Сельское хозяйство

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This article is about the Сельское хозяйство skill. For training the skill, see Сельское хозяйство/Training.

**Сельское хозяйство** это Скил used to grow seeds into food, herbs or logs.

Файл:Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring, Файл:Weird Gloop (item).svg Weird Gloop, Файл:Generous Harvest Potion IV (item).svg Generous Harvest Potions, Файл:Bob's Gloves (item).png Bob's Gloves, and  Astrology 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 Файл:Farming Skillcape (item).svg Farming Skillcape for purchase from the Shop. Equipping the skillcape increases the harvest quantity from crops by 25%

Equipping Файл:Bob's Rake (item).svg Bob's Rake provides a 50% chance that  Compost or Файл:Weird Gloop (item).svg Weird Gloop is retained in a plot when harvested. Equipping Файл:Bob's Gloves (item).png Bob's Gloves with Файл:Bob's Rake (item).svg Bob's Rake gives you a 75% chance that  Compost or Файл: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 an allotment or herb seed will grant the player that seed's base experience value, while tree seeds provide no experience when planting
* 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

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### Mastery Pool Checkpoints

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### Crop Harvest Quantity

The harvest quantity (before any quantity bonuses are applied),

Q
h

{\displaystyle Q\_h }

, increases with the mastery level,

L
m

{\displaystyle L\_m}

, according to the formula:

Q
h

=

⌊

5
0.4

L
m

⌋

{\displaystyle Q\_h = \left \lfloor 5 + 0.4L\_m \right \rfloor }

 after bonuses are applied, the harvest is then multiplied by 3 for allotments and herbs, and 7 for trees

where:

⌊
x
⌋

{\displaystyle \left\lfloor x \right\rfloor}

 is the floor function.

### 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,

Q
s

{\displaystyle Q\_s}

, varies with the mastery level,

L
m

{\displaystyle L\_m}

 as follows:

Q
s

=

n
x

(

x
−

n
1

2

)

{\displaystyle Q\_s = \frac{n}{x} \left (x-\frac{n+1}{2}\right) }

where:

# x

L
m

15

{\displaystyle x = \frac{L\_m}{15} }

# n

⌊
x
⌋

{\displaystyle n = \left \lfloor x \right \rfloor }

This means that at 75 mastery two seeds are returned on average and herbs become self-sustainable. At 99 mastery

L
m

{\displaystyle L\_m}

 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  1 000 000 after the player reaches  Level 99. {{#vardefine:name|Сельское хозяйство}}**Ошибка Lua в Модуль:Items на строке 396: attempt to index local 'cape' (a nil value).**

## Pet

Chance to get pet is rolled once for each quantity of a crop you harvest.

## 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:

## Seeds

Seeds are required to start Farming and can be acquired from several sources, such as Файл:Farmer (thieving).svg Thieving,  Combat, or  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 Checkpoint 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 Файл: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.

If the player has reached the 25% 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

A passive food source and at high mastery levels self sustainable

## Potion

The Generous Harvest Potion has a chance to double crops/herbs/logs harvested. {{#vardefine:name|Generous Harvest Potion}}ERROR: No potion named "{{#var:name}}" was found

## Skill Boosts

This table lists most sources of Сельское хозяйство-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  Mastery rewards.