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Falterfire (talk | contribs) (→Seed Return Chance: Clarified the exact number) |
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==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. | ||
At | |||
== Skillcape == | == Skillcape == | ||
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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 {{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 | 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. | 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. |