Township
This page was last updated for (v1.1.1). |
Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained relatively passively. However, unlike Farming, Township has no Mastery levels, and uses a unique tick system instead of constantly running. Ticks are a passively generated resource at a rate of 1 Tick per 5 minutes. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run.
It is important to note that you receive unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.
Town
A Town contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes.
Maps
The following maps are available to start a Town. A Town must be completely reset to change maps.Template:TownshipMaps
Land
Each building requires a piece of land to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free.
A total of is required to purchase all 2,048 tiles of land. For more details, see Land.
Biomes
Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 Clothing per building per tick, and the Snowlands biome consumes 30 Coal per building per tick. Biomes are covered in more detail in the buildings section.
Stats
Statistics are various properties in the Town that do not take up Storage space.
Population
Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building Basic Shelter, and spending ticks will cause population to increase until it reaches the cap.
For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by Happiness, up to an additional 100% bonus, which is additively added to normal skill boosts.
To maximize experience, once a basic Town setup is completed, Happiness should always be at 100% to provide at least 0.6 experience per citizen per tick.
If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase.
A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old.
Workers
Available Workers indicates the number of citizens that are available to perform jobs in the Town. All citizens with an age between 8 and 70 are considered Workers. The left number indicates the number of jobless Workers, out of the total amount on the right.
Unemployed citizens generate -5 Happiness.
Storage
Storage allows Resources to be stockpiled in the Town. A Town starts with a base Storage of 19,000, and is gained by building Storehouse. In addition, Basic Shelter contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so.
Happiness
Happiness is a modifier to the amount of experience you earn. Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of Happiness is twice your Population.
Each point of Education provides 1 Happiness, and is often the main source of a Town's Happiness. In additiona, a small amount of Happiness is gained or lost from each building in the Town. Notably, Gardens and Tavern buildings are intended to increase Happiness. Lastly, Happiness is decreased by 5 points for every overflowing corpse and unemployed citizen, and Happiness is decreased by 40% and 50% additively from a Potions shortage for elderly citizens and a Clothing shortage from buildings in the Desert biome.
Education
Education is a modifier to the amount of Resources each building produces. Education provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of Education is three times your Population.
Every point of Education also provides one point of Happiness. Education is produced from School and Library buildings.
Health
Health is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the Dead Storage. The base chance for a citizen to die each tick is expressed by:
[math]\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }[/math]
In the above calculation, [math]\displaystyle{ \textrm{healthPercent} }[/math] is the % health as displayed in-game. If we consider [math]\displaystyle{ \textrm{sickness} }[/math] to be the decimal representation of "un-health" (i.e. [math]\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }[/math], this simplifies to:
[math]\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }[/math]
[math]\displaystyle{ \textrm{DeathChance} }[/math] is increased by 0.05 if there is no food after resources for the tick are calculated. Citizens will also die if there are more of them than the housing allows for.
The table below gives some examples.
Health | Chance of death per tick |
---|---|
0% | 0.52% |
25% | 0.34% |
50% | 0.20% |
75% | 0.08% |
100% | 0% |
Health is first calculated using the following parameters weighted out of 235:
- Happiness with a weight of 100
- Education with a weight of 100
- Nonzero Potions stockpile and positive growth rate contributes 15 weight
- Nonzero Clothing stockpile and positive growth rate contributes 15 weight
- Nonzero Herbs stockpile and positive growth rate contributes 5 weight
This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%.
Dead Storage
Dead Storage represents the number of citizens that have died from poor Health. This storage is created by building Cemetery. 1% of the total Dead Storage will be cleared every hour (12 ticks).
Corpses overflowing the maximum Dead Storage generate -5 Happiness.
Worship
Worship is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building Chapel or Statue of Worship and has a set cap of 2000. Note that although each Deity is associated with a different Statue of Worship, all statues have identical benefits.
All bonuses are additive with one another.
Worship | Aeris | Glacia | Terran | Ragnar | Bane | The Herald |
---|---|---|---|---|---|---|
Requirements | None | None | None | None | Complete Impending Darkness Event | Complete Throne of the Herald |
Bonus Seasons | Spring (2x) | Winter (2x) | Fall (2x) | Summer (2x) | None | None |
0% 0/2,000 |
-75% Township Building Production in Water Biome -50% Township Building Production in Desert Biome |
-50% Township Building Production in Desert Biome -75% Township Building Production in Mountains Biome |
-50% Township Building Production in Water Biome -75% Township Building Production in Desert Biome |
-75% Township Building Production in Water Biome -50% Township Building Production in Mountains Biome |
There is a 20% chance of a Nightfall Season occurring in Township -15% Township Building Cost (Does not affect GP cost. Capped at -80%) |
-31% Township Building Production in Snowlands Biome -31% Township Building Production in Arid Plains Biome There is a 20% chance of a Solar Eclipse Season occurring in Township -31% Township Building Production in Mountains Biome |
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 |
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% 1,000/2,000 |
+25% Township Building Production in Mountains Biome +25% Township Building Production in Valley Biome |
-15% Township Building Cost (Does not affect GP cost. Capped at -80%) | +25% Township Building Production in Forest Biome | +25% Township Building Production in Arid Plains Biome +25% Township Building Production in Desert Biome |
+25% Township Building Production in Snowlands Biome | +42% Township Building Production in Water Biome +42% Township Building Production in Desert Biome |
85% 1,700/2,000 |
+25% Township Building Production in Mountains Biome +25% Township Building Production in Valley Biome |
+25% Township Building Production in Water Biome | +25% Township Building Production in Jungle Biome | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | +25% Township Building Production in Swamp Biome +25% Township Building Production in Grasslands Biome +25% Township Building Production in Snowlands Biome |
+42% Township Building Production in Valley Biome +42% Township Building Production in Forest Biome |
95% 1,900/2,000 |
-25% Township Building Cost (Does not affect GP cost. Capped at -80%) +25% Township Building Production in Valley Biome +25% Township Building Production in Mountains Biome |
+50% Township Building Production in Swamp Biome +50% Township Building Production in Water Biome |
-15% Township Building Cost (Does not affect GP cost. Capped at -80%) +50% Township Building Production in Jungle Biome +25% Township Building Production in Forest Biome |
+25% Township Building Production in Arid Plains Biome +50% Township Building Production in Desert Biome |
+25% Township Building Production in Swamp Biome +25% Township Building Production in Grasslands Biome +25% Township Building Production in Snowlands Biome |
+42% Township Building Production in Grasslands Biome -25% Township repair costs |
Total | -75% Township Building Production in Water Biome +100% Township Building Production in Valley Biome +100% Township Building Production in Mountains Biome -25% Township Building Cost (Does not affect GP cost. Capped at -80%) -50% Township Building Production in Desert Biome |
+75% Township Building Production in Swamp Biome +100% Township Building Production in Water Biome -75% Township Building Production in Mountains Biome -15% Township Building Cost (Does not affect GP cost. Capped at -80%) -50% Township Building Production in Desert Biome |
-50% Township Building Production in Water Biome +100% Township Building Production in Jungle Biome +75% Township Building Production in Forest Biome -15% Township Building Cost (Does not affect GP cost. Capped at -80%) -75% Township Building Production in Desert Biome |
-75% Township Building Production in Water Biome +100% Township Building Production in Desert Biome -50% Township Building Production in Mountains Biome -15% Township Building Cost (Does not affect GP cost. Capped at -80%) +75% Township Building Production in Arid Plains Biome |
+75% Township Building Production in Swamp Biome There is a 20% chance of a Nightfall Season occurring in Township -15% Township Building Cost (Does not affect GP cost. Capped at -80%) +75% Township Building Production in Grasslands Biome +75% Township Building Production in Snowlands Biome |
+42% Township Building Production in Swamp Biome +42% Township Building Production in Jungle Biome -25% Township repair costs +42% Township Building Production in Grasslands Biome +42% Township Building Production in Forest Biome +42% Township Building Production in Desert Biome +42% Township Building Production in Valley Biome -31% Township Building Production in Mountains Biome -31% Township Building Production in Arid Plains Biome -31% Township Building Production in Snowlands Biome There is a 20% chance of a Solar Eclipse Season occurring in Township +42% Township Building Production in Water Biome |
Resources
There are a total of 13 resources. The production of all resources can be increased by up to 100% 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 in Storage. This is the only resource that is exceptionally not affected by Education or other production bonuses. A citizen produces 0.3 per tick per percentage point of tax, or 0.6 per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as Aorpheat's Signet Ring.
The other 12 resources may be used within the town, or traded via the Trading Post to obtain items for the player (see Trading Post). The production of a building is calculated as follows: [math]\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }[/math]
Food is used to feed citizens. Each citizen will consume 30 Food per tick.
Wood is a basic resource used to build the lowest-level buildings.
Planks are produced from Wood and are used to build low- to high-level buildings.
Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.
Bar is produced from Ore and Coal. It is used to build mid- to high-level buildings.
Ore has no use, except to be converted into Bar.
Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into Bar.
Rune Essence is used to build high-level buildings.
Herbs provide a very small Health bonus, but are mainly used to be converted into Potions.
Potions are consumed by citizens over the age of 55, and provides a small Health bonus. If there are not enough Potions, a 40% Happiness penalty is applied.
Leather has no use, except to be converted into Clothing.
Clothing is consumed by buildings built in the Desert biome, and provide a small Health bonus.
Buildings
Upgrades
Biomes
Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough Clothing, then total Happiness reduced by a flat 50%.
Each building in the Snowlands biome consumes 30 Coal/tick. Without Coal, all buildings in this biome have the following benefits reduced by 75%: Worship, Happiness, Education and all production.
Biome | Requirements | ||
---|---|---|---|
Level | Population | ||
Grasslands | 1 | 0 | |
Forest | 1 | 0 | |
Mountains | 1 | 0 | |
Water | 1 | 0 | |
Swamp | 15 | 0 | |
Valley | 15 | 0 | |
Arid Plains | 15 | 0 | |
Jungle | 35 | 2,500 | |
Desert | 35 | 2,500 | |
Snowlands | 35 | 2,500 |
Tasks
Tasks are a static 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 Township Skill XP, Township Resources, GP, Slayer Coins, or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.
For a list of Tasks, their requirements, and their rewards, see Task list
Skillcape
The skillcape can be purchased from the store for 1,000,000 after the player reaches Level 99.
Skillcape | Name | Requirements | Effect |
---|---|---|---|
Township Skillcape | Level 99 | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
Superior Township Skillcape | Level 120 | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) |
Pet
Pet | Name | Effect |
---|---|---|
B | +10% Township Maximum Storage | |
Marcy | +2% Township Skill XP | |
Roger | +2% Township Resource Generation | |
Ace | +1% Chance to Double Items Globally | |
Layla | +2% Township Happiness | |
Mister Fuzzbutt | +5% Global GP (except Item Sales) | |
Octavius Lepidus VIII | +2% Township Education | |
Classy Rock | +10 Mining Node Hitpoints | |
Cute Rock | +2% Chance to Double Items in Mining +2% Chance to Double Items in Smithing | |
Royal Rock | +3% Chance to gain +1 additional resource in Mining (Cannot be doubled) | |
Elf Rock | +5% Global Evasion | |
Magic Rock | +3% Chance to Double Items in Magic | |
Party Rock | +4% Global Mastery XP |
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 |
---|---|---|---|
Haemir | Constellation | -5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Skill XP +5% Township Education +5% Township Happiness +8% Township Maximum Storage +8% Township Resource Generation |
|
Ancient Ring of Skills | Item (Ring) | +8% non-Combat Skill XP | |
Candelabra (Lit) | Item (Consumable) | +4% non-Combat Skill XP | -3% Interval for all non-Combat Skills +4% Global Mastery XP +3% Chance to Preserve Resources in Skills |
Cape of Completion | Item (Cape) | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration +25% Mastery Pool XP Cap Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Golden Wreath | Item (Helmet, Passive) | +3% non-Combat Skill XP | +100 GP gained when earning GP, except Alt. Magic and Item Sales +3% Global Mastery XP |
Maximum Skillcape | Item (Cape) | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +5% Global Skill XP +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Pirate Captain Hat | Item (Helmet) | +2% Township Skill XP | |
Skillers Body | Item (Platebody) | +2% non-Combat Skill XP | |
Skillers Boots | Item (Boots) | +2% non-Combat Skill XP | |
Skillers Hat | Item (Helmet) | +2% non-Combat Skill XP | |
Skillers Leggings | Item (Platelegs) | +2% non-Combat Skill XP | |
Superior Cape of Completion | Item (Cape) | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Max Skillcape | Item (Cape) | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Township Skillcape | Item (Cape) | -20% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
Township Skillcape | Item (Cape) | -15% Township Building Cost (Does not affect GP cost. Capped at -80%) | |
B | Pet | +10% Township Maximum Storage | |
Layla | Pet | +2% Township Happiness | |
Marcy | Pet | +2% Township Skill XP | |
Octavius Lepidus VIII | Pet | +2% Township Education | |
Roger | Pet | +2% Township Resource Generation |
Melvor Idle version v1.2.2 (Released: 15th November 2023) | |||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |