Ancient Relics: Difference between revisions
From Melvor Idle
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* Ancient Relics can be located in all Skills to gain unique permanent modifiers (6 per Skill). | * Ancient Relics can be located in all Skills to gain unique permanent modifiers (6 per Skill). | ||
* Maximum Skill Levels are initially capped at Level 10. | * Maximum Skill Levels are initially capped at Level 10. | ||
* Defeat Dungeons to increase maximum Skill Level for five randomized Skills (Choice of 2). | * Defeat Dungeons to increase maximum Skill Level caps by 15 for five randomized Skills (Choice of 2). | ||
** {{Skill|Cartography}} and {{Skill|Archaeology}} skill level caps are increased by 20. | |||
* {{Icon|Combat}} Levels, except {{Skill|Prayer}} and {{Skill|Slayer}}, automatically increase when defeating a Dungeon. | * {{Icon|Combat}} Levels, except {{Skill|Prayer}} and {{Skill|Slayer}}, automatically increase when defeating a Dungeon. | ||
* {{Skill|Fishing}} and {{Skill|Cooking}} are locked until completion of {{ZoneIcon|Impending Darkness Event}}. | * {{Skill|Fishing}} and {{Skill|Cooking}} are locked until completion of {{ZoneIcon|Impending Darkness Event}}. | ||
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** Atlas of Discovery expansion Skills {{Skill|Cartography}} and {{Skill|Archaeology}} are not locked, and can achieve 120 maximum even before completion of {{ZoneIcon|Impending Darkness Event}}. | ** Atlas of Discovery expansion Skills {{Skill|Cartography}} and {{Skill|Archaeology}} are not locked, and can achieve 120 maximum even before completion of {{ZoneIcon|Impending Darkness Event}}. | ||
** Right after finishing Impending Darkness Event, all skills (except {{Skill|Cartography}} and {{Skill|Archaeology}}) are capped at 100, and all excess XP earnt after 99 (before Impending Darkness Event) are lost. | ** Right after finishing Impending Darkness Event, all skills (except {{Skill|Cartography}} and {{Skill|Archaeology}}) are capped at 100, and all excess XP earnt after 99 (before Impending Darkness Event) are lost. | ||
** After Impending Darkness Event, each finished Dungeon increases all combat skills maximum levels (including {{Skill|Slayer}}, but not {{Skill|Prayer}}) are increased by 3. | ** After Impending Darkness Event, each finished {{TotH}} Dungeon increases all combat skills maximum levels (including {{Skill|Slayer}}, but not {{Skill|Prayer}}) are increased by 3. | ||
** After Impending Darkness Event, each finished Dungeon allows 6 randomized Skills (Choice of 2) to increase maximum Skill Level, at 8 levels each roll, 100 -> 108 -> 116 -> 120. | ** After Impending Darkness Event, each finished {{TotH}} Dungeon allows 6 randomized Skills (Choice of 2) to increase maximum Skill Level, at 8 levels each roll, 100 -> 108 -> 116 -> 120. | ||
* Dungeons also provide {{ItemIcon|Food Box I|Food Crates}} upon completion as a reward. | *** Finishing base game dungeons after Impending Darkness Event does not allow you to increase skills beyond level 99. Due to a bug, it is highly recommended you do EVERY base game dungeon before completing IDE. | ||
* All preservation and doubling is disabled. | * Dungeons also provide {{ItemIcon|Food Box I|notext=true}}{{ItemIcon|Food Box II|Food Crates}} upon completion as a reward. | ||
* All standard preservation and doubling is disabled. There are limited sources of Preservation from certain Relics. | |||
* Harsher penalties applied against the player in Combat, according to the {{Icon|Hardcore}} [[Combat Triangle]].</onlyinclude> | * Harsher penalties applied against the player in Combat, according to the {{Icon|Hardcore}} [[Combat Triangle]].</onlyinclude> | ||
== Acquiring Ancient Relics == | == Acquiring Ancient Relics == | ||
*Players can find Ancient Relics by | *Players can find Ancient Relics by completing an action in a Skill. The drop rate depends on the type of Skill and how many relics the player already has: | ||
** '''1/200,000''' (0.0005%) in Non-Combat Skills, rolled once for each available relic. With no relics unlocked, the rate is '''1/40,000''' (0.0025%). | ** '''1/200,000''' (0.0005%) in Non-Combat Skills, rolled once for each available relic. With no relics unlocked, the rate is '''1/40,000''' (0.0025%). | ||
** '''1/100,000''' (0.001%) in Passive Skills, rolled once for each available relic. With no relics unlocked, the rate is '''1/20,000''' (0.005%). | ** '''1/100,000''' (0.001%) in Passive Skills, rolled once for each available relic. With no relics unlocked, the rate is '''1/20,000''' (0.005%). | ||
*** {{Skill|Farming}} will roll for relics on every plot harvested. | *** {{Skill|Farming}} will roll for relics on every plot harvested. There is no difference between a single Harvest and using Harvest All. | ||
*** {{Skill|Township}} will roll for relics 10 times every tick (1hr), and once | *** {{Skill|Township}} will roll for relics 10 times every tick (1hr), and once when a building constructed or repaired. | ||
** '''1/133,333''' (0.00075%) in Combat Skills per attack turn. With no relics unlocked, the rate is '''1/26,666''' (0.00375%). | ** '''1/133,333''' (0.00075%) in Combat Skills per attack turn. With no relics unlocked, the rate is '''1/26,666''' (0.00375%). | ||
*'''All Skills earn one random relic at Levels 20 and 99.''' | *'''All Skills earn one random relic at Levels 20 and 99.''' | ||
* Locating all 5 Ancient Relics within a Skill automatically unlocks the Skill's Master Relic (listed as Relic 6 in the List of Ancient Relics below). | * Locating all 5 Ancient Relics within a Skill automatically unlocks the Skill's Master Relic (listed as Relic 6 in the List of Ancient Relics below). | ||
* Lesser Relics can be acquired in all Non-Combat Skills at a rate of '''1/1,000''' (0.1%). It will drop 300 at a time. Lesser Relics are consumable items that provide an interval decrease or some other combat-related bonus. | * Lesser Relics can be acquired in all Non-Combat Skills at a rate of '''1/1,000''' (0.1%). It will drop 300 at a time. Lesser Relics are consumable items that provide an interval decrease or some other combat-related bonus. Lesser Relics count as "Global Rare Items" and thus benefit from things like {{ItemIcon|Clue Chasers Insignia}} and Woodcutting Relic 5. | ||
== List of Ancient Relics == | == List of Ancient Relics == |
Revision as of 18:46, 17 February 2024
This page is up to date (v1.3). |
This article is about the Ancient Relics game mode. For a strategy guide, see Ancient Relics/Guide.
Ancient Relics mode is a Game Mode in which players start with a maximum Skill Level cap of Level 10 and must defeat Dungeons to increase it. It includes the following changes:
- Ancient Relics can be located in all Skills to gain unique permanent modifiers (6 per Skill).
- Maximum Skill Levels are initially capped at Level 10.
- Defeat Dungeons to increase maximum Skill Level caps by 15 for five randomized Skills (Choice of 2).
- Cartography and Archaeology skill level caps are increased by 20.
- Combat Levels, except Prayer and Slayer, automatically increase when defeating a Dungeon.
- Fishing and Cooking are locked until completion of Impending Darkness Event.
- Skill levels 100+ are locked until completion of Impending Darkness Event.
- Maximum 99 achievable before completion of Impending Darkness Event.
- Atlas of Discovery expansion Skills Cartography and Archaeology are not locked, and can achieve 120 maximum even before completion of Impending Darkness Event.
- Right after finishing Impending Darkness Event, all skills (except Cartography and Archaeology) are capped at 100, and all excess XP earnt after 99 (before Impending Darkness Event) are lost.
- After Impending Darkness Event, each finished Dungeon increases all combat skills maximum levels (including Slayer, but not Prayer) are increased by 3.
- After Impending Darkness Event, each finished Dungeon allows 6 randomized Skills (Choice of 2) to increase maximum Skill Level, at 8 levels each roll, 100 -> 108 -> 116 -> 120.
- Finishing base game dungeons after Impending Darkness Event does not allow you to increase skills beyond level 99. Due to a bug, it is highly recommended you do EVERY base game dungeon before completing IDE.
- Dungeons also provide Food Crates upon completion as a reward.
- All standard preservation and doubling is disabled. There are limited sources of Preservation from certain Relics.
- Harsher penalties applied against the player in Combat, according to the Hardcore Combat Triangle.
Acquiring Ancient Relics
- Players can find Ancient Relics by completing an action in a Skill. The drop rate depends on the type of Skill and how many relics the player already has:
- 1/200,000 (0.0005%) in Non-Combat Skills, rolled once for each available relic. With no relics unlocked, the rate is 1/40,000 (0.0025%).
- 1/100,000 (0.001%) in Passive Skills, rolled once for each available relic. With no relics unlocked, the rate is 1/20,000 (0.005%).
- 1/133,333 (0.00075%) in Combat Skills per attack turn. With no relics unlocked, the rate is 1/26,666 (0.00375%).
- All Skills earn one random relic at Levels 20 and 99.
- Locating all 5 Ancient Relics within a Skill automatically unlocks the Skill's Master Relic (listed as Relic 6 in the List of Ancient Relics below).
- Lesser Relics can be acquired in all Non-Combat Skills at a rate of 1/1,000 (0.1%). It will drop 300 at a time. Lesser Relics are consumable items that provide an interval decrease or some other combat-related bonus. Lesser Relics count as "Global Rare Items" and thus benefit from things like Clue Chasers Insignia and Woodcutting Relic 5.
List of Ancient Relics
Skill | Relic | Modifiers | |
---|---|---|---|
Agility | 1 | +50% Agility Mastery XP for Melvor Realm only | |
2 | +20% AP gained from Agility | ||
3 | +15% Abyssal Slayer Coins gained from Agility | ||
4 | Item cost reduction in Agility can now reach 100% -10% Melvor Realm Agility Obstacle Item Costs | ||
5 | -10% Attack Interval | ||
6 | +10% Global AP (except Item Sales) | ||
7 | -10% Melvor Realm Agility Obstacle Build Costs | ||
8 | +20% Mastery XP for Abyssal Realm only | ||
9 | +10% chance to convert a successful hit from the Target into a miss | ||
10 | +10% Global Abyssal XP | ||
11 | Remove all debuffs from Agility Obstacles | ||
12 | -80% Agility Pillar build costs | ||
Archaeology | 1 | +50% Archaeology Mastery XP | |
2 | +3 levels of the Brush Tool in Archaeology +3 levels of the Shovel Tool in Archaeology +3 levels of the Trowel Tool in Archaeology +3 levels of the Sieve Tool in Archaeology | ||
3 | +1 base primary resource quantity gained in Archaeology | ||
4 | +2 dig site map slots | ||
5 | +10 GP gained per Archaeology Skill Level when locating no Artefact from an excavation action | ||
6 | x2 Consumable Items received from Archaeology | ||
Astrology | 1 | +50% Astrology Mastery XP for Melvor Realm only | |
2 | +50% increased chance to locate Abyssal Realm Ancient Relics | ||
3 | +25% Mastery XP for Melvor Realm only | ||
4 | +20% Mastery XP for Abyssal Realm only | ||
5 | 1% increased chance to locate Ancient Relics | ||
6 | +0.2% chance for stars to fall in Astrology | ||
7 | -25% Astrology modifier costs for Abyssal Realm only (Costs cannot go below 1) | ||
8 | +25% Mastery Pool XP Cap | ||
9 | -20% Astrology Interval | ||
10 | +4% chance to gain Abyssal Stardust in Astrology | ||
11 | All modifiers in a completed Astrology Constellation for Melvor Realm are doubled | ||
12 | All modifiers in a completed Astrology Constellation for Abyssal Realm are doubled | ||
Attack | 1 | +10% of Maximum Hit added to Minimum Hit | |
2 | |||
3 | |||
4 | +25% Melee Accuracy Rating | ||
5 | |||
6 | +10 Hidden Attack Level | ||
7 | -15% Melee Attack Interval | ||
8 | +10% Laceration lifesteal | ||
9 | |||
10 | |||
11 | |||
12 | |||
Cartography | 1 | -25% Cartography Interval | |
2 | +50% map excavation actions when upgrading in Cartography | ||
3 | +5 Cartography sight range | ||
4 | +5 Cartography survey range | ||
5 | -30% Cartography travel costs | ||
6 | -100 dig site map refinement cost | ||
Cooking | 1 | +50% Cooking Mastery XP for Melvor Realm only | |
2 | +100% Food healing value while using Abyssal Damage | ||
3 | +15% Chance to gain +1 additional resource in Cooking (Cannot be doubled) | ||
4 | +1 base primary resource quantity gained in Cooking for Abyssal Realm only | ||
5 | +30% Food Healing Value | ||
6 | -10% Cooking interval for Abyssal Realm only | ||
7 | +100% Global Perfect Cook chance | ||
8 | -5% cost to produce Abyssal Realm Items in all Artisan Skills | ||
9 | -25% Passive Cooking Interval for Abyssal Realm only | ||
10 | -25% Passive Cook Interval | ||
11 | +10% Lifesteal | ||
12 | +3 base primary resource quantity gained in Cooking for Abyssal Realm only | ||
Corruption | 1 | +20% Corruption progress gained when hitting with an attack | |
2 | |||
3 | |||
4 | +20% chance for Corruption progress to instantly fill at the start of a fight | ||
5 | -50% Soul Points required to automatically corrupt monsters | ||
6 | |||
Crafting | 1 | +2 additional quantity of primary resource gained in Crafting for Abyssal Realm only (cannot be doubled) | |
2 | +50% Crafting Mastery XP for Melvor Realm only | ||
3 | +10 base primary resource quantity gained in Crafting for Bags nodes | ||
4 | +25% base primary resource quantity gained in Crafting for Abyssal Consumables | ||
5 | -5% cost to produce Abyssal Realm Items in all Artisan Skills | ||
6 | -25% Crafting Interval | ||
7 | All Mastery Tokens grant +0.1% of the maximum Mastery Pool XP for the respective Skill | ||
8 | +50% of base item sale price gained as AP when gaining primary skill resources that sell for AP in Crafting | ||
9 | +100% chance to gain 1 random gem from Crafting when making Jewelry (Cannot be doubled) | ||
10 | +100% chance to gain 1 random abyssal gem from Crafting when making Jewelry (Cannot be doubled) | ||
11 | +90% chance for Urns produced in Crafting to be Enchanted | ||
12 | -25% Crafting interval for Abyssal Realm only | ||
Defence | 1 | +10% Reflect Damage | |
2 | |||
3 | +25% Global Evasion | ||
4 | |||
5 | +10% chance to convert a successful hit from the Target into a miss | ||
6 | |||
7 | |||
8 | +10 Hidden Defence Level | ||
9 | +5% Abyssal Resistance | ||
10 | +3% Damage Reduction | ||
11 | Gains up to +150% Global Evasion Rating every 2 turns (Lasts 2 turns) | ||
12 | |||
Farming | 1 | +50% Farming Mastery XP for Melvor Realm only | |
2 | +50% base primary resource quantity gained in Farming for Abyssal Realm only | ||
3 | +50% chance to preserve Compost applied to Farming Plots when harvesting Abyssal Realm crops (Bypass Gamemode Limitation) | ||
4 | +100% chance to preserve Compost applied to Farming Plots when harvesting Melvor Realm crops (Bypass Gamemode Limitation) | ||
5 | +10 Shadow Drake Nest gained from Trees in Farming for Abyssal Realm only (Cannot be doubled) | ||
6 | -25% Farming Interval | ||
7 | -33% seed cost to plant crops in Farming for Abyssal Realm only (Cost cannot go below 1) | ||
8 | -1 seed cost to plant Allotments in Farming (Cost cannot go below 1) | ||
9 | -25% Farming interval for Abyssal Realm only | ||
10 | 10% increased chance to locate a Skill Pet | ||
11 | +100% base primary resource quantity gained in Farming for Melvor Realm only | ||
12 | +100% base primary resource quantity gained in Farming for Special (Abyssal Realm only) +50% base primary resource quantity gained in Farming for Herbs (Abyssal Realm only) | ||
Firemaking | 1 | +50% Firemaking Mastery XP for Melvor Realm only | |
2 | +10% Global Abyssal XP | ||
3 | +200% of base sale price of logs that sell for AP granted as AP when burnt in Firemaking | ||
4 | +250% GP gained from Firemaking | ||
5 | +5% chance to gain 1 Diamond from Firemaking (Cannot be doubled) | ||
6 | +5% chance to gain 1 Voidheart from Firemaking for Abyssal Realm only (Cannot be doubled) | ||
7 | +100% chance to gain Stardust in Firemaking | ||
8 | -25% Firemaking interval for Abyssal Realm only | ||
9 | 1% increased chance to locate Ancient Relics | ||
10 | x2 Items received from Firemaking (Bypass gamemode limitation) | ||
11 | |||
12 | |||
Fishing | 1 | +50% Fishing Mastery XP for Melvor Realm only | |
2 | +100% AP from Raw Fish Sales | ||
3 | +100% chance to catch +1 random Fish from the same Fishing Area for Abyssal Realm only (Cannot be doubled) | ||
4 | +100% GP from Raw Fish Sales | ||
5 | -1s Fishing Interval for Abyssal Realm only | ||
6 | -25% Fishing Interval | ||
7 | +100% chance to recieve one random special item from Fishing when catching a special item (Abyssal Realm only) | ||
8 | When receiving a Gem from Mining or Fishing, there is a +15% chance to get another random Gem | ||
9 | +50% Chance to gain +1 additional resource in Fishing (Cannot be doubled) | ||
10 | +1 additional quantity of primary resource gained in Fishing for Abyssal Realm only (cannot be doubled) | ||
11 | +100% chance to gain 1 cooked version of a fish when Fishing | ||
12 | -3% Interval for all Non-Combat Skills (Abyssal Realm only) | ||
Fletching | 1 | +10 additional quantity of primary resource gained in Fletching for Abyssal Arrows nodes (Cannot be doubled) | |
2 | +50% Fletching Mastery XP for Melvor Realm only | ||
3 | +1 base primary resource quantity gained in Fletching for Standard Javelins nodes | ||
4 | +3 additional quantity of primary resource gained in Fletching for Abyssal Bolts nodes (Cannot be doubled) | ||
5 | +1 base primary resource quantity gained in Fletching for Standard Arrows nodes | ||
6 | +200% of base item sale price gained as AP when gaining Abyssal Bows that sell for AP in Fletching | ||
7 | -5% cost to produce Abyssal Realm Items in all Artisan Skills | ||
8 | +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes | ||
9 | -25% Fletching Interval | ||
10 | +5 additional quantity of primary resource gained in Fletching for Abyssal Javelins nodes (Cannot be doubled) | ||
11 | +10% Chance to Preserve Resources in Skills (Bypass Gamemode Limitation) | ||
12 | |||
Harvesting | 1 | +20% minimum Harvesting Intensity | |
2 | +2 additional quantity of primary resource gained in Harvesting (Cannot be doubled) | ||
3 | -25% Harvesting Interval | ||
4 | Harvesting Vein Intensity no longer reduces over time | ||
5 | +1 intensity per action in Harvesting | ||
6 | Chance to obtain unique products in Harvesting increased by 200% | ||
Herblore | 1 | +50% Herblore Mastery XP for Melvor Realm only | |
2 | +50% Herblore Mastery XP for Abyssal Realm only | ||
3 | +10 Charges per Potion | ||
4 | -20% cost to produce Abyssal Realm Items in Herblore | ||
5 | 1% increased chance to locate Ancient Relics | ||
6 | -10% cost to produce Abyssal Realm Items in all Artisan Skills | ||
7 | -25% Herblore Interval | ||
8 | +100% charges for Abyssal Realm potions | ||
9 | +30% Chance to gain +1 additional resource in Herblore (Cannot be doubled) | ||
10 | +1 additional quantity of primary resource gained in Herblore for Abyssal Realm only (cannot be doubled) | ||
11 | +2 additional quantity of primary resource gained in Herblore (Cannot be doubled) | ||
12 | +10 Charges per Potion (Abyssal Realm only) | ||
Hitpoints | 1 | ||
2 | +8% Lifesteal | ||
3 | |||
4 | |||
5 | |||
6 | -3s Hitpoint Regeneration interval | ||
7 | +100% Auto Eat HP Limit +100% Auto Eat Efficiency | ||
8 | |||
9 | +5% Maximum Hitpoints when using Abyssal Damage | ||
10 | +50 Maximum Hitpoints | ||
11 | -30% Damage taken when affected by Stun, Freeze or Crystallize | ||
12 | +20% chance to convert a miss into a successful hit | ||
Magic | 1 | -4 Rune cost to cast Abyssal | |
2 | |||
3 | +40 Magic Minimum Hit | ||
4 | +400 Magic Minimum Hit when using Abyssal | ||
5 | +20% Rune Preservation (Bypass Gamemode Limitation) | ||
6 | |||
7 | +10 Hidden Magic Level | ||
8 | |||
9 | -8 Abyss Rune cost to cast Spells | ||
10 | |||
11 | |||
12 | |||
Mining | 1 | +50% Mining Mastery XP for Melvor Realm only | |
2 | +100% chance to receive +1 Abyssal Gem while Mining Abyssal Ore and Outcrops (Cannot be doubled) | ||
3 | +50 Mining Node HP | ||
4 | +5 additional quantity of Abycite gained in Mining (Cannot be doubled) +5 additional quantity of Mysticite gained in Mining (Cannot be doubled) +5 additional quantity of Echocite gained in Mining (Cannot be doubled) | ||
5 | +15% chance to recieve the bar version of an ore when Mining | ||
6 | 100% increased chance to locate an Abyssal Gem Vein in Mining | ||
7 | +1 Abyssal Essence gained from Abyssal Rock in Mining (Cannot be doubled) | ||
8 | +1 Coal Ore per Ore Mined. (Item doubling does not apply) | ||
9 | +1 additional quantity of primary resource gained in Mining for Abyssal Realm only (cannot be doubled) | ||
10 | +30% Chance to gain +1 additional resource in Mining (Cannot be doubled) | ||
11 | +690 Mining Node HP | ||
12 | -100% Mining node respawn interval for Abyssal Realm only | ||
Prayer | 1 | +25% Maximum Hit when two Abyssal Prayers are active | |
2 | |||
3 | +2.5% of all damage taken is added as Prayer Points (Rounded down) | ||
4 | +10% chance to preserve Soul Points (Bypasses Gamemode Limitations) | ||
5 | 1% increased chance to locate Ancient Relics | ||
6 | x2 Souls dropped from enemies | ||
7 | -2 Prayer Point Cost for Prayers | ||
8 | -2 Soul Point Cost for Prayers (Soul Point cost cannot go below 1) | ||
9 | +100% Prayer Points gained from burying Bones | ||
10 | +4 Soul Point(s) when releasing Souls | ||
11 | |||
12 | -50% Soul Point Cost for Prayers (Soul Point cost cannot go below 1) | ||
Ranged | 1 | +20% Ammo Preservation (Bypass Gamemode Limitation) | |
2 | |||
3 | |||
4 | +20% Ranged Accuracy Rating | ||
5 | |||
6 | +10 Hidden Ranged Level | ||
7 | +10% Ranged Strength Bonus from Equipment | ||
8 | |||
9 | |||
10 | |||
11 | +10% Ranged critical hit chance | ||
12 | |||
Runecrafting | 1 | ||
2 | +50% Runecrafting Mastery XP for Melvor Realm only | ||
3 | -25% Magic Interval | ||
4 | +10 additional quantity of primary resource gained in Runecrafting for Combination Runes nodes (Cannot be doubled) | ||
5 | +8 additional quantity of primary resource gained in Runecrafting for Abyssal Combo Runes nodes (Cannot be doubled) | ||
6 | +3 additional quantity of primary resource gained in Runecrafting for Standard Runes nodes (Cannot be doubled) | ||
7 | +2 additional quantity of Abyssal Essence gained in Mining (Cannot be doubled) | ||
8 | +1 base primary resource quantity gained in Mining for Essence nodes | ||
9 | -5% cost to produce Abyssal Realm Items in all Artisan Skills | ||
10 | -25% Runecrafting Interval | ||
11 | +4 base primary resource quantity gained in Mining for Essence nodes | ||
12 | +20 Abyss Rune gained from Runecrafting for Abyssal Realm only (Cannot be doubled) | ||
Slayer | 1 | +100% of Poison damage dealt is gained as Slayer Coins | |
2 | +30% flat Abyssal Slayer Area effect negation | ||
3 | +20% Global Abyssal Slayer Coins (except Item Sales) | ||
4 | +25% Global Slayer Coins (except Item Sales) | ||
5 | +10% Damage to Slayer Tasks when fighting against Abyssal Damage | ||
6 | +10% Damage To Slayer Tasks | ||
7 | |||
8 | -0.3s Monster Respawn Timer | ||
9 | |||
10 | +50% GP from Slayer Task Monster drops | ||
11 | Bypass All Slayer Area item requirements | ||
12 | -75% Slayer Task cost -75% Slayer Task extension cost | ||
Smithing | 1 | +50% Smithing Mastery XP for Melvor Realm only | |
2 | +33% chance to gain 1 Azurian Bar from Smithing for Abyssal Realm only (Cannot be doubled) +33% chance to gain 1 Obsidian Bar from Smithing for Abyssal Realm only (Cannot be doubled) +33% chance to gain 1 Obzurian Bar from Smithing for Abyssal Realm only (Cannot be doubled) | ||
3 | -25% Smithing Interval | ||
4 | -5% cost to produce Abyssal Realm Items in all Artisan Skills | ||
5 | +50% Chance to gain +1 additional resource in Smithing (Cannot be doubled) | ||
6 | +5 additional quantity of Abyssal Headless Bolts gained in Smithing (Cannot be doubled) +5 additional quantity of Arrowtips gained in Smithing for Abyssal Realm only (Cannot be doubled) +5 additional quantity of Javelin Heads gained in Smithing for Abyssal Realm only (Cannot be doubled) | ||
7 | +100 Melee Defence Bonus | ||
8 | +3 additional quantity of primary resource gained in Smithing for Abyssal Bars nodes (Cannot be doubled) | ||
9 | +1 additional quantity of primary resource gained in Smithing for Abyssal Realm only (cannot be doubled) | ||
10 | 1% increased chance to locate Ancient Relics | ||
11 | -100% Coal Costs for Smithing | ||
12 | -0.3s Smithing Interval for Abyssal Realm only | ||
Strength | 1 | +20% Melee Max Hit | |
2 | |||
3 | |||
4 | +10% Melee Strength Bonus from Equipment | ||
5 | |||
6 | |||
7 | |||
8 | +10 Hidden Strength Level | ||
9 | +10% Damage To Bosses | ||
10 | |||
11 | |||
12 | +50% chance to avoid being Stunned | ||
Summoning | 1 | +50% Cost Reduction for Summoning, excluding Shards, for Abyssal Tablets/Familiars | |
2 | +50% Summoning Mastery XP for Melvor Realm only | ||
3 | -25% Summoning Interval | ||
4 | |||
5 | +15 base primary resource quantity gained in Summoning | ||
6 | +10 base primary resource quantity gained in Summoning for Abyssal Tablets/Familiars nodes | ||
7 | |||
8 | +100% Summoning Max Hit | ||
9 | +30% Cost Reduction for Summoning, excluding Shards | ||
10 | -4 Shard cost when creating Abyssal Realm Familiars in Summoning | ||
11 | All Summoning Synergies are unlocked | ||
12 | |||
Thieving | 1 | +30% minimum AP from Thieving | |
2 | +50% Thieving Mastery XP for Melvor Realm only | ||
3 | -20% Thieving Stun Interval for Abyssal Realm only | ||
4 | +30% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only | ||
5 | +25% Global AP (except Item Sales) | ||
6 | +50% GP gained from Thieving | ||
7 | +50% Thieving Mastery XP for Abyssal Realm only | ||
8 | +150 Stealth while Thieving | ||
9 | +3 additional Common Drop quantity gained in Thieving for Abyssal Realm only (Cannot be doubled) | ||
10 | NPCs in Thieving deal no damage (${realmName only}) | ||
11 | +0.5% chance to receive Thieving Area Unique Item | ||
12 | NPCs in Thieving deal no damage (${realmName only}) | ||
Township | 1 | +60% minimum Township building efficiency | |
2 | Successful Abyssal Wave encounters in Township provide Abyssal Pieces equal to +100% of its size | ||
3 | +50% Township Happiness +50% Township Education | ||
4 | Successful Abyssal Wave encounters in Township provide Abyssal Slayer Coins equal to +25% of its size | ||
5 | +50% Township Max Storage | ||
6 | +75% Township Maximum Soul Storage | ||
7 | There is a 20% chance of a Nightfall Season occurring in Township There is a 20% chance of a Solar Eclipse Season occurring in Township | ||
8 | +69% Township Happiness +69% Township Education | ||
9 | There is a 20% chance of a Lemon Season occurring in Township | ||
10 | +25% Township Health | ||
11 | Township Health no longer degrades | ||
12 | There is a 20% chance of an Eternal Darkness Season occurring in Township | ||
Woodcutting | 1 | +50% Woodcutting Mastery XP for Abyssal Realm only | |
2 | +50% Woodcutting Mastery XP for Melvor Realm only | ||
3 | +25% Chance to gain +1 additional resource in Woodcutting (Cannot be doubled) | ||
4 | +2 additional quantity of primary resource gained in Woodcutting for Abyssal Realm only (cannot be doubled) | ||
5 | +300% GP from Log Sales | ||
6 | +50% of base item sale price gained as AP when gaining primary skill resources that sell for AP in Woodcutting | ||
7 | +0.5% chance to gain Shadow Drake Nest in Woodcutting | ||
8 | +0.3% chance to gain 1 Chest of Gems from Woodcutting (Cannot be doubled) | ||
9 | 5% increased chance to receive Global Rare Items, Mastery Tokens, Bird Nests from Woodcutting, Gems from Mining, and Coal from Firemaking | ||
10 | +1 base quantity when gaining Shadow Drake Nest from Woodcutting | ||
11 | +1 Tree Cut Limit | ||
12 | +1 Tree Cut Limit |
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 |