Township/Training: Difference between revisions

Initial update for v1.3. No icons just yet
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{{V|1.2.2}}
{{V|1.3}}
{{Otheruses|training the Township skill|the skill itself|Township}}
{{Otheruses|training the Township skill|the skill itself|Township}}


==Before Starting Township==
=Base Game & Throne of the Herald=
==General Info==
*{{Skill|Township}} takes approximately 2-3 weeks to reach Level 99 and 3-4 additional weeks to reach Level 120 (5-7 weeks total). This can be lower or higher depending on activity. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process.
*{{Skill|Township}} takes approximately 2-3 weeks to reach Level 99 and 3-4 additional weeks to reach Level 120 (5-7 weeks total). This can be lower or higher depending on activity. Completing [[Township/Tasks#Casual|Casual Tasks]] can help speed up this process.
* Township will provide you with plenty of {{Icon|GP}} from {{TownshipIcon|Town Hall|Town Halls}} and various resources and consumables from the {{TownshipIcon|Trading Post}}.
* 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.
*Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to Township. You should be updating your town at least once per day. More will be beneficial.
*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}}.
*Seasonal Modifiers boost production early and decrease it later making it better to build quickly at the start. If you're not quite ready to commit to Township, it may be better to just wait until you are.
*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.
*You cannot fail Township. No matter how bad it looks, there's always a solution to fixing your town.
*Seasonal Modifiers boost production early and decrease it later making it better to commit to building quickly at the start.
*Each "tick", or "town update", is takes 1 hour and is done automatically.
*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==
==Quick Tips==
*[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}}, {{TownshipIcon|Wood|nolink=true}} and {{TownshipIcon|Stone|nolink=true}}. Starting with Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s! '''Overfilling your storage will result in resources being deleted when the next tick happens'''.
*[[Township/Tasks#Casual|Casual Tasks]] can greatly speed up the early game. Completing each of the base game [[Dungeons]] once will unlock [[Township/Tasks#Casual|Casual Tasks]] for 10,000-75,000 {{TownshipIcon|Food|nolink=true}}, {{TownshipIcon|Wood|nolink=true}} and {{TownshipIcon|Stone|nolink=true}}. Starting with Dragons Den, these tasks will also give {{TownshipIcon|Planks|nolink=true}} and {{TownshipIcon|Bar|nolink=true}}s! '''Overfilling the storage will result in resources being deleted when the next tick happens''' so be sure to spend or trade out resources before this happens.
*The general goal with Township is to prioritize whatever resource you're low on and then increase {{TownshipIcon|Population|Population (XP)}}.
*As a general goal, prioritize whatever resource is the lowest and then increase {{TownshipIcon|Population|Population (XP)}}.
*If you are unsure which worship to use, Aeris is the safest and pick 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.
*Aeris is the safest and pick as the first god to worship due to having the highest cost reduction at -25% building cost which is doubled in Spring. This can reduce the resource and repair costs for Township.
**The cost to switch worships, including to and from "None :(" is {{GP|50000000}}. This will also destroy any worship buildings and your entire town will need 50% repairs. It's highly advised you pick a god due to this.
**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.
*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}}.
*Building Cost Reduction will also reduce repair cost (including GP!).
*Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one.
*Repairing early is a waste of resources. Building a new building repairs for '''FREE''' so when possible try to build a new building instead of repairing first and then building a new one.
*The {{TownshipIcon|Swamp}}, {{TownshipIcon|Valley}} and {{TownshipIcon|Arid Plains}} provide a 1.5x multiplier to most buildings in these biomes while the {{TownshipIcon|Jungle}}, {{TownshipIcon|Desert}} and {{TownshipIcon|Snowlands}} provide a 2x multiplier to most buildings in these biomes. This bonus production will be factored into the displayed values.
*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.
*Building Cost Reduction will also reduce repair cost (including GP!) which can be very valuable before town halls are built.
 
*{{TownshipIcon|Worship}} modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
*{{TownshipIcon|Worship}} modifiers are multiplicative, greatly increasing resources gained. Other modifiers are typically additive.
*If your {{TownshipIcon|Population}} is low, check your {{TownshipIcon|Health}}. Health is the final multiplier of population. Having 75% health will result in 75% of your population.
*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!
*Seasons have modifiers. Click 'View Season Modifiers' In-Game or the [[Township#Seasons|Seasons Section]] on the Wiki to check them out!


==General Progression==
==General Progression==
The general progression may change based on which god you choose. The following will be based on Aeris. There are notes throughout the guide where this may cause issues.
The general progression may change based on which god is choosen. The following will be based on Aeris. There are notes throughout the guide where this may cause issues.


#Always prioritize resources you aren't generating enough of. Stone, Wood and Planks are the main resources.
#Always prioritize resources that you aren't generating enough of. Stone, Wood and Planks are the main resources.
#Always bulk up your {{TownshipIcon|Storage}} before going to sleep to ensure you don't cap out over night!
#Always bulk up {{TownshipIcon|Storage}} before going to sleep to ensure it doesn't cap out over night!
#After resources, your 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.
#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 you can avoid repairs entirely by just building new buildings until you're past Level 90.
Remember, building a new building will repair for '''FREE'''. Do not repair unless that building is 100% maxed out. Its likely repairs can be avoided entirely by just building new buildings until around Level 90.


==Level 1-14==
==Level 1-14==
'''New Buildings:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Basic Shelter|noicon=true}}, {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Wooden Hut|noicon=true}}, {{TownshipIcon|Wood|notext=true}}{{TownshipIcon|Woodcutter Camp|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Workshop|noicon=true}}, {{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}{{TownshipIcon|Miners Pit|noicon=true}}, {{TownshipIcon|Bar|notext=true}}{{TownshipIcon|Blacksmiths Smithy|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Cabin|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Hut|noicon=true}}, {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Herbalist|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Storehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|School|noicon=true}}
'''New Buildings:''' {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Basic Shelter|noicon=true}}, {{TownshipIcon|Population|notext=true}}{{TownshipIcon|Wooden Hut|noicon=true}}, {{TownshipIcon|Wood|notext=true}}{{TownshipIcon|Woodcutter Camp|noicon=true}}, {{TownshipIcon|Planks|notext=true}}{{TownshipIcon|Carpenters Workshop|noicon=true}}, {{TownshipIcon|Stone|notext=true}}{{TownshipIcon|Ore|notext=true}}{{TownshipIcon|Coal|notext=true}}{{TownshipIcon|Miners Pit|noicon=true}}, {{TownshipIcon|Bar|notext=true}}{{TownshipIcon|Blacksmiths Smithy|noicon=true}}, {{TownshipIcon|Leather|notext=true}}{{TownshipIcon|Hunters Cabin|noicon=true}}, {{TownshipIcon|Herbs|notext=true}}{{TownshipIcon|Gatherers Hut|noicon=true}}, {{TownshipIcon|Potions|notext=true}}{{TownshipIcon|Herbalist|noicon=true}}, {{TownshipIcon|Storage|notext=true}}{{TownshipIcon|Storehouse|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|School|noicon=true}}


*Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of your Wood for more Carpenters Workshops.
*Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of the Wood for more Carpenters Workshops.
*After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster.
*After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster.
*If you're an {{Icon|Adventure}} mode character, check for any [[Township/Tasks#Casual|Casual Tasks]] that give Wood, Planks or Stone. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
*Check for any [[Township/Tasks#Casual|Casual Tasks]] that give Wood, Planks or Stone. Completing these will speed up the beginning by a lot. Depending on when the town was created, there may not be any tasks available just yet.
*Health will start to decrease after Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. It's advised you build an Herbalist and keep Health at or near 100% at all times.
*Health will start to decrease after Level 15. This can be increased with Herbs or Potions underneath the Repair All buttons. It's advised to build an Herbalist and keep Health at or near 100% at all times.


==Level 15-34==
==Level 15-34==
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*All wood should go into Carpenters Workshops until maxed at 20/20.
*All wood should go into Carpenters Workshops until maxed at 20/20.
*If you don't have all Wooden Huts in the Grasslands, prioritize doing so now.
*If there are still Wooden Huts that can be built in the Grasslands, prioritize doing so now.
*When you have approximately 1,500-2,000 Stone left, build 20 Miners Pits in the Mountains.
*When you have approximately 1,500-2,000 Stone left, build 20 Miners Pits in the Mountains.
*For now, you will want to balance your Planks usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of.
*For now, balance Planks usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of.
*Clothing will become a valuable resource soon. Aim for at least 150 Leather per tick so you can build 1 Tailor every tick. More Leather can help get Basic Shelter in the Arid Plains built sooner. Clothing will be needed in high quantities in the Snowlands which will eventually become the best biome to build in when you have the resources to do so.
*Clothing will become a valuable resource soon. Aim for at least 150 Leather per tick so 1 Tailor can be built every tick. More Leather can help get Basic Shelter in the Arid Plains built sooner. Clothing will be needed in high quantities in the Snowlands which will eventually become the best biome to build in when you have the resources to do so.
*Food production will likely be a problem around Level 30-35. Avoid the Fishermans Dock in the Water Biome since Aeris reduces production by -75%. Aim for around 1,200 Food per tick for now.
*Food production will likely be a problem around Level 30-35. Avoid the Fishermans Dock in the Water Biome since Aeris reduces production by -75%. Aim for around 1,200 Food per tick for now.


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'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion|notext=true}} Production), {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Chapel|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Library|noicon=true}}, {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])
'''New Buildings:''' {{TownshipIcon|Cemetery}} (+2% {{TownshipIcon|Potions|Potion|notext=true}} Production), {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Chapel|noicon=true}}, {{TownshipIcon|Education|notext=true}}{{TownshipIcon|Library|noicon=true}}, {{TownshipIcon|Malcs Cats}} (Unlocks Cats in the [[Shop#Township|Shop]])


If you're having trouble hitting the population threshold for these upgrades and you have all housing built, try building some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}! Taverns are quite expensive in Food while Gardens use Planks.
If hitting the population threshold for these upgrades is troublesome and all the housing has been built, build some {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}! Taverns are quite expensive in Food while Gardens use Planks.


*You'll likely want to build Carpenters Factory and the rest of the Logging Camps if you don't already have them.
*Build Carpenters Factory and the rest of the Logging Camps if they are not already built.
*Building up your Herbs supply is highly recommended. They are the only resource required to build Infirmary and even with max Herb production, it takes a few ticks to build one. If you don't start stockpiling Potions now, you may run out when you start building the next tier of housing, the {{TownshipIcon|Large Cottage}}.
*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're very active you can increase this to 50% however 1% damage to your Chapels will result in these modifiers being lost.
*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 your god is "None :(" do not build any Worship buildings. Without a god, Worship does nothing.
**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 you worship Aeris, build them in the Mountains for the 25% bonus production at 25% Worship.
*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.
*In the Snowlands, focus on building Miners Fields then Clothiers then Cottages for now.
*Malcs Cats and Prats Hats can be built whenever you feel like it. Don't bother repairing these until after Level 100-110. Malcs Cats can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global GP.
*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.


If you find yourself at max {{TownshipIcon|Storage|nolink=true}} and you can't build more Warehouse, you can make 1 Trading Post and trade out excess resources. You may not need to do this until much later. If you do a build Trading Post, avoid repairing it since it's very expensive to repair!
Making 1 {{TownshipIcon|Trading Post}} can be useful for trading out excess resources in the event all Warehouses have been built and {{TownshipIcon|Storage|nolink=true}} is still reaching the maximum capacity. This may not need to be done until much later. If a Trading Post is built, avoid repairing it since it's very expensive to repair!


==Level 60-79==
==Level 60-79==
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'''New Building:''' {{TownshipIcon|Rune Essence|notext=true}}{{TownshipIcon|Magic Emporium|noicon=true}}
'''New Building:''' {{TownshipIcon|Rune Essence|notext=true}}{{TownshipIcon|Magic Emporium|noicon=true}}


*Food will be needed in higher quantities soon. For now, around 2,000-4,000 Food per tick will do. You'll mostly be limited by other resources anyway but this will help with building more Taverns and get a nice stockpile for when you build Large Cottages, which require 7,200 Food each.
*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
*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 you will want to increase Rune Essence production to around 2,000 per tick.
**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 you worship Aeris otherwise build in the Desert if your god does not decrease production there.
*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. You may want to get Planks upgraded first. This should help with the lack of Stone and Coal.
*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.
*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 your remaining resources, if you have any.
*Cemeteries can be built in the Grasslands to further increase Potions production, if needed. They cost quite a bit of Herbs and Bars so only dump any remaining resources into them.


==Level 80==
==Level 80==
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'''New Buildings:''' {{TownshipIcon|GP|notext=true}}{{TownshipIcon|Town Hall|noicon=true}}, {{TownshipIcon|Worship|notext=true}}{{TownshipIcon|Statue of Worship|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 you can now make GP with Township. The resource cost of these (specifically Herbs and Potions) are quite high. You can reduce the resource costs 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.
*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 you've maxed your Stone and Plank production and you have the Throne of the Herald DLC, start building all Magic Emporiums. You will need a lot of Rune Essence when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of Rune Essence.
*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.
*Building Academies will help produce Stone and Coal if you're still in need of these resources.
*If Stone and Coal is still needed, building Academies will help generate more of it.


==Level 81+==
==Level 81+==
At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.
At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.


*{{TownshipIcon|Market|Markets}} are something you should look into around now. They'll help reduce repair costs which should start becoming more relevant now that you're starting to max out some buildings.
*{{TownshipIcon|Market|Markets}} around now is a good idea. They'll help reduce repair costs which should start becoming more relevant now that buildings are starting to maxed out.
*With the [[Throne of the Herald Expansion|Throne of the Herald Expansion]] you'll get another upgrade for just about every resource at Level 100.
*With the [[Throne of the Herald Expansion]], most resource generating building will get another another upgrade at Level 100.
*At Level 100 you unlock {{TownshipIcon|Cool Rocks}} allowing you to buy cool rock pets from the [[Shop#Township|Shop]]. These primarily improve mining and smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them with the  
*At Level 100, {{TownshipIcon|Cool Rocks}} are unlocked which unlocks the ability to buy cool rock pets from the [[Shop#Township|Shop]]. These primarily improve Mining and Smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them with the  
*Trading Posts are another thing you'll want to be building around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5%
*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%
*You can increase Rune Essence production after you've got the basic resources done. You'll need a LOT for {{TownshipIcon|Large Repository|Large Repositories}}.
*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 you build. Build them during your 2x season for decreased Rune Essence cost
**Storage should probably be the very last building that is built. It is suggested to build them during your god's 2x season for decreased Rune Essence cost.


==Which worship is best?==
==Which worship is best?==
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==The Trader==
==The Trader==
===Trading for Consumable or Resources===
===Trading for Consumable or Resources===
The Trader offers consumables that are not available elsewhere. The best trades will depend on where you are in the game due to them having both Township level and (typically) Skill level requirements. Boxes require an certain amount of Main Task to be completed. The best boxes are whichever you need the resources from. 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:
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 you have no better options. The Food Boxes can also be used to quickly gather secondaries for {{ItemIcon|Pig}} and {{ItemIcon|Wolf}} tablets
*'''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 you have the {{ItemIcon|Kindling Pouch}} or {{ItemIcon|Kindling Pouch II}} from {{Skill|Crafting}}. The Wood Boxes can be used to quickly gather secondaries for the {{ItemIcon|Ent}} Tablet.
*'''Wood''': {{ItemIcon|Quick Burner}} will be very useful until the {{ItemIcon|Kindling Pouch}} or {{ItemIcon|Kindling Pouch II}} can be created in {{Skill|Crafting}}. The Wood Boxes can be used to quickly gather secondaries for the {{ItemIcon|Ent}} Tablet.


*'''Ore and Bars''': The boxes can be used to quickly gather secondaries for the {{ItemIcon|Mole}} and {{ItemIcon|Salamander}} Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well.
*'''Ore and Bars''': The boxes can be used to quickly gather secondaries for the {{ItemIcon|Mole}} and {{ItemIcon|Salamander}} Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well.


*'''Stone''': The {{ItemIcon|Melee Hinder Scroll}} can be used to fill the Consumable slot if you have no better options.
*'''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 you can mine while the {{ItemIcon|Looter Pouch}} can increase combat loot. The {{ItemIcon|Magic Hinder Scroll}} can be used to fill the Consumable slot if you have no better options.
*'''Essence''': {{ItemIcon|Scroll Of Essence}} can dramatically increase the amount of Essence that is mined while the {{ItemIcon|Looter Pouch}} can increase combat loot. The {{ItemIcon|Magic Hinder Scroll}} can be used to fill the Consumable slot if there are no better options available.


*'''Leather''': The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets.
*'''Leather''': The {{ItemIcon|Gem Preserver Scroll}} can help reduce the cost for {{ItemIcon|Monkey}} tablets.


*'''Potions''': The {{ItemIcon|Consumable Enhancer}} can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that you don't have the level for yet, or don't greatly benefit from being upgrade like {{ItemIcon|Diamond Luck Potion I}} potions.
*'''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===
===Trading for GP===
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[[File:Which Township boxes are worth opening.png|A Chart showing which boxes are worth opening|thumb|290px]]
[[File:Which Township boxes are worth opening.png|A Chart showing which boxes are worth opening|thumb|290px]]


The first chart shows the additional GP generation per hour if you choose to sell the 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. You do not have to min-max this much, however this info is here if you do wish to do this.
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}}
*'''Food''': {{ItemIcon|Dragonbreath Deterer}}
*'''Wood''': {{ItemIcon|Quick Burner}}
*'''Wood''': {{ItemIcon|Quick Burner}}
Line 140: Line 142:
*'''Herbs''': {{ItemIcon|Herblore Scroll Of XP}}
*'''Herbs''': {{ItemIcon|Herblore Scroll Of XP}}
*'''Essence''': {{ItemIcon|Runecrafting Scroll Of XP}}
*'''Essence''': {{ItemIcon|Runecrafting Scroll Of XP}}
*'''Leather''': {{ItemIcon|Leather}} (Only if you convert to {{ItemIcon|Green Dragonhide}} in the shop), {{ItemIcon|Slayer Blinding Scroll}}
*'''Leather''': {{ItemIcon|Leather}} (Only if converted to {{ItemIcon|Green Dragonhide}} in the shop), {{ItemIcon|Slayer Blinding Scroll}}
*'''Potions''': {{ItemIcon|Consumable Enhancer}}
*'''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
*'''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}}
*'''Clothing''': {{ItemIcon|Crafting Scroll Of XP}}


==Boosts==
=Into The Abyss=
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.
==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 figthing the new Abyssal Wave mechanic.
*The overall progression will be waiting to build up enough (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 & Weapons 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 (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 (Fortification) to be increased in the mean time which increases Township Abyssal EXP.
**Before fighting any Abyssal Waves, ensure any items that increase Abyssal Experience gain are equipped!
*Remember to wear a {{ItemIcon|Township Skillcape}} or {{ItemIcon|Superior Township Skillcape}} while building to reduce building costs!
*The total cost of Abyssal Township will be 172,890,000 Abyssal Pieces 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:''' (Soul Storage) (Reinforced Planks) (Abyssal Stone) (Armour & Weaponry) (Abyssal Gateway), (Armour & Weaponry) (Weaponsmith I), (Reinforced Planks) (Reinforced Cartpenter I), (Abyssal Stone) (Abyssal Harvester I), (Obsidian) (Obsidian Mines), (Soul Storage) (Sanctuary), (Fortification) (Wooden Walls)
 
*Abyssal Township is started by building the Abyssal Gateway. This will start generating the first 3 Abyssal resources: (Reinforced Planks), (Abyssal Stone) and (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 (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 Abyssal Pieces and Abyssal Slayer Coins 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:''' (Soul Storage -> Divine Sanctuary), (Abyssal Stone -> Abyssal Harvester II)
 
'''New Buildings:''' (Armour & Weaponry -> Armourer I), (Voidfire Ash -> Fire Pit)
 
*Since no (Fortification) buildings were unlocked at level 10, Abyssal Waves can be fought whenever during this level range. Remember to repair, heal and equip any Increased Abyssal XP items before fighting Abyssal Waves and spend any Skill Tree points '''between''' Abyssal Waves!
*Build all 60 Armourer I
*Build 30 Abyssal Harvesters
*Build 40 Fire Pits. Building more is not neccessary 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:''' (Soul Storage -> Ethereal Sanctuary), (Reinforced Planks -> Reinforced Carpenter II), (Armour & Weaponry -> Weaponsmith II), (Obsidian -> Obsidian Quarry), (Fortification -> Stone Walls), (Fortification -> Empowered Altar)
 
'''New Buildings:''' (Abyssal Enhancer -> -0.20% Global Abyssa XP), (Fortification -> Empowered Altar), (Runestone -> Runestone Crafter)
 
*With the new (Fortification) buildings, hold off on fighting any Abyssal Waves until 960k (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:''' (Armour & Weapons -> Armourer II), (Abyssal Stone -> Abyssal Harvester III), (Voidfire Ash -> Bonfire), (Runestone -> Runestone Combiner), (Fortification -> Arcane Altar)
 
'''New Buildings:''' (Fortification -> Enchanted Tower)
 
*Build all 60 Armourers, 60 Abyssal Harvesters, 60 Bonfires, 60 Runestone Combiner, 60 Obsidian Quarry
*Build all 10 Enchanted Towers and Arcane Altars
*Build all the Wooden Walls and Stone Walls in the (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, 1.7m (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:''' (Armour & Weapons -> Armourer III), (Armour & Weapons -> Weaponsmith III), (Reinforced Planks -> Reinforced Carpenter III), (Obsidian -> Obsidian Blaster), (Soul Storage -> Void Sanctuary), (Fortification -> Ethereal Altar), (Fortification -> Obsidian Walls)
 
'''New Buildings:''' (Abyssal Research Lab -> +0.20% Global Mastery XP for Abyssal Realm only), (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 Enchancers until then.
*To reach Level 50, 3.58M (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:''' (Armour & Weapons -> Armourer IV), (Armour & Weapons -> Weaponsmith IV), (Runestones -> Runestone Merger), (Voidfire Ash -> Voidfire Beacon)
 
'''New Buildings:''' (Abyssal Combat Lab -> +0.25% Damage Dealth to all Monsters when using Abyssal Damage)
 
*Build all Weaponsmiths, Armourers. If you run out of Void Ash, swap to building 45 Voidfire Beacons then back to Weaponsmiths and Armourers.
*Build all Voidfire Beacons.
*Build all Runestone Mergers.
*From here any of the remaining buildings can be built. It's a long stretch to level 60 and an even longer stretch to 100% Abyssal Township. At this point it's best to keep all buildings fully repaired.
 
=Boosts=
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,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP,increasedTownshipResourceProduction,increasedTownshipMaxStorage,increasedTownshipHappiness,decreasedTownshipBuildingCost,increasedTownshipEducation,decreasedTownshipRepairCost,increasedTownshipHealth,decreasedTownshipTraderCost,increasedTownshipGPProduction|Township Boosts|false|skill=Township}}
{{ModifierTable|increasedSkillXP,decreasedSkillIntervalPercent,increasedSkillPreservationChance,decreasedSkillInterval,increasedChanceToDoubleItemsSkill,increasedChanceAdditionalSkillResource,increasedMasteryXP,increasedNonCombatSkillXP,increasedGlobalSkillXP,increasedTownshipResourceProduction,increasedTownshipMaxStorage,increasedTownshipHappiness,decreasedTownshipBuildingCost,increasedTownshipEducation,decreasedTownshipRepairCost,increasedTownshipHealth,decreasedTownshipTraderCost,increasedTownshipGPProduction|Township Boosts|false|skill=Township}}