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.
This article is about the Township skill. For training the skill, see Township/Training.
Township
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.
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:
-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
-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
-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
-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
-20% Township Building Cost (Does not affect GP 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 exception to this is the Town Hall, which does 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 decreased repair cost bonuses, where each Market built decreases the repair cost by 0.25%. The repair cost of a building can be calculated as follows:
[math]\displaystyle{ \text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Max Buildings} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 - \frac{\text{Repair Cost Reduction %}}{100} \right ) }[/math]
Where [math]\displaystyle{ \text{Max Buildings} }[/math] is the maximum amount of that building that can be built within the biome in which the repair is taking place.
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.
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%.
Happiness can be increased by building additional Gardens and Taverns, and with the following bonuses:
-5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Skill XP +5% Township Education +8% Township Maximum Storage +8% Township Resource Generation
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:
-5% Township Building Cost (Does not affect GP cost. Capped at -80%) +8% Township Skill XP +5% Township Happiness +8% Township Maximum Storage +8% Township Resource Generation
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.
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.
-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 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. 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.
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 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]
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 two rare seasons which may only occur while the town is using the relevant Worship:
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
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. 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.
Season
Type
Modifiers
Spring
Regular
-25% Township repair costs +25% Township Leather Production +25% Township Food Production +50% Township Education +50% Township Happiness +25% Township Herb Production +25% Township Potion Production
Summer
Regular
-10% Township repair costs -25% Township Ore Production -25% Township Stone Production +25% Township Education -25% Township Bar Production +25% Township GP Production -25% Township Coal Production
Fall
Regular
+25% Township Clothing Production +25% Township Wood Production +25% Township Plank Production -15% Township repair costs
Winter
Regular
-50% Township Education +25% Township Stone Production +50% Township Coal Production -50% Township GP Production -25% Township Potion Production -25% Township Food Production -25% Township Herb Production -25% Township Plank Production -25% Township Wood Production -50% Township Happiness +25% Township Ore Production +50% Township repair costs
+100% Township Bar Production +100% Township Ore Production +100% Township Potion Production -50% Astrology Interval -50% Township Happiness +100% Township Herb Production -50% Township Food Production
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 Township Skill XP, Township Resources, GP, Slayer Coins, or items.
Tasks can be divided into two broad categories: Casual, and permanent. A complete list of tasks, their requirements, and their rewards can be seen on the Task list page.
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:
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
All other tasks are permanent tasks which may only be completed once and do not change on a daily basis. Many of the Township related Shop purchases are locked behind completing a certain number of these tasks.
Shop Items
One of the ways Township interacts with the rest of the game is by unlocking a variety of useful Shop purchases.
-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.
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.
-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
-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
-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
-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
-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