Farming runs: seeds, timing and experience

A farming run visits a set of patches, plants a seed in each, and comes back when the crops are grown. Planning one means choosing a seed for each patch type, counting how many of those patches you visit, and knowing when the slowest crop will be ready.
Different crops pay in different ways
Herbs and trees give Farming experience at different moments. A ranarr seed gives 21.5 experience when planted and 30.5 for each grimy ranarr you pick, so its experience depends on how many herbs the patch yields. A magic seed gives 145.5 when planted and 13,768.3 when you check the grown tree's health, a fixed amount that does not depend on any yield.
A tree's experience is therefore fixed, while a herb patch's experience grows with its yield.
The run is ready when its slowest crop is
Each seed has its own growing time. Ranarr grows in 80 minutes and a magic tree in 8 hours. A run that includes both is ready in 8 hours, so either come back for the herbs earlier or plan the whole run around the tree.
Open a run of five ranarr patches and one magic tree. It plants six seeds, gives 14,021.3 experience from planting and checking alone, and is ready in 8 hours. The herbs add 30.5 experience for each one you pick.
Levels and seed costs
Each seed has a Farming level: ranarr needs 32 and magic trees 75. Fill your character from the player lookup and the farming tool marks any seed your level cannot plant yet. The tool also prices the seeds for the whole run at their Grand Exchange guide price, so you can compare a run's cost with the experience and crops it gives.
From the community
Share discoveries, advice and screenshots with other players. Found an error on this page? Report a mistake
Loading player contributions…
Join the conversation
Checking your account…