Township: Difference between revisions
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{{V|1. | {{V|1.2.2}} | ||
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | {{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | ||
[[File:Township (skill).svg|thumb|right|Township]] | [[File:Township (skill).svg|thumb|right|Township]] | ||
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== Town == | == Town == | ||
A {{ | A {{TownshipIcon|Town}} contains [[#Buildings|Buildings]] that are used to produce [[#Resources|Resources]] and {{GP}} [[GP]] for the player. The buildings are built within [[#Biomes|Biomes]], where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected [[#Worship|Worship]]. | ||
=== Building and Upgrading === | === Building and Upgrading === | ||
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<!-- | <!-- | ||
See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency | See: Township.reduceAllBuildingEfficiency, Township.reduceBuildingEfficiency | ||
-->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 | -->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 exceptions to this are all storage buildings ({{TownshipIcon|Storehouse}}, {{TownshipIcon|Warehouse}}, {{TownshipIcon|Repository}}, {{TownshipIcon|Large Repository}})<!-- and {{TownshipIcon|Lemvor Lemon Stall}}-->, which do 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|Resources]] or [[#Stats|Stats]] will provide less of that resource or stat. | ||
There are two ways to return a building to 100% efficiency: | There are two ways to return a building to 100% efficiency: | ||
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<!-- | <!-- | ||
See: Township.getSingleResourceRepairCostForBuilding, | See: Township.getSingleResourceRepairCostForBuilding, | ||
-->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 {{ | -->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 increased or decreased repair cost bonuses, where each {{TownshipIcon|Market}} built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows: | ||
<math>\text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right )</math> | |||
Where: | |||
* '''Buildings Built''' is the number of buildings currently built within the biome in which the repair is taking place | |||
* '''Building Cost Reduction %''' is capped at 80% | |||
* '''Repair Cost %''' is the result of <math>\text{Increased Repair Cost - Decreased Repair Cost}</math> | |||
* '''Building Efficiency''' is the current building efficiency percentage which can be found in the top left corner of the building | |||
=== Biomes === | === 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 {{ | 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 {{TownshipIcon|Worship}} buildings within some biomes can produce more or fewer resources than the same buildings within other biomes. | ||
{{TownshipBuildingBiomeTable}} | {{TownshipBuildingBiomeTable}} | ||
== Stats == | == Stats == | ||
{{ | {{TownshipIcon|Statistics}} are various properties in the Town that do not take up {{TownshipIcon|Storage}} space. These can be seen as cards immediately above the various [[#Resources|Resources]] for a town. | ||
=== Population === | === Population === | ||
{{ | {{TownshipIcon|Population}} 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|Biomes]] and [[#Buildings|Buildings]]. | ||
The population of a town can be increased by constructing more {{ | The population of a town can be increased by constructing more {{TownshipIcon|Basic Shelter|Basic Shelters}} or upgrades to that building which provide population. The population is also affected by [[#Happiness|Happiness]], as the town's population is increased by the current happiness percentage, and [[#Health|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 [[#Repairing Buildings|Repaired]] and the health of the town is maintained at or near 100%. | 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 [[#Repairing Buildings|Repaired]] and the health of the town is maintained at or near 100%. | ||
=== Storage === | === Storage === | ||
{{ | {{TownshipIcon|Storage}} allows [[#Resources|Resources]] to be stockpiled in the Town. A Town starts with a base {{TownshipIcon|Storage}} of 50,000, where additional capacity can be gained by constructing more {{TownshipIcon|Storehouse|Storehouses}}. 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. | 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. | ||
=== Happiness === | === Happiness === | ||
{{ | {{TownshipIcon|Happiness}} is a modifier affecting the amount of [[#Population|Population]] a town has, and therefore also affects the amount of skill experience earned per tick. {{TownshipIcon|Happiness}} 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%. | ||
[[#Seasons|Seasons]] can also influence the happiness of your town, for example {{ | [[#Seasons|Seasons]] can also influence the happiness of your town, for example {{TownshipIcon|Winter|nolink=true}} and {{TownshipIcon|Nightfall|nolink=true}} reduces happiness, while {{TownshipIcon|Summer|nolink=true}} and {{TownshipIcon|Solar Eclipse|nolink=true}} increases happiness. | ||
Happiness can be increased by building additional {{ | Happiness can be increased by building additional {{TownshipIcon|Gardens}} and {{TownshipIcon|Tavern|Taverns}}, and with the following bonuses: | ||
{{ModifierTable|TownshipHappiness|Happiness|true|}} | {{ModifierTable|TownshipHappiness|Happiness|true|}} | ||
=== Education === | === Education === | ||
{{ | {{TownshipIcon|Education}} is a modifier to the amount of resources each building produces. {{TownshipIcon|Education}} 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%. | ||
Education can be increased by building additional {{ | Education can be increased by building additional {{TownshipIcon|School|Schools}} and {{TownshipIcon|Library|Libraries}}, and with the following bonuses: | ||
{{ModifierTable|TownshipEducation|Education|true|}} | {{ModifierTable|TownshipEducation|Education|true|}} | ||
=== Health === | === Health === | ||
{{ | {{TownshipIcon|Health}} is a modifier which affects the [[#Population|Population]] of a town. Once {{SkillReq|Township|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 {{ | The health of a town can be improved by converting either {{TownshipIcon|Herbs}} or {{TownshipIcon|Potions}} into {{TownshipIcon|Health}}, the cost of which is 10% of the current amount generated per update for the resource being converted. | ||
=== Worship === | === Worship === | ||
{{ | {{TownshipIcon|Worship}} is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building {{TownshipIcon|Chapel|Chapels}} or {{TownshipIcon|Statue of Worship|Statues of Worship}} and has a set cap of 2,000. Note that although each Deity is associated with a different {{TownshipIcon|Statue of Worship}}, all statues provide an identical amount of worship. | ||
Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[# | Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus [[#Seasons|Season]]. For example, while {{TownshipIcon|Spring|nolink=true}} is the current season, the 5% bonus from {{MonsterIcon|Aeris}} would provide a +50% production bonus to buildings within {{TownshipIcon|Mountains|nolink=true}} rather than the usual +25%. | ||
A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{ | A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of {{GP|50000000}}. Upon changing, the town will enter a period of unrest during which time all {{TownshipIcon|Chapel|Chapels}} and {{TownshipIcon|Statue of Nothing|Statues}} will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing. | ||
All bonuses are '''additive''' with one another. | All bonuses are '''additive''' with one another. | ||
{{TownshipWorshipTable}} | {{TownshipWorshipTable}} | ||
== Resources == | == Buildings and Resources == | ||
There are a total of 13 resources | There are a total of 13 Township building resources that are produced by, and used to purchase buildings: | ||
* {{TownshipIcon|GP}} | |||
* {{TownshipIcon|Food}} | |||
* {{TownshipIcon|Wood}} | |||
* {{TownshipIcon|Planks}} | |||
* {{TownshipIcon|Stone}} | |||
* {{TownshipIcon|Bar}} | |||
* {{TownshipIcon|Ore}} | |||
* {{TownshipIcon|Coal}} | |||
* {{TownshipIcon|Rune Essence}} | |||
* {{TownshipIcon|Herbs}} | |||
* {{TownshipIcon|Potions}} | |||
* {{TownshipIcon|Leather}} | |||
* {{TownshipIcon|Clothing}} | |||
The production of all resources can be increased through {{TownshipIcon|Education}}, stacking additively with any regular modifiers. | |||
{{TownshipIcon|GP}} is a special type of resource that is deposited directly into the player's [[Bank]], while the other 12 resources are kept within {{TownshipIcon|Storage}}. This is the only resource that is not affected by resource production bonuses. | |||
{{ | |||
The | The 12 primary resources may be used within the [[#Town|Town]] to construct buildings, or traded via the {{TownshipIcon|Trading Post}} to obtain items for the player. The amount of resources produced by a building can be calculated as follows: | ||
<math>\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> | <math>\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> | ||
{{TownshipIcon|GP}} is earned by taxing the town's [[#Population|Population]], where the tax rate starts at 0% and increases by 10% for each {{TownshipIcon|Town Hall}} 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 {{GP|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|Seasons]], although is not affected by global GP modifiers such as from {{ItemIcon|Aorpheat's Signet Ring}}. | |||
=== Buildings === | |||
{{TownshipBuildingTable}} | |||
==== Upgrades ==== | |||
{{TownshipBuildingUpgradeTable}} | |||
=== Trading Post === | === Trading Post === | ||
The {{ | The {{TownshipIcon|Trading Post}} enables players to exchange their Township resources for various [[Consumables]] and other resources for use within other [[:Category:Skills|Skills]]. Trading becomes available once the player has built at least one {{TownshipIcon|Trading Post|nolink=true}}, with the resource cost of trades decreasing by 0.33% for each trading post that is built. | ||
{{TownshipTrader}} | {{TownshipTrader}} | ||
== Seasons == | == Seasons == | ||
Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{ | Seasons are periods of time during which modifiers affecting the quantity of various [[#Resources|Resources]] and [[#Stats|Stats]] relevant to that season are active. Seasons last for three days each, with the first season when a town is created being {{TownshipIcon|Spring|nolink=true}}. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: {{TownshipIcon|Spring|nolink=true}}, {{TownshipIcon|Summer|nolink=true}}, {{TownshipIcon|Fall|nolink=true}}, and {{TownshipIcon|Winter|nolink=true}}. | ||
In addition to these four seasons, there are | In addition to these four seasons, there are three rare seasons which may only occur under certain circumstances: | ||
* {{ | * {{TownshipIcon|Nightfall|nolink=true}}, which may only occur while {{TownshipIcon|Statue of Bane}} is the current worship | ||
* {{ | * {{TownshipIcon|Solar Eclipse|nolink=true}}, which may only occur while {{TownshipIcon|Statue of The Herald}} is the current worship | ||
* {{TownshipIcon|Lemon Season|nolink=true}}, which may only occur after a Township Relic has been located in {{Icon|Ancient Relics}}. | |||
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|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. | 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 that requires a Worship is active it is not possible to change the current [[#Worship|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. | ||
Unlike other seasons, {{TownshipIcon|Lemon Season|nolink=true}} only lasts for 24 hours instead of the standard 72 hours. | |||
{{TownshipSeasonTable}} | {{TownshipSeasonTable}} | ||
== Tasks == | == Tasks == | ||
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 {{Skill|Township}} Skill XP, Township Resources, {{ | 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 either {{Skill|Township}} Skill XP, Township Resources, {{TownshipIcon|GP}}, {{Icon|Slayer Coins}}, or items. | ||
Tasks can be divided into two broad categories: | Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the [[Township/Tasks|Task list]] page. | ||
=== Main Tasks === | |||
Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related {{Icon|Shop}} purchases and trades within the [[#Trading Post|Trading Post]] are unlocked once a certain amount of main tasks have been completed. | |||
=== Casual Tasks === | === 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: | Casual tasks are randomly assigned to the player and may be completed more than once, 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 | * Completing the task and claiming its rewards | ||
* Skipping the task for the stated {{GP}} [[GP]] cost, where the cost is equal to the total amount of [[Experience Table|experience]] required to reach the next Township level, up to a maximum of {{GP|10000000}} | * Skipping the task for the stated {{GP}} [[GP]] cost, where the cost is equal to the total amount of [[Experience Table|experience]] required to reach the next Township level, up to a maximum of {{GP|10000000}} | ||
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* The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded | * The amount of {{GP}} [[GP]] is five times the amount of Township experience awarded | ||
* The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level | * The amount of {{SC}} [[Slayer Coins]] is 1,000 times the player's {{Skill|Slayer}} level | ||
== Shop Items == | == Shop Items == |
Revision as of 13:37, 14 April 2024
This page was last updated for (v1.2.2). |
Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained passively. However, unlike
Farming,
Township has no
Mastery 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.
Town
A Town 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:
Source | Type | Repair Cost | Other Modifiers |
---|---|---|---|
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Item (Cape) | -15% Township Building Cost (Capped at -80%) | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +10 Flat HP Regen Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +5% Damage To Slayer Tasks +5% Global Skill XP +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +25% Mastery Pool XP Cap +100% chance to successfully Cook an item +10 base primary resource quantity gained in Summoning x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +100% GP gained from Thieving +10% GP gained from Agility +25% Flat Slayer Area Effect Negation -15% Woodcutting Interval -15% Cooking Interval +1 Coal Ore per Ore Mined. (Item doubling does not apply) -50% Coal Costs for Smithing +10% Chance to preserve Summoning Charges +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +25% base primary resource quantity gained in Farming Rune providing items provide 2x as many runes |
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Item (Cape) | -15% Township Building Cost (Capped at -80%) | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +5% Global Skill XP Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +5% Damage To Slayer Tasks +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +10 base primary resource quantity gained in Summoning +10% Chance to preserve Summoning Charges +100% GP gained from Thieving +10% GP gained from Agility x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore -15% Woodcutting Interval -15% Cooking Interval +25% Flat Slayer Area Effect Negation -50% Coal Costs for Smithing Rune providing items provide 2x as many runes +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10 Flat HP Regen +25% base primary resource quantity gained in Farming |
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Item (Cape) | -15% Township Building Cost (Capped at -80%) | |
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-20% Township Building Cost (Capped at -80%) | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
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-20% Township Building Cost (Capped at -80%) | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
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-20% Township Building 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 exceptions to this are all storage buildings ( Storehouse,
Warehouse,
Repository,
Large Repository), which do 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 increased or decreased repair cost bonuses, where each Market built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:
[math]\displaystyle{ \text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right ) }[/math]
Where:
- Buildings Built is the number of buildings currently built within the biome in which the repair is taking place
- Building Cost Reduction % is capped at 80%
- Repair Cost % is the result of [math]\displaystyle{ \text{Increased Repair Cost - Decreased Repair Cost} }[/math]
- Building Efficiency is the current building efficiency percentage which can be found in the top left corner of the building
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 Worship buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.
Building | ![]() Grasslands | ![]() Forest | ![]() Mountains | ![]() Water | ![]() Swamp | ![]() Valley | ![]() Arid Plains | ![]() Jungle | ![]() Desert | ![]() Snowlands | ![]() Abyssal Plains | ![]() Sulfuric Wastelands | ![]() Obsidian Cliffs | ![]() Ethereal Voids |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | 1 | 1 | 15 | 15 | 15 | 35 | 35 | 35 | 99 | 99 | 99 | 99 | |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 2,500 | 2,500 | 2,500 | 80,000 | 80,000 | 80,000 | 80,000 | |
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Stats
Statistics are various properties in the Town that do not take up
Storage space. These can be seen as cards immediately above the various Resources for a town.
Population
Population 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 Basic Shelters 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%.
Storage
Storage allows Resources to be stockpiled in the Town. A Town starts with a base
Storage of 50,000, where additional capacity can be gained by constructing more
Storehouses. 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.
Happiness
Happiness is a modifier affecting the amount of Population a town has, and therefore also affects the amount of skill experience earned per tick.
Happiness 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%.
Seasons can also influence the happiness of your town, for example Winter and
Nightfall reduces happiness, while
Summer and
Solar Eclipse increases happiness.
Happiness can be increased by building additional Gardens and
Taverns, and with the following bonuses:
Source | Type | Happiness |
---|---|---|
![]() |
Pet | +2% Township Happiness |
Education
Education is a modifier to the amount of resources each building produces.
Education 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%.
Education can be increased by building additional Schools and
Libraries, and with the following bonuses:
Source | Type | Education |
---|---|---|
![]() |
Pet | +2% Township Education |
Health
Health is a modifier which affects the Population of a town. Once
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
Potions into
Health, the cost of which is 10% of the current amount generated per update for the resource being converted.
Worship
Worship is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building
Chapels or
Statues of Worship and has a set cap of 2,000. Note that although each Deity is associated with a different
Statue of Worship, all statues provide an identical amount of worship.
Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus Season. For example, while Spring is the current season, the 5% bonus from
Aeris would provide a +50% production bonus to buildings within
Mountains rather than the usual +25%.
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
Chapels and
Statues will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.
All bonuses are additive with one another.
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File:Xon (monster).png XonFile:Statue of Xon (building).svg | |
---|---|---|---|---|---|---|---|
Requirements | None | None | None | None | Complete |
Complete |
Complete ![]() |
Bonus Seasons | ![]() |
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None | None | None |
0% 0/2,000 |
-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 (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 (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 (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 (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 (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 |
Buildings and Resources
There are a total of 13 Township building resources that are produced by, and used to purchase buildings:
GP
Food
Wood
Planks
Stone
Bar
Ore
Coal
Rune Essence
Herbs
Potions
Leather
Clothing
The production of all resources can be increased through Education, stacking additively with any regular modifiers.
GP is a special type of resource that is deposited directly into the player's Bank, while the other 12 resources are kept within
Storage. This is the only resource that is not affected by resource production bonuses.
The 12 primary resources may be used within the Town to construct buildings, or traded via the Trading Post to obtain items for the player. 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]
GP is earned by taxing the town's Population, where the tax rate starts at 0% and increases by 10% for each
Town Hall 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.
Buildings
Building | Requirements | Max Built | Biomes | Cost | Provides | |
---|---|---|---|---|---|---|
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1 | ![]() |
25,000 ![]() ![]() ![]() |
![]() ![]() | |
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50 | ![]() |
1,000 |
||
![]() |
500 |
|||||
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500 |
|||||
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500 |
|||||
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50 | ![]() |
25,000 ![]() |
||
![]() |
15,000 ![]() |
|||||
![]() |
15,000 ![]() |
|||||
![]() |
15,000 ![]() |
|||||
![]() |
![]() |
50 | ![]() |
100,000 ![]() ![]() |
||
![]() |
6,000 ![]() ![]() |
|||||
![]() |
6,000 ![]() ![]() |
|||||
![]() |
6,000 ![]() ![]() |
|||||
![]() |
![]() |
60 | ![]() |
1,000 ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
25,000 ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
100,000 ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
150,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
10,000 ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
50,000 ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
100,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
150,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
1,000 ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
10,000 ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
50,000 ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
1,000 ![]() |
||
![]() |
![]() |
60 | ![]() |
25,000 ![]() ![]() |
||
![]() |
![]() |
60 | ![]() |
100,000 ![]() ![]() ![]() ![]() |
||
![]() |
![]() |
60 | ![]() |
1,000 ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
25,000 ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
100,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
25,000 ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
50,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
150,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
10,000 ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
50,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
60 | ![]() |
150,000 ![]() ![]() ![]() ![]() |
![]() | |
![]() |
![]() |
10 | ![]() |
25,000 ![]() |
||
![]() |
![]() |
10 | ![]() |
50,000 ![]() ![]() ![]() |
||
![]() |
![]() |
10 | ![]() |
100,000 ![]() ![]() ![]() |
||
![]() |
![]() |
10 | ![]() |
50,000 ![]() ![]() ![]() |
||
![]() |
![]() |
50 | ![]() |
1,000 ![]() |
||
![]() |
400 ![]() |
|||||
![]() |
![]() |
50 | ![]() |
10,000 ![]() ![]() ![]() |
||
![]() |
15,000 ![]() ![]() ![]() |
|||||
![]() |
![]() |
50 | ![]() |
25,000 ![]() ![]() ![]() ![]() |
||
![]() |
30,000 ![]() ![]() ![]() ![]() |
|||||
![]() |
![]() |
50 | ![]() |
100,000 ![]() ![]() ![]() ![]() |
||
![]() |
30,000 ![]() ![]() ![]() ![]() |
|||||
![]() |
![]() |
25 | ![]() |
100,000 ![]() ![]() ![]() ![]() |
+0.2% Mastery XP for Abyssal Realm only | |
![]() |
![]() |
20 | ![]() |
2,000,000 ![]() ![]() ![]() ![]() |
||
![]() |
![]() |
30 | ![]() |
1,000,000 ![]() ![]() ![]() ![]() |
||
![]() |
![]() |
50 | ![]() |
100,000 ![]() ![]() ![]() |
+0.2% Global Abyssal XP | |
Basic Shelter | 20 | ![]() |
100 ![]() |
|||
![]() |
290 ![]() ![]() |
|||||
![]() |
850 ![]() ![]() |
|||||
Wooden Hut | 30 | ![]() |
700 ![]() |
|||
![]() |
1,075 ![]() ![]() |
|||||
![]() |
2,200 ![]() ![]() |
|||||
House | 20 | ![]() |
7,000 ![]() |
|||
![]() |
8,500 ![]() ![]() |
|||||
![]() |
13,000 ![]() ![]() |
|||||
Cottage | 25 | ![]() |
29,000 ![]() |
|||
![]() |
32,000 ![]() ![]() |
|||||
![]() |
41,000 ![]() ![]() |
|||||
Large Cottage | 30 | ![]() |
102,000 ![]() ![]() |
|||
![]() |
108,000 ![]() ![]() ![]() |
|||||
![]() |
126,000 ![]() ![]() ![]() |
|||||
35 | ![]() |
244,000 ![]() ![]() |
||||
![]() |
256,000 ![]() ![]() ![]() |
|||||
![]() |
292,000 ![]() ![]() ![]() |
|||||
40 | ![]() |
591,000 ![]() ![]() |
||||
![]() |
615,000 ![]() ![]() ![]() |
|||||
![]() |
687,000 ![]() ![]() ![]() |
|||||
Fishermans Dock | 20 | ![]() |
1,300 |
![]() | ||
![]() |
1,300 |
![]() | ||||
Fishermans Pier | 15 | ![]() |
4,500 |
![]() | ||
![]() |
4,500 |
![]() | ||||
Fishermans Port | 20 | ![]() |
13,000 ![]() |
![]() | ||
![]() |
13,000 ![]() |
![]() | ||||
25 | ![]() |
43,000 ![]() ![]() |
![]() | |||
![]() |
43,000 ![]() ![]() |
![]() | ||||
Farmland | 20 | ![]() |
440 |
![]() | ||
![]() |
650 ![]() |
![]() | ||||
Mill | 20 | ![]() |
12,000 ![]() ![]() |
![]() | ||
![]() |
16,000 ![]() ![]() ![]() |
![]() | ||||
Plantation | 30 | ![]() |
1,000 |
![]() | ||
![]() |
1,250 ![]() |
![]() | ||||
25 | ![]() |
35,000 ![]() ![]() |
![]() | |||
![]() |
47,000 ![]() ![]() ![]() |
![]() | ||||
Woodcutters Camp | 20 | ![]() |
1,300 |
|||
![]() |
1,300 |
|||||
Logging Camp | 30 | ![]() |
2,600 |
|||
![]() |
2,600 |
|||||
Forestry Camp | 20 | ![]() |
14,000 ![]() |
|||
![]() |
14,000 ![]() |
|||||
25 | ![]() |
43,000 ![]() ![]() |
||||
![]() |
43,000 ![]() ![]() |
|||||
Carpenters Workshop | 20 | ![]() |
2,550 |
|||
![]() |
2,550 |
|||||
Carpenters Factory | 15 | ![]() |
12,000 |
|||
![]() |
12,000 |
|||||
Carpenters Foundry | 20 | ![]() |
35,000 ![]() ![]() |
|||
![]() |
35,000 ![]() ![]() |
|||||
25 | ![]() |
105,000 ![]() ![]() |
||||
![]() |
105,000 ![]() ![]() |
|||||
Miners Pit | 20 | ![]() |
1,800 ![]() |
|||
![]() |
1,300 |
|||||
![]() |
2,050 ![]() |
|||||
Miners Field | 30 | ![]() |
4,000 ![]() |
|||
![]() |
2,000 |
|||||
![]() |
4,250 ![]() |
|||||
Miners Quarry | 20 | ![]() |
30,000 ![]() ![]() |
|||
![]() |
14,000 ![]() |
|||||
![]() |
27,000 ![]() ![]() |
|||||
25 | ![]() |
107,000 ![]() ![]() ![]() |
||||
![]() |
43,000 ![]() ![]() |
|||||
![]() |
83,000 ![]() ![]() ![]() |
|||||
Blacksmiths Smithy | 20 | ![]() |
2,650 |
![]() | ||
![]() |
2,650 |
![]() | ||||
![]() |
3,800 ![]() |
![]() | ||||
Blacksmiths Workshop | 30 | ![]() |
6,000 |
![]() | ||
![]() |
6,000 |
![]() | ||||
![]() |
8,500 ![]() |
![]() | ||||
Blacksmiths Forge | 20 | ![]() |
45,000 ![]() ![]() |
![]() | ||
![]() |
45,000 ![]() ![]() |
![]() | ||||
![]() |
59,000 ![]() ![]() ![]() |
![]() | ||||
25 | ![]() |
140,000 ![]() ![]() |
![]() | |||
![]() |
140,000 ![]() ![]() |
![]() | ||||
![]() |
160,000 ![]() ![]() ![]() |
![]() | ||||
Hunters Cabin | 20 | ![]() |
1,300 |
![]() | ||
![]() |
1,300 |
![]() | ||||
![]() |
1,300 |
![]() | ||||
Hunters Lodge | 15 | ![]() |
5,200 |
![]() | ||
![]() |
5,200 |
![]() | ||||
![]() |
5,200 |
![]() | ||||
Hunters Villa | 20 | ![]() |
13,000 ![]() |
![]() | ||
![]() |
13,000 ![]() |
![]() | ||||
![]() |
13,000 ![]() |
![]() | ||||
25 | ![]() |
42,000 ![]() ![]() |
![]() | |||
![]() |
42,000 ![]() ![]() |
![]() | ||||
![]() |
42,000 ![]() ![]() |
![]() | ||||
Gatherers Hut | 20 | ![]() |
1,300 |
![]() | ||
![]() |
1,300 |
![]() | ||||
Gatherers Lodge | 15 | ![]() |
4,500 |
![]() | ||
![]() |
4,500 |
![]() | ||||
Gatherers Villa | 20 | ![]() |
12,000 ![]() |
![]() | ||
![]() |
12,000 ![]() |
![]() | ||||
25 | ![]() |
39,000 ![]() ![]() |
![]() | |||
![]() |
39,000 ![]() ![]() |
![]() | ||||
Herbalist | 20 | ![]() |
1,000 ![]() |
|||
Infirmary | 15 | ![]() |
8,000 ![]() |
|||
Healing Centre | 20 | ![]() |
39,000 ![]() ![]() |
|||
25 | ![]() |
122,000 ![]() ![]() |
||||
Tailor | 20 | ![]() |
2,050 ![]() |
![]() | ||
![]() |
2,650 ![]() ![]() |
![]() | ||||
Clothier | 15 | ![]() |
10,000 ![]() |
![]() | ||
![]() |
14,000 ![]() ![]() |
![]() | ||||
Outfitter | 20 | ![]() |
44,000 ![]() ![]() |
![]() | ||
![]() |
54,000 ![]() ![]() ![]() |
![]() | ||||
25 | ![]() |
127,000 ![]() ![]() ![]() |
![]() | |||
![]() |
158,000 ![]() ![]() ![]() ![]() |
![]() | ||||
Magic Emporium | 50 | ![]() |
9,500 ![]() ![]() |
![]() | ||
![]() |
9,500 ![]() ![]() |
![]() | ||||
Storehouse | 20 | ![]() |
1,750 |
|||
![]() |
2,000 ![]() |
|||||
Warehouse | 20 | ![]() |
5,250 |
|||
![]() |
6,750 ![]() |
|||||
Repository | 30 | ![]() |
100,000 ![]() |
|||
![]() |
200,000 ![]() ![]() |
|||||
40 | ![]() |
500,000 ![]() ![]() |
||||
![]() |
1,000,000 ![]() ![]() ![]() |
|||||
School | 20 | ![]() |
2,000 |
|||
![]() |
2,250 ![]() |
|||||
Large School | 20 | ![]() |
7,000 |
|||
![]() |
11,000 ![]() |
|||||
Academy | 30 | ![]() |
34,000 ![]() |
|||
![]() |
47,000 ![]() ![]() |
|||||
18 | ![]() |
302,000 ![]() ![]() |
||||
![]() |
407,000 ![]() ![]() ![]() |
|||||
Market | 100 | ![]() |
4,000 ![]() |
-0.25% Township repair costs | ||
Orchard | 100 | ![]() |
18,000 |
![]() | ||
![]() |
18,000 |
![]() | ||||
Gardens | 100 | ![]() |
2,500 |
|||
Tavern | 100 | ![]() |
7,500 ![]() |
|||
![]() |
10,500 ![]() ![]() |
|||||
Cemetery | 50 | ![]() |
8,500 ![]() ![]() |
+2% Township Potions Production | ||
Town Hall | 8 | ![]() |
100,000,000 ![]() ![]() |
+10% Township Citizen Tax Rate (Max 80%) | ||
Trading Post | 50 | ![]() |
500,000 ![]() ![]() |
-0.33% Township Trader costs | ||
![]() |
500,000 ![]() ![]() ![]() |
-0.33% Township Trader costs | ||||
![]() |
500,000 ![]() ![]() ![]() |
-0.33% Township Trader costs | ||||
Prats Hats | 10 | ![]() |
2,600 |
|||
Library | 100 | ![]() |
8,200 |
|||
Chapel | 100 | ![]() |
4,200 |
|||
Malcs Cats | 10 | ![]() |
3,700 |
|||
10 | ![]() |
42,000 ![]() |
||||
Statue of Worship | 50 | ![]() |
1,000,000 ![]() |
Upgrades
Housing | |||||||
---|---|---|---|---|---|---|---|
Storage | |||||||
Education | |||||||
Potions | |||||||
Food | |||||||
Minerals | |||||||
Wood | |||||||
Metal | |||||||
Fishing | |||||||
Carpentry | |||||||
Leather | |||||||
Herbs | |||||||
Clothes | |||||||
Runes |
Trading Post
The Trading Post enables players to exchange their Township resources for various Consumables and other resources for use within other Skills. Trading becomes available once the player has built at least one
Trading Post, with the resource cost of trades decreasing by 0.33% for each trading post that is built.
Item | Description | Cost | Requirements | |
---|---|---|---|---|
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Fishing Scroll of XP | +3% Fishing Skill XP | 80 ![]() |
|
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Monster Hunter Scroll | -0.20s Monster Respawn Timer while using Normal Damage | 150 ![]() |
|
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Additional Cooker Scroll | +5% chance to gain +1 additional resource in Cooking for Melvor Realm only (Cannot be doubled) | 20 ![]() |
|
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Slayer Harvest Scroll | +0.50% of lifesteal healing gained as Slayer Coins while using Normal Damage | 20 ![]() |
|
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Dragonbreath Deterer | -10% damage taken from dragonbreath | 95 ![]() |
Complete |
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Fervor Scroll | While above 75% hitpoints, Target Damage Reduction is decreased by flat 4% | 125 ![]() |
|
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Food Box I | Contains basic Food Items | 500 ![]() |
Complete 40 Township Tasks |
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Food Box II | Contains regular Food Items | 1,000 ![]() |
Complete 85 Township Tasks |
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Contains high level Food Items | 1,500 ![]() |
Complete 110 Township Tasks | |
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+3% Fishing Skill XP, +3% Fishing Abyssal XP, +5% Chance to gain +1 additional resource in Cooking (Cannot be doubled), -0.20s Monster Respawn Timer, -10% damage taken from dragonbreath, +0.50% of lifesteal healing gained as Slayer Coins while using Normal Damage, +0.50% of lifesteal healing gained as Abyssal Slayer Coins while using Abyssal Damage, and While above 75% hitpoints, Target Damage Reduction & Abyssal Resistance is decreased by flat 4% | 150 ![]() |
Complete 35 Township Tasks |
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Woodcutting Scroll of XP | +3% Woodcutting Skill XP | 75 |
|
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Quick Burner | -2% Firemaking interval for Melvor Realm only | 25 |
|
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Flaming Axe Scroll | +5% Woodcutting XP added as Firemaking XP | 95 |
|
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Ranged Hinder Scroll | -10% Enemy Ranged Evasion Rating while using Normal Damage | 50 |
|
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Wood Box I | Contains basic Logs | 500 |
Complete 40 Township Tasks |
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Wood Box II | Contains regular Logs | 1,000 |
Complete 85 Township Tasks |
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Contains above average Logs | 1,500 |
Complete 110 Township Tasks | |
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+3% Woodcutting Skill XP, +3% Woodcutting Abyssal XP, +3% Firemaking Interval, +5% Woodcutting XP added as Firemaking XP, +5% Abyssal Woodcutting XP added as Abyssal Firemaking XP, and Gives the Enemy: -10% Ranged Evasion | 150 |
Complete 35 Township Tasks |
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Burning Scroll Of Gold | +10% GP gained from Firemaking and -10% Firemaking Skill XP | 100 |
|
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Burning Scroll Of Stardust | +5% chance to gain Stardust in Firemaking and -5% Firemaking Skill XP | 100 |
|
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Burning Scroll Of Ash | +2% chance to gain Ash in Firemaking and -5% Firemaking Skill XP | 100 |
|
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Slayer Deterer | +2% Damage Reduction when fighting a Slayer Task monster | 110 |
Complete |
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+10% GP gained from Firemaking, +10% chance to gain Stardust in Firemaking, +5% chance to gain Ash in Firemaking, +5% chance to gain Withered Ash in Firemaking, +2% Damage Reduction when fighting a Slayer Task monster, and +2% Abyssal Resistance when fighting a Slayer Task monster | 150 |
Complete 35 Township Tasks |
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Mining Scroll Of XP | +3% Mining Skill XP | 120 |
|
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Gem Finder Scroll | +10% chance to receive a random gem when gaining a gem from Mining or Fishing | 35 |
|
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Melee Hinder Scroll | -10% Enemy Melee Evasion Rating while using Normal Damage | 89 |
|
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+3% Mining Skill XP, +3% Mining Abyssal XP, +10% chance to receive a random gem when gaining a gem from Mining or Fishing, and Gives the Enemy: -10% Melee Evasion | 150 |
Complete 35 Township Tasks |
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Bar Box I | Contains basic Bars | 500 ![]() |
Complete 40 Township Tasks |
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Bar Box II | Contains regular Bars | 1,000 ![]() |
Complete 85 Township Tasks |
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Contains high level Bars | 1,500 ![]() |
Complete 110 Township Tasks | |
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Ore Box I | Contains basic Ores | 500 |
Complete 40 Township Tasks |
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Ore Box II | Contains regular Ores | 1,000 |
Complete 85 Township Tasks |
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Contains high level Ores | 1,500 |
Complete 110 Township Tasks | |
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Coal Ore | 13 |
||
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Bad Cooker Scroll | -10% Cooking success chance cap and +10 Coal Ore when failing to Cook Food | 50 |
|
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Runecrafting Scroll Of XP | +3% Runecrafting Skill XP | 25 ![]() |
|
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Scroll Of Essence | +1 base primary resource quantity gained in Mining for Essence nodes | 30 ![]() |
|
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Looter Pouch | +4% Chance To Double Loot in Combat while using Normal Damage | 50 ![]() |
|
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Staff Maker Scroll | +5% chance to preserve resources in Runecrafting when making Staves | 80 ![]() |
|
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Magic Hinder Scroll | -10% Enemy Magic Evasion Rating while using Normal Damage | 17 ![]() |
|
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+3% Runecrafting Skill XP, +3% Runecrafting Abyssal XP, +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, +5% chance to preserve resources in Runecrafting when making Staves, +5% chance to preserve resources in Runecrafting when making Abyssal Staves, and Gives the Enemy: -10% Magic Evasion | 150 ![]() |
Complete 35 Township Tasks |
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Herblore Scroll Of XP | +3% Herblore Skill XP | 15 ![]() |
|
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Golden Star | +0.20% chance to gain Golden Stardust in Astrology | 20 ![]() |
|
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Herb Box I | Contains basic Herbs | 500 ![]() |
Complete 40 Township Tasks |
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Herb Box II | Contains regular Herbs | 1,000 ![]() |
Complete 85 Township Tasks |
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Contains high level Herbs | 1,500 ![]() |
Complete 110 Township Tasks | |
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+3% Herblore Skill XP, +3% Herblore Abyssal XP, +0.20% chance to gain Golden Stardust in Astrology, and +0.20% chance to gain Abyssal Stardust in Astrology | 150 ![]() |
Complete 35 Township Tasks |
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Consumable Enhancer | Used to upgrade consumables. | 10 |
|
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Herblore Preservation Scroll | +5% Resource Preservation cap in Herblore for Melvor Realm only | 125 |
|
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Potion Box I | Contains basic Potions | 500 |
Complete 40 Township Tasks |
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Potion Box II | Contains regular Potions | 1,000 |
Complete 85 Township Tasks |
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Contains high level Potions | 1,500 |
Complete 110 Township Tasks | |
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+5% Resource Preservation cap in Herblore for Abyssal Realm only | 150 |
Complete 35 Township Tasks |
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Slayer Blinding Scroll | -10% Slayer Task monster Accuracy Rating | 35 ![]() |
|
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Leather Crafter Scroll | +10% chance to double items in Crafting for Leather Armour and +10% chance to double items in Crafting for Dragonhide | 110 ![]() |
|
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Gem Preserver Scroll | +10% chance to preserve resources in Crafting when making Jewelry | 10 ![]() |
|
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Leather | Used to create Leather gear in Crafting. | 50 ![]() |
|
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+10% chance to double items in Crafting for Leather Armour, +10% chance to double items in Crafting for Dragonhide, +10% chance to double items in Crafting for Abyssal Armour, +10% chance to preserve resources in Crafting when making Jewelry, +10% chance to preserve resources in Crafting when making Abyssal Jewelry, and -10% Slayer Task monster Accuracy Rating | 150 ![]() |
Complete 35 Township Tasks |
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Crafting Scroll Of XP | +3% Crafting Skill XP | 50 ![]() |
|
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Mastery Magnet | +1 Mastery Tokens granted when receiving a Mastery Token (One item is consumed per Skilling action) | 200 ![]() |
Complete |
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+5% Corruption Abyssal XP and +5% chance to preserve Soul Points | 150 ![]() |
Complete 10 Township Tasks |
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+1 additional quantity of primary resource gained in Smithing for Abyssal Bars (Cannot be doubled) and -10% Chance to Preserve Resources in Smithing | 150 ![]() |
Complete 30 Township Tasks |
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+1 additional quantity of primary resource gained in Cooking for Abyssal Realm only (cannot be doubled) and -10% Chance to Preserve Resources in Cooking | 150 ![]() |
Complete 50 Township Tasks |
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+1 additional primary resource gained in Cooking, Smithing, Fletching, Crafting, Runecrafting and Herblore (Abyssal Realm only) | 150 ![]() |
Complete 65 Township Tasks |
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+1 additional quantity of primary resource gained in Harvesting (Cannot be doubled) and +5% Harvesting Mastery XP | 150 ![]() |
Complete 10 Township Tasks |
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+1 additional quantity of primary resource gained in Fishing for Abyssal Realm only (cannot be doubled) and -10% Chance to Double Items in Fishing | 150 ![]() |
Complete 35 Township Tasks |
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+3% Abyssal XP for Woodcutting, Fishing, Firemaking, Mining, Thieving, Agility, Astrology & Harvesting. | 150 ![]() |
Complete 40 Township Tasks |
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+1 additional quantity of primary resource gained in Woodcutting for Abyssal Realm only (cannot be doubled), +0.20% chance to gain 1 Shadow Raven Nest from Woodcutting (Cannot be doubled), and -10% Chance to Double Items in Woodcutting | 150 |
Complete 25 Township Tasks |
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+3% Abyssal XP for Cooking, Smithing, Fletching, Crafting, Runecrafting, Herblore & Summoning. | 150 |
Complete 40 Township Tasks |
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+1 additional quantity of primary resource gained in Mining for Abyssal Realm only (cannot be doubled), +1% chance to receive an Abyssal Gem while Mining "Abyssal Rock" and "Outcrop" Nodes, and -10% Chance to Double Items in Mining | 150 ![]() |
Complete 30 Township Tasks |
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-5% cost to produce Abyssal Realm Items in all Artisan Skills | 150 ![]() |
Complete 40 Township Tasks |
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+1 additional quantity of primary resource gained in Fletching for Abyssal Arrows, Abyssal Bolts and Abyssal Javelins only (Cannot be doubled) and -10% chance to preserve resources in Fletching. | 150 ![]() |
Complete 45 Township Tasks |
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+1 additional quantity of primary resource gained in Woodcutting, Fishing, Mining, Astrology & Harvesting for Abyssal Realm only (Cannot be doubled). | 150 ![]() |
Complete 50 Township Tasks |
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+5 additional quantity of primary resource gained in Summoning for Abyssal Realm only (cannot be doubled) and -10% Chance to Preserve Resources in Summoning | 150 ![]() |
Complete 35 Township Tasks |
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 three rare seasons which may only occur under certain circumstances:
Nightfall, which may only occur while
Statue of Bane is the current worship
Solar Eclipse, which may only occur while
Statue of The Herald is the current worship
Lemon Season, which may only occur after a Township Relic has been located in
Ancient Relics.
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 that requires a Worship 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.
Unlike other seasons, Lemon Season only lasts for 24 hours instead of the standard 72 hours.
Season | Type | Modifiers | |
---|---|---|---|
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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 |
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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 |
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Fall | Regular | -15% Township repair costs +25% Township Wood Production +25% Township Planks Production +25% Township Clothing Production |
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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 |
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Nightfall | Rare Requires |
-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 |
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Solar Eclipse | Rare Requires |
+200% Township Happiness +200% Township Education |
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Lemon Season | Rare Requires ![]() |
+420% Township Happiness +1 Lemon gained from Skill actions (Cannot be doubled) +69% Township Education |
File:Eternal Darkness (township).svg | Eternal Darkness | Rare Requires File:Statue of Xon (building).svg Xon Worship |
-99% Township repair costs +3 Corruption effects applied when becoming Corrupted |
Tasks
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 either Township Skill XP, Township Resources,
GP,
Slayer Coins, or items.
Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the Task list page.
Main Tasks
Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related Shop purchases and trades within the Trading Post are unlocked once a certain amount of main tasks have been completed.
Casual Tasks
Casual tasks are randomly assigned to the player and may be completed more than once, 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,
Township experience, and Resources as a reward, where the amount of the currency and experience rewards is determined as follows:
- The amount of
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
Slayer level
Shop Items
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful Shop purchases.
Purchase | Type | Description | Cost | Requirements | |
---|---|---|---|---|---|
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Woodcutters Hat | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Woodcutters Body | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Woodcutters Leggings | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Woodcutters Boots | Item | +2% Woodcutting Skill XP With all four Woodcutters Outfit equipped: +8% Woodcutting Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Burning Mans Hat | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Burning Mans Body | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Burning Mans Leggings | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Burning Mans Boots | Item | +2% Firemaking Skill XP With all four Burning Mans Outfit equipped: +8% Firemaking Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Fishermans Hat | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Fishermans Body | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Fishermans Leggings | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Fishermans Boots | Item | +2% Fishing Skill XP With all four Fishermans Outfit equipped: +8% Fishing Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Miners Hat | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Miners Body | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Miners Leggings | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Miners Boots | Item | +2% Mining Skill XP With all four Miners Outfit equipped: +8% Mining Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Blacksmiths Hat | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Blacksmiths Body | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Blacksmiths Leggings | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Blacksmiths Boots | Item | +2% Smithing Skill XP With all four Blacksmiths Outfit equipped: +8% Smithing Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Fletchers Hat | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Fletchers Body | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Fletchers Leggings | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Fletchers Boots | Item | +2% Fletching Skill XP With all four Fletchers Outfit equipped: +8% Fletching Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Crafters Hat | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Crafters Body | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Crafters Leggings | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Crafters Boots | Item | +2% Crafting Skill XP With all four Crafters Outfit equipped: +8% Crafting Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Runecrafters Hat | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Runecrafters Body | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Runecrafters Leggings | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Runecrafters Boots | Item | +2% Runecrafting Skill XP With all four Runecrafters Outfit equipped: +8% Runecrafting Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Potion Makers Hat | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Potion Makers Body | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Potion Makers Leggings | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Potion Makers Boots | Item | +2% Herblore Skill XP With all four Potion Makers Outfit equipped: +8% Herblore Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Performance Enhancing Hat | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Performance Enhancing Body | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Performance Enhancing Leggings | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Performance Enhancing Boots | Item | +2% Agility Skill XP With all four Performance Enhancing Outfit equipped: +8% Agility Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Star Gazing Hat | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 20 Township Tasks |
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Star Gazing Body | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 40 Township Tasks |
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Star Gazing Leggings | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 60 Township Tasks |
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Star Gazing Boots | Item | +2% Astrology Skill XP With all four Star Gazing Outfit equipped: +8% Astrology Mastery XP |
100,000 |
Complete 80 Township Tasks |
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Skilling Outfit Upgrade | Item | No Item Description. | 25,000,000 |
Complete 95 Township Tasks |
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Marcy | Pet | Township +2% Township Skill XP |
1,000,000 |
Have 1 Malcs Cats actively built in Township |
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Roger | Pet | Township +2% Township Resource Generation |
1,000,000 |
Have 2 Malcs Cats actively built in Township |
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Ace | Pet | Township +1% Chance to Double Items Globally |
1,000,000 |
Have 4 Malcs Cats actively built in Township |
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Layla | Pet | Township +2% Township Happiness |
1,000,000 |
Have 6 Malcs Cats actively built in Township |
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Mister Fuzzbutt | Pet | Township +5% Global GP (except Item Sales) |
1,000,000 |
Have 8 Malcs Cats actively built in Township |
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Octavius Lepidus VIII | Pet | Township +2% Township Education |
1,000,000 |
Have 10 Malcs Cats actively built in Township |
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Pet | Township +10 Mining Node Hitpoints |
1,000,000 |
Have 1 Cool Rocks actively built in Township | |
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Pet | Township +2% Chance to Double Items in Mining and +2% Chance to Double Items in Smithing |
1,000,000 |
Have 2 Cool Rocks actively built in Township | |
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Pet | Township +3% Chance to gain +1 additional resource in Mining (Cannot be doubled) |
1,000,000 |
Have 4 Cool Rocks actively built in Township | |
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Pet | Township +5% Global Evasion |
1,000,000 |
Have 6 Cool Rocks actively built in Township | |
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Pet | Township +3% Chance to Double Items in Magic |
1,000,000 |
Have 8 Cool Rocks actively built in Township | |
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Pet | Township +4% Global Mastery XP for Melvor Realm only |
1,000,000 |
Have 10 Cool Rocks actively built in Township | |
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Warm Beanie | Item | +2% Chance to Double Items in Firemaking, +3% Firemaking Mastery XP, and -2% Firemaking Interval | 1,000,000 |
Have 1 Prats Hats actively built in Township |
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Pirate Captain Hat | Item | +2% Township Skill XP | 2,000,000 |
Have 2 Prats Hats actively built in Township |
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Prats Hat | Item | When equipped with Cape of Prat: +25% Ranged Strength Bonus from Equipment and +25% Ranged Accuracy Rating. | 3,000,000 |
Have 4 Prats Hats actively built in Township |
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Top Hat | Item | Passive: +200 GP gained when hitting with an attack | 4,000,000 |
Have 6 Prats Hats actively built in Township |
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Hunters Hat | Item | Passive: -0.20s Monster Respawn Timer | 5,000,000 |
Have 8 Prats Hats actively built in Township |
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Clown Hat | Item | +10% Global Mastery XP, -10% Chance to Preserve Resources in Skills, and -5% Global Skill XP | 6,000,000 |
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
Level 99.
The superior skillcape can be purchased from the store for 10,000,000 after the player reaches
Level 120.
Skillcape | Name | Requirements | Effect |
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Township Skillcape | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
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-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
Shop after meeting their conditions.
Pet | Name | Effect |
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B | +10% Township Max Storage |
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Marcy | +2% Township Skill XP |
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Roger | +2% Township Resource Generation |
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Ace | +1% Chance to Double Items Globally |
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Layla | +2% Township Happiness |
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Mister Fuzzbutt | +5% Global GP (except Item Sales) |
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Octavius Lepidus VIII | +2% Township Education |
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+10 Mining Node HP | |
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+2% Chance to Double Items in Mining +2% Chance to Double Items in Smithing | |
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+3% Chance to gain +1 additional resource in Mining (Cannot be doubled) | |
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+5% Global Evasion | |
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+3% Chance to Double Items in Magic | |
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+4% Mastery XP 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 Mastery rewards.
Source | Type | Township Boosts | Other Modifiers |
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Item (Ring) | +8% Non-Combat Skill XP | |
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+4% Non-Combat Skill XP | -3% Interval for all Non-Combat Skills +4% Mastery XP for Melvor Realm only +3% Chance to Preserve Resources in Skills |
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Item (Cape) | -15% Township Building Cost (Capped at -80%) | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +10 Flat HP Regen Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +5% Damage To Slayer Tasks +5% Global Skill XP +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +25% Mastery Pool XP Cap +100% chance to successfully Cook an item +10 base primary resource quantity gained in Summoning x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +100% GP gained from Thieving +10% GP gained from Agility +25% Flat Slayer Area Effect Negation -15% Woodcutting Interval -15% Cooking Interval +1 Coal Ore per Ore Mined. (Item doubling does not apply) -50% Coal Costs for Smithing +10% Chance to preserve Summoning Charges +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +25% base primary resource quantity gained in Farming Rune providing items provide 2x as many runes |
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+3% Non-Combat Skill XP | +100 GP gained when earning GP, except from Alt. Magic and Item Sales +3% Mastery XP for Melvor Realm only |
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+8% Non-Combat Skill XP | +8% Global Abyssal XP |
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Item (Cape) | -15% Township Building Cost (Capped at -80%) | +5 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +5% Global Skill XP Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -50% Prayer Point Cost for Prayers +15% Chance to Double Items in Runecrafting -20% Melvor Realm Agility Obstacle Build Costs +5% Damage To Slayer Tasks +50% Ammo Preservation +1 base quantity when gaining Stardust from Astrology +1 base quantity when gaining Golden Stardust from Astrology +20% Chance to Preserve Resources in Summoning -0.5s Thieving Interval -0.5s Crafting Interval +2% Global Perfect Cook chance +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +10 base primary resource quantity gained in Summoning +10% Chance to preserve Summoning Charges +100% GP gained from Thieving +10% GP gained from Agility x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore -15% Woodcutting Interval -15% Cooking Interval +25% Flat Slayer Area Effect Negation -50% Coal Costs for Smithing Rune providing items provide 2x as many runes +150 Stealth while Thieving +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10 Flat HP Regen +25% base primary resource quantity gained in Farming |
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Item (Helmet) | +2% Township Skill XP | |
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Item (Platebody) | +2% Non-Combat Skill XP | |
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Item (Boots) | +2% Non-Combat Skill XP | |
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Item (Helmet) | +2% Non-Combat Skill XP | |
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Item (Platelegs) | +2% Non-Combat Skill XP | |
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-20% Township Building Cost (Capped at -80%) | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
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-20% Township Building Cost (Capped at -80%) | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +8% Damage To Slayer Tasks +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +10% Rune Preservation x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
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-20% Township Building Cost (Capped at -80%) | ||
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Item (Cape) | -15% Township Building Cost (Capped at -80%) | |
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Pet | +10% Township Max Storage | |
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Pet | +2% Township Happiness | |
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Pet | +2% Township Skill XP | |
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Pet | +2% Township Education | |
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Pet | +2% Township Resource Generation |
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |