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Farming: Difference between revisions

From Melvor Idle
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Correct tree quantity multiplier - Changelog states 20 incorrectly, confirmed by developer
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m (Correct tree quantity multiplier - Changelog states 20 incorrectly, confirmed by developer)
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{{V|0.20}}
{{V|1.1}}
 
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
[[File:Farming (skill).svg|thumb|right|Farming]]
[[File:Farming (skill).svg|thumb|right|Farming]]


'''{{PAGENAME}}''' is a [[Skill]] used to grow [[Farming#Seeds|seeds]] into [[Food#Harvested Food|food]], [[Farming#Herbs|herbs]] or [[Woodcutting#Logs|logs]].  
'''{{PAGENAME}}''' 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}}, {{ItemIcon|Generous Harvest Potion IV|Generous Harvest Potions}}, {{ItemIcon|Bob's Gloves}}, and {{Icon|Deedree|type=constellation}} 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 {{Icon|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.
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 25%  


Equipping {{ItemIcon|Bob's Rake}} provides a 50% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested.
Equipping {{ItemIcon|Bob's Rake}} provides a 50% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested. Equipping {{ItemIcon|Bob's Gloves}} with {{ItemIcon|Bob's Rake}} gives you a 75% chance that {{ItemIcon|Compost}} or {{ItemIcon|Weird Gloop}} is retained in a plot when harvested.


==Gaining Experience==
==Gaining Experience==
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===Crop Harvest Quantity===
===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:
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 + 0.4L_m \right \rfloor </math> after bonuses are applied, the harvest is then multiplied by 2 for allotments & herbs, and 30 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].


{| class="wikitable"
{| class="wikitable"
|-
|- class="headerRow-0"
! Mastery Level !! Harvest Amount herbs/allotments !! Harvest Amount trees
! rowspan="2"| {{Icon|Mastery}} Level !! colspan="2" | Harvest Amount
|- class="headerRow-1"
! Herbs/Allotments !! Trees
|-
|-
| 1 || 15 || 35
| 1 || 15 || 35
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=== Seed Return Chance ===
=== Seed Return Chance ===
[[File:Farming Seed Return Average.png|thumb|right|450px|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.
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:
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== 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}}
{{SkillcapeInfo}}
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== Farming Plots ==
== 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:
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}}
=== Herbs ===
=== Herbs ===
{{FarmingHerbPlotTable}}
{{FarmingHerbPlotTable}}
=== Trees ===
=== Trees ===
{{FarmingTreePlotTable}}
{{FarmingTreePlotTable}}
== Seeds ==
== Seeds ==
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 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.  
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=== Allotments ===
=== Allotments ===
A passive food source, which at high mastery levels is self-sustainable.
{{FarmingAllotmentTable}}
{{FarmingAllotmentTable}}
=== Herbs ===
=== Herbs ===
Needed for making potions in {{Skill|Herblore}}.
{{FarmingHerbTable}}
{{FarmingHerbTable}}
=== Trees ===
=== Trees ===
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.
{{FarmingTreeTable}}
{{FarmingTreeTable}}


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==Skill Boosts==
==Skill Boosts==
This table lists most sources of {{PAGENAME}}-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 {{Icon|Mastery}} rewards.
This table lists most sources of {{PAGENAME}}-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 {{Icon|Mastery}} rewards.
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedFarmingYield,increasedChanceDoubleHarvest,|XP Boost|false|skill={{PAGENAME}}}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedFarmingYield,increasedChanceDoubleHarvest,increasedCompostPreservationChance,freeCompost,decreasedAllotmentSeedCost,increasedFlatFarmingYield,increasedNonCombatSkillXP,decreasedGlobalSkillIntervalPercent,increasedMasteryPoolCap|{{PAGENAME}} Boosts|false|skill={{PAGENAME}}}}
{{Menu}}
{{Menu}}
[[Category:Skills]]
[[Category:Skills]]
[[Category:Guide Needed]]