Township/Training
This page was last updated for (v1.1.2). |
This guide is based on the post from @slahsh on Discord or u/No-Train4777 on reddit with some tweaks.
Before Starting Township
- Township takes approximately 30 days to reach Level 120. It'll provide you with plenty of GP (at Level 80), resources and consumables. Completing Casual Tasks can help speed up this process.
- Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to Township. You should be updating your town at least once per day. More will be beneficial.
- Degradation will delete resources if your storage cannot hold them. This could slow you down significantly.
- Seasonal Modifiers boost production early and decrease it later making it better to build quickly at the start. If you're not quite ready to commit to Township, it may be better to just wait until you are.
- You cannot fail Township. No matter how bad it looks, there's always a solution to fixing your town.
- Each "tick", or "town update", is takes 1 hour and is done automatically.
Quick Tips
- Casual Tasks can greatly speed up the early game. Completing each of the base game Dungeons once will unlock Casual Tasks for 10,000-75,000 Food+ Wood+ Stone. Starting from Dragons Den, these tasks will also give Planks and Bars!
- The general goal with Township is to prioritize whatever resource you're low on and then increase Population (XP).
- If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduciton at -25% building cost which is doubled in spring. This can dramatically reducing the GP cost for Township, especially Town Hall.
- The building costs to Level 99 is around 60m GP. Statue of Worship and Town Hall will add 320m GP (Aeris) or 470m GP (other gods) on top of this.
- Repairing early is a waste of resources. Building a new building repairs for FREE so when possible try to build a new building instead of repairing first and then building a new one.
- Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
- Worship modifiers are multiplicative, dramatically increasing resources gained.
- If your Population is low, check Health. You can recover Health with Herbs and Potions using the buttons below the Repair All buttons. Each individual building along with Health have a 25% chance to be reduced by 1% per tick.
- Buildings that are at 0/x (meaning you can't buy the next tier yet) do not receive any damage! This can be useful to prevent buildings from decaying (loss in resource production). This has a very niche use case.
- Seasons have modifiers. Click 'View Season Modifiers' In-Game or the Seasons Section on the Wiki to check them out!
General Progression
The general progression may change based on which god you choose. The following will be based on Aeris.
- Always bulk up your Storage before going to sleep to ensure you don't cap out over night!
- Always prioritize resources you aren't generating enough of to avoid delays at higher Levels of Township and higher tiers of buildings.
- After resources, always prioritize Population which is required to build later upgrades. A general goal is to reach the next upgrade Population threshold before unlocking it. This becomes easier as you progress and may be harder if you don't play as often. Don't worry too much if you can't reach it in time.
Remember, building a new building will repair for FREE. Do not repair unless that building is 100% maxed out. Its likely you can avoid repairs entirely by just building new buildings until you're past Level 90.
Level 1-14
New Buildings: Basic Shelter ( Population), Wooden Hut ( Population), Woodcutter Camp ( Wood), Carpenters Workshop ( Planks), Miners Pit ( Stone, Ore, Coal), Blacksmiths Smithy ( Bar), Hunters Cabin ( Leather), Gatherers Hut ( Herbs), Herbalist ( Potions), Storehouse ( Storage), School ( Education)
- Build 20 Basic Shelter, 20 Woodcutter Camp, and 4 Carpenters Workshop. Save the rest of your Wood for more Carpenters Workshop.
- After having 10-20 Carpenters Workshop built, start building Wooden Hut to reach Level 15 faster.
- If you're an Adventure mode character, check for any Casual Tasks that give Wood. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
Level 15-34
New Upgrades: House ( Population), Logging Camp ( Wood), Miners Field ( Stone+ Ore+ Coal), Blacksmiths Workshop ( Bar)
New Buildings: Tailor ( Clothing), Market (-0.25% Township repair costs), Gardens ( Happiness), Tavern ( Happiness), Trading Post (Unlocks Trader, -0.33% Township Trader costs), Prats Hats (Unlocks Hats in the Shop)
- All wood should go into Carpenters Workshop until maxed at 20/20.
- If you don't have all Wooden Hut in the Grasslands, prioritize doing so now.
- When you have approximately 1,500-2,000 Stone left, build 20 Miners Pit in the Mountains.
- For now, you will want to balance your Planks usage between Logging Camp and Miners Field, prioritizing the resource you have the least of.
- Clothing will become a valuable resource soon. Around this time I aim for at least 150 Leather per tick so I can build 1 Tailor every tick. More Leather can help to get Basic Shelter in the Arid Plains built sooner. This will also be needed in high quantities in the Snowlands, which will eventually become the best biome to build in when possible.
- Food production will likely be a problem around Lv 30-35. I prefer to get 20/20 Farmland in the Grasslands to prevent decay and then move onto Fishermans Dock in the Swamp. Aim for around 1,200 Food per tick for now.
- Health will start to decrease after Level 15. This can be increased with Herbs or Potions by the Repair All buttons.
- Reduced Health will multiply your population by your %Health making it very important to keep this at 100% at all times.
Level 35-59
New Upgrades: Cottage ( Population), Carpenters Factory ( Planks), Hunters Lodge ( Leather), Gatherers Lodge ( Herbs), Infirmary ( Potions), Clothier ( Clothing), Warehouse ( Storage), Large School ( Education)
New Buildings: Cemetery (+2% Potions Production), Chapel ( Worship), Library ( Education), Malcs Cats (Unlocks Cats in the Shop)
- You'll likely want to build Carpenters Factory and the rest of the Logging Camp if you don't already have them.
- You will need more Potions for Cottage. Get your Herbs production maxed out since this will become a limiting factor for Potions production, which requires just Herbs to build.
- Work towards getting 25% Worship (+1% for every 4 hours of inactivity). You can get 50% Worship if you're more active however 1% damage will result in those modifiers being lost.
- If your god is "None :(" do not build any Worship buildings. Without a god Worship does nothing.
- Bar are going needed at Level 60 so get some production now (about 200 Bar per tick will do for now, just to start stockpiling). If you worship Aeris, build them in the Mountains for the 25% bonus production at 25% Worship.
- In the Snowlands, focus on building Clothier then Miners Field then Cottage for now.
- Malcs Cats and Prats Hats can be built whenever you feel like it. These won't require repairs until after Level 100-110. Malcs Cats can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global GP.
If you find yourself at max Storage and you can't build more Warehouse, you can make 1 Trading Post and trade out excess resources. You may not need to do this until around Level 100-110. Avoid repairing Trading Post since these are very expensive to repair!
Level 60-79
New Upgrades: Large Cottage ( Population), Forestry Camp ( Wood), Carpenters Foundry ( Planks), Miners Quarry ( Stone, Ore, Coal), Blacksmiths Forge ( Bar), Hunters Villa ( Leather), Gatherers Villa ( Herbs)
New Building: Magic Emporium ( Rune Essence)
If you haven't built all the Gardens and Tavern by now, they should be very cheap to build and will help you reach the 15,000 Population needed for Level 60 buildings.
- Food will be needed in higher quantities soon. For now, something like 2,000-4,000 Food per tick will do. You'll mostly be limited by other resources anyway but this will help with Tavern and get a nice stockpile going for Large Cottage, which require 7,200 Food each.
- Purchase a few Magic Emporiums for Rune Essence as it will be needed in large quantities later on. The goal would be about 200-300 Rune Essence per tick for now
- After buying all of the Miners Quarry and Carpenters Foundry you will want to increase production to around 2,000 Rune Essence per tick.
- Stone and Coal will begin to be heavily strained. Priorize the Miners Quarry in the Snowlands first due to the 2x biome modifier. Then Mountains if you Worship Aeris otherwise build in the Desert if your god does not decrease production there.
- School and Library should be cheap enough that they're worth grabbing now. You may want to get Planks upgraded first.
- Bar will start to be heavily used. Mountains will probably be the easiest to max out since Coal and Clothing will be in short supply.
- Cemetery can be built in the Grasslands to further increase Potions production, if needed. They cost quite a bit of Herbs and Bars so only dump your remaining resources, if you have any.
Level 80
New Upgrades: Healing Centre ( Potions), Outfitter ( Clothing), Repository ( Storage), Academy ( Education)
New Buildings: Town Hall ( GP), Statue of Worship ( Worship)
- With the Town Hall unlocked you can now make GP with Township. If you wait until Level 99, you will get an additional 15% Building Cost Reduction from the Township Skillcape. This will reduce the price of Statue of Worship as well which also provides a 15%/25% Building Cost Reduction which is doubled during your god's 2x Seasonal Buff.
- If you've maxed your Stone and Planks production, start building all Magic Emporiums. You will need a lot of Rune Essence when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of Rune Essence.
- Building Academy will help produce Stone and Coal if you're still in need of these resources.
Level 81+
At this point the Leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.
- Markets are something you should look into around now. They'll help reduce repair costs which should start becoming more relevant now that you're starting to max out some buildings.
- With the Throne of the Herald Expansion you'll get another upgrade for just about every resource at Level 100.
- At Level 100 you unlock Cool Rocks allowing you to buy cool rock pets from the Shop. These primarily improve mining and smithing but provide 5% Global Mastery as well. These cost quite a lot of Stone so building them with the
- Trading Posts are another thing you'll want to be building around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5%
- You can increase Rune Essence production after you've got the basic resources done. You'll need a LOT for Large Repository.
- Storage should probably be the very last building you build. Build them during your 2x season for decreased Rune Essence cost
Which worship is best?
This chart shows the average resource per tick (hour) granted by each Worship with a maxed out Lvl 120 Town, Astrology, and all Pets.
For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less Food and Leather, are relatively inconsequential since neither is a particularly valuable resource for Building/Leveling. The resources from each god will make a very small factor in choosing which god to worship.
Once unlocked, worshipping Statue of Bane or the Statue of The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during Nightfall and Herold gives -1s monster respawn time during Solar Eclipse.
Spreadsheet used to create the Averages tables and has options to enable/disable Astrology and Pet buffs as well as set the number of Town Halls.
The Trader
The Trader offers consumables that are not available elsewhere. The best trades will depend on where you are in the game due to them having Township Level requirements and in most cases, Skill Level requirements. For boxes, pick whichever tier of box you need resources from. The exception would be Food Box I which provides more overall healing per Township Resource than Food Box II and Food Box III. Some key items of note from the trader:
- Food: The Monster Hunter Scroll can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The Ranged Hinder Scroll can be used to fill the consumable slot if you have no better options. The Food Boxes can also be used to quickly gather secondaries for Pig and Wolf tablets
- Wood: Quick Burner will be very useful until you have the Kindling Pouch or Kindling Pouch II from Crafting. The Wood Boxes can be used to quickly gather secondaries for the Ent Tablet.
- Ore and Bars: The boxes can be used to quickly gather secondaries for the Mole and Salamander Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well.
- Stone: The Melee Hinder Scroll can be used to fill the Consumable slot if you have no better options.
- Essence: Scroll Of Essence can dramatically increase the amount of Essence you can mine while the Looter Pouch can increase combat loot. The Magic Hinder Scroll can be used to fill the Consumable slot if you have no better options.
- Leather: The Gem Preserver Scroll can help reduce the cost for Monkey tablets.
- Potions: The Consumable Enhancer can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that you don't have the Level for yet, or don't greatly benefit from being upgrade like Diamond Luck Potion I potions.
Boosts
Below is an automatically generated list of boosts that will speed up Leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.
Source | Type | Township Boosts | Other Modifiers |
---|---|---|---|
Pit Jump | Agility Obstacle 3 | +3% Global Skill XP | -4% Agility Skill XP |
Tree Climb | Agility Obstacle 5 | +4% Global Skill XP | -10% Ammo Preservation -10% Chance to Preserve Resources in Skills -10% Rune Preservation +3% Global Mastery XP |
A Lovely Jog | Agility Obstacle 8 | +5% Global Skill XP | -6% Global Mastery XP |
Haemir | Constellation | +8% Township Skill XP | -5% Township Building Cost (Does not affect GP cost. Capped at -80%) +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 | |
Book of Scholars | Item (Shield, Passive) | +3% Global Skill XP | -15% Global GP (except Item Sales) |
Candelabra (Lit) | Item (Consumable) | +4% non-Combat Skill XP | -3% Interval for all non-Combat Skills +4% Global Mastery XP +3% Chance to Preserve Resources in Skills |
Cape of Completion | Item (Cape) | +5% Global Skill XP | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +10 Flat Hitpoints Regeneration +25% Mastery Pool XP Cap Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
Firemaking Skillcape | Item (Cape) | +5% Global Skill XP | +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive coal when burning logs in Firemaking |
Golden Wreath | Item (Helmet, Passive) | +3% non-Combat Skill XP | +100 GP gained when earning GP, except Alt. Magic and Item Sales +3% Global Mastery XP |
Maximum Skillcape | Item (Cape) | +5% Global Skill XP | Bypass Slayer Area item requirements for areas that require less than level 100 Slayer -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per log burnt in Firemaking +2% Global Perfect Cook chance +100% chance to successfully Cook an item +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +10 Flat Hitpoints Regeneration Items that reduce Rune costs are now 2x as effective +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
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) | +8% Global Skill XP | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
Superior Firemaking Skillcape | Item (Cape) | +8% Global Skill XP | +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +100% chance to receive coal when burning logs in Firemaking |
Superior Max Skillcape | Item (Cape) | +8% Global Skill XP | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving |
100 Hexes Mastered | Mastery Bonus | +5% Global Skill XP | |
Marcy | Pet | +2% Township Skill XP | |
Pyro | Pet | +1% Global Skill XP |
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 |