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{{V|1. | {{V|1.3}} | ||
{{Otheruses|training the Township skill|the skill itself|Township}} | {{Otheruses|training the Township skill|the skill itself|Township}} | ||
== | =Base Game & Throne of the Herald= | ||
==General Info== | |||
*{{Skill|Township}} takes approximately 2-3 weeks to reach Level 99 and 3-4 additional weeks to reach Level 120 (5-7 weeks total). This can be lower or higher depending on activity. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process. | *{{Skill|Township}} takes approximately 2-3 weeks to reach Level 99 and 3-4 additional weeks to reach Level 120 (5-7 weeks total). This can be lower or higher depending on activity. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process. | ||
* Township will provide | * Township will provide plenty of {{Icon|GP}} from {{TownshipIcon|Town Hall|Town Halls}} and various resources (including {{Icon|GP}}) and consumables from the {{TownshipIcon|Trading Post}} but not before costing a lot of GP first. | ||
* | *The cost of all buildings (excluding Statues and Town Hall) up to level 99 is 123,948,850 GP. Level 120 will be an additional 220,322,010 GP. {{TownshipIcon|Statue of Worship|qty=50}} and {{TownshipIcon|Town Hall|qty=8}} will add an additional 850,000,000 GP for a grand total of {{GP|1194270860}}. | ||
*Township will degrade over time if you don't keep upgrading it. Updating the town at least once per day is recommended. More will be beneficial. | |||
*Seasonal Modifiers boost production early and decrease it later making it better to | *Seasonal Modifiers boost production early and decrease it later making it better to commit to building quickly at the start. | ||
* | *Township cannot be failed. No matter how bad it looks, there's always a solution to fixing the town. | ||
*Each "tick", or "town update", | *Each "tick", or "town update", takes 1 hour and is done automatically. | ||
==Quick Tips== | ==Quick Tips== | ||
*[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}} | *[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}}, {{TownshipIcon|Wood|nolink=true}} and {{TownshipIcon|Stone|nolink=true}}. Starting with Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s! '''Overfilling the storage will result in resources being deleted when the next tick happens''' so be sure to spend or trade out resources before this happens. | ||
* | *As a general goal, prioritize whatever resource is the lowest and then increase {{TownshipIcon|Population|Population (XP)}}. | ||
* | *Aeris is the safest and pick as the first god to worship due to having the highest cost reduction at -25% building cost which is doubled in Spring. This can reduce the resource and repair costs for Township. | ||
**The cost to switch worships, including to and from "None :(" is {{GP|50000000}}. This will also destroy any worship buildings and | **The cost to switch worships, including to and from "None :(" is {{GP|50000000}}. This will also destroy any worship buildings and the entire town will need 50% repairs. It's highly advised that a god is picked due to this. | ||
* | *Building Cost Reduction will also reduce repair cost (including GP!). | ||
*Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one. | *Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one. | ||
*The {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}} and {{TownshipIcon|Arid Plains}} provide a 1.5x multiplier to most buildings in these biomes while the {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}} and {{TownshipIcon|Snowlands}} provide a 2x multiplier to most buildings in these biomes. | *The {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}} and {{TownshipIcon|Arid Plains}} provide a 1.5x multiplier to most buildings in these biomes while the {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}} and {{TownshipIcon|Snowlands}} provide a 2x multiplier to most buildings in these biomes. This bonus production will be factored into the displayed values. | ||
*{{TownshipIcon|Worship}} modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive. | |||
*{{TownshipIcon|Worship}} modifiers are multiplicative, | *If {{TownshipIcon|Population}} is low, check {{TownshipIcon|Health}}. Health is the final multiplier of population. Having 75% health will result in 75% population. | ||
*If | |||
*Seasons have modifiers. Click 'View Season Modifiers' In-Game or the [[Township#Seasons|Seasons Section]] on the Wiki to check them out! | *Seasons have modifiers. Click 'View Season Modifiers' In-Game or the [[Township#Seasons|Seasons Section]] on the Wiki to check them out! | ||
==General Progression== | ==General Progression== | ||
The general progression may change based on which god | The general progression may change based on which god is choosen. The following will be based on Aeris. There are notes throughout the guide where this may cause issues. | ||
#Always bulk up | #Always prioritize resources that you aren't generating enough of. Stone, Wood and Planks are the main resources. | ||
#Always bulk up {{TownshipIcon|Storage}} before going to sleep to ensure it doesn't cap out over night! | |||
#After resources, | #After resources, the next priority should be {{TownshipIcon|Population|Population (XP)}}. If the next tier of unlocks provides another upgrade to a much needed resource, prioritizing population over resource production is a valid strategy. | ||
Remember, building a new building will repair for '''FREE'''. Do not repair unless that building is 100% maxed out. Its likely | Remember, building a new building will repair for '''FREE'''. Do not repair unless that building is 100% maxed out. Its likely repairs can be avoided entirely by just building new buildings until around Level 90. | ||
==Level 1-14== | ==Level 1-14== | ||
'''New Buildings:''' {{TownshipIcon|Basic Shelter}} | '''New Buildings:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Basic Shelter|noicon=true}}, {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Wooden Hut|noicon=true}}, {{TownshipIcon|Wood|notext=true}}{{TownshipIcon|Woodcutter Camp|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Workshop|noicon=true}}, {{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}{{TownshipIcon|Miners Pit|noicon=true}}, {{TownshipIcon|Bar|notext=true}}{{TownshipIcon|Blacksmiths Smithy|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Cabin|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Hut|noicon=true}}, {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Herbalist|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Storehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|School|noicon=true}} | ||
*Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of | *Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of the Wood for more Carpenters Workshops. | ||
*After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster. | *After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster. | ||
* | *Check for any [[Township/Tasks#Casual|Casual Tasks]] that give Wood, Planks or Stone. Completing these will speed up the beginning by a lot. Depending on when the town was created, there may not be any tasks available just yet. | ||
* | *Health will start to decrease after Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. It's advised to build an Herbalist and keep Health at or near 100% at all times. | ||
==Level 15-34== | ==Level 15-34== | ||
'''New Upgrades:''' {{TownshipIcon| | '''New Upgrades:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|House|noicon=true}}, {{TownshipIcon|Wood|notext=true}}{{TownshipIcon|Logging Camp|noicon=true}}, {{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}{{TownshipIcon|Miners Field|noicon=true}}, {{TownshipIcon|Bar|notext=true}}{{TownshipIcon|Blacksmiths Workshop|noicon=true}} | ||
'''New Buildings:''' {{TownshipIcon| | '''New Buildings:''' {{TownshipIcon|Clothing|notext=true}}{{TownshipIcon|Tailor|noicon=true}}, {{TownshipIcon|Market}} (-0.25% Township repair costs), {{TownshipIcon|Happiness|notext=true}}{{TownshipIcon|Gardens|noicon=true}}, {{TownshipIcon|Happiness|notext=true}}{{TownshipIcon|Tavern|noicon=true}}, {{TownshipIcon|Trading Post}} (Unlocks [[Township#Trading_Post|Trader]], -0.33% Township Trader costs), {{TownshipIcon|Prats Hats}} (Unlocks Hats in the [[Shop#Township|Shop]]) | ||
*All wood should go into Carpenters Workshops until maxed at 20/20. | *All wood should go into Carpenters Workshops until maxed at 20/20. | ||
*If | *If there are still Wooden Huts that can be built in the Grasslands, prioritize doing so now. | ||
*When you have approximately 1,500-2,000 | *When you have approximately 1,500-2,000 Stone left, build 20 Miners Pits in the Mountains. | ||
*For now, | *For now, balance Planks usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of. | ||
* | *Clothing will become a valuable resource soon. Aim for at least 150 Leather per tick so 1 Tailor can be built every tick. More Leather can help get Basic Shelter in the Arid Plains built sooner. Clothing will be needed in high quantities in the Snowlands which will eventually become the best biome to build in when you have the resources to do so. | ||
* | *Food production will likely be a problem around Level 30-35. Avoid the Fishermans Dock in the Water Biome since Aeris reduces production by -75%. Aim for around 1,200 Food per tick for now. | ||
==Level 35-59== | ==Level 35-59== | ||
'''New Upgrades:''' {{TownshipIcon| | '''New Upgrades:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Cottage|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Factory|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Lodge|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Lodge|noicon=true}}, {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Infirmary|noicon=true}}, {{TownshipIcon|Clothing|notext=true}}{{TownshipIcon|Clothier|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Warehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Large School|noicon=true}} | ||
'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion| | '''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion|notext=true}} Production), {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Chapel|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Library|noicon=true}}, {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]]) | ||
If | If hitting the population threshold for these upgrades is troublesome and all the housing has been built, build some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}! Taverns are quite expensive in Food while Gardens use Planks. | ||
* | *Build Carpenters Factory and the rest of the Logging Camps if they are not already built. | ||
*Building up | *Building up a supply of Herbs is recommended. They are the only resource required to build an Infirmary and even with max Herb production, it takes a few ticks to build one. If Potions are not stockpiled now, you may run out when building the next tier of housing, the {{TownshipIcon|Large Cottage}}. | ||
*Work towards getting 28- | *Work towards getting 28-30% Worship. If you check Township frequently, this can be increased to 50% however just 1% damage to the Chapels will result in losing these modifiers. | ||
**If | **If "None :(" is worshipped, do not build any Worship buildings. Without a god, Worship does nothing. | ||
* | *Bars are going needed at Level 60 so get some production now (about 200 per tick will do for now, just to start stockpiling). If Aeris is worshipped, build them in the Mountains for the 25% bonus production at 25% Worship. | ||
*In the | *In the Snowlands, focus on building Miners Fields then Clothiers then Cottages for now. | ||
*Malcs Cats and Prats Hats can be built whenever | *Malcs Cats and Prats Hats can be built whenever. Don't bother repairing these until after Level 100-110. Malcs Cats can provide small bonuses to Township as well as 1% Global item doubling and 5% Global GP. | ||
Making 1 {{TownshipIcon|Trading Post}} can be useful for trading out excess resources in the event all Warehouses have been built and {{TownshipIcon|Storage|nolink=true}} is still reaching the maximum capacity. This may not need to be done until much later. If a Trading Post is built, avoid repairing it since it's very expensive to repair! | |||
==Level 60-79== | ==Level 60-79== | ||
'''New Upgrades:''' {{TownshipIcon|Large Cottage}} | '''New Upgrades:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Large Cottage|noicon=true}}, {{TownshipIcon|Wood|notext=true}}{{TownshipIcon|Forestry Camp|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Foundry|noicon=true}}, {{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}{{TownshipIcon|Miners Quarry|noicon=true}}, {{TownshipIcon|Bar|notext=true}}{{TownshipIcon|Blacksmiths Forge|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Villa|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Villa|noicon=true}} | ||
'''New Building:''' {{TownshipIcon| | '''New Building:''' {{TownshipIcon|Rune Essence|notext=true}}{{TownshipIcon|Magic Emporium|noicon=true}} | ||
* | *Food will be needed in higher quantities soon. Around 2,000-4,000 Food per tick will be sufficient for now. Other resources will most likely be the limiting factor anyway but this will help with building more Taverns and get a nice stockpile for when Large Cottages are built, which require 7,200 Food each. | ||
*Purchase a few Magic Emporiums for | *Purchase a few Magic Emporiums for Rune Essence as it will be needed in large quantities later on. Aim for about 200-300 per tick for now | ||
**After buying all Miners Quarries and Carpenters Foundries | **After buying all Miners Quarries and Carpenters Foundries, aim for around 2,000 Rune Essence production per tick. | ||
* | *Stone and Coal will begin to be heavily strained. Prioritize the Miners Quarries in the Snowlands first due to the 2x biome modifier. Then Mountains if Aeris is worshipped otherwise build in the Desert if the worshipped god does not decrease production there. | ||
*Schools and Libraries should be cheap enough that they're worth grabbing now | *Schools and Libraries should be cheap enough that they're worth grabbing now however it may be better to upgrade Planks first. This should help with the lack of Stone and Coal. | ||
* | *Bars will start to be heavily used. Mountains will probably be the easiest to max out since Coal and Clothing will be in short supply. | ||
*Cemeteries can be built in the | *Cemeteries can be built in the Grasslands to further increase Potions production, if needed. They cost quite a bit of Herbs and Bars so only dump any remaining resources into them. | ||
==Level 80== | ==Level 80== | ||
'''New Upgrades:''' {{TownshipIcon| | '''New Upgrades:''' {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Healing Centre|noicon=true}}, {{TownshipIcon|Clothing|notext=true}}{{TownshipIcon|Outfitter|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Repository|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Academy|noicon=true}} | ||
'''New Buildings:''' {{TownshipIcon| | '''New Buildings:''' {{TownshipIcon|GP|notext=true}}{{TownshipIcon|Town Hall|noicon=true}}, {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Statue of Worship|noicon=true}} | ||
*With the Town Halls unlocked | *With the Town Halls unlocked, GP can now be earned with Township. The resource cost of these (specifically Herbs and Potions) are quite high. Resource costs can be reduced by 15% by wearing the {{ItemIcon|Township Skillcape}}. Building Statues can further reduce this by 25% with Aeris or 15% with the other 3 starter gods. This is doubled during Spring with Aeris (check for your god's [[Township#Worship|2x Season here]]). Resource cost reduction does not work for GP. | ||
*If | *If Stone and Plank production has been maxed and the [[Throne of the Herald Expansion]] is owned, start building all Magic Emporiums. Rune Essence will be needed in high quantities at Level 100 and 110. Building a stockpile now will prevent any delays due to lack of Rune Essence. | ||
* | *If Stone and Coal is still needed, building Academies will help generate more of it. | ||
==Level 81+== | ==Level 81+== | ||
At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain. | At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain. | ||
*{{TownshipIcon|Market|Markets}} | *{{TownshipIcon|Market|Markets}} around now is a good idea. They'll help reduce repair costs which should start becoming more relevant now that buildings are starting to maxed out. | ||
*With the [[ | *With the [[Throne of the Herald Expansion]], most resource generating building will get another another upgrade at Level 100. | ||
*At Level 100 | *At Level 100, {{TownshipIcon|Cool Rocks}} are unlocked which unlocks the ability to buy cool rock pets from the [[Shop#Township|Shop]]. These primarily improve Mining and Smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them with the | ||
*Trading Posts are another thing | *Trading Posts are another thing that can be built around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5% | ||
* | *Increasing Rune Production should be done after all basic resource production is taken caret of. The {{TownshipIcon|Large Repository|Large Repositories}} will need a LOT of Rune Essence. | ||
**Storage should probably be the very last building | **Storage should probably be the very last building that is built. It is suggested to build them during your god's 2x season for decreased Rune Essence cost. | ||
==Which worship is best?== | ==Which worship is best?== | ||
[[File:99 Township Repair Averages.png|thumb|Average resource generation at level 99 | [[File:99 Township Repair Averages.png|thumb|Average resource generation at level 120 (Top) and Level 99 (Bottom)]] | ||
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out at Level 99 Town with all Pets (Bottom) and Level 120 Town with Astrology and all Pets (Top). | |||
For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less | For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less Food and Leather, are relatively inconsequential since neither is a particularly valuable resource for building/leveling. The resources from each god will make a very small factor in choosing which god to worship. | ||
Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall | Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during {{TownshipIcon|Nightfall}} and Herald gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse}}. | ||
[https://docs.google.com/spreadsheets/d/1nuorvUH6R2t6qkill2bQf_kIC6UsP-D9LJBXAlzsz-o/edit#gid= | [https://docs.google.com/spreadsheets/d/1nuorvUH6R2t6qkill2bQf_kIC6UsP-D9LJBXAlzsz-o/edit#gid=957712868 This spreadsheet] was used to create the Averages tables and has options to toggle 99/120 Skillcape, Pets, Astrology buffs and Ancient Relics as well as set the number of Town Halls. | ||
==The Trader== | ==The Trader== | ||
The Trader offers consumables that are not available elsewhere. The best trades will depend on | ===Trading for Consumable or Resources=== | ||
The Trader offers consumables that are not available elsewhere. The best trades will depend on whether the Township and Skill level requirements are met. Boxes also require a certain amount of Main Task to be completed. The best box depends on whichever resources are the most useful to you. The exception would be {{ItemIcon|Food Box I}} which provides more overall healing per Township Resource than {{ItemIcon|Food Box II}} and {{ItemIcon|Food Box III}}. Some key items of note from the trader: | |||
*'''Food''': The {{ItemIcon|Monster Hunter Scroll}} can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The {{ItemIcon|Ranged Hinder Scroll}} can be used to fill the consumable slot if | *'''Food''': The {{ItemIcon|Monster Hunter Scroll}} can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The {{ItemIcon|Ranged Hinder Scroll}} can be used to fill the consumable slot if there are no better options available. The Food Boxes can also be used to quickly gather secondaries for {{ItemIcon|Pig}} and {{ItemIcon|Wolf}} tablets | ||
*'''Wood''': {{ItemIcon|Quick Burner}} will be very useful until | *'''Wood''': {{ItemIcon|Quick Burner}} will be very useful until the {{ItemIcon|Kindling Pouch}} or {{ItemIcon|Kindling Pouch II}} can be created in {{Skill|Crafting}}. The Wood Boxes can be used to quickly gather secondaries for the {{ItemIcon|Ent}} Tablet. | ||
*'''Ore and Bars''': The boxes can be used to quickly gather secondaries for the {{ItemIcon|Mole}} and {{ItemIcon|Salamander}} Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well. | *'''Ore and Bars''': The boxes can be used to quickly gather secondaries for the {{ItemIcon|Mole}} and {{ItemIcon|Salamander}} Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well. | ||
*'''Stone''': The {{ItemIcon|Melee Hinder Scroll}} can be used to fill the Consumable slot if | *'''Stone''': The {{ItemIcon|Melee Hinder Scroll}} can be used to fill the Consumable slot if there are no better options available. | ||
*'''Essence''': {{ItemIcon|Scroll Of Essence}} can dramatically increase the amount of Essence | *'''Essence''': {{ItemIcon|Scroll Of Essence}} can dramatically increase the amount of Essence that is mined while the {{ItemIcon|Looter Pouch}} can increase combat loot. The {{ItemIcon|Magic Hinder Scroll}} can be used to fill the Consumable slot if there are no better options available. | ||
*'''Leather''': The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets. | *'''Leather''': The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets. | ||
*'''Potions''': The {{ItemIcon|Consumable Enhancer}} can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that | *'''Potions''': The {{ItemIcon|Consumable Enhancer}} can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that can't be made through {{Skill|Herblore}} yet, or don't greatly benefit from being upgraded like {{ItemIcon|Diamond Luck Potion I}} potions. | ||
===Trading for GP=== | |||
[[File:Township Trading Resources Avg.png|Average GP/tick opening each box tier with 1 (Top) or 150 (Bottom) Trading Posts at Level 99 and 120|thumb|290px]] | |||
[[File:Which Township boxes are worth opening.png|Which boxes are worth opening|thumb|290px]] | |||
The first chart shows the additional GP generation per hour when selling resources instead of keeping them. Everything sells for approximately the same amount of resources. The exception is some boxes. The contents of the boxes, in a lot of cases, are worth more than the box itself. The second chart shows which boxes are worth opening. If a box is not worth opening, the following list offers the best trading. '''NOTE''': The different between the best and worst trades are VERY minimal and is not recommended unless you want to min-max. | |||
*'''Food''': {{ItemIcon|Dragonbreath Deterer}} | |||
*'''Wood''': {{ItemIcon|Quick Burner}} | |||
*'''Stone''': {{ItemIcon|Gem Finder Scroll}} | |||
*'''Coal''': {{ItemIcon|Coal Ore}} | |||
*'''Herbs''': {{ItemIcon|Herblore Scroll Of XP}} | |||
*'''Essence''': {{ItemIcon|Runecrafting Scroll Of XP}} | |||
*'''Leather''': {{ItemIcon|Leather}} (Only if converted to {{ItemIcon|Green Dragonhide}} in the shop), {{ItemIcon|Slayer Blinding Scroll}} | |||
*'''Potions''': {{ItemIcon|Consumable Enhancer}} | |||
*'''Planks''': {{ItemIcon|Burning Scroll Of Gold|notext=true}}{{ItemIcon|Burning Scroll Of Stardust|notext=true}}{{ItemIcon|Burning Scroll Of Ash|notext=true}} Any Burning Scroll | |||
*'''Clothing''': {{ItemIcon|Crafting Scroll Of XP}} | |||
==Normal Boosts== | |||
Below is an automatically generated list of boosts that will speed up leveling. However, none of the boosts are necessary to reach Level 99 or 120 and can be easily skipped. | |||
{{ModifierTable|increasedSkillXP,increasedNonCombatSkillXP,increasedGlobalSkillXP,increasedTownshipResourceProduction,increasedTownshipMaxStorage,increasedTownshipHappiness,decreasedTownshipBuildingCost,increasedTownshipEducation,decreasedTownshipRepairCost,increasedTownshipHealth,decreasedTownshipTraderCost,increasedTownshipGPProduction|Township Boosts|false|filters=skill:Township}} | |||
=Into The Abyss= | |||
==Introduction== | |||
*The general progression of Abyssal Township is a bit different than normal Township. Experience is not passively gained. Instead, all experience gain will come from fighting the new Abyssal Wave mechanic. | |||
*The overall progression will be waiting to build up enough {{TownshipIcon|Armour & Weaponry}}. Resource generation is much less of a focus in Abyssal Township as it was in normal Township. | |||
*This guide was written with Aeris Worship, no additional Abyssal XP boosters other than those found in the Township Skill Tree and wearing the {{ItemIcon|Township Skillcape}} while building. If you have other Abyssal XP modifiers, the Armour & Weaponry requirements listed in some of the steps may be lower. | |||
==Quick Tips & Info== | |||
*Like normal Township, keeping health at/near 100% is very good. However unlike normal Township, repairing abyssal buildings isn't as impactful (and is advised in some cases). It is recommended to keep all normal township buildings fully repaired if you're at that stage in normal Township. | |||
*Stockpiling {{TownshipIcon|Armour & Weaponry}} until the next level bracket can be reached is recommended because there's no buildings unlocked between Abyssal Level 10 and 19 and this allows {{TownshipIcon|Fortification}} to be increased in the mean time which increases Township Abyssal EXP. | |||
**Before fighting any Abyssal Waves, ensure any items that increase Abyssal Experience gain are equipped! | |||
*Remember to wear a {{ItemIcon|Township Skillcape}} or {{ItemIcon|Superior Township Skillcape}} while building to reduce building costs! | |||
*The total cost of Abyssal Township will be {{AP|172890000}} however similarly to normal Township, most of this cost comes from a few buildings that are unlocked at levels 50 and 60. | |||
*Abyssal Township takes around 20-25 days to reach Abyssal Level 60 depending on activity. Maxing everything out takes quite a bit longer due to a couple high cost buildings that are unlocked at level 50 and 60. | |||
===Level 1-9=== | |||
'''New Buildings:''' {{TownshipIcon|Soul Storage|notext=true}}{{TownshipIcon|Reinforced Planks|notext=true}}{{TownshipIcon|Abyssal Stone|notext=true}}{{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Abyssal Gateway|noicon=true}}, {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Weaponsmith I|noicon=true}}, {{TownshipIcon|Reinforced Planks|notext=true}}{{TownshipIcon|Reinforced Carpenter I|noicon=true}}, {{TownshipIcon|Abyssal Stone|notext=true}}{{TownshipIcon|Abyssal Harvester I|noicon=true}}, {{TownshipIcon|Obsidian|notext=true}}{{TownshipIcon|Obsidian Mines|noicon=true}}, {{TownshipIcon|Soul Storage|notext=true}}{{TownshipIcon|Sanctuary|noicon=true}}, {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Wooden Walls|noicon=true}} | |||
*Abyssal Township is started by building the Abyssal Gateway. This will start generating the first 3 Abyssal resources: {{TownshipIcon|Reinforced Planks}}, {{TownshipIcon|Abyssal Stone}} and {{TownshipIcon|Armour & Weaponry}}. | |||
*The priority will be Armour & Weaponry for Abyssal Waves however Reinforced Planks and Abyssal Stone are needed first so start by building 20 Reinforced Carpenter then 10 Abyssal Harvester. | |||
*This should be enough Reinforced Planks and Abyssal Stone to start building all 60 Weaponsmith. | |||
**Do not fight any Abyssal Waves until all Wooden Walls have been built in a future step. This will build up some Fortification which increases the amount of Abyssal EXP from each wave and there's no benefit to being levels 2-9. | |||
*Next, build the rest of the Reinforced Carpenters. Soul Storage may become full during this step. Building Sanctuaries is recommended to prevent Soul Storage from becoming capped. Around 15 Sanctuaries should be enough for this step and the next. | |||
*Build all Abyssal Harvesters to start building a stockpile of Abyssal Stone and build Sanctuaries if necessary. | |||
**Reinforced Planks and Abyssal Stone will be stockpiled to ensure all {{TownshipIcon|Armour & Weaponry}} can be built immediately at Abyssal Level 10 since it takes a while to build up enough Armour & Weaponry to fight 1 Abyssal Wave. | |||
*Build 40 Obsidian Mines. This is just to get ready for the next tiers of buildings. Abyssal Stone and Reinforced Planks | |||
*With the base resource generation in a good spot, start building all 50 Wooden Walls in the 3 biomes they're available in. Once they are built, fight Abyssal Waves until until you're out of Armour & Weaponry. | |||
**Before fighting Abyssal Waves, ensure health is at 100% since this directly effects the Fortification Value and ensure the town is fully repaired. | |||
**'''Between''' Abyssal Wave fights, remember to check out the Skill Tree! The suggested route is to go down the left side for Township XP (A1, A2) then Global XP (B1, B2) then AB1, A3, A4. The amount of {{AP}} and {{ASC}} at this stage is so small and Abyssal Waves are fought so infrequently that the income from the nodes on the right side won't even be noticed. | |||
===Level 10-19=== | |||
'''New Upgrades:''' {{TownshipIcon|Soul Storage|notext=true}}{{TownshipIcon|Divine Sanctuary|noicon=true}}, {{TownshipIcon|Abyssal Stone|notext=true}}{{TownshipIcon|Abyssal Harvester II|noicon=true}} | |||
'''New Buildings:''' {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Armourer I|noicon=true}}, {{TownshipIcon|Voidfire Ash|notext=true}}{{TownshipIcon|Fire Pit|noicon=true}} | |||
*Since no {{TownshipIcon|Fortification}} buildings were unlocked at level 10, Abyssal Waves can be fought whenever during this level range. Remember to repair, heal and equip any Increased Abyssal XP items before fighting Abyssal Waves and spend any Skill Tree points '''between''' Abyssal Waves! | |||
*Build all 60 Armourer I | |||
*Build 30 Abyssal Harvesters | |||
*Build 40 Fire Pits. Building more is not necessary for now and the Reinforced Planks will more useful at Level 20. | |||
*Build the remaining 30 Abyssal Harvesters | |||
*From here, fight Abyssal Waves and stockpile resources in preparation for level 20. Spend resources on more Soul Storage if needed. If Soul Storage is nearly full and all storage buildings have been built, buy Fire Pits and/or Obsidian Mines to free up space. | |||
===Level 20-29=== | |||
'''New Upgrades:''' {{TownshipIcon|Soul Storage|notext=true}}{{TownshipIcon|Ethereal Sanctuary|noicon=true}}, {{TownshipIcon|Reinforced Planks|notext=true}}{{TownshipIcon|Reinforced Carpenter II|noicon=true}}, {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Weaponsmith II|noicon=true}}, {{TownshipIcon|Obsidian|notext=true}}{{TownshipIcon|Obsidian Quarry|noicon=true}}, {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Stone Walls|noicon=true}}, {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Empowered Altar|noicon=true}} | |||
'''New Buildings:''' {{TownshipIcon|Abyssal Enhancer}} (-0.20% Global Abyssa XP), {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Empowered Altar|noicon=true}}, {{TownshipIcon|Runestone|notext=true}}{{TownshipIcon|Runestone Crafter|noicon=true}} | |||
*With the new {{TownshipIcon|Fortification}} buildings, hold off on fighting any Abyssal Waves until {{TownshipIcon|Armour & Weaponry|qty=960000}} have been generated. This will be enough to get to around level 30 while giving enough time to increase experience gain through Fortification and the Abyssal Enhancer. | |||
*Build all 60 Weaponsmiths then all 60 Reinforced Carpenters then all 60 Runestone Crafter | |||
*Build the remaining 20 Fire Pits and 20 Obsidian Mines | |||
*Build all 10 Empowered Alters then all 150 Stone Walls | |||
*If you are a more active player (updating Township 6+ times every day) or if it's Spring and Aeris is worshipped, build 5 Abyssal Enhancers. | |||
*The remaining resources will be stockpiles for level 30 as this opens up a lot more upgrades. Remember to fully repair, heal, equip increased Abyssal XP items and spend any Skill Points '''between''' Abyssal Waves. | |||
===Level 30-39=== | |||
'''New Upgrades:''' {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Armourer II|noicon=true}}, {{TownshipIcon|Abyssal Stone|notext=true}}{{TownshipIcon|Abyssal Harvester III|noicon=true}}, {{TownshipIcon|Voidfire Ash|notext=true}}{{TownshipIcon|Bonfire|noicon=true}}, {{TownshipIcon|Runestone|notext=true}}{{TownshipIcon|Runestone Combiner|noicon=true}}, {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Arcane Altar|noicon=true}} | |||
'''New Buildings:''' {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Enchanted Tower|noicon=true}} | |||
*Build all 60 Armourers, 60 Abyssal Harvesters, 60 Bonfires, 60 Runestone Combiner, 60 Obsidian Quarry | |||
*Build all 10 Enchanted Towers and Arcane Altars | |||
*Build all the Wooden Walls and Stone Walls in the {{TownshipIcon|Ethereal Voids}} biome | |||
*Build Abyssal Enhancers. If it's current Spring, build ~30. Summer/Fall build ~20, and Winter build ~10. The rest of the resources will be saved for both the Weaponsmiths and Armoursmiths at level 40. | |||
*To reach Level 40, {{TownshipIcon|Armour & Weaponry|qty=1700000}} is needed. Remember to fully repair, heal, equip increased Abyssal XP items and spend any Skill Points '''between''' Abyssal Waves. | |||
===Level 40-49=== | |||
'''New Upgrades:''' {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Armourer III|noicon=true}}, {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Weaponsmith III|noicon=true}}, {{TownshipIcon|Reinforced Planks|notext=true}}{{TownshipIcon|Reinforced Carpenter III|noicon=true}}, {{TownshipIcon|Obsidian|notext=true}}{{TownshipIcon|Obsidian Blaster|noicon=true}}, {{TownshipIcon|Soul Storage|notext=true}}{{TownshipIcon|Void Sanctuary|noicon=true}}, {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Ethereal Altar|noicon=true}}, {{TownshipIcon|Fortification|notext=true}}{{TownshipIcon|Obsidian Walls|noicon=true}} | |||
'''New Buildings:''' {{TownshipIcon|Abyssal Research Lab}} (+0.20% Global Mastery XP for Abyssal Realm only), {{TownshipIcon|Slayer Research Lab}} (+0.50% Abyssal Slayer Coins from Slayer Task Monsters) | |||
*Build all Reinforced Carpenters, Weaponsmiths, Armourers | |||
*Build 30 Obsidian Blasters | |||
*Build all Ethereal Altars and Obsidian Walls | |||
*If you do not have 3.58M Armour & Weaponry yet, you may build more Abyssal Enhancers until then. | |||
*To reach Level 50, {{TownshipIcon|Armour & Weaponry|qty=3580000}} is needed. Remember to fully repair, heal, equip increased Abyssal XP items and spend any Skill Points '''between''' Abyssal Waves | |||
**Before repairing, building 1 Abyssal Enhancer is ideal since repairing them at this point will be nearly as much as building a new one. | |||
===Level 50-60=== | |||
'''New Upgrades:''' {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Armourer IV|noicon=true}}, {{TownshipIcon|Armour & Weaponry|notext=true}}{{TownshipIcon|Weaponsmith IV|noicon=true}}, {{TownshipIcon|Runestone|notext=true}}{{TownshipIcon|Runestone Merger|noicon=true}}, {{TownshipIcon|Voidfire Ash|notext=true}}{{TownshipIcon|Voidfire Beacon|noicon=true}} | |||
'''New Buildings:''' {{TownshipIcon|Abyssal Combat Lab}} (+0.25% Damage Dealt to all Monsters when using Abyssal Damage) | |||
*Build all Weaponsmiths, Armourers. If you run out of Void Ash, swap to building 45 Voidfire Beacons then back to Weaponsmiths and Armourers. | |||
*Build all Voidfire Beacons. | |||
*Build all Runestone Mergers. | |||
*From here any of the remaining buildings can be built. It's a long stretch to level 60 and an even longer stretch to 100% Abyssal Township. At this point it's best to keep all buildings fully repaired. | |||
==Boosts== | ==Abyssal Boosts== | ||
{{ModifierTable| | {{ModifierTable|increasedAbyssalSkillXP,increasedGlobalAbyssalSkillXP,decreasedTownshipBuildingCost,decreasedTownshipRepairCost|Township Boosts|false|filters=skill:Township}} | ||
{{SkillGuideMenu}} | {{SkillGuideMenu}} |
Latest revision as of 18:19, 6 July 2024
This page is up to date (v1.3). |
Base Game & Throne of the Herald
General Info
Township takes approximately 2-3 weeks to reach Level 99 and 3-4 additional weeks to reach Level 120 (5-7 weeks total). This can be lower or higher depending on activity. Completing Casual Tasks can help speed up this process.
- Township will provide plenty of
GP from
Town Halls and various resources (including
GP) and consumables from the
Trading Post but not before costing a lot of GP first.
- The cost of all buildings (excluding Statues and Town Hall) up to level 99 is 123,948,850 GP. Level 120 will be an additional 220,322,010 GP. 50
Statue of Worship and 8
Town Hall will add an additional 850,000,000 GP for a grand total of 1,194,270,860
.
- Township will degrade over time if you don't keep upgrading it. Updating the town at least once per day is recommended. More will be beneficial.
- Seasonal Modifiers boost production early and decrease it later making it better to commit to building quickly at the start.
- Township cannot be failed. No matter how bad it looks, there's always a solution to fixing the town.
- Each "tick", or "town update", takes 1 hour and is done automatically.
Quick Tips
- Casual Tasks can greatly speed up the early game. Completing each of the base game Dungeons once will unlock Casual Tasks for 10,000-75,000
Food,
Wood and
Stone. Starting with Dragons Den, these tasks will also give
Planks and
Bars! Overfilling the storage will result in resources being deleted when the next tick happens so be sure to spend or trade out resources before this happens.
- As a general goal, prioritize whatever resource is the lowest and then increase
Population (XP).
- Aeris is the safest and pick as the first god to worship due to having the highest cost reduction at -25% building cost which is doubled in Spring. This can reduce the resource and repair costs for Township.
- Building Cost Reduction will also reduce repair cost (including GP!).
- Repairing early is a waste of resources. Building a new building repairs for FREE so when possible try to build a new building instead of repairing first and then building a new one.
- The
Swamp,
Valley and
Arid Plains provide a 1.5x multiplier to most buildings in these biomes while the
Jungle,
Desert and
Snowlands provide a 2x multiplier to most buildings in these biomes. This bonus production will be factored into the displayed values.
Worship modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
- If
Population is low, check
Health. Health is the final multiplier of population. Having 75% health will result in 75% population.
- Seasons have modifiers. Click 'View Season Modifiers' In-Game or the Seasons Section on the Wiki to check them out!
General Progression
The general progression may change based on which god is choosen. The following will be based on Aeris. There are notes throughout the guide where this may cause issues.
- Always prioritize resources that you aren't generating enough of. Stone, Wood and Planks are the main resources.
- Always bulk up
Storage before going to sleep to ensure it doesn't cap out over night!
- After resources, the next priority should be
Population (XP). If the next tier of unlocks provides another upgrade to a much needed resource, prioritizing population over resource production is a valid strategy.
Remember, building a new building will repair for FREE. Do not repair unless that building is 100% maxed out. Its likely repairs can be avoided entirely by just building new buildings until around Level 90.
Level 1-14
New Buildings: Basic Shelter,
Wooden Hut,
Woodcutter Camp,
Carpenters Workshop,
Miners Pit,
Blacksmiths Smithy,
Hunters Cabin,
Gatherers Hut,
Herbalist,
Storehouse,
School
- Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of the Wood for more Carpenters Workshops.
- After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster.
- Check for any Casual Tasks that give Wood, Planks or Stone. Completing these will speed up the beginning by a lot. Depending on when the town was created, there may not be any tasks available just yet.
- Health will start to decrease after Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. It's advised to build an Herbalist and keep Health at or near 100% at all times.
Level 15-34
New Upgrades: House,
Logging Camp,
Miners Field,
Blacksmiths Workshop
New Buildings: Tailor,
Market (-0.25% Township repair costs),
Gardens,
Tavern,
Trading Post (Unlocks Trader, -0.33% Township Trader costs),
Prats Hats (Unlocks Hats in the Shop)
- All wood should go into Carpenters Workshops until maxed at 20/20.
- If there are still Wooden Huts that can be built in the Grasslands, prioritize doing so now.
- When you have approximately 1,500-2,000 Stone left, build 20 Miners Pits in the Mountains.
- For now, balance Planks usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of.
- Clothing will become a valuable resource soon. Aim for at least 150 Leather per tick so 1 Tailor can be built every tick. More Leather can help get Basic Shelter in the Arid Plains built sooner. Clothing will be needed in high quantities in the Snowlands which will eventually become the best biome to build in when you have the resources to do so.
- Food production will likely be a problem around Level 30-35. Avoid the Fishermans Dock in the Water Biome since Aeris reduces production by -75%. Aim for around 1,200 Food per tick for now.
Level 35-59
New Upgrades: Cottage,
Carpenters Factory,
Hunters Lodge,
Gatherers Lodge,
Infirmary,
Clothier,
Warehouse,
Large School
New Buildings: Cemetery (+2%
Production),
Chapel,
Library,
Malcs Cats (Unlocks Cats in the Shop)
If hitting the population threshold for these upgrades is troublesome and all the housing has been built, build some Gardens and
Taverns! Taverns are quite expensive in Food while Gardens use Planks.
- Build Carpenters Factory and the rest of the Logging Camps if they are not already built.
- Building up a supply of Herbs is recommended. They are the only resource required to build an Infirmary and even with max Herb production, it takes a few ticks to build one. If Potions are not stockpiled now, you may run out when building the next tier of housing, the
Large Cottage.
- Work towards getting 28-30% Worship. If you check Township frequently, this can be increased to 50% however just 1% damage to the Chapels will result in losing these modifiers.
- If "None :(" is worshipped, do not build any Worship buildings. Without a god, Worship does nothing.
- Bars are going needed at Level 60 so get some production now (about 200 per tick will do for now, just to start stockpiling). If Aeris is worshipped, build them in the Mountains for the 25% bonus production at 25% Worship.
- In the Snowlands, focus on building Miners Fields then Clothiers then Cottages for now.
- Malcs Cats and Prats Hats can be built whenever. Don't bother repairing these until after Level 100-110. Malcs Cats can provide small bonuses to Township as well as 1% Global item doubling and 5% Global GP.
Making 1 Trading Post can be useful for trading out excess resources in the event all Warehouses have been built and
Storage is still reaching the maximum capacity. This may not need to be done until much later. If a Trading Post is built, avoid repairing it since it's very expensive to repair!
Level 60-79
New Upgrades: Large Cottage,
Forestry Camp,
Carpenters Foundry,
Miners Quarry,
Blacksmiths Forge,
Hunters Villa,
Gatherers Villa
New Building: Magic Emporium
- Food will be needed in higher quantities soon. Around 2,000-4,000 Food per tick will be sufficient for now. Other resources will most likely be the limiting factor anyway but this will help with building more Taverns and get a nice stockpile for when Large Cottages are built, which require 7,200 Food each.
- Purchase a few Magic Emporiums for Rune Essence as it will be needed in large quantities later on. Aim for about 200-300 per tick for now
- After buying all Miners Quarries and Carpenters Foundries, aim for around 2,000 Rune Essence production per tick.
- Stone and Coal will begin to be heavily strained. Prioritize the Miners Quarries in the Snowlands first due to the 2x biome modifier. Then Mountains if Aeris is worshipped otherwise build in the Desert if the worshipped god does not decrease production there.
- Schools and Libraries should be cheap enough that they're worth grabbing now however it may be better to upgrade Planks first. This should help with the lack of Stone and Coal.
- Bars will start to be heavily used. Mountains will probably be the easiest to max out since Coal and Clothing will be in short supply.
- Cemeteries can be built in the Grasslands to further increase Potions production, if needed. They cost quite a bit of Herbs and Bars so only dump any remaining resources into them.
Level 80
New Upgrades: Healing Centre,
Outfitter,
Repository,
Academy
New Buildings: Town Hall,
Statue of Worship
- With the Town Halls unlocked, GP can now be earned with Township. The resource cost of these (specifically Herbs and Potions) are quite high. Resource costs can be reduced by 15% by wearing the
Township Skillcape. Building Statues can further reduce this by 25% with Aeris or 15% with the other 3 starter gods. This is doubled during Spring with Aeris (check for your god's 2x Season here). Resource cost reduction does not work for GP.
- If Stone and Plank production has been maxed and the Throne of the Herald Expansion is owned, start building all Magic Emporiums. Rune Essence will be needed in high quantities at Level 100 and 110. Building a stockpile now will prevent any delays due to lack of Rune Essence.
- If Stone and Coal is still needed, building Academies will help generate more of it.
Level 81+
At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.
Markets around now is a good idea. They'll help reduce repair costs which should start becoming more relevant now that buildings are starting to maxed out.
- With the Throne of the Herald Expansion, most resource generating building will get another another upgrade at Level 100.
- At Level 100,
Cool Rocks are unlocked which unlocks the ability to buy cool rock pets from the Shop. These primarily improve Mining and Smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them with the
- Trading Posts are another thing that can be built around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5%
- Increasing Rune Production should be done after all basic resource production is taken caret of. The
Large Repositories will need a LOT of Rune Essence.
- Storage should probably be the very last building that is built. It is suggested to build them during your god's 2x season for decreased Rune Essence cost.
Which worship is best?
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out at Level 99 Town with all Pets (Bottom) and Level 120 Town with Astrology and all Pets (Top).
For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less Food and Leather, are relatively inconsequential since neither is a particularly valuable resource for building/leveling. The resources from each god will make a very small factor in choosing which god to worship.
Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during Nightfall and Herald gives -1s monster respawn time during
Solar Eclipse.
This spreadsheet was used to create the Averages tables and has options to toggle 99/120 Skillcape, Pets, Astrology buffs and Ancient Relics as well as set the number of Town Halls.
The Trader
Trading for Consumable or Resources
The Trader offers consumables that are not available elsewhere. The best trades will depend on whether the Township and Skill level requirements are met. Boxes also require a certain amount of Main Task to be completed. The best box depends on whichever resources are the most useful to you. The exception would be Food Box I which provides more overall healing per Township Resource than
Food Box II and
Food Box III. Some key items of note from the trader:
- Food: The
Monster Hunter Scroll can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The
Ranged Hinder Scroll can be used to fill the consumable slot if there are no better options available. The Food Boxes can also be used to quickly gather secondaries for
Pig and
Wolf tablets
- Wood:
Quick Burner will be very useful until the
Kindling Pouch or
Kindling Pouch II can be created in
Crafting. The Wood Boxes can be used to quickly gather secondaries for the
Ent Tablet.
- Ore and Bars: The boxes can be used to quickly gather secondaries for the
Mole and
Salamander Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well.
- Stone: The
Melee Hinder Scroll can be used to fill the Consumable slot if there are no better options available.
- Essence:
Scroll Of Essence can dramatically increase the amount of Essence that is mined while the
Looter Pouch can increase combat loot. The
Magic Hinder Scroll can be used to fill the Consumable slot if there are no better options available.
- Leather: The
Gem Preserver Scroll can help reduce the cost for
Monkey tablets.
- Potions: The
Consumable Enhancer can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that can't be made through
Herblore yet, or don't greatly benefit from being upgraded like
Diamond Luck Potion I potions.
Trading for GP
The first chart shows the additional GP generation per hour when selling resources instead of keeping them. Everything sells for approximately the same amount of resources. The exception is some boxes. The contents of the boxes, in a lot of cases, are worth more than the box itself. The second chart shows which boxes are worth opening. If a box is not worth opening, the following list offers the best trading. NOTE: The different between the best and worst trades are VERY minimal and is not recommended unless you want to min-max.
- Food:
Dragonbreath Deterer
- Wood:
Quick Burner
- Stone:
Gem Finder Scroll
- Coal:
Coal Ore
- Herbs:
Herblore Scroll Of XP
- Essence:
Runecrafting Scroll Of XP
- Leather:
Leather (Only if converted to
Green Dragonhide in the shop),
Slayer Blinding Scroll
- Potions:
Consumable Enhancer
- Planks:
Any Burning Scroll
- Clothing:
Crafting Scroll Of XP
Normal Boosts
Below is an automatically generated list of boosts that will speed up leveling. However, none of the boosts are necessary to reach Level 99 or 120 and can be easily skipped.
Source | Type | DLC | Township Boosts | Other Modifiers |
---|---|---|---|---|
Agility Obstacle 3 | +3% Global Skill XP | -4% Agility Skill XP | ||
Agility Obstacle 5 | +4% Global Skill XP | +3% Global Mastery XP -10% Ammo Preservation -10% Rune Preservation -10% Chance to Preserve Resources in Skills | ||
Agility Obstacle 8 | +5% Global Skill XP | -6% Global Mastery XP | ||
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 (Shield, Passive) | +3% Global Skill XP | -15% Global GP (except Item Sales) | |
![]() | 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% Global Skill XP | +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 +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 +10% Chance to preserve Summoning Charges +100% chance to successfully Cook an item Rune providing items provide 2x as many runes +25% Mastery Pool XP Cap +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 +1 Coal Ore per Ore Mined. (Item doubling does not apply) -50% Coal Costs for Smithing +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 +10 base primary resource quantity gained in Summoning | |
![]() | Item (Cape) | +5% Global Skill XP | +100% chance to gain Coal Ore in Firemaking | |
![]() | 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% Global Skill XP | +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 +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 +5% Damage To Slayer Tasks +10% Chance to preserve Summoning Charges +100% GP gained from Thieving +10% GP gained from Agility Rune providing items provide 2x as many runes -15% Woodcutting Interval -15% Cooking Interval x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +25% Flat Slayer Area Effect Negation -50% Coal Costs for Smithing +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 +10 base primary resource quantity gained in Summoning | |
![]() | 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% Global Skill XP | +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 +8% Damage To Slayer Tasks +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) +75% Ammo Preservation +5% Chance to find gem veins when Mining -75% Coal Costs for Smithing -0.8s Thieving Interval -0.8s Crafting Interval +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points +25% Chance to Preserve Resources in Summoning Bypass All Slayer Area item requirements +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 +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 -30% Melvor Realm Agility Obstacle Build Costs +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
![]() | Item (Cape) | +8% Global Skill XP | +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking | |
![]() | Item (Cape) | -20% Township Building Cost (Capped at -80%) +8% Global Skill XP | +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 +8% Damage To Slayer Tasks +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) +75% Ammo Preservation +5% Chance to find gem veins when Mining -75% Coal Costs for Smithing -0.8s Thieving Interval -0.8s Crafting Interval +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points +25% Chance to Preserve Resources in Summoning Bypass All Slayer Area item requirements +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 +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 -30% Melvor Realm Agility Obstacle Build Costs +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%) | ||
Error creating thumbnail: File missing Undead Enhancement (Superior) | Item (Enhancement1, Enhancement2, Enhancement3) | +4% Global Skill XP | +4% Chance to Double Items Globally +6% Melee Max Hit | |
Error creating thumbnail: File missing Undead Enhancement 3 | Item (Enhancement3) | +2% Global Skill XP | ||
Error creating thumbnail: File missing Undead Enhancement 3 (Augmented) | Item (Enhancement3) | +4% Global Skill XP | ||
Mastery Bonus | ![]() | +5% Global Skill XP | ||
![]() | Pet | +10% Township Max Storage | ||
![]() | Pet | +2% Township Happiness | ||
![]() | Pet | +2% Township Skill XP | ||
![]() | Pet | +2% Township Education | ||
![]() | Pet | +1% Global Skill XP | ||
![]() | Pet | +2% Township Resource Generation |
Into The Abyss
Introduction
- The general progression of Abyssal Township is a bit different than normal Township. Experience is not passively gained. Instead, all experience gain will come from fighting the new Abyssal Wave mechanic.
- The overall progression will be waiting to build up enough Error creating thumbnail: File missingArmour & Weaponry. Resource generation is much less of a focus in Abyssal Township as it was in normal Township.
- This guide was written with Aeris Worship, no additional Abyssal XP boosters other than those found in the Township Skill Tree and wearing the
Township Skillcape while building. If you have other Abyssal XP modifiers, the Armour & Weaponry requirements listed in some of the steps may be lower.
Quick Tips & Info
- Like normal Township, keeping health at/near 100% is very good. However unlike normal Township, repairing abyssal buildings isn't as impactful (and is advised in some cases). It is recommended to keep all normal township buildings fully repaired if you're at that stage in normal Township.
- Stockpiling Error creating thumbnail: File missingArmour & Weaponry until the next level bracket can be reached is recommended because there's no buildings unlocked between Abyssal Level 10 and 19 and this allows
Fortification to be increased in the mean time which increases Township Abyssal EXP.
- Before fighting any Abyssal Waves, ensure any items that increase Abyssal Experience gain are equipped!
- Remember to wear a
Township Skillcape or
Superior Township Skillcape while building to reduce building costs!
- The total cost of Abyssal Township will be 172,890,000
however similarly to normal Township, most of this cost comes from a few buildings that are unlocked at levels 50 and 60.
- Abyssal Township takes around 20-25 days to reach Abyssal Level 60 depending on activity. Maxing everything out takes quite a bit longer due to a couple high cost buildings that are unlocked at level 50 and 60.
Level 1-9
New Buildings:
Weaponsmith I, Reinforced Carpenter I,
- Abyssal Township is started by building the Abyssal Gateway. This will start generating the first 3 Abyssal resources:
Reinforced Planks,
Error creating thumbnail: File missingAbyssal Stone andError creating thumbnail: File missingArmour & Weaponry. - The priority will be Armour & Weaponry for Abyssal Waves however Reinforced Planks and Abyssal Stone are needed first so start by building 20 Reinforced Carpenter then 10 Abyssal Harvester.
- This should be enough Reinforced Planks and Abyssal Stone to start building all 60 Weaponsmith.
- Do not fight any Abyssal Waves until all Wooden Walls have been built in a future step. This will build up some Fortification which increases the amount of Abyssal EXP from each wave and there's no benefit to being levels 2-9.
- Next, build the rest of the Reinforced Carpenters. Soul Storage may become full during this step. Building Sanctuaries is recommended to prevent Soul Storage from becoming capped. Around 15 Sanctuaries should be enough for this step and the next.
- Build all Abyssal Harvesters to start building a stockpile of Abyssal Stone and build Sanctuaries if necessary.
- Reinforced Planks and Abyssal Stone will be stockpiled to ensure all Error creating thumbnail: File missingArmour & Weaponry can be built immediately at Abyssal Level 10 since it takes a while to build up enough Armour & Weaponry to fight 1 Abyssal Wave.
- Reinforced Planks and Abyssal Stone will be stockpiled to ensure all
- Build 40 Obsidian Mines. This is just to get ready for the next tiers of buildings. Abyssal Stone and Reinforced Planks
- With the base resource generation in a good spot, start building all 50 Wooden Walls in the 3 biomes they're available in. Once they are built, fight Abyssal Waves until until you're out of Armour & Weaponry.
- Before fighting Abyssal Waves, ensure health is at 100% since this directly effects the Fortification Value and ensure the town is fully repaired.
- Between Abyssal Wave fights, remember to check out the Skill Tree! The suggested route is to go down the left side for Township XP (A1, A2) then Global XP (B1, B2) then AB1, A3, A4. The amount of
and
at this stage is so small and Abyssal Waves are fought so infrequently that the income from the nodes on the right side won't even be noticed.
Level 10-19
New Upgrades:
Abyssal Harvester II New Buildings:
- Since no
Fortification buildings were unlocked at level 10, Abyssal Waves can be fought whenever during this level range. Remember to repair, heal and equip any Increased Abyssal XP items before fighting Abyssal Waves and spend any Skill Tree points between Abyssal Waves!
- Build all 60 Armourer I
- Build 30 Abyssal Harvesters
- Build 40 Fire Pits. Building more is not necessary for now and the Reinforced Planks will more useful at Level 20.
- Build the remaining 30 Abyssal Harvesters
- From here, fight Abyssal Waves and stockpile resources in preparation for level 20. Spend resources on more Soul Storage if needed. If Soul Storage is nearly full and all storage buildings have been built, buy Fire Pits and/or Obsidian Mines to free up space.
Level 20-29
New Upgrades:
Ethereal Sanctuary, Reinforced Carpenter II,
Obsidian Quarry, Stone Walls,
Empowered Altar
New Buildings:
(-0.20% Global Abyssa XP), Empowered Altar,
- With the new
Fortification buildings, hold off on fighting any Abyssal Waves until 960,000
Error creating thumbnail: File missingArmour & Weaponry have been generated. This will be enough to get to around level 30 while giving enough time to increase experience gain through Fortification and the Abyssal Enhancer. - Build all 60 Weaponsmiths then all 60 Reinforced Carpenters then all 60 Runestone Crafter
- Build the remaining 20 Fire Pits and 20 Obsidian Mines
- Build all 10 Empowered Alters then all 150 Stone Walls
- If you are a more active player (updating Township 6+ times every day) or if it's Spring and Aeris is worshipped, build 5 Abyssal Enhancers.
- The remaining resources will be stockpiles for level 30 as this opens up a lot more upgrades. Remember to fully repair, heal, equip increased Abyssal XP items and spend any Skill Points between Abyssal Waves.
Level 30-39
New Upgrades:
Runestone Combiner, Arcane Altar
New Buildings: Enchanted Tower
- Build all 60 Armourers, 60 Abyssal Harvesters, 60 Bonfires, 60 Runestone Combiner, 60 Obsidian Quarry
- Build all 10 Enchanted Towers and Arcane Altars
- Build all the Wooden Walls and Stone Walls in the Error creating thumbnail: File missingEthereal Voids biome
- Build Abyssal Enhancers. If it's current Spring, build ~30. Summer/Fall build ~20, and Winter build ~10. The rest of the resources will be saved for both the Weaponsmiths and Armoursmiths at level 40.
- To reach Level 40, 1,700,000 Error creating thumbnail: File missingArmour & Weaponry is needed. Remember to fully repair, heal, equip increased Abyssal XP items and spend any Skill Points between Abyssal Waves.
Level 40-49
New Upgrades:
Weaponsmith III, Reinforced Carpenter III,
Void Sanctuary, Ethereal Altar,
Obsidian Walls
New Buildings:
(+0.20% Global Mastery XP for Abyssal Realm only),
(+0.50% Abyssal Slayer Coins from Slayer Task Monsters)
- Build all Reinforced Carpenters, Weaponsmiths, Armourers
- Build 30 Obsidian Blasters
- Build all Ethereal Altars and Obsidian Walls
- If you do not have 3.58M Armour & Weaponry yet, you may build more Abyssal Enhancers until then.
- To reach Level 50, 3,580,000 Error creating thumbnail: File missingArmour & Weaponry is needed. Remember to fully repair, heal, equip increased Abyssal XP items and spend any Skill Points between Abyssal Waves
- Before repairing, building 1 Abyssal Enhancer is ideal since repairing them at this point will be nearly as much as building a new one.
Level 50-60
New Upgrades:
Voidfire Beacon New Buildings:
(+0.25% Damage Dealt to all Monsters when using Abyssal Damage)
- Build all Weaponsmiths, Armourers. If you run out of Void Ash, swap to building 45 Voidfire Beacons then back to Weaponsmiths and Armourers.
- Build all Voidfire Beacons.
- Build all Runestone Mergers.
- From here any of the remaining buildings can be built. It's a long stretch to level 60 and an even longer stretch to 100% Abyssal Township. At this point it's best to keep all buildings fully repaired.
Abyssal Boosts
Source | Type | DLC | Township Boosts | Other Modifiers |
---|---|---|---|---|
Agility Obstacle 2 | Error creating thumbnail: File missing | +4% Global Abyssal XP | -10% Max Hit +5% Chance to gain +1 additional resource in Woodcutting (Cannot be doubled) +5% Chance to gain +1 additional resource in Mining (Cannot be doubled) | |
Agility Obstacle 4 | Error creating thumbnail: File missing | +3% Global Abyssal XP | +0.5% chance to receive an Abyssal Gem while Mining Abyssal Rock and Outcrops +0.05% chance to gain Shadow Drake Nest in Woodcutting | |
Agility Obstacle 9 | Error creating thumbnail: File missing | +6% Global Abyssal XP | +0.05% chance to gain Shadow Drake Nest in Woodcutting +0.5% chance to receive an Abyssal Gem while Mining Abyssal Rock and Outcrops +10% Chance to gain +1 additional resource in Woodcutting (Cannot be doubled) +10% Chance to gain +1 additional resource in Mining (Cannot be doubled) +10% Chance to gain +1 additional resource in Fishing (Cannot be doubled) | |
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 | ||
Error creating thumbnail: File missing Abyssal Hourglass (Upright) | Item (Weapon) | Error creating thumbnail: File missing | +6% Global Abyssal XP | -6% Mastery XP for Abyssal Realm only +1 additional quantity of primary resource gained globally (Cannot be doubled) +10% cost to produce Abyssal Realm Items in all Artisan Skills -10% Chance to Preserve Resources in Skills |
Error creating thumbnail: File missing Abyssal Skilling Gem | Item (Gem) | Error creating thumbnail: File missing | +6% Global Abyssal XP | +5% Mastery XP for Abyssal Realm only +1 additional quantity of primary resource gained globally for Abyssal Realm only (cannot be doubled) -5% cost to produce Abyssal Realm Items in all Artisan 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 | |
Error creating thumbnail: File missing Golem Gloves | Item (Gloves) | Error creating thumbnail: File missing | +13% Global Abyssal XP | -5% cost to produce Abyssal Realm Items in all Artisan Skills +6% Interval for all Non-Combat Skills |
Error creating thumbnail: File missing Lost Ring of the Abyss | Item (Ring) | Error creating thumbnail: File missing | +8% Global Abyssal XP | |
![]() | 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) | -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%) | ||
Error creating thumbnail: File missing Voidtaker Amulet | Item (Amulet) | Error creating thumbnail: File missing | +3% Global Abyssal XP | -5% cost to produce Abyssal Realm Items in all Artisan Skills -5% Chance to Double Items Globally |
Melvor Idle Skill Guides | |||||||||||||||||||||
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Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Skills:
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Other:
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |