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

Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring, Weird Gloop (item).svg Weird Gloop and Generous Harvest Potion IV (item).svg 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 Farming Skillcape (item).svg 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 (item).svg Compost to allotments, herbs, and trees for free.

Equipping Bob's Rake (item).svg Bob's Rake provides a 20% chance that Compost (item).svg Compost or Weird Gloop (item).svg 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 and harvesting will grant experience equal to the base experience value multiplied by the number of items harvested.

For example, Potato Seeds (item).svg Potato Seeds have a base experience of 8, so if a player plants a plot with Potato Seeds and then harvests 5 Potatoes (item).svg Potatoes, they will receive 48 total experience: 8 for planting and then 40 for harvesting.

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

Item Mastery Unlocks

Level Unlock
1 Each level provides increased harvest amount.
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% increased harvest amount. 10% reduced grow time for all Crops. Receive up to 8 Allotment or Herb seeds back from harvesting.

Mastery Pool Checkpoints

Pool % Pool XP Bonus
10% 1,100,000 xp +5% increased Farming Mastery XP
25% 2,750,000 xp Crops cannot die (Bonus applied when crop grows).
50% 5,500,000 xp +5% increased Crop harvest
95% 10,450,000 xp Reduced crop grow time by 10% (Bonus applied when crop is planted)
Total Mastery Pool XP 11,000,000

Crop Harvest Quantity

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

where: [math] \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] 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]
[math] x = \frac{L_m}{15} [/math]
[math] 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] L_m [/math] is replaced with 120, resulting in an average seed return of 3.5 seeds per harvest and making allotments self-sustainable.


The skillcape can be purchased from the store for Coins.svg 1,000,000 after the player reaches Farming Level 99.

Skillcape Name Effect
Farming Skillcape (item).svg Farming Skillcape +20% Crop Harvest Quantity.
Adding Compost is free.


Chance to get 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 Potions.

Pet Name Effect
Larry, the Lonely Lizard (pet).png Larry, the Lonely Lizard +5 Harvest Quantity

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:





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 (item).svg Compost. Each Compost (item).svg 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 (item).svg 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.





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

Potion Tier Charges Effect
Generous Harvest Potion I (item).svg I 5 +5% chance for double harvest.
Generous Harvest Potion II (item).svg II 10 +10% chance for double harvest.
Generous Harvest Potion III (item).svg III 15 +15% chance for double harvest.
Generous Harvest Potion IV (item).svg IV 25 +25% chance for double harvest.
Melvor Idle version v0.16.3 (Released: 14th September 2020)
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