Farming

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Farming is one of the five item creation skills, which cannot be increased in the Helbreath USA cash shop. This skill is the only means of obtaining fruits; some of them are comestible and some others are used as ingredients in Alchemy or Manufacturing. Farming involves purchasing Seed Bags, planting them on arable land and working the plants with a Hoe to produce fruits. As the farming skill increases, additional plants become available to the player. Players who train farming can stop at 30%, at which point all the fruits used in other crafts are accessible. Higher skill provides little practical benefits unless a player wants to farm Ginsengs, at 90%.


Contents

Using Farming


To learn the farming skill a player must use a Farming Manual, found for sale at the shop. Learning the manual sets the player's farming skill to 20%. Seed Bags, one for each type of plant, can be bought in the shop and are required to create plants. A Hoe, purchasable and repairable at the blacksmith, must be used to make plants grow. Double-clicking a seed bag changes the appearance of the cursor; the plant can then be created by left-clicking on an empty area of the map. Plants can only be made on arable land (see picture), which appears as patches of brown earth present in the following maps: Aresden City, Aresden Farm, Elvine City, Elvine Farm.

Arable Land

To be able to create a specific plant, the player must meet the minimum skill % which can be found in the table below.
Note: if a plant has been created but is not visible on the screen, the player should move off-screen and come back to the plant.

Plants

Plant Required Skill Effect and Use (if any)
Watermelon 20 (stackable) – used in alchemy (Super Mana Potion)
Pumpkin 20 (stackable) – used in alchemy (Super Revitalizing Potion)
Barley 30 (stackable) – used in alchemy (Super Health Potion) and manufacturing (Bag of Bow Strings)
Garlic 30 (stackable)
Carrot 40 (stackable)
Radish 40 (stackable)
Chinese Bellflower 50 (stackable)
Corn 50 Delayed health increase of 4d8+10
Tomato 60 Delayed health increase of 5d7+10
Melon 60 Delayed health increase of 5d7+12
Grapes 70 Delayed health increase of 5d8+10
Blue Grapes 70 Delayed health increase of 5d8+10
Mushroom 80 (stackable)
Ginseng 90 Unfreezes player and 30 seconds freeze immunity*

*Unfreezes a player hit by Sword of Ice Elemental, but does not provide freeze immunity against that weapon.

The plant is created small, then grows as the player farms it, and finally disappears. A plant also disappears 5 minutes after it has been created. The player must hit the plant with a hoe (65 Str needed for full swing speed) to make it grow. This can be done by standing right next to the plant and:

  • By holding Ctrl or by enabling the neutral attack mode (Ctrl N shortcut) and
  • By left-clicking or right-clicking on the plant.

A player must be above level 19 to be able to make a plant grow. If the plant is hit by weapons other than a hoe, it loses HP but will not grow. Since it has very high HP, a player may use it as a target to train other weapon skills.

As it is farmed, the plant grows from small to medium, from medium to large, and then from large to disappearing. At each of these three transitions, a fruit can drop on the ground. A bit of Exp is then also awarded. A growth stage transition occurs after a set number of "successful" hits - these hits decrease the hoe's endurance by 1. The plant's progression is summarized here:

  • When it created, the plant is small.
  • Right after the 12th successful hit, the plant becomes medium, a fruit may drop under the player, and the next hit is automatically successful.
  • Right after the 22nd successful hit (in total), the plant becomes large, a fruit may drop under the player, and the next hit is automatically successful.
  • Right after the 29th successful hit (in total), the plant disappears and a fruit may drop where the plant was.

Thus, the hoe loses 29 endurance per plant.

The chances of a successful hit and of getting a fruit drop depend on the specific plant and on the skill %. The Growth Table lists the success chance (%) of a hit, while the Drop Table gives the probability (%) of a fruit dropping upon a plant transition.


Growth Table


Skill % 20 to 29 30 to 39 40 to 49 50 to 59 60 to 69 70 to 79 80 to 89 90 to 99 100
Watermelon, Pumpkin 42 43 44 45 46 47 48 49 50
Garlic, Barley 34 40 41 42 43 44 45 46 47
Carrot, Radish 27 33 38 39 40 41 42 43 44
Chinese Bellflower, Corn 21 27 32 36 37 38 39 40 41
Tomato, Melon 16 22 27 31 34 35 36 37 38
Grapes, Blue Grapes 12 18 23 27 30 32 33 34 35
Mushroom 9 15 20 24 27 29 30 31 32
Ginseng 7 13 18 22 25 27 28 28 29


Drop Table


Skill % 20 to 29 30 to 39 40 to 49 50 to 59 60 to 69 70 to 79 80 to 89 90 to 99 100
Watermelon, Pumpkin 40 41 43 46 50 55 61 68 76
Garlic, Barley 0 38 40 42 45 49 54 60 67
Carrot, Radish 0 0 36 38 41 44 48 53 59
Chinese Bellflower, Corn 0 0 0 35 37 40 43 47 52
Tomato, Melon 0 0 0 0 33 35 38 42 46
Grapes, Blue Grapes 0 0 0 0 0 31 33 37 41
Mushroom 0 0 0 0 0 0 30 32 35
Ginseng 0 0 0 0 0 0 0 28 29

A player whose skill is below the required skill to create a specific plant may still make a plant of this kind grow, but would not get fruits from it.


Training Farming


A player's Int must be above 10 to allow the farming skill to progress. The maximum attainable % is the double of the Int score, up to 100% (50 Int). Only when the difference between a player's skill and a plant's required skill is 10 or smaller, can the plant contribute to advancing the skill. The following events count towards increasing the skill:

  • Each of the three growth stage transitions.
  • Every time a fruit drops under the player.

Thus, farming one plant provides 3 to 5 successful attempts for the purpose of the skill raising formula found here.

Written by Rowechelon

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