Difference between revisions of "Farming"

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{{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]]

Latest revision as of 22:55, 10 August 2022

This page is up to date (v1.0.5).
This article is about the Farming skill. For training the skill, see Farming/Training.

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

Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring, Weird Gloop (item).svg Weird Gloop, Generous Harvest Potion IV (item).svg Generous Harvest Potions, Bob's Gloves (item).png Bob's Gloves, and Deedree (constellation).svg 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.svg Mastery experience received.

Raising Farming to Farming Level 99 will unlock the Farming Skillcape (item).svg Farming Skillcape for purchase from the Shop. Equipping the skillcape increases the harvest quantity from crops by 25%

Equipping Bob's Rake (item).svg Bob's Rake provides a 50% chance that Compost (item).svg Compost or Weird Gloop (item).svg Weird Gloop is retained in a plot when harvested. Equipping Bob's Gloves (item).png Bob's Gloves with Bob's Rake (item).svg Bob's Rake gives you a 75% chance that Compost (item).svg Compost or Weird Gloop (item).svg 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 (item).svg Potato Seeds have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests 5 Potatoes (item).svg 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% 1,200,000 xp +5% increased Farming Mastery XP
25% 3,000,000 xp Crops cannot die (Bonus applied when crop grows).
50% 6,000,000 xp +5% increased Crop harvest
95% 11,400,000 xp Reduced crop grow time by 10% (Bonus applied when crop is planted)
Total Mastery Pool XP 12,000,000

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 3 for allotments and herbs, and 7 for trees

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

Mastery.svg Mastery Level Harvest Amount
Herbs/Allotments 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

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:

[math] Q_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right) [/math]
[math] x = \frac{L_m}{15} [/math]
[math] 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] L_m [/math] is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.


The skillcape can be purchased from the store for Coins.svg 1,000,000 after the player reaches Farming Level 99.

Skillcape Name Effect
Farming Skillcape (item).svg Farming Skillcape +25% Farming Yield


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

The bonus from Larry, the Lonely Lizard (pet).png 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 (pet).png Larry, the Lonely Lizard +15 Harvest Quantity

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:


Plot Farming (skill).svg Level Cost
1 1 Free
2 1 Coins.svg 500
3 1 Coins.svg 5,000
4 10 Coins.svg 15,000
5 20 Coins.svg 25,000
6 30 Coins.svg 40,000
7 40 Coins.svg 65,000
8 50 Coins.svg 80,000
9 60 Coins.svg 100,000
10 70 Coins.svg 120,000
11 80 Coins.svg 150,000
12 90 Coins.svg 200,000


Plot Farming (skill).svg Level Cost
1 5 Coins.svg 10,000
2 5 Coins.svg 20,000
3 15 Coins.svg 35,000
4 35 Coins.svg 50,000
5 45 Coins.svg 80,000
6 55 Coins.svg 100,000
7 65 Coins.svg 125,000
8 75 Coins.svg 150,000
9 85 Coins.svg 200,000


Plot Farming (skill).svg Level Cost
1 15 Coins.svg 50,000
2 30 Coins.svg 100,000
3 60 Coins.svg 250,000
4 80 Coins.svg 400,000


Seeds are required to start Farming and can be acquired from several sources, such as Bob the Farmer (thieving).svg Thieving, Combat.svg Combat, or Bird Nest (item).svg 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 (item).svg 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 (item).svg 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.


A passive food source, which at high mastery levels is self-sustainable.


Needed for making potions in Herblore (skill).svg Herblore.


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.


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

Potion Tier Charges Effect
Generous Harvest Potion I (item).svg I 5 +5% Chance to Double Farming Yield
Generous Harvest Potion II (item).svg II 10 +10% Chance to Double Farming Yield
Generous Harvest Potion III (item).svg III 15 +15% Chance to Double Farming Yield
Generous Harvest Potion IV (item).svg IV 25 +25% 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.svg Mastery rewards.