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{{Otheruses|training the Township skill|the skill itself|Township}}
{{Otheruses|training the Township skill|the skill itself|Township}}
==Starting your Town==
To start, you must choose a map and, optionally, a deity to worship.
* Map 1 is encouraged to start because its biomes have well-balanced land caps (number of buildings allowed). This will give you a taste of each biome's restrictions and production bonuses.
* Map 11 is a great alternative because its Forest and Valley Biomes have the highest respective land caps. These two biomes together provide all available Township buildings except for a Miner's Pit. This allows for easier building management and they do not have usage restrictions (eg. coal in the Snowlands).
* Map 6 is a candidate for players who choose the Ragnar deity. This is because the map has a higher land cap for the Desert and Arid Plains biomes, which Ragnar has bonuses in.


==Building your Town==
= Base Game & Throne of the Herald =
#Go to the "Tasks" tab, then "Township starter guide". Our goal will be to complete all of these tasks to get bonus resources and xp.
== General Info ==
#Our first few tasks require us to build some basic shelters, farmlands, a woodcutter camp, and a mining pit.
* {{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.
#Go to the "build" tab, and then notice you are in the grasslands. Tap the "forest" button to go there.
* 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.
#If you try to build you will get an error- you need to buy land first! Tap the dropdown button next to the "buy more land" button to buy a higher quantity, then tap that button to buy it. Buying land costs your gp.
* 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}}.
#Now build two farmland and one woodcutter camp. Don't buy too many right now or you'll have to restart.
* 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.
#Go to the mountains biome, buy some land, and build a mining pit.
* Seasonal Modifiers boost production early and decrease it later making it better to commit to building quickly at the start.
#Next go to the grasslands, buy some land, and build basic shelters. You should be able to afford 6.
* Township cannot be failed. No matter how bad it looks, there's always a solution to fixing the town.
#Now go back to the "Tasks" tab and then to starter guide. Claim your rewards for your first two tasks! Now we need to build six more shelters and a farmland.
* Each "tick", or "town update", takes 1 hour and is done automatically.
#After building a farmland and five shelters we are out of wood. Time to use some ticks! First, tap the meat icon at the top to select it as green. Your new workers will now prioritize this building. Then tap the "1 (5m)" button in the middle of the screen.
#Our population has grown from 2 to 3, and we produced some food! We are interested in wood now, so tap the wood icon and use another two ticks.
#Now we have enough wood to build the 12th shelter and complete two more tasks. Now that you have the hang of it, try finishing the rest of the tasks.


==Temporary Starter Guide==
== Quick Tips ==
# Go with Map 11 Terran if you don't know what to choose.
* [[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! '''Any resource that exceeds the maximum storage amount will be yeeted''' so ensure you have enough space for everything '''before''' completing the task.
# Follow the Township Starter Guide under the Tasks tab. 
* As a general goal, prioritize whatever resource is the lowest and then increase {{TownshipIcon|Population|Population (XP)}}.
# Township Experience = Population * ( 1 + Happiness Percent ) / 3.  You're goal is likely levels to start so make sure you focus on population growth and happiness.
* 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.
# As early as possible, build at least 1 Woodcutter Camp and 1 Miners Pit or you will not have enough resources to continue and will need to restart.
** 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.
# If you starve your town, you'll need to restart.
* Building Cost Reduction will also reduce repair cost (including GP!).
# Restart in the "Township Settings" tab.
* 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.
# When restarting you save ticks you haven't spent. You do not get back ticks that you have spent. However, you will always have a minimum of 144 ticks when starting even if you had 0 before restarting.
* 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.
# There's NO tick cap. You can store as many ticks as you'd like.
# To Upgrade or Delete a building, go to the "Town" tab. Select the biome, then tap the red trashcan to delete a building or the green arrow to upgrade it. Some upgrades have town population or township level requirements.
# Biomes have different modifiers to resource production and are effected by your Worship bonuses.  
# Snow and Desert Biomes have upkeep requirements. You will not need these Biomes to start, so focus on other Biomes until you're more confortable.
# Food is a balancing act: running out is catastrophic, but usually you rather be producing building materials than a ton of extra food. If you have too much of one resource and your storage is full, use the "Yeet" tab to delete resources.
# Build 1 Trading Post once you've unlocked it. You can exchange your regular in game resources into Township ones, or vice versa. A trader arrives every 8 hours and will stay for an hour. Meaning there are 7 hours between traders or 84 ticks.
# There is no benefit to having more Trading Posts. The trader will not come more frequently.  
# In order for a resource to be available for trade in The Trader, you have to have found it. Items received from Township tasks are not considered "found".
# If you need to "find" a cooked item, you can use the Squid+Pig synergy while fishing to unlock the item if your cooking level is too low.
# The Prats Hats, Malcs Cats, and Cool Rocks buildings can be destroyed after buying the upgrade from the Shop. You do not need the buildings to receive the cat/rock bonuses, but have to wear the hats.
# Libraries are not a flat +0.25% boost.  It only boosts your current education by an additional 0.25%.  If you had 0 education before building a library, you'll still have 0 education.


* {{TownshipIcon|Worship}} modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
* If {{TownshipIcon|Population}} is low, check {{TownshipIcon|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 [[Township#Seasons|Seasons Section]] on the Wiki to check them out!


==Boosts==
== General Progression ==
Below is an automatically generated list of boosts that will speed up leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.
The general progression may change based on which god is chosen. The following will be based on {{TownshipIcon|Statue of Aeris|Aeris}}. There are notes throughout the guide where this may cause issues.


{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP|Township Boosts|false|skill=Township}}
# Always prioritize resources that you aren't generating enough of. {{TownshipIcon|Wood|nolink=true}}, {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Stone|nolink=true}} are the main resources.
# Always bulk up {{TownshipIcon|Storage}} before going to sleep to ensure it doesn't cap out over night!
# 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 repairs can be avoided entirely by just building new buildings until around Level 90.


== Level 1-14 ==
'''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|Woodcutters Camp|noicon=true}}, {{TownshipIcon|Planks|notext=true}} {{TownshipIcon|Carpenters Workshop|noicon=true}}, {{TownshipIcon|Food|notext=true}} {{TownshipIcon|Farmland|noicon=true}}, {{TownshipIcon|Food|notext=true}} {{TownshipIcon|Fishermans Dock|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|Storage|notext=true}} {{TownshipIcon|Storehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}} {{TownshipIcon|School|noicon=true}}, {{TownshipIcon|Herbs|notext=true}} {{TownshipIcon|Gatherers Hut|noicon=true}}, {{TownshipIcon|Potions|notext=true}} {{TownshipIcon|Herbalist|noicon=true}}
* 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.
* Build 20 {{TownshipIcon|Basic Shelter}}, 20 {{TownshipIcon|Woodcutters Camp}}, and 4 {{TownshipIcon|Carpenters Workshop}}. Save the rest of the Wood for more Carpenters Workshop.
* After having 10-20 Carpenters Workshop built, start building 20 {{TownshipIcon|Wooden Hut}} to reach Level 15 faster.
== Level 15-34 ==
'''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|Clothing|notext=true}} {{TownshipIcon|Tailor|noicon=true}}, {{TownshipIcon|Market}}, {{TownshipIcon|Happiness|notext=true}} {{TownshipIcon|Gardens|noicon=true}}, {{TownshipIcon|Happiness|notext=true}} {{TownshipIcon|Tavern|noicon=true}}, {{TownshipIcon|Trading Post}}, {{TownshipIcon|Prats Hats}}
'''New Biomes''': {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}}, {{TownshipIcon|Arid Plains}}
* Check for any [[Township/Tasks#Casual|Casual Tasks]] that give Wood, Planks, Stone, Leather or Food.
* {{TownshipIcon|Health}} will start to decrease from Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. Build 1 {{TownshipIcon|Gatherers Hut}} in the {{TownshipIcon|Valley}} (for {{TownshipIcon|Statue of Aeris|Aeris}}' effects later) in order to keep Health at or near 100% at all times.
* Build any remaining {{TownshipIcon|Wooden Hut}} in the {{TownshipIcon|Grasslands}} and {{TownshipIcon|Carpenters Workshop}} until both are maxed at 20/20.
* When you have approximately 1,500-2,000 Stone left, build 20 {{TownshipIcon|Miners Pit}} in the {{TownshipIcon|Mountains}}.
* Balance Planks usage between {{TownshipIcon|Logging Camp}} and {{TownshipIcon|Miners Field}}, prioritizing the resource you have the least of.
* Aim for at least 150 Leather per tick so 1 {{TownshipIcon|Tailor}} can be built every tick. Use Clothing to make 20 {{TownshipIcon|Basic Shelter}} and 20 {{TownshipIcon|Wooden Hut}} in the {{TownshipIcon|Arid Plains}}. Clothing is also needed in high quantities in the {{TownshipIcon|Snowlands}}.
* Aim for at least 600 Food per tick. Use the Food to start building {{TownshipIcon|House}} in the Arid Plains and Grasslands in order to hit the 2,500 population threshold to unlock the level 35 biomes. Avoid the {{TownshipIcon|Fishermans Dock}} in {{TownshipIcon|Water}} since Aeris reduces its production by -75%.
== Level 35-59 ==
'''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}}, {{TownshipIcon|Worship|notext=true}} {{TownshipIcon|Chapel|noicon=true}}, {{TownshipIcon|Education|notext=true}} {{TownshipIcon|Library|noicon=true}}, {{TownshipIcon|Malcs Cats}}
'''New Biomes''': {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}}, {{TownshipIcon|Snowlands}} (Requires 2,500 {{TownshipIcon|Population}})
If hitting the population threshold for the new biomes is not yet met, focus on building {{TownshipIcon|House}} in the {{TownshipIcon|Arid Plains}} and {{TownshipIcon|Grasslands}}. If there is a high excess amount of Planks or Food consider building some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}. Spending resources on Houses is generally more resource-efficient at this point.
* 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 {{TownshipIcon|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 {{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 ==
'''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|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 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:''' {{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|GP|notext=true}} {{TownshipIcon|Town Hall|noicon=true}}, {{TownshipIcon|Worship|notext=true}} {{TownshipIcon|Statue of Worship|noicon=true}}
* 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 Stone and Plank production has been maxed and the {{ExpansionIcon|TotH}} 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.
* {{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 reach their final upgraded state.
* With the {{ExpansionIcon|TotH}}, most resource generating building will get another another upgrade at Level 100.
* At Level 100, {{TownshipIcon|Cool Rocks}} are unlocked which unlocks the ability to buy cool rock pets from the {{Icon|Shop|section=Township}}. These primarily improve Mining and Smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them alongside the {{TownshipIcon|Miners Estate}} is advised.
* 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 that is built. It is suggested to build them during your god's 2x season for decreased Rune Essence cost.
== Which worship is best? ==
[[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 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}} and Herald gives -1s monster respawn time during {{TownshipIcon|Solar Eclipse}}.
[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 ==
=== 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 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 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.
* '''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 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.
* '''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, otherwise {{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}}
== Melvor 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.
* Remember to wear a {{ItemIcon|Township Skillcape}} or {{ItemIcon|Superior Township Skillcape}} while building to reduce building costs!
* Also remember to equip [[#Abyssal Boosts|Abyssal XP Boosters]] before fighting waves if you have them!
* 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 Abyssal 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}}
'''New Biome:''' {{TownshipIcon|Ethereal Voids}} (Requires 80,000 {{TownshipIcon|Population}} and 7.5% {{TownshipIcon|Fortification}})
* 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.
== Abyssal Boosts ==
{{ModifierTable|increasedAbyssalSkillXP,increasedGlobalAbyssalSkillXP,decreasedTownshipBuildingCost,decreasedTownshipRepairCost|Township Boosts|false|filters=skill:Township}}


{{SkillGuideMenu}}
{{SkillGuideMenu}}

Latest revision as of 11:14, 12 November 2024

Base Game & Throne of the Herald

General Info

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    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
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    GP
    from
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    Town Halls
    and various resources (including
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    GP
    ) and consumables from the
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    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
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    Statue of Worship
    and 8
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    Town Hall
    will add an additional 850,000,000 GP for a grand total of 1,194,270,860GP.
  • 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,
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    Wood
    and
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    Stone
    . Starting with Dragons Den, these tasks will also give
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    Planks
    and Bars! Any resource that exceeds the maximum storage amount will be yeeted so ensure you have enough space for everything before completing the task.
  • As a general goal, prioritize whatever resource is the lowest and then increase
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    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 50,000,000GP. 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.
  • 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.
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    Worship
    modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
  • If
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    Population
    is low, check
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    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 chosen. The following will be based on
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Aeris
. There are notes throughout the guide where this may cause issues.
  1. Always prioritize resources that you aren't generating enough of.
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    Wood
    ,
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    Planks
    and
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    Stone
    are the main resources.
  2. Always bulk up
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    Storage
    before going to sleep to ensure it doesn't cap out over night!
  3. After resources, the next priority should be
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    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:
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Basic Shelter,
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Wooden Hut,
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Woodcutters Camp,
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Carpenters Workshop, Farmland, Fishermans Dock,
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Miners Pit, Blacksmiths Smithy, Hunters Cabin,
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Storehouse,
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School, Gatherers Hut,
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Herbalist
  • 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.
  • Build 20
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    Basic Shelter
    , 20
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    Woodcutters Camp
    , and 4
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    Carpenters Workshop
    . Save the rest of the Wood for more Carpenters Workshop.
  • After having 10-20 Carpenters Workshop built, start building 20
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    Wooden Hut
    to reach Level 15 faster.

Level 15-34

New Upgrades:
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House,
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Logging Camp,
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Miners Field, Blacksmiths Workshop New Buildings: Tailor,
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Market
,
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Gardens,
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Tavern,
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Trading Post
,
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Prats Hats

New Biomes: Swamp, Valley, Arid Plains

  • Check for any Casual Tasks that give Wood, Planks, Stone, Leather or Food.
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    Health
    will start to decrease from Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. Build 1
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    Gatherers Hut
    in the Valley (for
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    Aeris
    ' effects later) in order to keep Health at or near 100% at all times.
  • Build any remaining
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    Wooden Hut
    in the Grasslands and
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    Carpenters Workshop
    until both are maxed at 20/20.
  • When you have approximately 1,500-2,000 Stone left, build 20
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    Miners Pit
    in the Mountains.
  • Balance Planks usage between
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    Logging Camp
    and
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    Miners Field
    , prioritizing the resource you have the least of.
  • Aim for at least 150 Leather per tick so 1
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    Tailor
    can be built every tick. Use Clothing to make 20
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    Basic Shelter
    and 20
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    Wooden Hut
    in the Arid Plains. Clothing is also needed in high quantities in the Snowlands.
  • Aim for at least 600 Food per tick. Use the Food to start building
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    House
    in the Arid Plains and Grasslands in order to hit the 2,500 population threshold to unlock the level 35 biomes. Avoid the
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    Fishermans Dock
    in Water since Aeris reduces its production by -75%.

Level 35-59

New Upgrades:
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Cottage,
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Carpenters Factory, Hunters Lodge, Gatherers Lodge,
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Infirmary, Clothier,
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Warehouse,
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Large School New Buildings:
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Cemetery
,
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Chapel,
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Library,
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Malcs Cats
New Biomes: Jungle, Desert, Snowlands (Requires 2,500
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Population
) If hitting the population threshold for the new biomes is not yet met, focus on building
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House
in the Arid Plains and Grasslands. If there is a high excess amount of Planks or Food consider building some
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Gardens
and
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Taverns
. Spending resources on Houses is generally more resource-efficient at this point.
  • 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
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    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
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Trading Post
can be useful for trading out excess resources in the event all Warehouses have been built and
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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:
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Large Cottage,
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Forestry Camp,
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Carpenters Foundry,
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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:
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Healing Centre, Outfitter,
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Repository,
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Academy New Buildings:
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Town Hall,
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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.

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    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 reach their final upgraded state.
  • With the Throne of the Herald Expansion, most resource generating building will get another another upgrade at Level 100.
  • At Level 100,
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    Cool Rocks
    are unlocked which unlocks the ability to buy cool rock pets from the
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    Shop
    . These primarily improve Mining and Smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them alongside the
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    Miners Estate
    is advised.
  • 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
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    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?

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 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
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    Pig
    and
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    Wolf
    tablets
  • Wood: Quick Burner will be very useful until the Kindling Pouch or Kindling Pouch II can be created in
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    Crafting
    . The Wood Boxes can be used to quickly gather secondaries for the
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    Ent
    Tablet.
  • Ore and Bars: The boxes can be used to quickly gather secondaries for the
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    Mole
    and
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    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
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    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
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    Herblore
    yet, or don't greatly benefit from being upgraded like Diamond Luck Potion I potions.

Trading for GP

Average GP/tick opening each box tier with 1 (Top) or 150 (Bottom) Trading Posts at Level 99 and 120
Which boxes are worth opening

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.

Melvor 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.

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
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    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 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
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    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
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    Fortification
    to be increased in the mean time which increases Township Abyssal EXP.
  • Remember to wear a Township Skillcape or Superior Township Skillcape while building to reduce building costs!
  • Also remember to equip Abyssal XP Boosters before fighting waves if you have them!
  • The total cost of Abyssal Township will be 172,890,000AP 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:
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Abyssal Gateway,
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Weaponsmith I,
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Reinforced Carpenter I,
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Abyssal Harvester I,
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Obsidian Mines,
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Sanctuary,
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Wooden Walls
  • Abyssal Township is started by building the Abyssal Gateway. This will start generating the first 3 Abyssal resources:
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    Reinforced Planks
    ,
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    Abyssal Stone
    and
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    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
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      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:
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Divine Sanctuary,
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Abyssal Harvester II New Buildings:
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Armourer I,
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Fire Pit
  • Since no
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    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:
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Ethereal Sanctuary,
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Reinforced Carpenter II,
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Weaponsmith II,
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Obsidian Quarry,
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Stone Walls,
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Empowered Altar New Buildings:
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Abyssal Enhancer
(+0.20% Global Abyssal XP),
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Empowered Altar,
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Runestone Crafter
  • With the new
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    Fortification
    buildings, hold off on fighting any Abyssal Waves until 960,000
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    Armour & 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:
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Armourer II,
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Abyssal Harvester III,
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Bonfire,
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Runestone Combiner,
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Arcane Altar New Buildings:
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Enchanted Tower New Biome:
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Ethereal Voids
(Requires 80,000
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Population
and 7.5%
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Fortification
)
  • 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
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    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, 1,700,000
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    Armour & 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:
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Armourer III,
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Weaponsmith III,
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Reinforced Carpenter III,
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Obsidian Blaster,
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Void Sanctuary,
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Ethereal Altar,
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Obsidian Walls New Buildings:
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Abyssal Research Lab
(+0.20% Global Mastery XP for Abyssal Realm only),
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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, 3,580,000
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    Armour & 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:
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Armourer IV,
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Weaponsmith IV,
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Runestone Merger,
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Voidfire Beacon New Buildings:
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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.

Abyssal Boosts


Melvor Idle Skill Guides
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Combat
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Prayer
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Farming
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Township
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Woodcutting
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Fishing
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Firemaking
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Cooking
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Mining
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Smithing
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Thieving
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Fletching
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Crafting
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Runecrafting
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Herblore
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Agility
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Summoning
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Astrology
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Alternative Magic
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Cartography
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Archaeology
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Harvesting