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Farming: Difference between revisions

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Update for v0.19.1
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{{V0.15}}
{{V|0.19.1}}


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


Farming is used to grow seeds into [[food]], herbs and logs. [[Aorpheats Signet Ring]], [[Weird Gloop]], and [[Generous Harvest Potion IV|Generous Harvest Potions]], can increase the amount 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 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.
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.  
 
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.
 
==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, {{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.


==Mastery Unlocks==
==Mastery Unlocks==
Farming [[Mastery]] impacts many aspects of farming. 1 Mastery point is given for each allotment/herb/wood harvested. Increased mastery level increases the amount harvested from a plot. At 11 mastery, harvesting herbs and allotments has a chance to return seeds. At 50 mastery, crops, herbs and trees cannot die, and no longer require [[compost]].
 
===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 (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
<math> Q_h = \left \lfloor 5 + \frac{4L_m}{10} \right \rfloor </math>


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 || 5
| 1 || 15 || 35
|-
|-
| 2 || 5
| 2 || 15 || 35
|-
|-
| 3 || 6
| 3 || 18 || 42
|-
|-
| 4 || 6
| 4 || 18 || 42
|-
|-
| 5 || 7
| 5 || 21 || 49
|-
|-
| 10 || 9
| 10 || 27 || 56
|-
|-
| 20 || 13
| 20 || 39 || 84
|-
|-
| 50 || 25
| 50 || 75 || 175
|-
|-
| 75 || 35
| 75 || 105 || 245
|-
|-
| 99 || 44
| 99 (before 20% boost) || 132 || 308
|}
|}
=== Seed Return Chance ===
=== Seed Return Chance ===
Starting at level 11 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.
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}{10} </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>


This means that at 50 mastery, two seeds are returned on average, and herbs become self sustainable. At 70 mastery, three seeds are returned on average, and allotments become self sustainable.
 
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}}.
{{SkillcapeInfo}}
 
== Pet ==
Chance to get [[Pets|pet]] is rolled once for each quantity of a crop you harvest.
 
The bonus from {{PetIcon|Farming}} is applied after other bonuses to harvest quantity, including the double harvest from [[Generous Harvest Potion]]s.
{{PetSkillInfo}}


== 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. 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. [[Compost]] must be used every time a seed is planted to have an effect. 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 10% to harvest quantity.
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.  
 
===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 Checkpoints|Mastery Pool Checkpoint]] 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.
 
If the player has reached the 25% [[#Mastery Pool Checkpoints|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 ===
=== Allotments ===
{{FarmingAllotmentTable}}
{{FarmingAllotmentTable}}
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=== Trees ===
=== Trees ===
{{FarmingTreeTable}}
{{FarmingTreeTable}}
== Potion ==
The [[Generous Harvest Potion]] has a chance to double crops/herbs/logs harvested.
{{PotionTable|Generous Harvest Potion}}


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