Farming

Crops, herbs and trees that grow on their own while you train other skills.

Farming runs on its own clock

Farming does not occupy the ordinary activity slot. Plant a crop, continue another skill, and return when it has grown.

The farm includes allotments, herb beds, tree patches and a later aura bed. Plots have their own unlock requirements.

What to plant

Crops can supply food and ingredients; herbs support Herblore and Cooking; tree patches supply logs. Choose what will help your current plan.

The Store sells early seeds and saplings. Later sources include the game's finds and rewards. Item information helps you trace the source of a seed you need.

Care and harvest

Compost helps crops survive and improves the harvest. A grown crop is not an ordinary repeating gathering activity: return to the farm to harvest and replant.

The crop journal records what you have grown. Orders provide another use for your produce, and neighbouring herb beds can support crossbreeding.

Keep room for the next harvest

Harvests go to the Bank. Keep an eye on its capacity and on the seeds you will need for the next planting.

Detailed values are still part of alpha balance. The in-game plot and crop information is the place to check the current requirements before spending supplies.

Rules and balance can change during the alpha. Back to the field guide