcress Seeds | 102 | 106 | 4h | 600 | Snowcress Herb | 425 | |||
Bitterlyme Seeds | 106 | 123 | 4h | 725 | Bitterlyme Herb | 580 | |||
Moonwort Seeds | 112 | 161 | 5h | 950 | Moonwort Herb | 775 | |||
Wurmtayle Seeds | 118 | 182 | 5h, 30m | 1,200 | Wurmtayle Herb | 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 | Level | XP | Growth Time | Seed Value | Logs | Log Value | Seed Sources | ||
---|---|---|---|---|---|---|---|---|---|
Oak Tree Seeds | 15 | 5,835 | 6h, 40m | 400 | Oak Logs | 5 | |||
Willow Tree Seeds | 30 | 18,185 | 9h, 20m | 750 | Willow Logs | 10 | |||
Maple Tree Seeds | 45 | 42,535 | 10h, 40m | 1,250 | Maple Logs | 35 | |||
Yew Tree Seeds | 60 | 88,360 | 13h, 20m | 2,500 | Yew Logs | 75 | |||
Apple Tree Seeds | 70 | 48,925 | 6h, 40m | 4,000 | Apple | 1 | |||
Magic Tree Seeds | 75 | 172,250 | 16h | 10,000 | Magic Logs | 400 | |||
Banana Tree Seeds | 100 | 200,000 | 18h | 15,000 | Bananas | 350 | |||
Grove Tree Seeds | 105 | 220,000 | 18h | 17,500 | Grove Logs | 400 | |||
Elderwood Tree Seeds | 110 | 315,000 | 20h | 22,500 | Elderwood Logs | 555 | |||
Carrion Tree Seeds | 120 | 405,000 | 22h | 30,000 | Carrion Logs | 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 Farming Yield | |
II | 10 | +15% Chance to Double Farming Yield | |
III | 10 | +20% Chance to Double Farming Yield | |
IV | 10 | +30% Chance to Double Farming Yield |
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 |
---|---|---|---|
Raft Drifting | Agility Obstacle 6 | +10% Farming Yield | |
Monkey Trail | Agility Obstacle 12 | +15% Farming Yield | -10% Chance to Preserve Resources in Skills -5% Cooking Interval -6% Agility Skill XP +10% Food Healing Value |
Elite Pillar of Expertise | Agility Pillar | -3% Interval for all non-Combat Skills | +8% Chance to Double Items Globally +40% Global GP (except Item Sales) +8% Global Mastery XP |
Pillar of Skilling | Agility Pillar | +10% Farming Yield | +3% Chance to Double Items Globally +2% Global Mastery XP +3% Chance to Preserve Resources in Skills |
Deedree | Constellation | +8% Chance to Double Items in Farming +5% Farming Yield +8% Farming Mastery XP +8% Farming Skill XP |
+5% Chance for Bird Nests to drop in Woodcutting +5% chance to receive Stardust when cutting Magic Logs in Woodcutting (Quantity equal to Logs received) +8% Chance to Double Items in Woodcutting +8% Woodcutting Mastery XP +8% Woodcutting Skill XP |
Generous Harvest Potion I | Item | +10% Chance to Double Farming Yield | |
Generous Harvest Potion II | Item | +15% Chance to Double Farming Yield | |
Generous Harvest Potion III | Item | +20% Chance to Double Farming Yield | |
Generous Harvest Potion IV | Item | +30% Chance to Double Farming Yield | |
Ancient Ring of Skills | Item (Ring) | +8% non-Combat Skill XP | |
Ancient Scythe | Item (Weapon) | +15% Chance to Double Farming Yield +8% Farming Yield |
|
Bob's Gloves | Item (Gloves) | +3% Farming Yield | |
Bob's Rake | Item (Weapon) | +50% Chance to preserve Compost or Weird Gloop applied to Farming Plots when harvesting | |
Candelabra (Lit) | Item (Consumable) | -3% Interval for all non-Combat Skills +4% non-Combat Skill XP |
+4% Global Mastery XP +3% Chance to Preserve Resources in Skills |
Cape of Completion | Item (Cape) | +25% Farming Yield +25% Mastery Pool XP Cap |
Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Farming Skillcape | Item (Cape) | +25% Farming Yield | |
Golden Wreath | Item (Helmet, Passive) | +3% non-Combat Skill XP | +100 GP gained when earning GP, except Alt. Magic and Item Sales +3% Global Mastery XP |
Maximum Skillcape | Item (Cape) | +25% Farming Yield | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Seed Pouch | Item (Consumable) | -1 seed cost to plant Allotments in Farming +3% Farming Yield |
|
Seed Pouch II | Item (Consumable) | -1 seed cost to plant Allotments in Farming +6% Farming Yield |
|
Skillers Body | Item (Platebody) | +2% non-Combat Skill XP | |
Skillers Boots | Item (Boots) | +2% non-Combat Skill XP | |
Skillers Hat | Item (Helmet) | +2% non-Combat Skill XP | |
Skillers Leggings | Item (Platelegs) | +2% non-Combat Skill XP | |
Superior Cape of Completion | Item (Cape) | +20% Chance to Double Farming Yield +40% Farming Yield |
Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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) +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Farming Skillcape | Item (Cape) | +20% Chance to Double Farming Yield +40% Farming Yield |
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Superior Max Skillcape | Item (Cape) | +20% Chance to Double Farming Yield +40% Farming Yield |
Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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) +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
944 Hexes Mastered | Mastery Bonus | -3% Interval for all non-Combat Skills | -3% Attack Interval |
Harold | Pet | -2% Interval for all non-Combat Skills +50% Mastery Pool XP Cap |
-0.1s Attack Interval -0.2s Monster Respawn Timer +3% Ammo Preservation +2% Chance to Double Items Globally +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Accuracy Rating +5% Global Evasion +5% Global Mastery XP +2% of Maximum Hit added to Minimum Hit +3% Rune Preservation +5% Slayer Coins +3% Chance to preserve Summoning Charges |
Larry, the Lonely Lizard | Pet | +15 harvest quantity from Farming (Cannot be doubled or multiplied) |
Melvor Idle version v1.2.2 (Released: 15th November 2023) | |||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |