Caped Carousers RuneScape's oldest Quest Cape clan

Lumine's Livid Farm Guide

Livid Farm requires you to be on the Lunar spellbook. The main activities require astral runes, nature runes, earth runes and water runes. Use of a mud staff (or earth or water staff) will significantly reduce rune costs.

Livid Farm gives both Produce Points and XP.

Produce Points are used to progressively unlock the additional Lunar spells. No Produce Points are removed from your total when unlocking spells; you just have to reach the total points listed for that spell. The exception is the last spell, Borrowed Power, which deducts its cost, 850,000 points, from your total.

Once all the spells are unlocked, you can buy Wishes with any further points you decide to gain. This again involves a deduction from your total points.

Once you're familiar with the game, there is time to complete all the main activities in each round, especially if you're better at clicking straight than I am , but you may want to choose certain activities over others when first starting, for optimal PP and/or XP gain.

There is no penalty to not completing all the activities every round, except for not receiving the XP and points you'd have gained from doing the missed activities.

This means you can leave the enclosure or simply stop working in the middle of a round, and nothing negative will happen. You can pick up from wherever the farm is up to once you're ready again.

It also means that if you don't want to perform a particular activity at all, you don't have to. This will make the acquisition of Produce Points slower, obviously, but no other disadvantage is incurred.

Most actions are single-click. The Lunar spells linked to each action will be triggered when you click on the relevant item or place, e.g. a Plank Make spell will be cast when you click a piece of lunar lumber.

The Farming patches

Every round

Three livid plants get sick and three empty patches need fertilising in each round.

A sick plant has a black stem and a pale pink-to-purple flower. A healthy one has a green stem and a flower that is (depending on the type of plant) brown, red, green or yellow.

To fertilise a patch, click on it.

To cure a plant, click on it and then click on the interface that comes up, to choose which of the four possible strains it is. If you choose wrongly, no spell is cast and the interface closes. Click the plant again to reopen the interface and choose a different option.

Identifying the plants

The four types of plant grow in four different shapes and have different-coloured flowers. Healthy flowers are obviously easier to tell apart by colour than sick ones, but the four types of sick flowers are of slightly differing shades as well.

The same type of plant always grows in a given patch. Once you've identified the flower in a particular patch as being type 1, you know that any time you see a flower there, it's type 1.

Also, the northern plot contains plants only of types 1 & 2, the middle plot of types 2, 3 & 4, and the southern plot only of types 3 & 4. This narrows down what type a given plant might be.

The exact pattern is


Curing a livid plant
Cost: 1 astral, 8 earth
XP Gain: 60 Magic, 91.8 Farming
PP Gain: 20

Fertilising a patch
Cost: 3 astral, 15 earth, 2 nature
XP Gain: 87 Magic, 91.8 Farming
PP Gain: 20

When the stage moves on, plants may change from diseased to healthy, or healthy to diseased, and patches may grow a flower or become empty. This is not determined by anything you do or don't do in the previous stage, so don't waste time trying to work out if you can affect what happens. The answer is no. :)

Fixing the fences

Every round

Every round, two sections of the fence need fixing.

First you need wood from the log pile. Left-click takes 1 piece of lunar lumber, or there's a right-click option to take 5. You can take wood at any time.

Then click a piece of lumber to convert it to a lunar fence post. This triggers Plank Make. You can do this at any time too.

Finally, click the broken fence to use a fence post on it.

XP and PP are gained only when you mend the fence. Making a fence post and not using it will cost runes without giving the usual Magic XP.

Mending a section of fence
Cost: 2 astral, 15 earth, 1 nature
XP Gain: 83 Magic, 54.6 Construction
PP Gain: 20

Encouraging Pauline

You can encourage Pauline in 3 rounds of every 5. You can bunch plants in the other rounds. The pattern is E-E-B-E-B

When Pauline has her head lowered and is labelled 'Drained Pauline Polaris', she needs encouragement. Right-click her and choose 'Encourage Pauline'. Then choose the one positive option from the four that are presented. Any other option will not affect her and will give no reward.

Encouraging Pauline
Cost: nil
XP Gain: 170 Agility
PP Gain: 100

Pauline will recover by herself if not encouraged during a relevant round.

Bunching plants

2 rounds out of 5

When plants appear in the Produce pile, they can be bunched. Click the pile once to gather 10 plants. Bunching will automatically affect the top plants in your inventory, so just click the last plant twice to bunch your plants into two sets of 5. This triggers 2x String Jewellery. Then click the trade wagon once to deposit your two bunches.

If you don't have 10 spaces in your inventory (usually because you have a lot of lumber or fence posts), clicking the pile will collect as many plants as will fit in your inventory. If you can take 5, you can then click a plant in your inv to make one bunch, and then click the pile again to collect the remaining plants. You can take a maximum of 10 plants per bunching round. You can deposit a bunch at any time, although if you retain bunches in your inventory until the next bunching round, you will be prompted to deposit them before taking the new plants.

All XP and PP are gained when you deposit bunches in the trade wagon. Making a bunch but not depositing it will cost runes without giving the usual Magic XP.

Depositing one bunch
Cost: 2 astral, 10 earth, 5 water
XP Gain: 83 Magic, 270 Crafting
PP Gain: 120

Plants will move from the produce pile to the trade wagon by themselves if not transferred during a relevant round.


Distraction events turn up periodically near Pauline. They provide no PP. They use runes of types additional to the main activities: cosmic, mind, law and death. They provide Magic XP related to the spell they use. They reward you with the same number and type of runes as needed for their spell (i.e. they return the runes you just used) plus additional earth and water runes.

Unless you really want Magic XP, or really need earth and water runes, or are very bored, ignore all the Distractions. They are not a good investment of time for anyone who primarily wants PP, or wants any type of XP aside from Magic. Just bring a mud staff instead.


Maximum PP gained per round from:
Curing plants: 60
Fertilising patches: 60
Mending fences: 40
Encouraging Pauline: 100 (3 rounds in 5)
Depositing bunches: 240 + 120 per bunch from a prior round (2 rounds in 5)

Spells are not automatically unlocked just because you've reached the number of PP needed. Right-click Pauline and choose "Claim-rewards" then the Spells tab.

If you have enough Produce points, you will be able to select a spell and choose to learn it.

You can't learn a spell requiring more PP until you've learnt the ones requiring fewer, so they might just as well be unlocked automatically, but they aren't.

So if you think that surely you *must* have the needed PP for a given reward by now... go and check the Spells tab. You probably do.

Provided courtesy of Lumine , last updated 06 October 2015