levels, and uses a unique tick system of progression. Each hour, the town will advance by one tick, during each tick Resources and will be gained, which may then be reinvested into the town or converted into a number of Consumables and other resources for use in other skills.
Over time, both the Health of the town's Population and efficiency of Buildings will deteriorate, with buildings requiring Repair in order to remain fully productive.
contains Buildings that are used to produce Resources and GP for the player. The buildings are built within Biomes, where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected Worship.
Building and Upgrading
To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of Worship related buildings, which are destroyed when the current worship changes).
Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.
The cost of building can be reduced with some Worship bonuses and in the following ways:
-15% Township Building Cost (Does not affect GP cost. Capped at -80%)
+5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +10 Flat Hitpoints Regeneration Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers (Cost cannot go below 1) +15% Chance to Double Items in Runecrafting -20% Agility Obstacle Item & Currency build costs (Melvor Realm only) +5% Damage To Slayer Tasks +5% Skill XP for all Skills +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 Items that reduce Rune costs are now 2x as effective
-15% Township Building Cost (Does not affect GP cost. Capped at -80%)
+5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +5% Skill XP for all Skills Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers (Cost cannot go below 1) +15% Chance to Double Items in Runecrafting -20% Agility Obstacle Item & Currency build costs (Melvor Realm only) +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 Items that reduce Rune costs are now 2x as effective +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10 Flat Hitpoints Regeneration +25% base primary resource quantity gained in Farming
-20% Township Building Cost (Does not affect GP cost. Capped at -80%)
+8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat Hitpoints Regeneration +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers (Cost cannot go below 1) -30% Agility Obstacle Item & Currency build costs (Melvor Realm only) +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 Melvor Realm only +4% Global Perfect Cook chance +25% Mastery Pool XP Cap +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 Maximum Hit Items that reduce Rune costs are now 4x as effective +40% base primary resource quantity gained in Farming -75% Coal Costs for Smithing +5% Lifesteal +5% Magic Damage Bonus from Equipment +8% Damage To Slayer Tasks +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation +2 Coal Ore per Ore Mined. (Item doubling does not apply) +5% Chance to find gem veins when Mining -0.8s Thieving Interval -0.8s Crafting Interval Bypass All Slayer Area item requirements +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 +5% Chance To Preserve Potion Charge x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore -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 +8% Skill XP for all Skills +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 +10% Rune Preservation +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting
-20% Township Building Cost (Does not affect GP cost. Capped at -80%)
+8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat Hitpoints Regeneration +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers (Cost cannot go below 1) -30% Agility Obstacle Item & Currency build costs (Melvor Realm only) +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 Melvor Realm 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 Maximum Hit Items that reduce Rune costs are now 4x as effective +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% Skill XP for all Skills +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore
-20% Township Building Cost (Does not affect GP cost. Capped at -80%)
Repairing Buildings
Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exception to this is the Template:BuildingIcon, which does not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide Resources or Stats will provide less of that resource or stat.
There are two ways to return a building to 100% efficiency:
Repair the building, at the cost of the resources stated at the bottom of that building's tile
If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid
The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any decreased repair cost bonuses, where each Template:BuildingIcon built decreases the repair cost by 0.25%. The repair cost of a building can be calculated as follows:
[math]\displaystyle{ \text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Max Buildings} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 - \frac{\text{Repair Cost Reduction %}}{100} \right ) }[/math]
Where [math]\displaystyle{ \text{Max Buildings} }[/math] is the maximum amount of that building that can be built within the biome in which the repair is taking place.
Biomes
There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected
is a core feature of Township. The population of a town affects how much skill XP is gained per tick (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many Biomes and Buildings.
The population of a town can be increased by constructing more Template:BuildingIcon or upgrades to that building which provide population. The population is also affected by Happiness, as the town's population is increased by the current happiness percentage, and Health, where for each 1% reduction in health the town's population is also decreased by 1%.
If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly Repaired and the health of the town is maintained at or near 100%.
of 50,000, where additional capacity can be gained by constructing more Template:BuildingIcon. No resources can be gained beyond the maximum storage capacity.
The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.
provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.
-5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Maximum Storage +8% Township Resource Generation +5% Township Education +8% Township Skill XP
-50% Astrology interval for Melvor Realm only +100% Township Ore Production +100% Township Bar Production +100% Township Herbs Production +100% Township Potions Production -50% Township Food Production
+50% Township repair costs +50% Township Coal Production +25% Township Stone Production +25% Township Ore Production -25% Township Food Production -25% Township Herbs Production -25% Township Potions Production -25% Township Wood Production -25% Township Planks Production -25% Township Voidfire Ash Production -15% Township Armour & Weaponry Production -15% Township Abyssal Stone Production -15% Township Obsidian Production -50% Township Education -50% Township GP Production
provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.
-10% Township repair costs -25% Township Ore Production -25% Township Stone Production -25% Township Coal Production -25% Township Bar Production +25% Township Voidfire Ash Production -15% Township Abyssal Stone Production +25% Township GP Production
+5% Township Happiness +8% Township Maximum Storage +8% Township Resource Generation -5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Skill XP
+50% Township repair costs +50% Township Coal Production +25% Township Stone Production +25% Township Ore Production -25% Township Food Production -25% Township Herbs Production -25% Township Potions Production -25% Township Wood Production -25% Township Planks Production -25% Township Voidfire Ash Production -15% Township Armour & Weaponry Production -15% Township Abyssal Stone Production -15% Township Obsidian Production -50% Township Happiness -50% Township GP Production
is a modifier which affects the Population of a town. Once
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Level 15
has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.
The health of a town can be improved by converting either Herbs or
is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building Template:BuildingIcon or Template:BuildingIcon and has a set cap of 2,000. Note that although each Deity is associated with a different Template:BuildingIcon, all statues provide an identical amount of worship.
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of 50,000,000. Upon changing, the town will enter a period of unrest during which time all Template:BuildingIcon and Template:BuildingIcon will be destroyed.
-50% Township building production in Desert Biome -75% Township building production in Water Biome
-75% Township building production in Mountains Biome -50% Township building production in Desert Biome
-50% Township building production in Water Biome -75% Township building production in Desert Biome
-75% Township building production in Water Biome -50% Township building production in Mountains Biome
There is a 20% chance of a Nightfall Season occurring in Township -15% Township Building Cost (Does not affect GP cost. Capped at -80%)
There is a 20% chance of a Solar Eclipse Season occurring in Township -31% Township building production in Mountains Biome -31% Township building production in Arid Plains Biome -31% Township building production in Snowlands Biome
-99% Township building production in Grasslands Biome -50% Township building production in Forest Biome -50% Township building production in Mountains Biome -50% Township building production in Water Biome -50% Township building production in Swamp Biome -50% Township building production in Valley Biome -50% Township building production in Arid Plains Biome -50% Township building production in Jungle Biome -50% Township building production in Desert Biome -50% Township building production in Snowlands Biome There is a 20% chance of an Eternal Darkness Season occurring in Township
5% 100/2,000
+25% Township building production in Mountains Biome
+25% Township building production in Water Biome
+25% Township building production in Forest Biome
+25% Township building production in Arid Plains Biome
+25% Township building production in Grasslands Biome
+42% Township building production in Swamp Biome
+50% Township building production in Abyssal Plains Biome
25% 500/2,000
+25% Township building production in Valley Biome
+25% Township building production in Swamp Biome
+25% Township building production in Jungle Biome
+25% Township building production in Desert Biome
+25% Township building production in Swamp Biome
+42% Township building production in Jungle Biome
+50% Township building production in Sulfuric Wastelands Biome
50% 1,000/2,000
+25% Township building production in Mountains Biome +25% Township building production in Valley Biome
-15% Township Building Cost (Does not affect GP cost. Capped at -80%)
+25% Township building production in Forest Biome
+25% Township building production in Desert Biome +25% Township building production in Arid Plains Biome
+25% Township building production in Snowlands Biome
+42% Township building production in Desert Biome +42% Township building production in Water Biome
+50% Township building production in Obsidian Cliffs Biome
85% 1,700/2,000
+25% Township building production in Mountains Biome +25% Township building production in Valley Biome
+25% Township building production in Water Biome
+25% Township building production in Jungle Biome
-15% Township Building Cost (Does not affect GP cost. Capped at -80%)
+25% Township building production in Grasslands Biome +25% Township building production in Swamp Biome +25% Township building production in Snowlands Biome
+42% Township building production in Forest Biome +42% Township building production in Valley Biome
+50% Township building production in Ethereal Voids Biome
95% 1,900/2,000
-25% Township Building Cost (Does not affect GP cost. Capped at -80%) +25% Township building production in Mountains Biome +25% Township building production in Valley Biome
+50% Township building production in Water Biome +50% Township building production in Swamp Biome
-15% Township Building Cost (Does not affect GP cost. Capped at -80%) +50% Township building production in Jungle Biome +25% Township building production in Forest Biome
+50% Township building production in Desert Biome +25% Township building production in Arid Plains Biome
+25% Township building production in Grasslands Biome +25% Township building production in Swamp Biome +25% Township building production in Snowlands Biome
-25% Township repair costs +42% Township building production in Grasslands Biome
Successful Abyssal Wave encounters in Township provide Abyssal Pieces equal to +50% of its size +25% Township building production in Abyssal Plains Biome +25% Township building production in Sulfuric Wastelands Biome +25% Township building production in Obsidian Cliffs Biome +25% Township building production in Ethereal Voids Biome Successful Abyssal Wave encounters in Township provide Abyssal Slayer Coins equal to +5% of its size
Resources
There are a total of 13 resources. The production of all resources can be increased through
. This is the only resource that is not affected by resource production bonuses. GP is earned by taxing the town's Population, where the tax rate starts at 0% and increases by 10% for each Template:BuildingIcon that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is 1.5 for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some Seasons, although is not affected by global GP modifiers such as from Aorpheat's Signet Ring.
The other 12 resources may be used within the Town, or traded via the Template:BuildingIcon to obtain items for the player (see Template:BuildingIcon). The amount of resources produced by a building can be calculated as follows:
[math]\displaystyle{ \textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100} }[/math]
Seasons
Seasons are periods of time during which modifiers affecting the quantity of various Resources and Stats relevant to that season are active. Seasons last for three days each, with the first season when a town is created being Spring. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: Spring, Summer, Fall, and Winter.
In addition to these four seasons, there are two rare seasons which may only occur while the town is using the relevant Worship:
Solar Eclipse, which may only occur while Template:BuildingIcon is the current worship
While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season is active it is not possible to change the current Worship. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.
Season
Type
Modifiers
Spring
Regular
+50% Township Happiness +25% Township Food Production +25% Township Herbs Production +25% Township Potions Production +25% Township Leather Production -25% Township repair costs +50% Township Education
Summer
Regular
+25% Township Education -25% Township Ore Production -25% Township Stone Production -25% Township Coal Production -25% Township Bar Production -10% Township repair costs +25% Township GP Production
Fall
Regular
-15% Township repair costs +25% Township Wood Production +25% Township Planks Production +25% Township Clothing Production
Winter
Regular
-50% Township Happiness +50% Township repair costs +50% Township Coal Production +25% Township Stone Production +25% Township Ore Production -25% Township Food Production -25% Township Herbs Production -25% Township Potions Production -25% Township Wood Production -25% Township Planks Production -50% Township Education -50% Township GP Production
-50% Township Happiness +100% Township Ore Production +100% Township Bar Production +100% Township Herbs Production +100% Township Potions Production -50% Township Food Production -50% Astrology interval for Melvor Realm only
Tasks are a set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive
Tasks can be divided into two broad categories: Casual, and permanent. A complete list of tasks, their requirements, and their rewards can be seen on the Task list page.
Casual Tasks
Casual tasks are randomly assigned to the player, with up to five new tasks being assigned each day. The maximum amount of casual tasks which can be held at the same time is five, and may be removed by either:
Completing the task and claiming its rewards
Skipping the task for the stated GP cost, where the cost is equal to the total amount of experience required to reach the next Township level, up to a maximum of 10,000,000
The daily refresh of casual tasks does not remove incomplete tasks - they must be removed using one of the methods stated above.
Casual tasks can provide a combination of GP, Slayer Coins,
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Township
experience, and Resources as a reward, where the amount of the currency and experience rewards is determined as follows:
The amount of
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Township experience is equal to 9% of the total experience between the player's current Township level and the next level
The amount of GP is five times the amount of Township experience awarded
The amount of Slayer Coins is 1,000 times the player's
All other tasks are permanent tasks which may only be completed once and do not change on a daily basis. Many of the Township related Shop purchases are locked behind completing a certain number of these tasks.
Shop Items
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful
+10% Mastery XP in all Skills, -10% Chance to Preserve Resources in Skills, and -5% Skill XP for all Skills
6,000,000
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Level 95
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Level 50 Have 10 Prats Hats actively built in Township
Skillcape
The skillcape can be purchased from the store for 1,000,000 after the player reaches
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Level 99
.
The superior skillcape can be purchased from the store for 10,000,000 after the player reaches
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Level 120
.
Regular Skillcape
The Township Skillcape is the skillcape for the Township skill. It can be purchased for 1,000,000 from the Shop once the player reaches
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Level 99
in the Township skill. The Township Skillcape offers the following benefits when worn:
-15% Township Building Cost (Does not affect GP cost. Capped at -80%)
Superior Skillcape
The Superior Township Skillcape is the superior skillcape for the Township skill. It can be purchased for 10,000,000 from the Shop once the player reaches
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Level 120
in the Township skill.
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Level 120
can only be reached if the player owns the Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:
-20% Township Building Cost (Does not affect GP cost. Capped at -80%)
Pet
B has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the
+4% Mastery XP in all Skills for Melvor Realm only
Skill Boosts
This table lists most sources of Township-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from
+5% Chance to Double Items in Fishing +5% Chance to Double Items in Woodcutting +5% Chance to Double Items in Mining +5% Chance to Double Items in Thieving
+5% Crafting Mastery XP for Abyssal Realm only +5 additional quantity of primary resource gained in Crafting for Abyssal Consumables nodes (Cannot be doubled)
+10% Chance to gain +1 additional resource in Herblore (Cannot be doubled)
-12% Summoning Abyssal XP +10% Chance To Preserve Potion Charge -12% Chance to preserve Summoning Charges +10% base primary resource quantity gained in Farming for Abyssal Realm only
+5% Smithing Mastery XP for Abyssal Realm only +5% Firemaking Mastery XP for Abyssal Realm only +1 additional quantity of primary resource gained in Smithing (Cannot be doubled)
+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)
+0.05% chance to gain Shadow Drake Nest in Woodcutting +0.5% chance to receive an Abyssal Gem while Mining "Abyssal Rock" and "Outcrop" Nodes +6% Global Abyssal XP
+15% base primary resource quantity gained in Farming for Melvor Realm only +10% Base Food Healing Value -6% Agility Skill XP -10% Chance to Preserve Resources in Skills
-0.2s Smithing Interval -0.2s Fletching Interval -0.2s Crafting Interval +30% Chance to gain +1 additional resource in Smithing (Cannot be doubled) +30% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +30% Chance to gain +1 additional resource in Crafting (Cannot be doubled)
+3% chance to receive a Quality Superior Gem while Mining a "Gem Vein" Node or Meteorite Ore -20% Chance to Preserve Resources in Skills
-5% Fishing Interval -5% Firemaking Interval +8% Chance to Double Items in Fishing +8% Chance to Double Items in Firemaking +8% Fishing Mastery XP +8% Firemaking Mastery XP +8% Fishing Skill XP +8% Firemaking Skill XP
+5% chance to gain 1 Diamond from Firemaking (Cannot be doubled) +5% chance to receive Special Items from Fishing
+8% Runecrafting Mastery XP +8% Chance to Double Items in Runecrafting +8% Magic Skill XP +8% Runecrafting Skill XP
+8% Accuracy Rating +5% Magic Damage Bonus from Equipment +5% Rune Preservation for Alt. Magic Spells +5 Hidden Magic Level +5% Chance to receive random Elemental Runes from Runecrafting when creating Standard Runes
+8% Woodcutting Mastery XP +8% Farming Mastery XP +8% Chance to Double Items in Woodcutting +8% Chance to Double Items in Farming +8% Woodcutting Skill XP +8% Farming Skill XP
+5% chance to gain Stardust from Magic Tree in Woodcutting (Quantity equal to primary skill resource quantity) +5% chance to gain Bird Nest in Woodcutting +5% base primary resource quantity gained in Farming
+5% Township Happiness +8% Township Maximum Storage +5% Township Education +8% Township Resource Generation -5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Skill XP
-5% Crafting Interval +8% Chance to Double Items in Crafting +8% Prayer Skill XP +8% Crafting Skill XP +8% Crafting Mastery XP +5% Chance to gain +1 additional resource in Crafting (Cannot be doubled)
-5% Thieving Interval -5% Agility Interval +8% Chance to Double Items in Thieving +8% Thieving Mastery XP +8% Agility Mastery XP +8% Thieving Skill XP +8% Agility Skill XP
+50 Stealth while Thieving +5% GP gained from Agility
+8% Archaeology Mastery XP +5% Chance to Double Items in Archaeology +5% Chance to Double Items in Cartography +8% Archaeology Skill XP +8% Cartography Skill XP
-5% dig site map refinement cost -5% Cartography survey interval +8% chance to preserve dig site map excavation actions
-5% Herblore Interval -5% Summoning Interval +8% Chance to Double Items in Herblore +8% Chance to Double Items in Summoning +8% Herblore Mastery XP +8% Summoning Mastery XP +8% Herblore Skill XP +8% Summoning Skill XP
+5% Chance to preserve Summoning Charges +5% Chance To Preserve Potion Charge
+8% Fletching Mastery XP +5% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +8% Ranged Skill XP +8% Fletching Skill XP +8% Chance to Double Items in Fletching
+5 Hidden Ranged Level +5% Ammo Preservation +5% Ranged Strength Bonus from Equipment +8% Accuracy Rating
+8% Mining Mastery XP +8% Chance to Double Items in Mining +8% Strength Skill XP +8% Mining Skill XP
+8% Accuracy Rating +5% chance to deal no damage to Essence Nodes in Mining +5% chance to deal no damage to Ore Nodes in Mining +5 Hidden Strength Level +5% Melee Strength Bonus from Equipment +5% Chance to receive gems from Mining (Does not work for Rune Essence)
+8% Astrology Mastery XP for Melvor Realm only +2.5% chance to gain Golden Stardust in Astrology +2% chance to gain Stardust in Astrology +0.5% chance to locate a Meteorite in Astrology
+4% Attack Skill XP +4% Strength Skill XP +4% Defence Skill XP +4% Hitpoints Skill XP +4% Ranged Skill XP +4% Magic Skill XP +4% Slayer Skill XP +4% Prayer Skill XP
-4% Alt. Magic Skill XP -0.2s Monster Respawn Timer +25 GP gained when hitting with an attack
-0.5s Thieving Interval -0.5s Crafting Interval +15% Chance to Double Items in Runecrafting -15% Woodcutting Interval -15% Cooking Interval -15% Township Building Cost (Does not affect GP cost. Capped at -80%) +20% Chance to Preserve Resources in Summoning
+5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +10 Flat Hitpoints Regeneration Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers (Cost cannot go below 1) +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 +10 base primary resource quantity gained in Summoning +2% Global Perfect Cook chance +10% Chance to preserve Summoning Charges +100% chance to successfully Cook an item -20% Agility Obstacle Item & Currency build costs (Melvor Realm only) +5% Skill XP for all Skills +100% GP gained from Thieving +10% GP gained from Agility +25% Mastery Pool XP Cap x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +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 Items that reduce Rune costs are now 2x as effective
+3 levels of the Brush Tool in Archaeology +3 levels of the Trowel Tool in Archaeology +3 levels of the Shovel Tool in Archaeology -30% Cartography survey interval +15% chance to preserve dig site map excavation actions -50% Cartography Dig Site Map upgrade interval -20% dig site map refinement cost +1 base primary resource quantity gained in Archaeology +3 levels of the Sieve Tool in Archaeology
+1 base primary resource quantity gained in Mining for Essence nodes +1 base primary resource quantity gained in Mining for Abyssal Essence nodes +4% Chance To Double Loot in Combat +3% Runecrafting Abyssal XP +5% chance to preserve resources in Runecrafting when making Staves +5% chance to preserve resources in Runecrafting when making Abyssal Staves
-0.5s Thieving Interval -0.5s Crafting Interval +15% Chance to Double Items in Runecrafting -15% Woodcutting Interval -15% Cooking Interval -15% Township Building Cost (Does not affect GP cost. Capped at -80%) +20% Chance to Preserve Resources in Summoning
+5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +5% Skill XP for all Skills Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers (Cost cannot go below 1) +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 +10 base primary resource quantity gained in Summoning +2% Global Perfect Cook chance +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item -20% Agility Obstacle Item & Currency build costs (Melvor Realm only) +100% GP gained from Thieving +10% GP gained from Agility Items that reduce Rune costs are now 2x as effective +10% Chance to preserve Summoning Charges 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 +10 Flat Hitpoints Regeneration +25% base primary resource quantity gained in Farming
-0.8s Thieving Interval -0.8s Crafting Interval +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +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) -20% Township Building Cost (Does not affect GP cost. Capped at -80%) +25% Chance to Preserve Resources in Summoning
+8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat Hitpoints Regeneration +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers (Cost cannot go below 1) +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 +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 +4% Global Perfect Cook chance +25% Mastery Pool XP Cap +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 +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 Maximum Hit Items that reduce Rune costs are now 4x as effective +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +75% Ammo Preservation -75% Coal Costs for Smithing +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for Melvor Realm only +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points +2 Coal Ore per Ore Mined. (Item doubling does not apply) +5% Chance To Preserve Potion Charge Bypass All Slayer Area item requirements x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten -30% Agility Obstacle Item & Currency build costs (Melvor Realm only) +8% Skill XP for all Skills +10% Rune Preservation +5% Chance to find gem veins when Mining
-0.8s Thieving Interval -0.8s Crafting Interval +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) +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -20% Township Building Cost (Does not affect GP cost. Capped at -80%) +25% Chance to Preserve Resources in Summoning
+8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat Hitpoints Regeneration +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers (Cost cannot go below 1) -30% Agility Obstacle Item & Currency build costs (Melvor Realm only) +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 Melvor Realm 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 +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 Maximum Hit Items that reduce Rune costs are now 4x as effective +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +75% Ammo Preservation +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points -75% Coal Costs for Smithing +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 Bypass All Slayer Area item requirements +5% Chance To Preserve Potion Charge +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Skill XP for all Skills +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore
+270 Stealth while Thieving +150% GP gained from Thieving +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for Melvor Realm only
-0.1s Crafting Interval -0.1s Fletching Interval +10% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +10% Chance to gain +1 additional resource in Fletching (Cannot be doubled)
-0.1s Cooking Interval -0.1s Firemaking Interval -0.1s Smithing Interval +10% Chance to gain +1 additional resource in Cooking (Cannot be doubled) +10% Chance to gain +1 additional resource in Firemaking (Cannot be doubled) +10% Chance to gain +1 additional resource in Smithing (Cannot be doubled)
-0.1s Mining Interval -0.1s Woodcutting Interval +10% Chance to gain +1 additional resource in Mining (Cannot be doubled) +10% Chance to gain +1 additional resource in Woodcutting (Cannot be doubled)
+10% chance to gain 1 cooked version of a fish when Fishing +20% chance to gain GP in Fishing when catching a Fish that sells for GP equal to its base sale price
-0.1s Herblore Interval -0.1s Runecrafting Interval +10% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +10% Chance to gain +1 additional resource in Runecrafting (Cannot be doubled)
+25% Township Education +25% Township GP Production
-10% Township repair costs -25% Township Ore Production -25% Township Stone Production -25% Township Coal Production -25% Township Bar Production +25% Township Voidfire Ash Production -15% Township Abyssal Stone Production