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 |
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=== Biomes === | === Biomes === | ||
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{Icon|Worship|type=township}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes. | There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected {{Icon|Worship|type=township}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes. | ||
< | <tabber> | ||
|-|Biomes= | |||
{{TownshipBiomeTable}} | {{TownshipBiomeTable}} | ||
|-|Buildings per Biome= | |||
{{TownshipBuildingBiomeTable}} | |||
</tabber> | |||
== Stats == | == Stats == |
Revision as of 22:26, 22 April 2023
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 passively. However, unlike
Farming,
Township has no
Mastery levels, and uses a unique tick system of progression. Each hour, the town will advance by one tick, during each tick Resources and
will be gained, which may then be reinvested into the town or converted into a number of Consumables and other resources for use in other skills.
Over time, both the Health of the town's Population and efficiency of Buildings will deteriorate, with buildings requiring Repair in order to remain fully productive.
Town
A Town contains Buildings that are used to produce Resources and
GP for the player. The buildings are built within Biomes, where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected Worship.
Building and Upgrading
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of Worship related buildings, which are destroyed when the current worship changes).
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.
The cost of building can be reduced with some Worship bonuses and in the following ways:
Source | Type | DLC | Repair Cost | Other Modifiers |
---|---|---|---|---|
Constellation | -5% Township Building Cost (Capped at -80%) | +5% Township Happiness +8% Township Max Storage +8% Township Resource Generation +5% Township Education +8% Township Skill XP | ||
![]() | 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 (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 (Cape) | -15% Township Building Cost (Capped at -80%) | ||
![]() | 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%) |
Repairing Buildings
Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exception to this is the Town Hall, which does not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide Resources or Stats will provide less of that resource or stat.
There are two ways to return a building to 100% efficiency:
- Repair the building, at the cost of the resources stated at the bottom of that building's tile
- If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid
The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any decreased repair cost bonuses, where each Market built decreases the repair cost by 0.25%. The repair cost of a building can be calculated as follows:
[math]\displaystyle{ \text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Max Buildings} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 - \frac{\text{Repair Cost Reduction %}}{100} \right ) }[/math]
Where [math]\displaystyle{ \text{Max Buildings} }[/math] is the maximum amount of that building that can be built within the biome in which the repair is taking place.
Biomes
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected Worship buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
Building | ![]() Grasslands | ![]() Forest | ![]() Mountains | ![]() Water | ![]() Swamp | ![]() Valley | ![]() Arid Plains | ![]() Jungle | ![]() Desert | ![]() Snowlands | Error creating thumbnail: File missing Abyssal Plains | Error creating thumbnail: File missing Sulfuric Wastelands | Error creating thumbnail: File missing Obsidian Cliffs | Error creating thumbnail: File missing Ethereal Voids |
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1 | 1 | 1 | 1 | 15 | 15 | 15 | 35 | 35 | 35 | 1 | 1 | 1 | 30 | |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 2,500 | 2,500 | 2,500 | 80,000 | 80,000 | 80,000 | 80,000 | |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 7.5 | |
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Stats
Statistics are various properties in the Town that do not take up
Storage space. These can be seen as cards immediately above the various Resources for a town.
Population
Population is a core feature of Township. The population of a town affects how much skill XP is gained per tick (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many Biomes and Buildings.
The population of a town can be increased by constructing more Basic Shelters or upgrades to that building which provide population. The population is also affected by Happiness, as the town's population is increased by the current happiness percentage, and Health, where for each 1% reduction in health the town's population is also decreased by 1%.
If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly Repaired and the health of the town is maintained at or near 100%.
Storage
Storage allows Resources to be stockpiled in the Town. A Town starts with a base
Storage of 50,000, where additional capacity can be gained by constructing more
Storehouses. No resources can be gained beyond the maximum storage capacity.
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.
Happiness
Happiness is a modifier affecting the amount of Population a town has, and therefore also affects the amount of skill experience earned per tick.
Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.
Happiness can be increased by building additional Gardens and
Taverns, and with the following bonuses:
Source | Type | DLC | Happiness | Other Modifiers |
---|---|---|---|---|
Constellation | +5% Township Happiness | -5% Township Building Cost (Capped at -80%) +8% Township Max Storage +8% Township Resource Generation +5% Township Education +8% Township Skill XP | ||
![]() | Pet | +2% Township Happiness |
Education
Education is a modifier to the amount of resources each building produces.
Education provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.
Education can be increased by building additional Schools and
Libraries, and with the following bonuses:
Source | Type | DLC | Education | Other Modifiers |
---|---|---|---|---|
Constellation | +5% Township Education | +5% Township Happiness +8% Township Max Storage +8% Township Resource Generation -5% Township Building Cost (Capped at -80%) +8% Township Skill XP | ||
![]() | Pet | +2% Township Education |
Health
Health is a modifier which affects the Population of a town. Once
Level 15 has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.
The health of a town can be improved by converting either Herbs or
Potions into
Health, the cost of which is 10% of the current amount generated per update for the resource being converted.
Worship
Worship is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building
Chapels or
Statues of Worship and has a set cap of 2,000. Note that although each Deity is associated with a different
Statue of Worship, all statues provide an identical amount of worship.
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of 50,000,000. Upon changing, the town will enter a period of unrest during which time all
Chapels and
Statues will be destroyed.
All bonuses are additive with one another.
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Requirements | None | None | None | None | Complete |
Complete |
Complete Error creating thumbnail: File missing The Final Depth
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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 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 within
Storage. This is the only resource that is not affected by resource production bonuses. GP is earned by taxing the town's Population, where the tax rate starts at 0% and increases by 10% for each
Town Hall that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is 1.5
for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some Seasons, although is not affected by global GP modifiers such as from
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 amount of resources produced by a building can be calculated as follows:
[math]\displaystyle{ \textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100} }[/math]
Seasons
Seasons are periods of time during which modifiers affecting the quantity of various Resources and Stats relevant to that season are active. Seasons last for three days each, with the first season when a town is created being Spring. Once a season has ended the next season will begin, with the regular seasons progressing in the following order:
Spring,
Summer,
Fall, and
Winter.
In addition to these four seasons, there are two rare seasons which may only occur while the town is using the relevant Worship:
Nightfall, which may only occur while
Statue of Bane is the current worship
Solar Eclipse, which may only occur while
Statue of The Herald is the current worship
While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season is active it is not possible to change the current Worship. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.
Season | Type | Modifiers | |
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Spring | Regular | +50% Township Happiness +25% Township Food Production +25% Township Herbs Production +25% Township Potions Production +25% Township Leather Production -25% Township repair costs +50% Township Education |
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Summer | Regular | +25% Township Education -25% Township Ore Production -25% Township Stone Production -25% Township Coal Production -25% Township Bar Production -10% Township repair costs +25% Township GP Production |
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Fall | Regular | -15% Township repair costs +25% Township Wood Production +25% Township Planks Production +25% Township Clothing Production |
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Winter | Regular | -50% Township Happiness +50% Township repair costs +50% Township Coal Production +25% Township Stone Production +25% Township Ore Production -25% Township Food Production -25% Township Herbs Production -25% Township Potions Production -25% Township Wood Production -25% Township Planks Production -50% Township Education -50% Township GP Production |
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Nightfall | Rare Requires |
-50% Township Happiness +100% Township Ore Production +100% Township Bar Production +100% Township Herbs Production +100% Township Potions Production -50% Township Food Production -50% Astrology interval for Melvor Realm only |
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Solar Eclipse | Rare Requires |
+200% Township Happiness +200% Township Education |
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Lemon Season | Rare Requires ![]() |
+420% Township Happiness +1 Lemon gained from Skill actions (Cannot be doubled) +69% Township Education |
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Eternal Darkness | Rare Requires Error creating thumbnail: File missing Xon Worship
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-99% Township repair costs +3 Corruption effects applied when becoming Corrupted |
Buildings
Upgrades
Tasks
Tasks are a 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.
Tasks can be divided into two broad categories: Casual, and permanent. A complete list of tasks, their requirements, and their rewards can be seen on the Task list page.
Casual Tasks
Casual tasks are randomly assigned to the player, with up to five new tasks being assigned each day. The maximum amount of casual tasks which can be held at the same time is five, and may be removed by either:
- Completing the task and claiming its rewards
- Skipping the task for the stated
GP cost, where the cost is equal to the total amount of experience required to reach the next Township level, up to a maximum of 10,000,000
The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.
Casual tasks can provide a combination of GP,
Slayer Coins,
Township experience, and Resources as a reward, where the amount of the currency and experience rewards is determined as follows:
- The amount of
Township experience is equal to 9% of the total experience between the player's current Township level and the next level
- The amount of
GP is five times the amount of Township experience awarded
- The amount of
Slayer Coins is 1,000 times the player's
Slayer level
Other Tasks
All other tasks are permanent tasks which may only be completed once and do not change on a daily basis. Many of the Township related Shop purchases are locked behind completing a certain number of these tasks.
Shop Items
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful Shop purchases.
Purchase | Type | Description | Cost | Requirements | |
---|---|---|---|---|---|
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Woodcutters Hat | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Woodcutters Body | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Woodcutters Leggings | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Woodcutters Boots | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Burning Mans Hat | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Burning Mans Body | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Burning Mans Leggings | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Burning Mans Boots | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Fishermans Hat | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Fishermans Body | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Fishermans Leggings | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Fishermans Boots | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Miners Hat | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Miners Body | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Miners Leggings | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Miners Boots | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Blacksmiths Hat | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Blacksmiths Body | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Blacksmiths Leggings | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Blacksmiths Boots | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Fletchers Hat | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Fletchers Body | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Fletchers Leggings | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Fletchers Boots | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Crafters Hat | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Crafters Body | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Crafters Leggings | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Crafters Boots | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Runecrafters Hat | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Runecrafters Body | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Runecrafters Leggings | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Runecrafters Boots | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Potion Makers Hat | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Potion Makers Body | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Potion Makers Leggings | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Potion Makers Boots | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Performance Enhancing Hat | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Performance Enhancing Body | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Performance Enhancing Leggings | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Performance Enhancing Boots | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Star Gazing Hat | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Star Gazing Body | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Star Gazing Leggings | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Star Gazing Boots | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Skilling Outfit Upgrade | Item | No Item Description. | 25,000,000 |
Complete 95 Township Tasks |
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Marcy | Pet | Township +2% Township Skill XP |
1,000,000 |
Have 1 Malcs Cats actively built in Township |
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Roger | Pet | Township +2% Township Resource Generation |
1,000,000 |
Have 2 Malcs Cats actively built in Township |
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Ace | Pet | Township +1% Chance to Double Items Globally |
1,000,000 |
Have 4 Malcs Cats actively built in Township |
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Layla | Pet | Township +2% Township Happiness |
1,000,000 |
Have 6 Malcs Cats actively built in Township |
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Mister Fuzzbutt | Pet | Township +5% Global GP (except Item Sales) |
1,000,000 |
Have 8 Malcs Cats actively built in Township |
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Octavius Lepidus VIII | Pet | Township +2% Township Education |
1,000,000 |
Have 10 Malcs Cats actively built in Township |
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Pet | Township +10 Mining Node Hitpoints |
1,000,000 |
Have 1 Cool Rocks actively built in Township | |
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Pet | Township +2% Chance to Double Items in Mining and +2% Chance to Double Items in Smithing |
1,000,000 |
Have 2 Cool Rocks actively built in Township | |
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Pet | Township +3% Chance to gain +1 additional resource in Mining (Cannot be doubled) |
1,000,000 |
Have 4 Cool Rocks actively built in Township | |
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Pet | Township +5% Global Evasion |
1,000,000 |
Have 6 Cool Rocks actively built in Township | |
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Pet | Township +3% Chance to Double Items in Magic |
1,000,000 |
Have 8 Cool Rocks actively built in Township | |
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Pet | Township +4% Global Mastery XP for Melvor Realm only |
1,000,000 |
Have 10 Cool Rocks actively built in Township | |
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Warm Beanie | Item | +2% Chance to Double Items in Firemaking, +3% Firemaking Mastery XP, and -2% Firemaking Interval | 1,000,000 |
Have 1 Prats Hats actively built in Township |
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Pirate Captain Hat | Item | +2% Township Skill XP | 2,000,000 |
Have 2 Prats Hats actively built in Township |
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Prats Hat | Item | When equipped with Cape of Prat: +25% Ranged Strength Bonus from Equipment and +25% Ranged Accuracy Rating. | 3,000,000 |
Have 4 Prats Hats actively built in Township |
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Top Hat | Item | Passive: +200 GP gained when hitting with an attack | 4,000,000 |
Have 6 Prats Hats actively built in Township |
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Hunters Hat | Item | Passive: -0.20s Monster Respawn Timer | 5,000,000 |
Have 8 Prats Hats actively built in Township |
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Clown Hat | Item | +10% Global Mastery XP, -10% Chance to Preserve Resources in Skills, and -5% Global Skill XP | 6,000,000 |
Have 10 Prats Hats actively built in Township |
Skillcape
The skillcape can be purchased from the store for 1,000,000 after the player reaches
Level 99.
The superior skillcape can be purchased from the store for 10,000,000 after the player reaches
Level 120.
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
B has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the
Shop after meeting their conditions.
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 |