Farming: Difference between revisions

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{{V0.16.3}}
{{V|0.18.0}}


[[File:Farming (skill).svg|thumb|right|Farming]]
[[File:Farming (skill).svg|thumb|right|Farming]]


Farming is a [[Skill]] used to grow seeds into [[food]], herbs or [[Woodcutting#Logs|logs]].  
Farming 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}} 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.  
{{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 {{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.  
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 20% and allows the player to add {{ItemIcon|Compost}} to allotments, herbs, and trees for free.  


Equipping {{ItemIcon|Bob's Rake}} provides a 20% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested.
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==
Farming Experience is gained through two actions: Planting seeds and harvesting crops that survive.
* Planting a seed will grant the player that seed's base experience value
* 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


Farming Experience is gained through two actions: Planting seeds and harvesting crops that survive. Planting a seed will grant the player that seed's base experience value and harvesting 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.


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 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 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.


==Mastery Unlocks==
==Mastery Unlocks==


Farming [[Mastery]] impacts many aspects of Farming. Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 16 mastery, harvesting herbs and allotments has a chance to return seeds, and every 15 mastery levels after increases the amount of seeds that can be returned. At 50 mastery, crops, herbs and trees cannot die, and no longer require {{ItemIcon|Compost}}.
===Item Mastery Unlocks===
{{MasteryUnlocks}}


at 99 mastery, harvested crops are increased by an additional 20%, grow times are reduced by 10%, and max seed return is increased to 8
===Mastery Pool Checkpoints===
Reaching 99 Mastery for a given crop requires (WIP) harvests, assuming no boosts are used to increase harvest quantity.
{{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 (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> this is then multiplied by 3 for allotments and herbs, or 7 for trees
<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 [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 || 15
| 1 || 15 || 35
|-
|-
| 2 || 15
| 2 || 15 || 35
|-
|-
| 3 || 16
| 3 || 18 || 42
|-
|-
| 4 || 16
| 4 || 18 || 42
|-
|-
| 5 || 17
| 5 || 21 || 49
|-
|-
| 10 || 19
| 10 || 27 || 56
|-
|-
| 20 || 23
| 20 || 39 || 84
|-
|-
| 50 || 45
| 50 || 75 || 175
|-
|-
| 75 || 35
| 75 || 105 || 245
|-
|-
| 99 || 54 (before 20% boost)
| 99 (before 20% boost) || 132 || 308
|}
|}
=== Seed Return Chance ===
=== Seed Return Chance ===
Starting at level 16 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots.
Starting at level 16 Mastery, there is a chance to get seeds back when harvesting herb and allotment plots.
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This means that at 75 mastery, two seeds are returned on average, and herbs become self-sustainable. Reaching 75 Mastery requires a plant to be harvested (WIP) times, assuming no boosts are used to increase harvest quantity. at 99 mastery, <math> L_m </math> is replaced with 120
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 ==
== Skillcape ==


The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
 
{{SkillcapeInfo}}
{| 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 [[Pets|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.
The bonus from {{PetIcon|Farming}} is applied after other bonuses to harvest quantity, including the double harvest from [[Generous Harvest Potion]]s.
 
{{PetSkillInfo}}
{| class="wikitable"
|-
! Pet !! Name !! Effect
|-
| [[File:Larry, the Lonely Lizard (pet).png|60px]] || [[Larry, the Lonely Lizard]] || +5 Harvest Quantity
|}


== Farming Plots ==
== Farming Plots ==
The player will originally only have access to a single allotment plot. Additional plots are unlocked by levelling up Farming and must be purchased with [[GP]]. Below are tables outlining the level requirements and costs for the 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 ===
=== Allotments ===
{{FarmingAllotmentPlotTable}}
{{FarmingAllotmentPlotTable}}
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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, 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. {{ItemIcon|Compost}}
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. 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 [[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.
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== Potion ==
== Potion ==
The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested.
The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested.
{{PotionTable|Generous Harvest Potion}}
{{PotionTable|Generous Harvest Potion}}


{{Menu}}
{{Menu}}
[[Category:Skills]]
[[Category:Skills]]

Revision as of 21:55, 13 January 2021

This page was last updated for (v0.18.0).
Farming

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

Aorpheat's Signet Ring, Weird Gloop and 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 Farming Level 99 will unlock the Farming Skillcape for purchase from the Shop. Equipping the skillcape increases the harvest quantity from crops by 20% and allows the player to add Compost to allotments, herbs, and trees for free.

Equipping Bob's Rake provides a 20% chance that Compost or 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 a seed will grant the player that seed's base experience value
  • 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 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% 1,950,000 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 3 for allotments and herbs, and 7 for trees

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

Mastery Level Harvest Amount herbs/allotments Harvest Amount 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

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]


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 Coins.svg 1,000,000 after the player reaches Farming Level 99.

Skillcape Name Requirements Effect
Farming Skillcape Farming Skillcape Farming Level 99 +25% Farming Yield
Superior Farming Skillcape Superior Farming Skillcape Farming 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 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

Herbs

Trees

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. Seeds planted without 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 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.

Allotments

Herbs

Trees

Potion

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

Generous Harvest Potion
Potion Tier Charges Effect
Generous Harvest Potion I I 10 +10% Chance to Double Farming Yield
Generous Harvest Potion II II 10 +15% Chance to Double Farming Yield
Generous Harvest Potion III III 10 +20% Chance to Double Farming Yield
Generous Harvest Potion IV IV 10 +30% Chance to Double Farming Yield