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[[File:Farming (skill).svg|thumb|right|Farming]] | [[File:Farming (skill).svg|thumb|right|Farming]] | ||
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Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]]. | Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]]. | ||
{{ItemIcon|Aorpheat's Signet Ring}}, {{ItemIcon|Weird Gloop}} and {{ItemIcon|Generous Harvest Potion IV|Generous Harvest Potions}} 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 | Raising Farming to level 99 will unlock the {{ItemIcon|Farming Skillcape}} for purchase from the [[Shop]]. Equipping the skillcape increases the harvest quantity from crops by 20% and allows the player to add {{ItemIcon|Compost}} to allotments, herbs, and trees for free. | ||
Equipping | Equipping {{ItemIcon|Bob's Rake}} provides a 20% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested. | ||
==Gaining Experience== | ==Gaining Experience== | ||
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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 5 {{ItemIcon|Potatoes}}, 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 5 {{ItemIcon|Potatoes}}, they will receive 48 total experience: 8 for planting and then 40 for harvesting. | ||
Since experience is tied to number of items harvested, anything that increases the number of items harvested will also increase the amount of experience received. | Since experience is tied to the number of items harvested, anything that increases the number of items harvested will also increase the amount of experience received. | ||
However, this only applies to herbs and allotments. Trees give a fixed amount of XP for harvesting regardless of how many logs are acquired. | However, this only applies to herbs and allotments. Trees give a fixed amount of XP for harvesting regardless of how many logs are acquired. | ||
==Mastery Unlocks== | ==Mastery Unlocks== | ||
===Item Mastery Unlocks=== | |||
{{MasteryUnlocks}} | |||
===Mastery Pool Checkpoints=== | |||
{{MasteryCheckpoints}} | |||
===Crop Harvest Quantity=== | ===Crop Harvest Quantity=== | ||
The harvest quantity, <math> Q_h </math>, increases with the mastery level, <math> L_m </math>, according to the formula: | The harvest quantity, <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 + | |||
where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function]. | 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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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Mastery Level !! Harvest Amount | ! Mastery Level !! Harvest Amount herbs/allotments !! Harvest Amount trees | ||
|- | |- | ||
| 1 || | | 1 || 15 || 35 | ||
|- | |- | ||
| 2 || | | 2 || 15 || 35 | ||
|- | |- | ||
| 3 || | | 3 || 18 || 42 | ||
|- | |- | ||
| 4 || | | 4 || 18 || 42 | ||
|- | |- | ||
| 5 || | | 5 || 21 || 49 | ||
|- | |- | ||
| 10 || | | 10 || 27 || 56 | ||
|- | |- | ||
| 20 || | | 20 || 39 || 84 | ||
|- | |- | ||
| 50 || | | 50 || 75 || 175 | ||
|- | |- | ||
| 75 || | | 75 || 105 || 245 | ||
|- | |- | ||
| 99 || | | 99 (before 20% boost) || 132 || 308 | ||
|} | |} | ||
=== Seed Return Chance === | === Seed Return Chance === | ||
Starting at 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 | |||
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}}. | |||
{| class="wikitable" | |||
|- | |||
!Skillcape !! Name !! Effect | |||
|- | |||
|[[File:{{PAGENAME}} Skillcape (item).svg|60px|link={{PAGENAME}} Skillcape]] || [[{{PAGENAME}} Skillcape]] || +20% Crop Harvest Quantity.<br/>Adding Compost is free. | |||
|} | |||
== 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 Larry is applied after other bonuses to harvest quantity, including the double harvest from [[Generous Harvest Potion]]s. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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{{FarmingTreePlotTable}} | {{FarmingTreePlotTable}} | ||
== Seeds == | == Seeds == | ||
Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing. To increase the chance above 50% seeds must be fertilised using | Seeds are required to start Farming and can be acquired from several sources, such as [[Farmer|Thieving]], [[Combat]], or [[Bird Nest|Woodcutting]]. Allotments require three seeds to plant, herbs require two, and trees require one. Seeds planted without [[Compost|fertiliser]] have a 50% chance to yield crops after growing, unless mastery level 50 has been reached. To increase the chance above 50% seeds must be fertilised using {{ItemIcon|Compost}}. Each {{ItemIcon|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. | |||
=== Allotments === | === Allotments === | ||
{{FarmingAllotmentTable}} | {{FarmingAllotmentTable}} | ||
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== Potion == | == Potion == | ||
The [[ | The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested. | ||
{| | |||
{{PotionTable|Generous Harvest Potion}} | |||
{{Menu}} | {{Menu}} | ||
[[Category:Skills]] | [[Category:Skills]] |