Township: Difference between revisions
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===Worship=== | ===Worship=== | ||
{{Icon|Worship|type=township}} is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building {{BuildingIcon|Chapel}} or {{BuildingIcon|Statue of Worship}} and has a set cap of 2000. | {{Icon|Worship|type=township}} is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building {{BuildingIcon|Chapel}} or {{BuildingIcon|Statue of Worship}} and has a set cap of 2000. Note that although each Deity is associated with a different {{BuildingIcon|Statue of Worship}}, all statues have identical benefits. | ||
All bonuses are '''additive''' with one another. | All bonuses are '''additive''' with one another. |
Revision as of 16:44, 24 November 2022
This page was last updated for (v1.1.1). |
Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained relatively passively. However, unlike
Farming,
Township has no
Mastery levels, and uses a unique tick system instead of constantly running. Ticks are a passively generated resource at a rate of 1 Tick per 5 minutes. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run.
It is important to note that you receive unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.
Town
A Town contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes.
Maps
The following maps are available to start a Town. A Town must be completely reset to change maps.Template:TownshipMaps
Land
Each building requires a piece of land to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free.
A total of is required to purchase all 2,048 tiles of land. For more details, see Land.
Biomes
Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 Clothing per building per tick, and the Snowlands biome consumes 30
Coal per building per tick. Biomes are covered in more detail in the buildings section.
Stats
Statistics are various properties in the Town that do not take up
Storage space.
Population
Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building
Basic Shelter, and spending ticks will cause population to increase until it reaches the cap.
For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by Happiness, up to an additional 100% bonus, which is additively added to normal skill boosts.
To maximize experience, once a basic Town setup is completed, Happiness should always be at 100% to provide at least 0.6 experience per citizen per tick.
If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase.
A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old.
Workers
Available Workers indicates the number of citizens that are available to perform jobs in the Town. All citizens with an age between 8 and 70 are considered
Workers. The left number indicates the number of jobless
Workers, out of the total amount on the right.
Unemployed citizens generate -5 Happiness.
Storage
Storage allows Resources to be stockpiled in the Town. A Town starts with a base
Storage of 19,000, and is gained by building
Storehouse. In addition,
Basic Shelter contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so.
Happiness
Happiness is a modifier to the amount of experience you earn.
Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of
Happiness is twice your
Population.
Each point of Education provides 1
Happiness, and is often the main source of a Town's
Happiness. In additiona, a small amount of
Happiness is gained or lost from each building in the Town. Notably,
Gardens and
Tavern buildings are intended to increase
Happiness. Lastly,
Happiness is decreased by 5 points for every overflowing corpse and unemployed citizen, and
Happiness is decreased by 40% and 50% additively from a
Potions shortage for elderly citizens and a
Clothing shortage from buildings in the Desert biome.
Education
Education is a modifier to the amount of Resources each building produces.
Education provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of
Education is three times your
Population.
Every point of Education also provides one point of
Happiness.
Education is produced from
School and
Library buildings.
Health
Health is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the
Dead Storage.
The base chance for a citizen to die each tick is expressed by:
[math]\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }[/math]
In the above calculation, [math]\displaystyle{ \textrm{healthPercent} }[/math] is the % health as displayed in-game. If we consider [math]\displaystyle{ \textrm{sickness} }[/math] to be the decimal representation of "un-health" (i.e. [math]\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }[/math], this simplifies to:
[math]\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }[/math]
[math]\displaystyle{ \textrm{DeathChance} }[/math] is increased by 0.05 if there is no food after resources for the tick are calculated. Citizens will also die if there are more of them than the housing allows for.
The table below gives some examples.
Chance of death per tick | |
---|---|
0% | 0.52% |
25% | 0.34% |
50% | 0.20% |
75% | 0.08% |
100% | 0% |
Health is first calculated using the following parameters weighted out of 235:
Happiness with a weight of 100
Education with a weight of 100
- Nonzero
Potions stockpile and positive growth rate contributes 15 weight
- Nonzero
Clothing stockpile and positive growth rate contributes 15 weight
- Nonzero
Herbs stockpile and positive growth rate contributes 5 weight
This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%.
Dead Storage
Dead Storage represents the number of citizens that have died from poor
Health. This storage is created by building
Cemetery. 1% of the total
Dead Storage will be cleared every hour (12 ticks).
Corpses overflowing the maximum Dead Storage generate -5
Happiness.
Worship
Worship is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building
Chapel or
Statue of Worship and has a set cap of 2000. Note that although each Deity is associated with a different
Statue of Worship, all statues have identical benefits.
All bonuses are additive with one another.
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Requirements | None | None | None | None | Complete |
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Bonus Seasons | ![]() |
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None | None | None |
0% 0/2,000 |
-50% Township building production in Desert Biome -75% Township building production in Water Biome |
-75% Township building production in Mountains Biome -50% Township building production in Desert Biome |
-50% Township building production in Water Biome -75% Township building production in Desert Biome |
-75% Township building production in Water Biome -50% Township building production in Mountains Biome |
There is a 20% chance of a Nightfall Season occurring in Township -15% Township Building Cost (Capped at -80%) |
There is a 20% chance of a Solar Eclipse Season occurring in Township -31% Township building production in Mountains Biome -31% Township building production in Arid Plains Biome -31% Township building production in Snowlands Biome |
-99% Township building production in Grasslands Biome -50% Township building production in Forest Biome -50% Township building production in Mountains Biome -50% Township building production in Water Biome -50% Township building production in Swamp Biome -50% Township building production in Valley Biome -50% Township building production in Arid Plains Biome -50% Township building production in Jungle Biome -50% Township building production in Desert Biome -50% Township building production in Snowlands Biome There is a 20% chance of an Eternal Darkness Season occurring in Township |
5% 100/2,000 |
+25% Township building production in Mountains Biome | +25% Township building production in Water Biome | +25% Township building production in Forest Biome | +25% Township building production in Arid Plains Biome | +25% Township building production in Grasslands Biome | +42% Township building production in Swamp Biome | +50% Township building production in Abyssal Plains Biome |
25% 500/2,000 |
+25% Township building production in Valley Biome | +25% Township building production in Swamp Biome | +25% Township building production in Jungle Biome | +25% Township building production in Desert Biome | +25% Township building production in Swamp Biome | +42% Township building production in Jungle Biome | +50% Township building production in Sulfuric Wastelands Biome |
50% 1,000/2,000 |
+25% Township building production in Mountains Biome +25% Township building production in Valley Biome |
-15% Township Building Cost (Capped at -80%) | +25% Township building production in Forest Biome | +25% Township building production in Desert Biome +25% Township building production in Arid Plains Biome |
+25% Township building production in Snowlands Biome | +42% Township building production in Desert Biome +42% Township building production in Water Biome |
+50% Township building production in Obsidian Cliffs Biome |
85% 1,700/2,000 |
+25% Township building production in Mountains Biome +25% Township building production in Valley Biome |
+25% Township building production in Water Biome | +25% Township building production in Jungle Biome | -15% Township Building Cost (Capped at -80%) | +25% Township building production in Grasslands Biome +25% Township building production in Swamp Biome +25% Township building production in Snowlands Biome |
+42% Township building production in Forest Biome +42% Township building production in Valley Biome |
+50% Township building production in Ethereal Voids Biome |
95% 1,900/2,000 |
-25% Township Building Cost (Capped at -80%) +25% Township building production in Mountains Biome +25% Township building production in Valley Biome |
+50% Township building production in Water Biome +50% Township building production in Swamp Biome |
-15% Township Building Cost (Capped at -80%) +50% Township building production in Jungle Biome +25% Township building production in Forest Biome |
+50% Township building production in Desert Biome +25% Township building production in Arid Plains Biome |
+25% Township building production in Grasslands Biome +25% Township building production in Swamp Biome +25% Township building production in Snowlands Biome |
-25% Township repair costs +42% Township building production in Grasslands Biome |
Successful Abyssal Wave encounters in Township provide Abyssal Pieces equal to +50% of its size +25% Township building production in Abyssal Plains Biome +25% Township building production in Sulfuric Wastelands Biome +25% Township building production in Obsidian Cliffs Biome +25% Township building production in Ethereal Voids Biome Successful Abyssal Wave encounters in Township provide Abyssal Slayer Coins equal to +5% of its size |
Resources
There are a total of 13 resources. The production of all resources can be increased by up to 100% through Education, stacking additively with any regular modifiers.
GP is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in
Storage. This is the only resource that is exceptionally not affected by
Education or other production bonuses. A citizen produces 0.3
per tick per percentage point of tax, or 0.6
per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as
Aorpheat's Signet Ring.
The other 12 resources may be used within the town, or traded via the Trading Post to obtain items for the player (see
Trading Post). The production of a building is calculated as follows:
[math]\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }[/math]
Food is used to feed citizens. Each citizen will consume 30
Food per tick.
Wood is a basic resource used to build the lowest-level buildings.
Planks are produced from
Wood and are used to build low- to high-level buildings.
Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
Bar is produced from
Ore and
Coal. It is used to build mid- to high-level buildings.
Ore has no use, except to be converted into
Bar.
Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into
Bar.
Rune Essence is used to build high-level buildings.
Herbs provide a very small
Health bonus, but are mainly used to be converted into
Potions.
Potions are consumed by citizens over the age of 55, and provides a small
Health bonus. If there are not enough
Potions, a 40%
Happiness penalty is applied.
Leather has no use, except to be converted into
Clothing.
Clothing is consumed by buildings built in the Desert biome, and provide a small
Health bonus.
Buildings
Upgrades
Biomes
Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough
Clothing, then total
Happiness reduced by a flat 50%.
Each building in the Snowlands biome consumes 30 Coal/tick. Without
Coal, all buildings in this biome have the following benefits reduced by 75%:
Worship,
Happiness,
Education and all production.
Biome | Requirements | |||
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Grasslands | 1 | 0 | 0 |
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Forest | 1 | 0 | 0 |
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Mountains | 1 | 0 | 0 |
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Water | 1 | 0 | 0 |
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Swamp | 15 | 0 | 0 |
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Valley | 15 | 0 | 0 |
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Arid Plains | 15 | 0 | 0 |
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Jungle | 35 | 2,500 | 0 |
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Desert | 35 | 2,500 | 0 |
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Snowlands | 35 | 2,500 | 0 |
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Abyssal Plains | 1 | 80,000 | 0 |
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Sulfuric Wastelands | 1 | 80,000 | 0 |
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Obsidian Cliffs | 1 | 80,000 | 0 |
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Ethereal Voids | 30 | 80,000 | 7.5 |
Tasks
Tasks are a static set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive Township Skill XP, Township Resources,
GP,
Slayer Coins, or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.
For a list of Tasks, their requirements, and their rewards, see Task list
Skillcape
The skillcape can be purchased from the store for 1,000,000 after the player reaches
Level 99.
Regular Skillcape
The Township Skillcape is the skillcape for the Township skill. It can be purchased for 1,000,000
from the Shop once the player reaches
Level 99 in the Township skill. The Township Skillcape offers the following benefits when worn:
-15% Township Building Cost (Does not affect GP cost. Capped at -80%)
Superior Skillcape
The Superior Township Skillcape is the superior skillcape for the Township skill. It can be purchased for 10,000,000
from the Shop once the player reaches
Level 120 in the Township skill.
Level 120 can only be reached if the player owns the
Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:
-20% Township Building Cost (Does not affect GP cost. Capped at -80%)
Pet
Pet | Name | DLC | Effect |
---|---|---|---|
![]() | B | +10% Township Max Storage | |
![]() | Marcy | +2% Township Skill XP | |
![]() | Roger | +2% Township Resource Generation | |
![]() | Ace | +1% Chance to Double Items Globally | |
![]() | Layla | +2% Township Happiness | |
![]() | Mister Fuzzbutt | +5% Global GP (except Item Sales) | |
![]() | Octavius Lepidus VIII | +2% Township Education | |
![]() | Classy Rock | +10 Mining Node HP | |
![]() | Cute Rock | +2% Chance to Double Items in Mining +2% Chance to Double Items in Smithing | |
![]() | Royal Rock | +3% Chance to gain +1 additional resource in Mining (Cannot be doubled) | |
![]() | Elf Rock | +5% Global Evasion | |
![]() | Magic Rock | +3% Chance to Double Items in Magic | |
![]() | Party Rock | +4% Mastery XP for Melvor Realm only |
Skill Boosts
This table lists most sources of Township-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from Mastery rewards.
Source | Type | DLC | Township Boosts | Other Modifiers |
---|---|---|---|---|
Constellation | +5% Township Happiness +8% Township Max Storage +5% Township Education +8% Township Resource Generation -5% Township Building Cost (Capped at -80%) +8% Township Skill XP | |||
![]() | Item (Ring) | +8% Non-Combat Skill XP | ||
![]() | Item (Consumable) | ![]() | +4% Non-Combat Skill XP | -3% Interval for all Non-Combat Skills +4% Mastery XP for Melvor Realm only +3% Chance to Preserve Resources in Skills |
![]() | Item (Cape) | -15% Township Building Cost (Capped at -80%) | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +10 Flat HP Regen Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +5% Damage To Slayer Tasks +5% Global Skill XP +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +25% Mastery Pool XP Cap +100% chance to successfully Cook an item +10 base primary resource quantity gained in Summoning x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +100% GP gained from Thieving +10% GP gained from Agility +25% Flat Slayer Area Effect Negation -15% Woodcutting Interval -15% Cooking Interval +1 Coal Ore per Ore Mined. (Item doubling does not apply) -50% Coal Costs for Smithing +10% Chance to preserve Summoning Charges +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +25% base primary resource quantity gained in Farming Rune providing items provide 2x as many runes | |
![]() | Item (Helmet, Passive) | ![]() | +3% Non-Combat Skill XP | +100 GP gained when earning GP, except from Alt. Magic and Item Sales +3% Mastery XP for Melvor Realm only |
![]() | Item (Cape) | -15% Township Building Cost (Capped at -80%) | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +5% Global Skill XP Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +5% Damage To Slayer Tasks +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +10 base primary resource quantity gained in Summoning +10% Chance to preserve Summoning Charges +100% GP gained from Thieving +10% GP gained from Agility x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore -15% Woodcutting Interval -15% Cooking Interval +25% Flat Slayer Area Effect Negation -50% Coal Costs for Smithing Rune providing items provide 2x as many runes +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10 Flat HP Regen +25% base primary resource quantity gained in Farming | |
![]() | Item (Helmet) | +2% Township Skill XP | ||
![]() | Item (Platebody) | +2% Non-Combat Skill XP | ||
![]() | Item (Boots) | +2% Non-Combat Skill XP | ||
![]() | Item (Helmet) | +2% Non-Combat Skill XP | ||
![]() | Item (Platelegs) | +2% Non-Combat Skill XP | ||
![]() | Item (Cape) | -20% Township Building Cost (Capped at -80%) | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
![]() | Item (Cape) | -20% Township Building Cost (Capped at -80%) | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
![]() | Item (Cape) | -20% Township Building Cost (Capped at -80%) | ||
![]() | Item (Cape) | -15% Township Building Cost (Capped at -80%) | ||
![]() | Pet | +10% Township Max Storage | ||
![]() | Pet | +2% Township Happiness | ||
![]() | Pet | +2% Township Skill XP | ||
![]() | Pet | +2% Township Education | ||
![]() | Pet | +2% Township Resource Generation |
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |