Agility/Training: Difference between revisions
m (→Obstacles: Fix formatting) |
|||
(4 intermediate revisions by the same user not shown) | |||
Line 97: | Line 97: | ||
'''Note:''' Special attention should be given to the final two levels and Agility Obstacle 15 as you go for 120. The main reason for this is that the level requirements in other skills are so high, you really want to think through your situation and goals before committing to one of them. Please note the other charts in this guide assume you've chosen Mountain Trail, as it is the still best for Agility '''in a vacuum.''' There are three major options: | '''Note:''' Special attention should be given to the final two levels and Agility Obstacle 15 as you go for 120. The main reason for this is that the level requirements in other skills are so high, you really want to think through your situation and goals before committing to one of them. Please note the other charts in this guide assume you've chosen Mountain Trail, as it is the still best for Agility '''in a vacuum.''' There are three major options: | ||
# Mountain Trail ({{SkillReq|Smithing|115}} + {{SkillReq|Crafting|115}} + {{SkillReq|Fletching|115}}) | # {{AgilityIcon|Mountain Trail}} ({{SkillReq|Smithing|115}} + {{SkillReq|Crafting|115}} + {{SkillReq|Fletching|115}}) | ||
#* This option is certainly best one '''for Agility skill experience with no other context'''. And often it can be the best one if you have decided to level Crafting to 115 anyway for {{ItemIcon|Stamina Pouch}}. | #* This option is certainly best one '''for Agility skill experience with no other context'''. And often it can be the best one if you have decided to level Crafting to 115 anyway for {{ItemIcon|Stamina Pouch}}. | ||
#* '''However,''' the bonus, while strong for these skills, is also not extremely relevant since you've already invested so much in leveling these skills, before getting your Elite Pillar (which, in the case of Elite Pillar of Expertise, will help a lot in leveling these skills, arguably as much as this obstacle will). | #* '''However,''' the bonus, while strong for these skills, is also not extremely relevant since you've already invested so much in leveling these skills, before getting your Elite Pillar (which, in the case of {{AgilityIcon|Elite Pillar of Expertise}}, will help a lot in leveling these skills, arguably as much as this obstacle will). | ||
#* Strongly consider if leveling all three of these skills up this much is really what you want to do, as compared to the other two options below. | #* Strongly consider if leveling all three of these skills up this much is really what you want to do, as compared to the other two options below. | ||
# Waterfall Crossing ({{SkillReq|Herblore|120}}) | # {{AgilityIcon|Waterfall Crossing}} ({{SkillReq|Herblore|120}}) | ||
#* This option is the strongest combat obstacle in the entire game. Especially if you can get it to 99 mastery to cut the large hit point penalty in half. | #* This option is the strongest combat obstacle in the entire game. Especially if you can get it to 99 mastery to cut the large hit point penalty in half. | ||
#* Since you usually want to be getting this obstacle to 99 mastery '''anyway''', accumulating mastery experience on it while you get the final 2 levels for your pillar can very often be more efficient - as opposed to getting Agility 120, then getting Herblore 120, then coming back to get Agility mastery XP on this obstacle. | #* Since you usually want to be getting this obstacle to 99 mastery '''anyway''', accumulating mastery experience on it while you get the final 2 levels for your pillar can very often be more efficient - as opposed to getting Agility 120, then getting Herblore 120, then coming back to get Agility mastery XP on this obstacle. | ||
#* On the other hand, this option is the slowest of the three good choices for leveling to 120. | #* On the other hand, this option is the slowest of the three good choices for leveling to 120. | ||
# Lava Trail ({{SkillReq|Farming|120}}, {{SkillReq|Astrology|120}}) | # {{AgilityIcon|Lava Trail}} ({{SkillReq|Farming|120}}, {{SkillReq|Astrology|120}}) | ||
#* Most people, by the time they are trying to get Agility 120, will already have Farming 120. Likely, because leveling Astrology early is a strong bonus across all skills, most people will already have at least Astrology 117 if not all the way to 120. Therefore, this obstacle tends to be by far the easiest to build when people first hit Agility 118. | #* Most people, by the time they are trying to get Agility 120, will already have Farming 120. Likely, because leveling Astrology early is a strong bonus across all skills, most people will already have at least Astrology 117 if not all the way to 120. Therefore, this obstacle tends to be by far the easiest to build when people first hit Agility 118. | ||
#* The drawback of negative mastery can matter to you depending on what you're doing with the other obstacles and how perfectly precisely you're following this guide. If you're following it to the letter, it's likely you already have most of your other obstacles at 99 mastery anyway so it doesn't matter that much. | #* The drawback of negative mastery can matter to you depending on what you're doing with the other obstacles and how perfectly precisely you're following this guide. If you're following it to the letter, it's likely you already have most of your other obstacles at 99 mastery anyway so it doesn't matter that much. | ||
Line 202: | Line 202: | ||
|} | |} | ||
==Full Completion (100% Mastery)== | |||
This section is about how to optimally get 100% {{Icon|Mastery}}. Agility is more interesting than the other skills in this regard because you need to run an obstacle at every level starting from tier 1, so getting full Mastery requires more planning. | |||
It is difficult to give very specific advice like for skilling, because this guide has no way to know what your current Mastery situation is (for instance, some players will have already full mastered obstacles like {{AgilityIcon|Waterfall Crossing}}, {{AgilityIcon|Lava Jump}} and so on, in order to cut the penalties in half, and other players will not have done so). Instead, this guide will provide... guidelines! | |||
There are two schools of thought for how to get Agility Mastery. The first is to focus on +Mastery bonuses like {{ItemIcon|Traps Potion}}, {{Synergy|Eagle|Devil}}, {{AgilityIcon|Tree Climb}} and so on, and the other is to maximize pool income from {{ItemIcon|Mastery Token (Agility)}} by reducing interval as much as possible. It turns out that '''Tokens actually can generate between 2.5% and 3.4% of pool per hour,''' depending on the active obstacles and other bonuses, whereas another +20% mastery or so will not generate nearly that much mastery. See the [[#Action Time|Action Time]] section for a list of all the bonuses. With the {{AgilityIcon|Elite Pillar of Expertise}} active, you have a total of 96% interval reduction, and without it, you have 93%. | |||
With all this in mind, here are the guidelines: | |||
# You will want to run {{ItemIcon|Clue Chasers Insignia}} and {{AoD}} {{ItemIcon|Ghostly Parrot}} the entire time (except when switching obstacles, of course). | |||
# Apart from interval reduction, it is almost always better to run obstacles that are not 99 over ones that are 99, even if the obstacle has a high duration or a mastery penalty. | |||
# You will want {{AgilityIcon|Mountain Climb}} and {{AgilityIcon|Tree Balance}} active for the entire time of getting your 100% mastery. | |||
#* Therefore, you want to spend pool on the other obstacles at tier 5 and 6 all the way to 99. | |||
# You will want to completely pool {{AgilityIcon|Balance Trap}} to 99 without ever running it, so you don't get the 10% penalty. | |||
# You want to prioritize running fast obstacles for their tier (e.g. {{AgilityIcon|Mountain Trail}}) over slow obstacles (e.g. {{AgilityIcon|Freezing Rafting}}. Pay attention to the base interval when choosing your next obstacle to run & pool. | |||
# You don't ever want to run an obstacle at less than 90 mastery, if you can help it. | |||
#* It is probably still better to run an obstacle at 70-89 mastery over a 99 obstacle, however. | |||
#* Make sure to prioritize pooling the next obstacles you will run so that when you finish 99 something, you can switch to something at 90. | |||
#** Apart from the tier 5/6 & {{AgilityIcon|Balance Trap}} exception, you don't want to spend pool on any obstacle beyond 90 (until the very end). | |||
#* Try hard to balance which levels you spend pool on, so that all levels always have another obstacle ready to go. | |||
# Eventually, all obstacles will be at 90 or above. When this happens, spend your pool on higher tier, slow {{TotH}} obstacles like {{AgilityIcon|Freezing Rafting}} and {{AgilityIcon|Rooftop Climb}} so you can run the fast ones instead. | |||
# Because you spent your pool from your previous step on {{TotH}} obstacles, and because these obstacles are slower, eventually you will finish mastering the {{TotH}} obstacles first. When this happens, and not before, '''it's better to destroy tiers that are full 99 than run the best obstacle, even though this loses your access to {{AgilityIcon|Elite Pillar of Expertise}}.''' You will still have 93% interval reduction. Example: | |||
#* You finish mastering all obstacles tier 11-15, so you destroy obstacle 11. | |||
#* Then you finish mastering all obstacles in tier 10, so you destroy obstacle 10 | |||
#* ... and so on | |||
Following this strategy should keep your pool XP per hour at around 6.7% between tokens and normal pool XP combined for most of the whole time you are going for 100% mastery completion. | |||
==Boosters== | ==Boosters== |
Latest revision as of 04:55, 31 May 2024
This page was last updated for (v1.2.2). |
Training
Total Costs
This is the total cost to build or change all obstacles as listed in the guide below, assuming no cost reductions. Note that this could be lower in practice if Mastery Pool checkpoints are active or if the same obstacle is constructed multiple times.
Cost | Base Game Level 1-99 |
Level 100-120 |
Total |
---|---|---|---|
Gold Pieces | 46,110,000 | 510,000,000 | 556,110,000 |
Slayer Coins | 150,000 | 500,000 | 650,000 |
Raw Herring | 300 | N/A | 300 |
Raw Salmon | 300 | N/A | 300 |
Mind Rune | 500 | N/A | 500 |
Mahogany Logs | 1,000 | N/A | 1,000 |
Iron Arrows | 2,000 | N/A | 2,000 |
Chaos Rune | 2,000 | N/A | 2,000 |
Watermelons | 3,000 | N/A | 3,000 |
Barrentoe Herb | 5,000 | N/A | 5,000 |
Crab | 2,500 | N/A | 2,500 |
Coal Ore | 5,000 | N/A | 5,000 |
Diamond | 2,000 | N/A | 2,000 |
Bones | 1,000 | N/A | 1,000 |
Dragonite Bar | 10,000 | N/A | 10,000 |
Redwood Logs | 10,000 | N/A | 10,000 |
Emerald | 2,000 | N/A | 2,000 |
Lava Fish | N/A | 8,000 | 8,000 |
Corundumite Bar | N/A | 6,000 | 6,000 |
Oricha | N/A | 5,000 | 5,000 |
Magic Logs | N/A | 5,000 | 5,000 |
Cerulean | N/A | 5,000 | 5,000 |
Palladium Bar | N/A | 15,000 | 15,000 |
Pure Essence | N/A | 20,000 | 20,000 |
Meteorite Bar | N/A | 10,000 | 10,000 |
Meteorite Javelin | N/A | 15,000 | 15,000 |
Revenant Logs | N/A | 25,000 | 25,000 |
Total Skill Requirements
In order to follow this guide, you'll need the following skills:
- Level 1-99 (Base Game)
- Level 100-120 ( Throne of the Herald Expansion)
Obstacles
The following guide was created assuming level 50 Mastery for each obstacle. In practice, obstacles will start at level 1 Mastery and will end up far above level 50 (especially for later level blocks), but although that effects the actual XP rates gained it will not ultimately change which courses are best at a given level block in practice.
This changes from Level 80 onwards, which are chosen assuming you'll hit 99 Mastery partway through the level block. In practice, you will not hit level 99 Mastery in all obstacles in the course, but you should hit level 99 Mastery in the most relevant obstacles, which are the ones with penalties that affect the speed at which you gain Agility XP.
Note: Special attention should be given to the final two levels and Agility Obstacle 15 as you go for 120. The main reason for this is that the level requirements in other skills are so high, you really want to think through your situation and goals before committing to one of them. Please note the other charts in this guide assume you've chosen Mountain Trail, as it is the still best for Agility in a vacuum. There are three major options:
- Mountain Trail ( Level 115 + Level 115 + Level 115)
- This option is certainly best one for Agility skill experience with no other context. And often it can be the best one if you have decided to level Crafting to 115 anyway for Stamina Pouch.
- However, the bonus, while strong for these skills, is also not extremely relevant since you've already invested so much in leveling these skills, before getting your Elite Pillar (which, in the case of Elite Pillar of Expertise, will help a lot in leveling these skills, arguably as much as this obstacle will).
- Strongly consider if leveling all three of these skills up this much is really what you want to do, as compared to the other two options below.
- Waterfall Crossing ( Level 120)
- This option is the strongest combat obstacle in the entire game. Especially if you can get it to 99 mastery to cut the large hit point penalty in half.
- Since you usually want to be getting this obstacle to 99 mastery anyway, accumulating mastery experience on it while you get the final 2 levels for your pillar can very often be more efficient - as opposed to getting Agility 120, then getting Herblore 120, then coming back to get Agility mastery XP on this obstacle.
- On the other hand, this option is the slowest of the three good choices for leveling to 120.
- Lava Trail ( Level 120, Level 120)
- Most people, by the time they are trying to get Agility 120, will already have Farming 120. Likely, because leveling Astrology early is a strong bonus across all skills, most people will already have at least Astrology 117 if not all the way to 120. Therefore, this obstacle tends to be by far the easiest to build when people first hit Agility 118.
- The drawback of negative mastery can matter to you depending on what you're doing with the other obstacles and how perfectly precisely you're following this guide. If you're following it to the letter, it's likely you already have most of your other obstacles at 99 mastery anyway so it doesn't matter that much.
- For Agility Skill XP itself, this obstacle is in between options 1 and 2. Since you likely won't have to wait for three other skills, this obstacle is most likely your fastest route to your Elite Pillar in calendar time (even if it's a little slower in Agility time).
All three of these obstacles will make sense to different people in their different situations. Please read all three and consider all three for your situation before choosing.
Levels | Course Changes | Costs | Requirements | Full Course |
---|---|---|---|---|
1-10 | Build Cargo Net | 10,000 | Cargo Net | |
10-20 | Build Balance Beam | 50,000 | Cargo Net, Balance Beam | |
20-30 | Build Pit Jump | 150,000 300 Raw Herring 300 Raw Salmon |
Cargo Net, Balance Beam, Pit Jump | |
30-40 | Build Gap Jump | 250,000 500 Mind Rune |
Cargo Net, Balance Beam, Pit Jump, Gap Jump | |
40-50 | Build Tree Climb | 500,000 1,000 Mahogany Logs 2,000 Iron Arrows 2,000 Chaos Rune |
Level 60 | Cargo Net, Balance Beam, Pit Jump, Gap Jump, Tree Climb |
50-60 | Build Raft Drifting | 1,000,000 3,000 Watermelons |
Level 60 | Cargo Net, Balance Beam, Pit Jump, Gap Jump, Tree Climb, Raft Drifting |
60-70 | Build Heat Trap | 2,500,000 | Cargo Net, Balance Beam, Pit Jump, Gap Jump, Tree Climb, Raft Drifting, Heat Trap | |
70-80 | Build Tree Hang | 5,000,000 5,000 Barrentoe Herb |
Level 80 Level 80 |
Cargo Net, Balance Beam, Pit Jump, Gap Jump, Tree Climb, Raft Drifting, Heat Trap, Tree Hang |
80-90 | Build Ice Jump Swap Pit Jump for Balance Seesaw Swap Tree Climb for Mountain Climb Swap Raft Drifting for Tree Balance |
11,650,000 2,500 Crab 5,000 Coal Ore 2,000 Diamond 1,000 Bones |
Level 60 Level 60 Level 60 Level 60 |
Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, Tree Hang, Ice Jump |
90-100 | Build Boulder Move Swap Tree Hang for Spike Jump |
25,000,000 150,000 10,000 Dragonite Bar 10,000 Redwood Logs 2,000 Emerald |
Level 99 Level 99 Level 70 Level 70 |
Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, Spike Jump, Ice Jump, Boulder Move |
100-105 | Build Forest Maze | 30,000,000 500,000 8,000 Lava Fish 6,000 Corundumite Bar |
Level 100 Level 100 Level 100 |
Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, Spike Jump, Ice Jump, Boulder Move, Forest Maze |
105-110 | Build Forest Jog Swap Spike Jump for A Lovely Jog |
55,000,000 5,000 Oricha 5,000 Magic Logs |
Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, A Lovely Jog, Ice Jump, Boulder Move, Forest Maze, Forest Jog | |
110-115 | Build Cave Trap | 75,000,000 | Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, A Lovely Jog, Ice Jump, Boulder Move, Forest Maze, Forest Jog, Cave Trap | |
115-118 | Build Freezing Climb | 150,000,000 5,000 Cerulean 15,000 Palladium Bar 20,000 Pure Essence |
Level 110 Level 110 Level 110 |
Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, A Lovely Jog, Ice Jump, Boulder Move, Forest Maze, Forest Jog, Cave Trap, Freezing Climb |
118-120 | Build Mountain Trail | 200,000,000 10,000 Meteorite Bar 15,000 Meteorite Javelin 25,000 Revenant Logs |
Level 115 Level 115 Level 115 |
Cargo Net, Balance Beam, Balance Seesaw, Gap Jump, Mountain Climb, Tree Balance, Heat Trap, A Lovely Jog, Ice Jump, Boulder Move, Forest Maze, Forest Jog, Cave Trap, Freezing Climb, Mountain Trail |
Full Completion (100% Mastery)
This section is about how to optimally get 100% Mastery. Agility is more interesting than the other skills in this regard because you need to run an obstacle at every level starting from tier 1, so getting full Mastery requires more planning.
It is difficult to give very specific advice like for skilling, because this guide has no way to know what your current Mastery situation is (for instance, some players will have already full mastered obstacles like Waterfall Crossing, Lava Jump and so on, in order to cut the penalties in half, and other players will not have done so). Instead, this guide will provide... guidelines!
There are two schools of thought for how to get Agility Mastery. The first is to focus on +Mastery bonuses like Traps Potion, Eagle Devil, Tree Climb and so on, and the other is to maximize pool income from Mastery Token (Agility) by reducing interval as much as possible. It turns out that Tokens actually can generate between 2.5% and 3.4% of pool per hour, depending on the active obstacles and other bonuses, whereas another +20% mastery or so will not generate nearly that much mastery. See the Action Time section for a list of all the bonuses. With the Elite Pillar of Expertise active, you have a total of 96% interval reduction, and without it, you have 93%.
With all this in mind, here are the guidelines:
- You will want to run Clue Chasers Insignia and Ghostly Parrot the entire time (except when switching obstacles, of course).
- Apart from interval reduction, it is almost always better to run obstacles that are not 99 over ones that are 99, even if the obstacle has a high duration or a mastery penalty.
- You will want Mountain Climb and Tree Balance active for the entire time of getting your 100% mastery.
- Therefore, you want to spend pool on the other obstacles at tier 5 and 6 all the way to 99.
- You will want to completely pool Balance Trap to 99 without ever running it, so you don't get the 10% penalty.
- You want to prioritize running fast obstacles for their tier (e.g. Mountain Trail) over slow obstacles (e.g. Freezing Rafting. Pay attention to the base interval when choosing your next obstacle to run & pool.
- You don't ever want to run an obstacle at less than 90 mastery, if you can help it.
- It is probably still better to run an obstacle at 70-89 mastery over a 99 obstacle, however.
- Make sure to prioritize pooling the next obstacles you will run so that when you finish 99 something, you can switch to something at 90.
- Apart from the tier 5/6 & Balance Trap exception, you don't want to spend pool on any obstacle beyond 90 (until the very end).
- Try hard to balance which levels you spend pool on, so that all levels always have another obstacle ready to go.
- Eventually, all obstacles will be at 90 or above. When this happens, spend your pool on higher tier, slow obstacles like Freezing Rafting and Rooftop Climb so you can run the fast ones instead.
- Because you spent your pool from your previous step on obstacles, and because these obstacles are slower, eventually you will finish mastering the obstacles first. When this happens, and not before, it's better to destroy tiers that are full 99 than run the best obstacle, even though this loses your access to Elite Pillar of Expertise. You will still have 93% interval reduction. Example:
- You finish mastering all obstacles tier 11-15, so you destroy obstacle 11.
- Then you finish mastering all obstacles in tier 10, so you destroy obstacle 10
- ... and so on
Following this strategy should keep your pool XP per hour at around 6.7% between tokens and normal pool XP combined for most of the whole time you are going for 100% mastery completion.
Boosters
XP
Source | Type | XP Boost | Other Modifiers |
---|---|---|---|
Balance Beam | Agility Obstacle 2 | +2% Agility Skill XP | |
Balance Seesaw | Agility Obstacle 3 | +2% Agility Skill XP | +2% Agility Mastery XP |
Pit Jump | Agility Obstacle 3 | +3% Global Skill XP | -4% Agility Skill XP |
Tree Climb | Agility Obstacle 5 | +4% Global Skill XP | -10% Ammo Preservation -10% Chance to Preserve Resources in Skills -10% Rune Preservation +3% Global Mastery XP |
A Lovely Jog | Agility Obstacle 8 | +5% Global Skill XP | -6% Global Mastery XP |
Ko | Constellation | +8% Agility Skill XP | -5% Thieving Interval -5% Agility Interval +8% Chance to Double Items in Thieving +5% GP From Agility +8% Thieving Mastery XP +8% Agility Mastery XP +8% Thieving Skill XP +50 Stealth while Thieving |
Ancient Ring of Skills | Item (Ring) | +8% non-Combat Skill XP | |
Book of Scholars | Item (Shield, Passive) | +3% Global Skill XP | -15% Global GP (except Item Sales) |
Candelabra (Lit) | Item (Consumable) | +4% non-Combat Skill XP | -3% Interval for all non-Combat Skills +4% Global Mastery XP +3% Chance to Preserve Resources in Skills |
Cape of Completion | Item (Cape) | +5% Global Skill XP | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +10 Flat Hitpoints Regeneration +25% Mastery Pool XP Cap Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Firemaking Skillcape | Item (Cape) | +5% Global Skill XP | +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive coal when burning logs in Firemaking |
Golden Wreath | Item (Helmet, Passive) | +3% non-Combat Skill XP | +100 GP gained when earning GP, except Alt. Magic and Item Sales +3% Global Mastery XP |
Maximum Skillcape | Item (Cape) | +5% Global Skill XP | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Performance Enhancing Body | Item (Platebody) | +2% Agility Skill XP | |
Performance Enhancing Boots | Item (Boots) | +2% Agility Skill XP | |
Performance Enhancing Hat | Item (Helmet) | +2% Agility Skill XP | |
Performance Enhancing Leggings | Item (Platelegs) | +2% Agility Skill XP | |
Skillers Body | Item (Platebody) | +2% non-Combat Skill XP | |
Skillers Boots | Item (Boots) | +2% non-Combat Skill XP | |
Skillers Hat | Item (Helmet) | +2% non-Combat Skill XP | |
Skillers Leggings | Item (Platelegs) | +2% non-Combat Skill XP | |
Superior Cape of Completion | Item (Cape) | +8% Global Skill XP | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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 Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Firemaking Skillcape | Item (Cape) | +8% Global Skill XP | +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +100% chance to receive coal when burning logs in Firemaking |
Superior Max Skillcape | Item (Cape) | +8% Global Skill XP | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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 Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
100 Hexes Mastered | Mastery Bonus | +5% Global Skill XP | |
Pyro | Pet | +1% Global Skill XP |
GP
Source | Type | GP Boost | Other Modifiers |
---|---|---|---|
Cargo Net | Agility Obstacle 1 | +3% Global GP (except Item Sales) | +2% Fishing Mastery XP |
Mountain Climb | Agility Obstacle 5 | +15% GP From Agility | -2% Agility Mastery XP -12% Agility Interval -8% Agility Skill XP |
Forest Jog | Agility Obstacle 12 | +25% GP From Agility | -5% Agility Obstacle Build Costs -6% Global Mastery XP |
Burning Trap | Agility Obstacle 13 | +15% Global GP (except Item Sales) | -30% Chance to Double Items Globally -30% Chance To Double Loot in Combat |
Waterfall Climb | Agility Obstacle 14 | +40% GP From Agility | -16% Agility Skill XP +10% Agility Mastery XP |
Elite Pillar of Expertise | Agility Pillar | +40% Global GP (except Item Sales) | -3% Interval for all non-Combat Skills +8% Chance to Double Items Globally +8% Global Mastery XP |
Pillar of Generosity | Agility Pillar | +10% Global GP (except Item Sales) | +10 Bank Space +10% Chance To Preserve Potion Charge +5 Charges per Potion +5% Chance to preserve Summoning Charges |
Ko | Constellation | +5% GP From Agility | -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 |
Rosaniya | Constellation | +5% Global GP (except Item Sales) | +50 Bank Space +8% chance to receive a Quality Superior Gem while Mining Gem Veins or Meteorite Ore +4% chance to locate Stardust in Astrology +8% Chance to Double Items Globally +5% Global Mastery XP |
Agility Skillcape | Item (Cape) | +10% GP From Agility | -20% Agility Obstacle Build Costs |
Aorpheat's Signet Ring | Item (Ring, Passive) | +100% GP From Agility | -5% Chance to Double Items in Thieving -5% Chance To Double Loot in Combat +10% Chance to Double Items Globally +100% GP from Firemaking +100% GP From Monsters +100% GP From Thieving |
Cape of Completion | Item (Cape) | +10% GP From Agility | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration +25% Mastery Pool XP Cap Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Fine Coinpurse | Item (Shield, Passive) | +10% Global GP (except Item Sales) | |
Jeweled Necklace | Item (Amulet, Passive) | +5% Global GP (except Item Sales) | |
Kings Crown | Item (Helmet, Passive) | +40% Global GP (except Item Sales) | |
Maximum Skillcape | Item (Cape) | +10% GP From Agility | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Sneak-Ers | Item (Boots, Passive) | +5% Global GP (except Item Sales) | +40 Stealth while Thieving |
Stamina Pouch | Item (Consumable) | +20% GP From Agility | -5% Agility Interval |
Superior Agility Skillcape | Item (Cape) | +20% GP From Agility | -30% Agility Obstacle Build Costs -20% Agility Pillar build costs |
Superior Cape of Completion | Item (Cape) | +20% GP From Agility | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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 Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Max Skillcape | Item (Cape) | +20% GP From Agility | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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 Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
500 Hexes Mastered | Mastery Bonus | +10% Global GP (except Item Sales) | |
Harold | Pet | +5% Global GP (except Item Sales) | -0.1s Attack Interval -2% Interval for all non-Combat Skills -0.2s Monster Respawn Timer +3% Ammo Preservation +2% Chance to Double Items Globally +3% Chance To Preserve Potion Charge +5% Accuracy Rating +5% Global Evasion +5% Global Mastery XP +50% Mastery Pool XP Cap +2% of Maximum Hit added to Minimum Hit +3% Rune Preservation +5% Slayer Coins +3% Chance to preserve Summoning Charges |
Mister Fuzzbutt | Pet | +5% Global GP (except Item Sales) | |
Sam | Pet | +15% GP From Agility |
The Fine Coinpurse can be equipped instead of the Book of Scholars if the player's preference is a +25% bonus to GP gained (+10% from the Coinpurse, and effectively +15% from the removal of the Book which provides a 15% decrease) instead of the +3% skill XP provided by the Book. This increase to GP gained can become quite significant at later Agility levels, as the amount of GP provided by higher tier obstacles becomes larger.
Action Time
Source | Type | Action Interval | Other Modifiers |
---|---|---|---|
Mountain Climb | Agility Obstacle 5 | -12% Agility Interval | -2% Agility Mastery XP -8% Agility Skill XP +15% GP From Agility |
Tree Balance | Agility Obstacle 6 | -12% Agility Interval | -4% Global Skill XP |
Elite Pillar of Expertise | Agility Pillar | -3% Interval for all non-Combat Skills | +8% Chance to Double Items Globally +40% Global GP (except Item Sales) +8% Global Mastery XP |
Ko | Constellation | -5% Agility Interval | -5% Thieving Interval +8% Chance to Double Items in Thieving +5% GP From Agility +8% Thieving Mastery XP +8% Agility Mastery XP +8% Thieving Skill XP +8% Agility Skill XP +50 Stealth while Thieving |
Performance Enhancing Potion I | Item | -4% Agility Interval | |
Performance Enhancing Potion II | Item | -6% Agility Interval | |
Performance Enhancing Potion III | Item | -8% Agility Interval | |
Performance Enhancing Potion IV | Item | -12% Agility Interval | |
Agility Lesser Relic | Item (Consumable) | -5% Agility Interval | -10% Agility Obstacle Item Costs -5% Attack Interval |
Candelabra (Lit) | Item (Consumable) | -3% Interval for all non-Combat Skills | +4% Global Mastery XP +3% Chance to Preserve Resources in Skills +4% non-Combat Skill XP |
Eagle | Item (Summon1, Summon2) | -5% Agility Interval | |
Stamina Pouch | Item (Consumable) | -5% Agility Interval | +20% GP From Agility |
944 Hexes Mastered | Mastery Bonus | -3% Interval for all non-Combat Skills | -3% Attack Interval |
Harold | Pet | -2% Interval for all non-Combat Skills | -0.1s Attack Interval -0.2s Monster Respawn Timer +3% Ammo Preservation +2% Chance to Double Items Globally +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Accuracy Rating +5% Global Evasion +5% Global Mastery XP +50% Mastery Pool XP Cap +2% of Maximum Hit added to Minimum Hit +3% Rune Preservation +5% Slayer Coins +3% Chance to preserve Summoning Charges |
Melvor Idle version v1.3 (Released: 15th November 2023) | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combat:
| |||||||||||||||||||
Skills:
| |||||||||||||||||||
Other:
| |||||||||||||||||||
Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |