Ranching

Related reading

Tutorial

This is a Passive Skill which progresses while you play the game.

Raise Animals

Purchase Land, build Enclosures, and buy Animals using Gold Pieces. Each Animal has a limited lifespan before it moves on.

Feed Your Animals

Most Animals require Food to stay healthy, while some can survive without being fed.

Animal Happiness

Maintain your Animals' Comfort and increase their Satisfaction to improve the rewards they produce.

Enclosure Maintenance

Repair Enclosures to keep them in good condition, and give your Animals Pets to meet their needs.

Ranching Rewards

Animals automatically produce XP and item rewards every hour. Proper care increases their output.

Requirements

Goal
Item goal
Statistic
Items gained
Value
200
Currency
Gold Pieces
Value
20,000

Ranching land

LandCurrencySkill levelAvailability
Land 1Gold Pieces5,000Ranching1
Land 2Gold Pieces35,000Ranching5
Land 3Gold Pieces125,000Ranching10
Land 4Gold Pieces250,000Ranching15
Land 5Gold Pieces400,000Ranching20
Land 6Gold Pieces1,000,000Ranching30
Land 7Gold Pieces1,500,000Ranching40
Land 8Gold Pieces2,500,000Ranching50
Land 9Not available in the demo
Land 10Not available in the demo
Land 11Not available in the demo
Land 12Not available in the demo
Land 13Not available in the demo
Land 14Not available in the demo
Land 15Not available in the demo

Mastery Guild ranks

RankMastery points required
Ranching Initiate0%
Apprentice Rancher40%
Journeyman Rancher60%

Mastery Guild bonuses

Bonus
Ranching Rank 2
Rank
Apprentice Rancher
Bonus
+10% Ranching XP
Bonus
Ranching Rank 3
Rank
Journeyman Rancher
Bonus
+10% product doubling chance in Ranching

Scenery

Scenery
Day

Tooltips

Automatically rebuys an Animal that passes away.

Warning! Enabling this can get expensive over time, especially if you forget about it. Proceed with caution.

Auto Rebuy is enabled in this Enclosure.

Cannot Replace

Enclosure must be empty to replace.

Mastery Guild points

Guild points

  1. Each completed task adds its category's base points to its skill's guild; a task that stops being complete takes them back.
  2. A skill's total points are the base points of every task it lists. A rank is reached at ceil(total × the rank's point percent) points.
Points per rank
SkillTask pointsRanks
Ranching75Ranching Initiate 0; Apprentice Rancher 30; Journeyman Rancher 45
Mastery Guild points

Prayer XP

Prayer XP

  1. While any prayer is active, each of your hits that deals damage pays XP from Base experience, with that hit's damage and the summed base cost of the active prayers.
Prayer XP

How Ranching works

  • Animals produce every 3,600,000 ms (1 h) whatever their Product interval, and never fall ill in the demo.

Hourly products

  1. The product timer fires every 3,600,000 ms (1 h); Product interval does not set it.
  2. On each fire, every animal whose hunger and safety are above 0 adds Products × happiness, doubled with Output Doubling Chance. Each item's total over all animals is rounded down.
  3. Every animal then pays XP × happiness.

Happiness

  1. Happiness = max(0, 0.3 × hunger + 0.3 × safety + 0.4 × satisfaction + Flat happiness), where safety counts as 1 from 0.75 up.
  2. Satisfaction is 0.5 when hunger is at least 0.5, plus 0.4 when safety is at least 0.5, plus each treat eaten at its satisfaction, plus 0.04 for an animal that needs pets and has been petted, plus each pack bonus whose animal count the enclosure reaches.
  3. The 0.3 illness penalty never applies in the demo: the 0.00025 illness roll is switched off.

Food, upkeep and repairs

  1. Every Food consumption interval each animal eats its Eats, unless Food Preservation Chance spares the food. A fed animal's hunger becomes 1; an unfed one's falls by 0.1.
  2. Every Maintenance interval each enclosure with animals loses 0.01 maintenance, unless Enclosure Maintenance Skip Chance skips it. Safety follows maintenance.
  3. A repair restores maintenance to 1 for max(1, ceil(trunc(cost ÷ 1,000) × 100 × (1 − maintenance))) of each build cost.
  4. Every 86,400,000 ms (24 h) each animal eats its treats, except treats the player turned off.

Life cycle and breeding

  1. Animals age once a minute. An animal is a child for floor(Base variant interval ÷ 60,000) minutes, then grows into a variant drawn by weight among those whose requirements are met, and dies after floor(lifespan ÷ 60,000) minutes.
  2. An animal that needs pets asks again 172,800,000 ms (48 h) after each pet; its first pet pays 10 XP.
  3. Every 3,600,000 ms (1 h) each enclosure tries to breed its kinds in order. A kind with at least 2 animals and fewer than the enclosure limit gains a free animal with chance 0.0001 × its animals at happiness 0.75 or more × its average happiness. The first kind outside those counts ends the check.

Game messages

animal failed to consume Food. Have you run out?

At a feeding that Food Preservation Chance does not spare, the bank cannot pay the animal's Eats. Its hunger falls by 0.1.

Enclosure in land has dropped below 75% and requires a repair.

An enclosure's maintenance falls from 0.75 or more to below it. From then its animals' safety counts at its value instead of 1, which lowers their happiness.

animal has lived their best life and passed away.

An animal's lifespan runs out and it leaves the enclosure. With auto rebuy on for its kind, a new one is bought at once.

Failed to auto buy animal. Cannot afford.

An animal of a kind set to auto rebuy dies and its price cannot be paid.

animal has grown into an adult.

A child's growth time ends and it grows into one of its variants.

Your animal has had a baby!

An hourly breeding roll succeeds. The new animal costs nothing.

Your animal has fallen ill. Pls help them.

Never in the demo: illness is switched off, so no animal falls ill.

Warning! You have Animals in this Enclosure. These Animals will be removed if you replace the Enclosure. This cannot be undone.

Building a different enclosure on land that holds animals asks first. Replacing the enclosure removes its animals.

This animal grazes (does not consume items).

The details of an animal with no food. It never goes hungry.

This animal does not consume any Treats.

The details of an animal with no treats. No treat adds to its satisfaction.

Child animals have reduced XP & production.

An animal's breakdown while it is a child. Every Child variant carries −50% XP and −50% product quantity until the animal grows.

Animals give XP when purchased.

Where you buy animals. Every animal added to an enclosure pays its XP once, a bred one included.

Happy Animals, happy farm. Calculated based on the three other stats. Skill XP & Produce is multiplied by the Animal's Happiness. Cannot go below 0%. Happiness = Hunger * 0.3 + Comfort * 0.3 + Satisfaction * 0.4 Note: Comfort is 1 if >= 75%

The tooltip of an enclosure's average Happiness. Its Comfort is each animal's safety, and Flat happiness adds to the sum.

Keep your animals fed every hour. Reduces by 10% every hour an animal is not fed :( Replenish to 100% when fed :D Some animals don't need food (Like Sheep or Cows). Your animal won't die at 0% Hunger, but my goodness it will be STARVING.

The tooltip of an enclosure's Hunger. Animals eat every Food consumption interval; at 0 hunger an animal produces nothing, though it does not die.

Equals the Maintenance value of this Enclosure. Repair the Enclosure to maintain this stat, simple. Has no effect on Happiness until it falls below 75%

The tooltip of an enclosure's Comfort, its animals' safety. It equals the enclosure's maintenance, which falls every Maintenance interval, and counts as 1 from 0.75 up.

Animals have needs & wants that provide Satisfaction. Maintain these, and you'll be rewarded with very happy animals. Hover over an animal to see their Satisfaction Checklist. Every animal of the same type has the same list.

The tooltip of an enclosure's Satisfaction: 0.5 with hunger of at least 0.5, 0.4 with safety of at least 0.5, each treat eaten, 0.04 for a petted animal that needs pets, and each pack bonus its count reaches.

Base experience
Animal base experience
Base eats
Animal eats
Eats
Quantitymax(1, trunc((Base eats quantity + Food Consumption Quantity (Flat)) × (1 + Food Consumption Quantity (%))))
Base item cost
Animal purchase costs items
Base currency cost
Animal purchase costs currencies
Item cost
Quantitymax(1, trunc(Base item cost quantity × (1 + Percent ingredient cost)))
Currency cost
Quantitymax(1, trunc(Base currency cost quantity × (1 + Percent ingredient cost)))
Base products
Animal products
Products
Quantitymax(0, (Base products quantity + Flat product quantity) × (1 + Product Quantity (%)))
Interval
floor((Animal lifespan interval + Lifespan Interval (Flat)) × (1 + Lifespan Interval (%)))
Base variant interval
floor((Animal base variant interval + Flat base variant interval) × (1 + Percent base variant interval))
Product interval
floor((Animal product interval + Product Interval (Flat)) × (1 + Product Interval (%)))
Modifiers and base values

Mechanics

Toolbelt bonuses from

Can consume

Required by

Obtained from

Objective of

Constellations

  • QimicanAstrology
    Base XP
    47
    Base knowledge
    1
    Minor nodes per major node
    4
    Base interval
    3 s

Enclosures

Animals

Mastery Guild tasks