Full Changelog

From Melvor Idle
This page is up to date (v1.0.3).

Contents

Update v1.0.3 - (28th February 2022)

This update brings a bunch of much requested quality of life updates, as well as finalizing the transition to the new tick-based system for Skills.

The transition to a tick-based was done over 6 months, and involved rewriting every single Skill from the ground up. Now that it has been completed, this will allow for more efficient updates including efficient implementation of new content.

A note on upcoming new content

Although these latest updates have not introduced anything new for you to try, we can confirm that we have indeed been working on new content behind the scenes at the same time.

There is a massive pipeline of new content on the way, including the much anticipated Expansion 1. This expansion aims to roughly double the amount of content you see in the game, and it has been in planning for quite some time.

Now that the transition to the tick-based system is complete, we can now work efficiently towards Expansion 1 as well as everything in between. Let’s see what’s new inside the February 2022 update.

New Features

Customisable Minibar

  • There is a new “Quick-Equip Menu” for the Minibar (the menu in the bottom right of Skills). This new menu allows you to quickly equip items for the respective Skill. The GEAR icon represents the quick equip.
  • You can customize what items display in this menu for each Skill. This can be done by selecting any equipable item within the Bank, navigating to the Gear icon, and then enabling/disabling this item for each Skill.
  • The order of these items can be adjusted to your liking by dragging and dropping them from within the Quick-Equip Menu.
  • Existing default items from before this update are enabled by default inside this new menu.

Updated Combat Minibar

  • The Combat Minibar that displays during Combat has some new features and functionality.
  • The Enemy HP & Attack Bar has been added above your own, so you can see the progress of the fight more clearly.
  • Your own attack bar has been added below your HP bar.
  • You can now change your Equipment Set from the minibar.
  • New Settings have been added to the Settings Page to enable or disable the visibility of Enemy HP/Attack Bar & Equipment Set Selection.

Click & Hold to Eat

  • You are now able to Click (or tap) & Hold to eat within Combat.svg Combat or Thieving (skill).svg Thieving. This will spam eat Food for you.
  • Doing this will not consume more Food than is required.
  • The button will turn green to confirm you are “spam eating”.
  • This works on Mobile versions as well.

This kind of functionality is great if you feel like attempting content before you are prepared enough to idle it.

Other New Additions

  • You can now toggle the visibility of Fishing (skill).svg Fishing & Thieving (skill).svg Thieving Areas by clicking/tapping the header area where the new “Eyecon” is. This visibility setting is saved for that character.
  • You are now able to “Destroy Loot” by selecting the corresponding button located on the bottom of the Loot Container. This will destroy the Loot if for some reason you do not wish to actually Loot it.

Changed Features

  • The UI for the Skills & Mastery.svg Mastery section of the Completion Log has been updated to be much less stressful on the eyes, using distinguished colours to separate each Skill.
  • You can now see the Special Attack & relevant descriptions of Items within the “View Item Stats” & “Upgrade Item” popups. Now you will know exactly what the item does that you are trying to Craft or Upgrade into.
  • Removed the “Pause Skills when Minimized” setting from Mobile. This setting now defaults to “enabled” as there is no reason for this to be turned off on Mobile.
  • Farming (skill).svg Farming is now unlocked on the Demo Version on Mobile.

Tick-Based Skills

These Skills have now transitioned to the new tick-based system:

This marks the end of the transition to tick-based for Skills, and will now allow us to develop a lot more efficiently in general for the game.

Bugfixes

  • We have been working to address issues with Offline Progress on Mobile. With the transition to tick-based and most affected Skills being rewritten, we hope to have squashed this bug. However, if you experience it again please let us know so we can look into it further.
  • Synergy unlocks now activate as soon as they unlock while training Offline, and will provide the benefit to you immediately.
  • Fixed issues with dropdowns hiding options underneath the game’s header area.
  • Offline progress now accurately accounts for preservation change for all Skills.
  • Auto-equip food now works as intended when training Offline.
  • Fixed crashing issues when you run out of Rune Essence (item).svg Runes during Combat.
  • Fixed potential memory leak issues for most Skills. Please report further memory leaks if you notice them.
  • Fixed issue where Pig (item).svg Pig & Mole (item).svg Mole Synergy would not work while training online.
  • Fixed issues with Salamander (item).svg Salamander & Bear (item).svg Bear Synergy.
  • Fixed issues with Octopus (item).svg Octopus & Crow (item).svg Crow Synergy.
  • Fixed issues with the Leprechaun (item).svg Leprechaun & Pig (item).svg Pig Synergy.
  • Fixed issues with Mole (item).svg Mole & Octopus (item).svg Octopus Synergy.
  • Fixed issues with Witch (item).svg Witch & Cyclops (item).svg Cyclops Synergy.
  • Fixed rare issues where Cooking (skill).svg Cooking or Fletching (skill).svg Fletching would not progress.
  • Artisan Skills should now update the information panel dynamically when game data changes (Like quantities and percentages).
  • Astrology (skill).svg Astrology now correctly updates the “Show All Active Modifiers” panel to display all active modifiers, and those from newly unlocked slots.
  • Fixed rare instances where individual Astrology (skill).svg Astrology modifiers could exceed 5%.
  • Fixed visual error with Astrology (skill).svg Astrology Mastery.svg Mastery progress bars not adjusting their colour to correspond to maximum Mastery level.
  • Fixed Crafting (skill).svg Crafting Armour Doubling chance Astrology (skill).svg Astrology modifier.
  • Elemental Potion I (item).svg Elemental Potion output is now correctly considered while Runecrafting (skill).svg Runecrafting offline for subsequent crafts.
  • The game should now correctly stop skills offline when running out of materials, or when your bank becomes full.
  • Fixed rare issues that would not allow you to start Actively Cooking (skill).svg Cooking.
  • Fixed missing default items that display on the Minibar.
  • Cooking (skill).svg Cooking double chance now stacks correctly, taking into account all doubling bonuses (this bug was visual only).
  • Fixed rounding errors for equipped Summoning (skill).svg Summoning Tablets.
  • Level up popups now display correctly for Astrology (skill).svg Astrology.
  • Fixed visual error that causes an infinite scrolling effect when a scroll bar appears.
  • Fletching (skill).svg Fletching Mastery.svg Mastery levels should now update dynamically.

Conclusion

I will be announcing some details about upcoming content next month! Stay tuned for those details.

Remember your saves are compatible on all versions on the game (Steam, iOS, Android), and all platforms receive the exact same updates at the exact same time!

Speak soon!

- Malcs

Update v1.0.2 - (30th January 2022)

Please note that updates do not require a Client Update. Simply restart your game for the update to be applied.

If you have Extensions or Scripts enabled, please disable them when loading into a new update just in case they are not compatible with new content. Before reporting them as a bug, please make sure they are disabled and that the bug occurs without Mods active. Thank you in advance :)

New Astrology Icons

I forgot the show this during the update Sneak Peek. This update includes a refreshing new look for Astrology (skill).svg Astrology with custom Constellation images. Massive thanks to our artist for putting together these amazing images.

New astrology icons.png

Newly Added

  • You can now set custom Icons for each Bank Tab, using the Item Settings to do so.
  • You can now see the value of each Bank Tab.
  • You can now quickly "Sell All" items within a Bank Tab.
  • You can now lock and unlock all Items within a Tab. There is a confirmation popup for this.
  • You can now lock and unlock all Items in the entire Bank. Use with caution, but there are confirmation popups to get through just in case.
  • New Astrology (skill).svg Astrology Icons have been added for each Constellation.

Newly Added (Golbin Raid)

  • You can now Pause and Resume Raids.
  • Added a difficulty selection to Raid. You can choose from Easy, Medium or Hard.
  • Added a new Random Modifier system to Golbin Raid, where you select permanent modifiers prior to beginning the Raid.
  • Added over 30 custom items exclusive to the Golbin Raid. These can be added to your selection pool by finding them inside the new Golbin Crate inside the Golbin Raid Shop.
  • Removed many useless items from the Passive Item selection pool.

These Skills have transitioned to the new tick-based system

Adjustments to Items

Summary of Bug Fixes

  • When leveling up Herblore (skill).svg Herblore Mastery.svg Mastery Offline, it will now automatically start creating the new Tier of potion. This means Potions Tiers will no longer be skipped over during offline training.
  • Fixed Ring of Spirit Power (item).png Ring of Spirit Power being obtainable in Golbin Raid, but being unable to get Spirit Rune (item).svg Spirit Runes to use it.
  • Magic (skill).svg Alt. Magic should no longer stop the action when returning from an Offline session.
  • Smithing (skill).svg Smithing Category Selection on Mobile should now be fixed.
  • Golbin Raid Coins in Raid History now display correctly.
  • Fixed issues where Multi-Tree (upgrade).svg Multi-Tree Woodcutting (skill).svg Woodcutting would prevent task switching.
  • Fixed display issues for Lethal Toxins Potion I (item).png Lethal Toxins, Hinder Potion I (item).png Hinder and Famished Potion I (item).png Famished Potions in Herblore (skill).svg Herblore.
  • Fixed grammar issue with Shark (item).svg Generous Resupply.
  • Astrology (skill).svg Astrology actions should no longer stop on full Bank when you have "Ignore Full Bank" enabled.
  • Fixed display issues with Herblore (skill).svg Herblore Mastery.svg Mastery.
  • Golbin Raid progress will no longer stop when closing the game. It will be paused instead, allowing you to resume. This will remove the risk of random lost progress.
  • Fixed display issues with Woodcutting Axe on the Woodcutting (skill).svg Woodcutting Page.
  • Corrected display issues with recipe requirements in Smithing (skill).svg Smithing.
  • Pressing Escape at the 'Select New Equipment' modal will no longer end a Golbin Raid.
  • Offline Woodcutting (skill).svg Woodcutting now uses the correct amount of Summoning (skill).svg Summoning Tablets.
  • Fixed rare case that Woodcutting (skill).svg Woodcutting level ups were not reported during Offline Progress breakdown.
  • Item Alchemy III (spell).svg Item Alchemy III should now produce correct values consistently.
  • Fixed missing Secret Stardust Potion I (item).png Secret Stardust Potion image in Herblore (skill).svg Herblore.
  • Fixed Impending Darkness Event (dungeon).svg Impending Darkness Event showing up after running from Golbin Raid.
  • Fixed rare cases where the game would not allow you to continue any action until restarting the game.

Update v1.0.1 - (22nd December 2021)

Introduction

Welcome to the Melvor Idle Holiday 2021 Event!

Thank you to everyone who has offered us such incredible support over the last two years. It has been an amazing journey, and I’m so excited for all the fun that lies ahead!

With the full release out the way, I thought it would be a great idea to celebrate the Holiday Season with a small event for everyone. It may be tiny, but it has some cool rewards for you to collect!

Holiday Event 2021

Festive Chio (pet).png Santa Chio has been involved in a rather unfortunate accident, and seems to have lost its Christmas Presents! Can you help recover them? You’ll be rewarded for your time and effort if you do…

Head to the Holiday Event 2021 page to find out what must be done!

Event Rewards

In total there are five Event Rewards for helping Festive Chio (pet).png Santa Chio. All are cosmetic and provide no bonuses. There are also some other items available for you to collect, and you could potentially find a lot of them!

Note: Event Rewards are not required for 100% game completion, and do not appear in the Item Log unless you find one.

Mobile Premium Unlock

Purchasing the Full Version of Melvor Idle on Mobile will now unlock the Full version on other mobile versions, and the web version.

To enable this - log into your Cloud account on a Mobile Device with a valid active purchase. This will enable the Full Version on your Cloud account.

It is not possible to unlock the Steam version if you purchase on Mobile.

New Save Export and Import Setting

There is a new method to export your save and share with others!

From the your character settings on the welcome screen, you can now Create Save Link to export your save. This will generate a unique URL for your save.

This unique URL can be pasted into the Import Save box to import it into the game. You can also visit the link the see the raw save string if you wish. These save URLs do not expire.

General Patch Notes

Along with the Holiday Event, we have a bunch of changes, quality of life, and bug fixes that I’m sure you will appreciate!

Newly Added

  • You can now buy multi-buy Bank Spaces.
  • You can now buy multi-buy Slayer (skill).svg Slayer Resupply packs from the shop.
  • You can now set the Default Page on Load to your Active Skill. If no Skill is being trained, this will default to the Farming (skill).svg Farming Page if you have crops ready to harvest. If no crops are ready to harvest, it will default to the Bank.
  • Everyone has been provided with an extra 2 Bank Tabs.
  • There is now a confirmation popup when attempting to reroll a 5% Astrology (skill).svg Astrology Modifier. This can be disabled in settings. This is enabled by default.
  • There is now a confirmation popup when attempting to destroy a Farming (skill).svg Farming crop. This can be disabled in settings. This is enabled by default.
  • Farming (skill).svg Farming crops will now display the chance to grow on the specific patch.
  • Searching "Food" in the bank will display all edible items.
  • XP, MXP, MPXP, Interval icons now show "Inclusive of modifiers" in their tooltip.
  • Item tooltips now also display how many are currently in your bank. This can be disabled in Settings.
  • [STEAM] Added Toggle Fullscreen button in Settings.

Adjustments to Items

Performance

  • Converted all Monster Images to PNG format. This should increase performance substantially when viewing the Monster Log. It should also increase performance where Monster images used to be displayed, like in Combat.
  • You can now disable Slayer Coins.svg Slayer Coin notifications.
  • You can now disable Item Preservation notifications.

Summary of Bug Fixes

  • Food now has a minimum healing amount of 1 HP.
  • Fixed Steam Zoom setting causing issues with Tooltips, Sliders, and other UI artifacts. This fix will result in your Zoom setting being reset on load.
  • It should no longer be possible to brick yourself on Tutorial Island if you created a Normal Shortbow (item).svg Normal Shortbow before the tutorial asked you to do so.
  • All missing translations should now be rectified.
  • Fixed many incorrect translations.
  • PlayFab errors while loading the game should no longer cause the game to stop loading.

Hotfixes

  • Issues revolving around Mining (skill).svg Mining and progress randomly stopping has been fixed.
  • Fixed incorrect item doubling calculation for Astrology (skill).svg Astrology.
  • Fixed new Astrology (skill).svg Astrology bonuses not applying automatically when leveling up the Mastery.svg Mastery of a constellation, either naturally or via the Mastery.svg Mastery Pool.
  • Fixed aspect ratio for Slayer (skill).svg Slayer Task images being incorrect.
  • Fixed incorrect colouring of Monster and Pet log completion % at 100%.
  • Barbarian Fishing now provides Strength (skill).svg Strength XP when catching a Special Item.
  • Fixed grammar issue for name of Mastery Token (Astrology) (item).png Mastery Token (Astrology).
  • Fixed Monkey (item).svg Monkey + Salamander (item).svg Salamander Crafting (skill).svg Crafting Synergy not working for new Crafting (skill).svg Crafting Rings.
  • Fixed Mastery.svg Mastery Pool visual rounding errors.
  • Fixed incorrect grammar on locked Ancient Magicks clear count tooltip.
  • Fixed layout issue for Astrology (skill).svg Astrology Skill XP.
  • Fixed many minor layout and text colouring issues.
  • Fixed many issues with missing translations.
  • Reinstated missing Statistic - GP Stolen from NPCs.
  • Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring now applies its bonus to the 25% Mastery Checkpoint in Firemaking (skill).svg Firemaking.
  • Summoning (skill).svg Summoning Familiars should now respect the Sleep/Stun status of Enemies so they no longer miss.
  • Superheat IV (spell).svg Superheat Coal Ore (item).svg Coal requirements now display accurately.
  • Fixed visual issues with the equip section in the Bank.
  • Adjusted scaling on Slayer (skill).svg Slayer Task Enemy images.
  • [STEAM] Fixed issue where game was not closing correctly.
  • Fixed present drop rate calculations.
  • Fixed issues relating to new bank tabs.
  • Fixed issues relating to the cost of new Bank Slots.
  • Fixed Cooking (skill).svg Cooking freezing on offline load.
  • Fixed incorrect Setting check for quantity display in item notifications.
  • Updated the Astrology (skill).svg Astrology Modifiers UI by separating Standard and Unique Modifiers into their own sections for easier monitoring of rerolls.
  • View All Astrology (skill).svg Astrology Modifiers button now displays the total value of each modifier, instead of individually listing them.
  • Adjusted the update UI functions for Smithing (skill).svg Smithing, Crafting (skill).svg Crafting, Fletching (skill).svg Fletching, Runecrafting (skill).svg Runecrafting, Herblore (skill).svg Herblore and Summoning (skill).svg Summoning. It should now use less device resources per action than previously.
  • Translation and wording fixes.

Public Beta v1.0 - (10th November 2021)

Introduction

Welcome to the absolutely massive Public Beta 1.0 update for Melvor Idle!

This update introduces most of the promised Major Features from the roadmap, plus a lot of other goodies to go with it.

The Public Beta is a symbol of an almost complete game. This is an achievement I never thought I would ever reach when I started this journey in September 2019.

To be able to finally declare the game is finished is an unbelievable feeling. But we aren’t there just yet. Full Release is on November 18, and this Public Beta is here to give you the content early, and also spend time focusing on bug fixes from here on until the launch.

Important: This update is the full 1.0. When the game launches on November 18, you will not see any new inclusions other than localisation.

The next 8 days for me are dedicated to fixing as many reported bugs as possible, so I can ensure the full launch on November 18 is as smooth as possible.

This changelog is MASSIVE, so please take the time to read everything that changed, and everything that was added. There’s some amazing stuff in here and I don’t want you to miss it.

Endgame Content Pt. 3

Introduction

The time has finally come to introduce the last piece of the Combat.svg Combat puzzle.

Endgame Content Pt.3 introduces the final boss for Melvor Idle, as well as a lot of new Monsters, Items and balance changes across Combat.svg Combat.

It has been a very long time coming, and the inclusion this brings is one of the largest additions to the game we have ever done. I’ll do my best to break down exactly what we added, and what has changed.

Impending Darkness Event

The Final Boss is hidden deep inside an “Impending Darkness Event (dungeon).svg Event”. Your task is to slay various Monsters who have succumbed to the final boss’ mysterious mist and eventually defeat him when the chance arises.

Event Mechanics

The event requires Level 99 in all Skills, and access to all Slayer (skill).svg Slayer areas.

Upon beginning the Event, all Combat content will be locked and will remain locked until the Event is either finished, ended, or you die.

Upon starting the Event, you will be greeted with a popup asking you to select a random modifier combination from a selection of 3. The modifiers you select will apply to every single Monster you face during the event.

After this, your task is to trawl through the hardest Slayer Areas in the game, defeating a random number of Monsters (5-8) within that area until it has been cleared. The final monster you face within the respective areas will be a “Boss” version of one of the Monsters.

Upon clearing all of the Slayer Areas, the Final Boss will appear to try and stop you in your tracks. You must defeat him to continue to the next part of the event.

Event Cycles

The Event occurs for a total of 5 cycles. One cycle is completed after defeating the Final Boss, in which you will then begin the next cycle, repeating the above Mechanics.

The completion of a cycle will provide you with a set reward for your efforts. This reward is always the same, depending on what cycle you just completed.

When beginning a new cycle, you will be asked to select another modifier combination. This Combination you select is then added to all previous Modifiers you selected. This means by cycle 5, you will have 5 different Modifier combinations active at the same time, so choose wisely.

The very last Monster you face at the end of Cycle 5 is the true Final Boss. Good luck, you will need it.

Important Information

There’s some very important information you need to know about the event, so please read this as it will clear a lot of confusion about how the Event works:

  • The Event takes roughly 2 hours to complete, assuming you don’t die and are well prepared.
  • You only need to complete the event once for all possible rewards.
  • All Combat content is locked during the event. You cannot do any Combat outside of what the Event provides.
  • Yes, you are able to train Non-Combat Skills during the event (Just not at the same time of course).
  • Your event progress will be saved, and the only way to reset the event is to either manually end it with the provided button, or by dying. Closing the game or training a Non-Combat Skill will not reset the event.
  • Running in Combat during the event will not reset the event. If something is too hard, you may Run from Combat and attempt it again.
  • This is a safe Event for Hardcore Characters. Dying in here will not result in the loss of your character.

New Combat and Slayer Areas

Endgame Content Pt.3 introduces new Monsters for you to tackle.

Combat Area: Elerine Battlegrounds
Slayer Area: Toxic Swamps
  • Toxic Swamps (combatArea).svg Toxic Swamps is unlocked at Slayer Level 65.
  • Area has an effect that allows the monsters within to poison you.
  • Contains 3 new very hard to elite monsters.
  • Monsters drop unique poison themed weapons and materials that can be used to upgrade equipment.
Slayer Area: Unhallowed Wasteland
  • Unhallowed Wasteland (combatArea).svg Unhallowed Wasteland is unlocked at Slayer Level 95.
  • Area has an effect that heals Monsters every 2 turns
  • Requires a new Slayer Shop purchase to access, costing 3,000,000 Slayer Coins.svg Slayer Coins.
  • Contains 4 new very challenging Monsters.
  • Monsters drop materials that can be used to upgrade equipment from the God Dungeons.
  • New equipment has unique Set Bonuses, which provide an extra bonus as long as the mentioned items are equipped at the same time.

New Combat Potions

We have added 3 brand new Combat Potions that you can create in Herblore (skill).svg Herblore.

Buffs to Combat Potions

New
  • Melee Evasion Potion I (item).svg Melee Evasion Potion: Now provides +10% chance to ignore Stuns and Freezes, on top of its original bonuses.
  • Ranged Assistance Potion I (item).svg Ranged Assistance Potion: Now provides +10% chance to ignore poison, on top of its original bonuses.
  • Magic Assistance Potion I (item).svg Magic Assistance Potion: Now provides +10% chance to ignore burn and +10% chance to ignore Frostburn, on top of its original bonuses.
Changes

New Rings from Crafting

We have also added 3 new Combat Rings that can be created within Crafting (skill).svg Crafting. They all require Crafting Level 90, and are crafted using the Sigils obtained via Thieving (skill).svg Thieving.

Each Ring provides a Special Attack that replaces your Normal Attacks.

There is a Ring for each of the Combat types: Attack (skill).svg Melee, Ranged (skill).svg Ranged, and Magic (skill).svg Magic.

New Prayers

Remember that Prayer (skill).svg Prayer Skill? Yeah, we decided to beef it up and add 5 new Prayers for you to explore!

  • Safeguard (prayer).svg Safeguard: +1% Damage Reduction. Costs 1 Prayer Point per Enemy attack. Prayer Level 28
  • Rejuvenation (prayer).svg Rejuvenation: +20 Flat Hitpoints (skill).svg Hitpoints Regeneration. Costs 5 Prayer Points per Regeneration. Prayer Level 62
  • Sharp Vision (prayer).svg Sharp Vision: +25% Ranged Accuracy Rating, +25% Ranged Evasion and +15% Ranged Max Hit. Costs 5 Prayer Points per Player attack. Prayer Level 71
  • Mystic Mastery (prayer).svg Mystic Mastery: +20% Magic Accuracy Rating, +20% Magic Evasion and +10% Magic Max Hit. Costs 5 Prayer Points per Player attack. Prayer Level 76
  • Battleheart (prayer).svg Battleheart: +35% Global Evasion, +15% of Max Hit added to Min Hit and enemies have -5% Damage Reduction. Costs 8 Prayer Points per Player attack. Prayer Level 95

Adjustments to Prayers

  • Reduced the rate at which Prayer (skill).svg Prayer XP is earned by 2/3rds.
  • Mystic Might (prayer).svg Mystic Might: Now provides +5% Magic Max Hit on top of its original effect.
  • Thick Skin (prayer).svg Thick Skin: Increased to +10% Melee Evasion (up from 5%).
  • Clarity of Thought (prayer).svg Clarity of Thought: Increased to +10% Melee Accuracy Rating (up from 5%).
  • Sharp Eye (prayer).svg Sharp Eye: Increased to +10% Ranged Accuracy Rating and +10% Ranged Evasion (up from just +5% Ranged Accuracy Rating).
  • Rock Skin (prayer).svg Rock Skin: Increased to +20% Melee Evasion (up from 10%).
  • Improved Reflexes (prayer).svg Improved Reflexes: Increased to +20% Melee Accuracy Rating (up from 10%).
  • Rapid Heal (prayer).svg Rapid Heal: Changed to +10 Flat Hitpoints Regeneration (previously +100% Hitpoint Regeneration).
  • Hawk Eye (prayer).svg Hawk Eye: Increased to +15% Ranged Accuracy Rating, +15% Ranged Evasion and +5% Ranged Max Hit (up from just +10% Ranged Accuracy Rating).
  • Steel Skin (prayer).svg Steel Skin: Increased to +25% Melee Evasion (up from 15%).
  • Incredible Reflexes (prayer).svg Incredible Reflexes Increased to +25% Melee Accuracy Rating (up from 15%).
  • Protect from Melee (prayer).svg Protect from Ranged (prayer).svg Protect from Magic (prayer).svg "Protect" Prayers: Reduced to 80% evasion (down from 85%).
  • Eagle Eye (prayer).svg Eagle Eye: Increased to +20% Ranged Accuracy Rating, +20% Ranged Evasion and +10% Ranged Max Hit (up from just +15% Ranged Accuracy Rating).
  • Redemption (prayer).svg Redemption: Changed to +20% Auto Eat Hitpoints Limit (previously Heal +20% HP when your hitpoints fall below 10%).
  • Chivalry (prayer).svg Chivalry: Increased to +30% Melee Accuracy Rating (up from 15%), +30% Melee Evasion (up from 15%), +15% Melee Max Hit (no change).
  • Piety (prayer).svg Piety: Changed to +15% Melee Accuracy Rating and +25% Melee Max Hit (previously +18% Melee Accuracy Rating, +12% Melee Max Hit and +18% Melee Evasion).
  • Rigour (prayer).svg Rigour: Changed to +15% Ranged Accuracy Rating and +20% Ranged Max Hit (previously +20% Ranged Accuracy Rating, +23% Ranged Max Hit and +25% Ranged Evasion).
  • Augury (prayer).svg Augury: +15% Magic Accuracy Rating and +15% Magic Max Hit (previously +25% Magic Accuracy Rating, +10% Magic Max Hit and +25% Magic Evasion).
Changes to Prayer Level Requirements

The level requirement of Prayer (skill).svg Prayers have never really made sense, and the scaling and progression falls off around the Prayer Level 70 mark. These changes are made to even out the Prayer progression and make it feel like you are always unlocking something new.

Combat Balance Changes

With the inclusion of a lot of new Content, we took the time to go through Combat.svg Combat and make necessary balance changes.

Adjustments to Monsters

Higher level monsters have been given Damage Reduction depending on their Combat Level. Boss Monsters at the end of Dungeons have been given a minimum of 20% Damage Deduction.

  • Combat Level between 100-200: 5% Damage Reduction
  • Combat Level between 201-300: 10% Damage Reduction
  • Combat Level between 301-400: 15% Damage Reduction
  • Combat Level between 401-500: 20% Damage Reduction
  • Combat Level above 501: 25% Damage Reduction
New Monster Special Attacks & Passives
  • Dark Horned Elite (monster).svg Dark Horned Elite now has a special attack: Ram (30%) - The enemy rams into you for 100% of the enemy's normal damage. On a hit inflicts a bleed that deals 100% of the damage dealt as damage over 10 second.
  • Furious Horned Elite (monster).svg Furious Horned Elite now has a special attack: Horn Shots (30%) - Fires 3 small horns in rapid succession dealing 60% of the enemy's normal damage each (avoidable).
  • Pegasus (monster).svg Pegasus now has a Passive: Fleeting Defence: Evasion Ratings are multiplied by 1.3 times current Hitpoints percent.
New Monster Item Drops
Misc Monster Changes
Buffs to Combat Styles
  • Using the Stab Melee Style now provides +6 Attack (skill).svg Attack Levels (Hidden)
  • Using the Defensive Magic Style now provides +6 Defence (skill).svg Defence Levels (Hidden)
  • The Accurate Ranged Style now provides +6 Ranged (skill).svg Ranged Levels (Hidden), up from 3.
Adjustments to Existing Equipment
  • Green Wizard Robes (item).svg Green Wizard Robes now provide +1% Damage Reduction and +2% Magic Damage Bonus on top of their original stats.
  • Blue Wizard Robes (item).svg Blue Wizard Robes now provide +2% Damage Reduction and +3% Magic Damage Bonus on top of their original stats.
  • Red Wizard Robes (item).svg Red Wizard Robes now provide +3% Damage Reduction and +4% Magic Damage Bonus on top of their original stats.
  • Black Wizard Robes (item).svg Black Wizard Robes now provide +4% Damage Reduction and +5% Magic Damage Bonus on top of their original stats.
  • Ancient Wizard Robes (item).svg Ancient Wizard Robes now provide +6% Magic Max Hit and +6% Magic Accuracy Rating when using Surge spells on top of their original stats.
  • Staff of Earth (item).svg Basic Elemental Staves now provide +5% Magic Damage Bonus.
  • Earth Battlestaff (item).svg Elemental Battlestaves now provide +10% Magic Damage Bonus.
  • Priest Hat (item).svg Priest Hat now provides +10% chance to preserve Prayer Points on top of its existing bonuses.
  • Silver Emerald Ring (item).svg Silver Emerald Ring now provides +8 Ranged Attack Bonus on top of its original stats.

Weapon Special Attack Changes

  • Big ol Ron (item).svg Big ol Ron special changed to: For every 2000 base Max Hitpoints (skill).svg Hitpoints the enemy has (Capped at 10000): +8% Melee Strength Bonus from Equipment, +3% of Maximum Hit added to Minimum Hit and +1% Damage Reduction. Bonus is doubled if fighting a boss (previously: Gain +50% Melee Strength Bonus when fighting a Boss).
  • Ragnar Godsword (item).svg Ragnar Godsword special changed to: Perform 3 unavoidable attacks that deal 75% of your normal damage on the 1st attack, 125% of your normal damage on the 2nd attack and 175% of your normal damage on the 3rd attack (previously: Perform 3 unavoidable attacks).
  • Aeris Godsword (item).svg Aeris Godsword special changed to: Attack 5 times for 50% of your normal damage (avoidable). Gain +20% Max Hit each time you successfully hit, stacking up to 5 times. Stacks reset on a miss (previously: Attack 5 times for 50% of your normal damage. Attacks can miss).
  • Ancient 2H Sword (item).svg Ancient 2H Sword special changed to: Perform 2 attacks that deal 50% of your normal damage on the 1st attack and 200% of your normal damage on the 2nd attack (previously: Perform an attack that does 200% of your normal damage).
  • Terran Godsword (item).svg Terran Godsword special changed to: Perform an unavoidable attack that does 200% of your max hit multiplied by your current Hitpoints percent damage (previously: Perform an unavoidable attack that does 100% of your max hit).
  • Twin Exiles (item).svg Twin Exiles special attack damage increased from 70% to 75%.
  • Tidal Edge (item).svg Tidal Edge special attack damage increased from 500 to 600.
  • Ocean Song (item).svg Ocean Song special attack reduced to -50% Attack Interval for 2 turns (previously: -60% Attack Interval for 3 turns).
Fury of the Elemental Zodiacs
  • The stats of Fury of the Elemental Zodiacs (item).svg Fury of the Elemental Zodiacs have been increased:
    • Melee Strength Bonus: 20 -> 30
    • Melee Attack Bonuses: 20 -> 30
    • Ranged Attack Bonus: 30 -> 45
    • Ranged Strength Bonus: 10 -> 15
    • Magic Attack Bonus: 18 -> 27
    • Magic Damage Bonus: 3% -> 5%
    • Melee Defence Bonus: 15 -> 22
    • Damage Reduction: 2% -> 3%
    • Ranged Defence Bonus: 15 -> 22
    • Magic Defence Bonus: 18 -> 27
Silver Jewellery
  • Silver Topaz Ring (item).svg Silver Topaz Ring now provides +12 Stab Attack Bonus (previously +5 Melee Attack Bonuses).
  • Silver Sapphire Ring (item).svg Silver Sapphire Ring now provides +6 Block Attack Bonus and +12 Melee Defence Bonus (previously +8 Melee Defence Bonus).
  • Silver Ruby Ring (item).svg Silver Ruby Ring now provides +6 Slash Attack Bonus and +3 Melee Strength bonus (previously +5 Melee Strength Bonus).
  • Silver Topaz Necklace (item).svg Silver Topaz Necklace is now a Passive item and provides +12 Hidden Attack Levels (previously +6 Melee Attack Bonuses).
  • Silver Sapphire Necklace (item).svg Silver Sapphire Necklace is now a Passive item and provides +10 Magic Attack Bonus, +3% Magic Damage Bonus and +3% Magic Lifesteal (previously +6 Melee Defence Bonus).
  • Silver Ruby Necklace (item).svg Silver Ruby Necklace is now a Passive item and provides +6 Hidden Strength Levels (previously +5 Melee Strength Bonus).
  • Silver Emerald Necklace (item).svg Silver Emerald Necklace is now a Passive item and provides +6 Hidden Ranged Levels and +5% increased Ammo Preservation (previously +8 Ranged Strength Bonus).
  • Silver Diamond Necklace (item).svg Silver Diamond Necklace is now a Passive item and provides +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon (previously +2% Damage Reduction).
Gold Jewellery
  • Gold Ruby Ring (item).svg Gold Ruby Ring now provides +3 Flat Hitpoints Regeneration (previously +10% Hitpoint Regeneration).
  • Gold Emerald Ring (item).svg Gold Emerald Ring XP bonus reduced from 7% to 4%.
  • Gold Diamond Ring (item).svg Gold Diamond Ring now makes the Protect Item (prayer).svg Protect Item Prayer cost nothing. Previously it automatically stopped combat when your Hitpoints were below 10%.
  • Gold Topaz Necklace (item).svg Gold Topaz Necklace is now a Passive item and provides +10% GP from Monsters and +50 GP from Monsters (previously +6 Ranged Attack Bonus).
  • Gold Sapphire Necklace (item).svg Gold Sapphire Necklace is now a Passive item and provides +30 Ranged Defence Bonus and +1% Damage Reduction when fighting Ranged enemies with Melee (previously +8 Ranged Defence Bonus).
  • Gold Ruby Necklace (item).svg Gold Ruby Necklace is now a Passive item and provides -2s Hitpoint Regeneration Interval and +20% Hitpoint Regeneration (previously +4 Ranged Attack Bonus and +4 Ranged Strength Bonus).
  • Gold Emerald Necklace (item).svg Gold Emerald Necklace is now a Passive item and provides +30 Magic Defence Bonus and +1% Damage Reduction when fighting Magic enemies with Ranged (previously +2 Melee Attack Bonuses and +8 Melee Defence Bonus).
  • Gold Diamond Necklace (item).svg Gold Diamond Necklace is now a Passive item and provides +30 Melee Defence Bonus and +1% Damage Reduction when fighting Melee enemies with Magic (previously +5 Melee Attack Bonuses, +5 Melee Strength Bonus and +5 Melee Defence Bonus).

Miscellaneous Equipment Changes

  • Obsidian Cape (item).svg Obsidian Cape now provides +1 Melee Defence Bonus for every Defence (skill).svg Defence Level you have and +1 Ranged Defence Bonus for every Ranged (skill).svg Ranged level you have (previously +9 Melee Defence Bonus and +9 Ranged Defence Bonus).
  • Mystic Earth Staff (item).svg Mystic Elemental Staves Magic Damage Bonus increased from +5% to +20%.
  • All Elemental Staff rune reduction quantity increased by 2.
  • All Battleaxe Slash and Block Attack Bonuses reduced by 50%.
  • All Battleaxe Melee Strength Bonuses increased by 75%.
  • Attack Skillcape (item).svg Attack Skillcape Melee Attack Bonuses increased from 10 to 30.
  • Strength Skillcape (item).svg Strength Skillcape Melee Strength Bonus increased from 10 to 15.
  • Defence Skillcape (item).svg Defence Skillcape Defense Bonuses increased from 49 to 80.

Adjustments to Standard Magic Spells

  • Doubled the Air Rune (item).svg Air Rune cost of all Air spells.
  • Increased the base damage of all Water spells by 5.
  • Increased the base damage of all Earth spells by 10.
  • Increased the base damage of all Fire spells by 15.

Due to changes to Standard Spells some Magic Monsters have had minor changes to their Max Hits:

Monster Old Max Hit New Max Hit
The Eye (monster).svg The Eye 139 140
Wizard (monster).svg Wizard 119 118
Dark Wizard (monster).svg Dark Wizard 209 210
Master Wizard (monster).svg Master Wizard 168 169
Water Guard (monster).svg Water Guard 367 366
Water Golem (monster).svg Water Golem 565 564
Glacia (monster).svg Glacia 778 777
Fire Golem (monster).svg Fire Golem 577 576
Pyra (monster).svg Pyra 743 746
Ragnar (monster).svg Ragnar 793 796
Miolite Monarch (monster).png Miolite Monarch 184 183
Elementalist (monster).svg Elementalist 239 240
Cursed Maiden (monster).svg Cursed Maiden 449 450
Wicked Greater Dragon (monster).png Wicked Greater Dragon 476 477
Ku-tul (monster).svg Ku-tul 765 763
Priest (monster).svg Priest 212 213
Fearful Eye (monster).svg Fearful Eye 235 236
Phoenix (monster).svg Phoenix 370 371

Adjustments to the Combat Triangle

  • Lowered the Attack (skill).svg Melee vs. Magic (skill).svg Magic Damage Reduction penalty from 0.5x to 0.75x in Standard Mode.
  • Lowered the Attack (skill).svg Melee vs. Magic (skill).svg Magic Damage Reduction penalty from 0.25 to 0.5x in Hardcore.svg Hardcore and Adventure.png Adventure Mode

Adjustments to Slayer Area Effects

New:
  • Penumbra (combatArea).svg Penumbra now has the effect: -10% Accuracy Rating.
  • Strange Cave (combatArea).svg Strange Cave now has the effect: -15% Global Evasion.
  • High Lands (combatArea).svg High Lands now has the effect: Enemies heal 20% of their current Hitpoints every 5 turns.
  • Holy Isles (combatArea).svg Holy Isles now has the effect: +20% Prayer Point Cost.
  • Forest of Goo (combatArea).svg Forest of Goo now has the effect: +10% Attack Interval.
  • Desolate Plains (combatArea).svg Desolate Plains now has the effect: -100% Hitpoint Regeneration.
Changes:
  • Runic Ruins (combatArea).svg Runic Ruins effect has been increased to -50% Magic Evasion if your Attack Style is not Magic (skill).svg Magic (up from -40%).
  • Arid Plains (combatArea).svg Arid Plains effect has been decreased to -30% Food Efficiency (down from -40%).
  • Perilous Peaks (combatArea).svg Perilous Peaks effect has been increased to -60% Evasion Ratings (up from -40%).
  • Changed the phrasing of the Dark Waters (combatArea).svg Dark Waters effect to be more consistent with other game terminology.

New Skill: Astrology

Introduction

Astrology (skill).svg Astrology is the final Skill to be added to Melvor Idle for v1.0.

Now, ignore all the modern day Horoscope nonsense and let me take you back to medieval times where Melvor Idle is set.

Astrology is all about discovery of the Stars, or “constellations” as they are referred to in Melvor Idle. Utilising your knowledge of these constellations to empower your character with bonuses in almost every Skill in the game.

The idea behind Astrology was to go back to the complete basics of Melvor Idle and implement a Skill that provides nothing but bonuses to you. There are no external GP Costs, Item Costs, Level requirements or anything within this Skill. It is something that can be solely trained alone without the help of another external Skill.

Everything you need to level up and unlock new bonuses comes from Astrology itself.

At heart Astrology is a “gathering” Skill. A Skill that can be trained all the way until Level 99 without requiring anything else. It’s a breath of fresh air from the complexity the game has to offer with the recent Skills added to the game.

Mechanics

There are 11 unique constellations for you to study, each assigned two different Skills that can be boosted.

You are able to study these constellations to earn Skill XP, unlocking their benefits as you continue to progress. Studying any constellation will provide a chance for two new resources to be acquired automatically - Stardust (item).png Stardust and Golden Stardust (item).png Golden Stardust.

Within each constellation you will find 6 different Stars that each grants a random modifier. The modifier that is applied to these stars can be rolled by you at a cost of Stardust (item).png Stardust or Golden Stardust (item).png Golden Stardust, and are chosen from a predetermined list of modifiers that are visible within the constellations themselves.

The Modifiers you roll are active at all times, and will remain active until you decide to reroll it for a new one.

Standard and Unique Modifiers

The modifiers you are able to roll are separated into two distinct categories - Standard Modifiers and Unique Modifiers.

Standard Modifiers are largely the same within all constellations, depending on whether the Skill they benefit is Combat.svg Combat related or not. Each constellation houses 3 stars that can contain one Standard Modifier each. These are rerolled at the cost of Stardust (item).png Stardust.

Unique Modifiers provide bonuses unique to that constellation only, and are generally great modifiers to have active throughout the game. Each constellation houses 3 stars that can contain one Unique Modifier each. These are enrolled at the cost of Golden Stardust (item).png Golden Stardust. But be careful, Golden Stardust (item).png Golden Stardust is quite rare to come by.

Expansion

Although Astrology is simple in terms of its mechanics and purpose in the game, it has been designed with future expansion in mind. This skill opens up a lot of different avenues for the game, and will eventually provide a lot of unique mechanics to the game which will be quite noticeable in the Level 120 Content Expansion.

Right now, the Skill is all about giving you nothing but bonuses. In the future, it will be the doorway to new mechanics and pathways when leveling up a character.

Astrology will also help you with the challenges to come in Endgame Content Pt.3 and beyond.

4th Equipment Set

With the introduction of Astrology being the final Skill added to the game, it’s time to finally give you one of the most requested additions.

You are now able to purchase a 4th Extra Equipment Set (upgrade).svg Extra Equipment Set from the Shop. It requires Astrology Level 99 and Coins.svg 100,000,000 to unlock. This will be fantastic for a Skilling setup.

New Potion

We have added a Secret Stardust Potion I (item).png Secret Stardust Potion to Herblore (skill).svg Herblore which will greatly assist in your Astrology (skill).svg Astrology training, even well beyond Level 99.

Statistics 2.0

It’s been a long time coming, but I can finally introduce you to the new Statistics 2.0 that has been included in this update.

The aim for this rework wasn’t necessarily to provide you with every single stat imaginable, but it was more to rework the whole system behind the scenes that will allow for very easy implementation of new stats in the future.

With this rework, many stats have either been reset or are sitting at 0. This is due to it not being possible to track statistics that were never tracked in the first place.

Of course, we have added more stats for more Skills alongside this.

We have added statistics for the following:

All non-Combat skills now have these additional stats:

  • Total actions performed
  • Time spent in Skill
  • Total items created
  • Total resources used
  • Total resources preserved

Some new notable Stat additions:

  • Account Age (Not retroactive)
  • Aorpheat's Signet Ring (item).svg Signet Ring Halves Missed

You will continue to see many new Statistics over coming updates and Expansions.

Updated Completion Log

The Completion Log has finally received its well overdue facelift!

This update brings in new UI enhancements, and some lovely celebration animations so you can party with yourself for achieving a massive Milestone in a single player game.

New Completion Log UI

The Completion Log has moved to its own page, where you can select the Completion Category you wish to view, as well as see a total completion progress bar at the top!

Updated Item Log

  • The Item Log now as some minor UI changes to make it look nicer.
  • You can now search for items within the Item Log.
  • Hovering/tapping on a hidden item will now tell you the name of the Item that is yet to be discovered.
  • There’s a few new Item Log filtering options - Show All, Show Discovered Items, Show Undiscovered Items.

Updated Monster & Pet Log

  • Minor UI facelift of the Monster & Pet Log, increasing the size of the images.
  • Monster Log is now separated into Normal Monsters and Dungeon Bosses at the bottom.

New Milestone Celebration Animations

Upon reaching a Milestone, you will now be greeted with a lovely fireworks display to congratulate you on your achievement.

Milestones that activate the animation
  • Reaching Level 99 in any Skill
  • Achieving 100% Completion
  • Achieving 100% Mastery
  • Achieving 100% Items
  • Achieving 100% Monsters
  • Achieving 100% Pets

Updated Popup UI for Milestones

Some Milestones have received a new UI to better communicate the achievement you reached:

  • Leveling up any Skill now has a nice popup at the top of the screen.
  • Achieving Level 99 Mastery.svg Mastery for any item will provide a similar popup at the top of the screen.
  • Fireworks :D

Tutorial Island

This is well overdue, but we finally got there in the end!

Tutorial Island has been added to the game which will guide new players through the basic mechanics and Skills that Melvor Idle has to offer.

Upon beginning a new Character, you will drop into Tutorial Island and be required to complete basic tasks. It’s quite similar to how Old School RuneScape does it, and it should provide the player with enough basic knowledge to get going on their adventure.

If you do not want to do the Tutorial, you can skip it with the required button.

I hope the addition of Tutorial Island will assist players with the initial overwhelming feeling you generally receive when first loading up the game. It takes roughly 10-20 minutes to complete.

Tick-Based Skills

We promised a little while ago that eventually all Skills will transition to a Tick-Based system, just like Combat.svg Combat and Thieving (skill).svg Thieving currently are.

The benefits of Tick-Based Skills means you can progress through a Skill at an identical rate online as you can offline. It also means development of skills is a lot easier for us because we do not need to manage two separate code bases for online and offline functionality.

Tick-Based Skills also provide the benefit of Mastery.svg Mastery bonuses applying at the exact time you level up, meaning you do not need to log in to the game to activate Mastery bonuses.

This update transitions two Skills to the new Tick-Based System:

The transition to Tick-Based also means the Controlled Heat Potion I (item).svg Controlled Heat & Perfect Swing Potion I (item).svg Perfect Swing Potions now work offline!

Mining (skill).svg Mining also received a minor QoL update in the process:

  • Mining (skill).svg Mining nodes now passively regenerate 1 HP every 10 seconds.
  • Depleting a node will still act the same as before and restore it to full HP after a set time period.

A lot of reported Mining (skill).svg Mining bugs were also rectified in this transition. We will detail those below in the Bug Fix change list.

Offline Time Cap Increase

Now that the game is finally complete, and we have a total of 23 Skills for you to train, I was now able to look at the whole picture and see what changes would benefit the player the most.

The Offline Time Cap of 12 hours is reasonable, up until a certain point. I solely believe that as more content is added to the game, this time cap should gradually increase alongside it.

The Offline Time Cap has been increased to 18 hours for all players.

Now, this does not mean every content update will come with an increase. It simply means that it is an area I consider upon updating the game. Nothing is always set in stone, and I’m always listening to feedback around to game in areas like this.

New Farming Plant Option (QoL)

The addition of Passive Cooking (skill).svg Cooking and utilisation of multiple Farming (skill).svg Farming ingredients made it clear that Farming (skill).svg Farming needed a slight adjustment to help with your crop management.

This update comes equipped with a new “Plant All Selected” Farming (skill).svg Farming option.

You can now assign any seed to a plot in the respective seed category, and the game will plant that seed in that plot when you press this button.

This means you are now able to grow many different crops at the same time with the click of a single button.

The new planting option is unlocked for everyone, there is no shop upgrade required to activate it.

Looting QoL

This is one of the most discussed and suggested changes Melvor Idle has ever seen. I don’t think there is a day that goes by where a suggestion to do something about the Looting mechanic, especially for late game players.

As the development of the game progressed, and the content you faced became harder, it became clear that the absolute requirement to have the Amulet of Looting (item).svg Amulet of Looting equipped for your grinds was not a good mechanic to have.

In general, it is okay to use it for part of the game, but not for everything you face after acquiring it.

These changes aim to make Looting a bit better for all players, and also open up an Amulet slot for late game players taking on harder content.

  • Running from Combat will now automatically loot everything in the Loot container. No more accidental lost loot.
  • Amulet of Looting (item).svg Loot Container Stacking Shop Upgrade - Unlocks the ability for all items to Stack within the Loot Container.
  • Increased the Loot Container to 100 slots, up from 16. This should allow for a majority of items to stay inside the loot container with the stacking shop upgrade unlocked.

These 3 changes when combined should provide a much better looting experience for all.

New Melvor Idle Logo & Branding

As you have already noticed, Melvor Idle has a brand new logo!

This is something I have always wanted to explore, and now with 1.0 just around the corner, it was the perfect time to get it done.

I am absolutely in love with how the logo turned out, and I believe it really shows the personality Melvor Idle has to offer.

Alongside the new logo, I have many new assets and artwork to use on various platforms to keep everything consistent and in line with the game’s design principles.

Localisation

Important Note: Localisation will not be activated until 1.0 is officially released on November 18.

Melvor Idle will now be localised in the following 13 different languages:

  • English
  • French
  • Italian
  • German
  • Spanish
  • Portuguese
  • Brazilian Portuguese
  • Russian
  • Turkish
  • Traditional Chinese
  • Simplified Chinese
  • Korean
  • Japanese

This will hopefully open up the game to many new players around the world, and will allow for more people to enjoy the game in their native language.

Every update, including changelogs and store pages, will be localised in the same 13 languages.

Other Changes

Here is a list of other new things and changes that did not fit in the above categories.

New

  • Equipment that provides bonuses based on other items being equipped now have colour matching borders around them to indicate that the bonus is active
  • The effects of a monster being Afflicted during the Into the Mist (dungeon).svg Into the Mist dungeon is now viewable as an Enemy Passive.
  • If you missed it above, the Controlled Heat Potion I (item).svg Controlled Heat & Perfect Swing Potion I (item).svg Perfect Swing Potions now work Offline.

Changes

  • A large amount of code related to the game's interface has been changed in preparation of localizing the game. You hopefully won't notice any changes (if you do please let us know), but this may break Scripts/Extensions.
  • Increased the quantity of Bones (item).svg Bones from Bone Offering (spell).svg Bone Offering from 2 to 3.
  • Increased the quantity of Holy Dust (item).svg Holy Dust from Blessed Offering (spell).svg Blessed Offering from 2 to 3.
  • Slayer (skill).svg Slayer Area effects now visually update based on your current amount of Slayer Area Effect Negation
  • You can now receive the Leech (monster).svg Leech, Ice Monster (monster).svg Ice Monster, Skeleton (monster).svg Skeleton, Zombie Hand (monster).svg Zombie Hand, Zombie (monster).svg Zombie and Ghost (monster).svg Ghost as Slayer (skill).svg Slayer tasks.

Bug Fixes

What good is a Major Update without a lot of bug fixes? Here is the list so far:

  • Fixed Mining (skill).svg Mining Rock respawn/HP/Damage not calculating correctly.
  • Fixed issues with Mining (skill).svg Mining calculations while offline, usually resulting in less progress when training Offline.
  • Fixed issue where Mining (skill).svg Mining Nodes would not respawn on rare occasions.
  • Fixed issue where Mining (skill).svg Mining would switch the ore you are training on when exiting the game.
  • Fixed broken current pickaxe banner.
  • Fixed Offline Mining (skill).svg Mining not providing Mastery.svg Mastery pool XP.
  • Fixed issue where you were not able to start another skill after depleting a rock in Mining (skill).svg Mining until it respawns.
  • It is no longer possible to apply debuffs from attacks to enemies that are immune to an attack type.
  • Ancient Magick tooltips no longer show negative numbers of dungeon clears left
  • Fixed "Magic Weapon required" text showing up when a magic weapon was equipped (and vice versa).
  • Fixed Corrupted Golbin Raid history causing the game to crash.
  • Fixed Offline Progress after Golbin Raid not working for Combat.svg Combat or Thieving (skill).svg Thieving.
  • Fixed issue where player attack bar was rendering incorrectly after manually eating during a special attack.
  • Fixed issue where Combat Triangle tooltips would not update on player attack type change.
  • Fixed Decay/Confusion applying more than once per attack turn.
  • Fixed issue where Damage Over Time effects (e.g. Burn, Bleed) could get stuck.
  • Fixed the View Monster Drops button showing drops when not in combat.
  • Fixed the View Monster Drops button showing that bones/items dropped from monsters in dungeons when they don't.
  • Added padding to the bottom of the UI for Mobile layouts, fixing issues with overlaying UI elements like the Combat Minibar..
  • Fixed being able to start casting Magic (skill).svg Alt. Magic spells with no item selected.
  • Fixed Magic (skill).svg Alt. Magic interface not updating properly after offline Magic (skill).svg Alt. Magic progress.
  • Mastery.svg Mastery completion should now update without requiring a game refresh.
  • Fixed Github issue #1535: Magic (skill).svg Alt. Magic Displays Incorrect Sale Price.
  • Fixed Github issue #595: Christmas Cracker (item).svg Christmas Cracker button 'Find a Friend' activates last read item.
  • Fixed Github issue #1089: Crow (item).svg Crow + Bear (item).svg Bear synergy doesn't function as written.
  • Fixed Github issue #660: Opening chests resets number. Also fixed other item quantity sliders in the bank resetting their positions.
  • Fixed Github issue #1188: Broken current pickaxe banner.
  • Fixed Github issue #1144: Seed counts in Farming (skill).svg Farming 0 while doing Golbin Raid.
  • Fixed Github issue #1257: Purchasing Compost (item).svg Compost or Weird Gloop (item).svg Weird Gloop through Farming (skill).svg Farming icons doesn't update counter.
  • Fixed Github issue #1159: Offline Mysterious Stone (item).png Mysterious Stone calculation is wrong.
  • Fixed Github issue #1314: Mole (item).svg Mole + Octopus (item).svg Octopus Synergy is consumed every Fishing (skill).svg Fishing action.
  • Fixed Github issue #1369: Ent (item).svg Ent + Monkey (item).svg Monkey synergy not using Monkey (item).svg Monkey tablets while Woodcutting (skill).svg Woodcutting online.
  • Fixed Github issue #1438: No Steel Bar (item).svg Steel Bar recipe option for Salamander (item).svg Salamander Familiar.
  • Fixed Github issue #1466: Witch (item).svg Witch tablet used when doing Magic (skill).svg Alt. Magic.
  • Fixed Github issue #1483: Number input can go below 0 when selling
  • Fixed issues with purchase requirements not updating when receiving items, GP, or Slayer Coins.svg Slayer Coins while on the shop page or in a quick buy menu.
  • Fixed Github issue #1490: Plants with 2 seeds aren't shown with seed pouch.
  • Fixed Github issue #1487: Cooking Gloves (item).svg Cooking Gloves increase success chance by 20 and not 10.
  • Fixed Github issue #1445: Mole (item).svg Mole + Pig (item).svg Pig Cooking (skill).svg Cooking Synergy consuming 4-5 familiar charges per Cooking (skill).svg Cooking action.
  • Fixed Github issue #1168: Leprechaun (item).svg Leprechaun + Salamander (item).svg Salamander synergy does not yield Steel Bar (item).svg Steel Bars.
  • Fixed Github issue #493: Navigation panel on left disappears and won't reappear.
  • Fixed Adventure.png Adventure Mode XP notices not being removed on combat level increase.
  • Fixed Adventure.png Adventure Mode XP notices not rendering on game load.
  • Fixed Adventure.png Adventure Mode XP notices not showing up for tick based skills.
  • Fixed Github issue #372: Signet Ring Half (a) (item).svg Signet Ring Half (a) cannot be obtained from Farming (skill).svg Farming.
  • Fixed Github issue #524: View Item Stats in the bank compares to current equipment set and not the set selected to equip to.
  • Fixed Github issue #1393: Passive Cooking (skill).svg Cooking doesn't need available ingredients.
  • Fixed issues with Skill Glove purchasing failing to give gloves/charges in some cases.

Alpha v0.22.1 - (6th October 2021)

New Features

  • Added visual interval indicators to both Active and Passive Cooking (skill).svg Cooking buttons.
  • The Cloud is currently auto-saving on a 4 hour interval.

Changed Features

Bug Fixes

Alpha v0.22 - (29th September 2021)

Thieving Rework

Thieving (skill).svg Thieving has always been one of the most lacklustre Skills in the game. Providing no real benefits to the game apart from a few items, as well as having no purpose late game other than to pickpocket the Bob the Farmer (thieving).svg Farmer was a sure enough factor to rework the Skill.

The aim of this rework is to transition the Skill into an early to mid-game Skill while providing unique bonuses and content that you cannot find anywhere else. We also wanted to ensure Thieving remained viable and somewhat important late-game by the use of consumable items you can only obtain via this Skill.

Due to the nature of this rework, it was not possible to award any Thieving Offline Progress if you were doing so when the update dropped. You will be greeted with some flavour text upon your return.

New NPCs and Unique Drops

We have introduced 15 brand new helpless NPCs for you to pickpocket, many of which are home to unique items that can only be found in Thieving.

NPCs also now reside in different areas or locations (kind of like Fishing (skill).svg Fishing). Alongside the unique drops from the NPC themselves, you are also able to find unique "area" items which only drop from NPCs within the respective location.

Some of the new drops provide bonuses to Skills or Combat, while others are simply worth a good amount of GP when you sell it.

You may even find some exotic crafting materials, which can be used to make special pouches and bags to aid in your adventures even more.

The Art of Stealth

This rework introduces two new mechanics known as Stealth and Perception.

Perception is a measure of how difficult an NPC is to steal from, while Stealth is how good you are at stealing. Your Stealth competes against an NPC's Perception.

  • Your success rate is determined by: [math]100 \times \tfrac{100 + \text{Stealth}}{100 + \text{Perception}}\%[/math]
  • Your chance to double items is increased by: [math]25 \times \tfrac{\text{Stealth}}{\text{Perception}}\%[/math]
  • Your chance to receive an NPC's unique item is: [math]\tfrac{100 + \text{Stealth}}{100 \times \text{Perception}}\%[/math]

Stealth can be increased in a number of ways.

Balance Changes

Thieving (skill).svg Thieving has been completely rebalanced. The old NPCs have had their level requirements and XP amounts readjusted. Combining this with the addition of new NPCs, leveling Thieving should now be much smoother, and make a decent amount of GP along the way.

Legend
Unchanged Reduced Increased

Furthermore, anything that used to provide bonuses to Thieving success rate or success rate cap have been changed to provide increases to Stealth or other bonuses.

Interface Overhaul

The interface for Thieving (skill).svg Thieving has been completely redone.

NPCs are now displayed in areas, similar to Fishing (skill).svg Fishing. Information, such as doubling chance and Thieving interval, are now also shown, similar to Smithing (skill).svg Smithing or Fletching (skill).svg Fletching.

A "Show Drops" button has been added. This allows you to see your GP gains, as well as potential loot drops from an NPC. Drops are hidden by the use of a question mark until you find them at least once.

Thieving is Now Tick Based

Thieving (skill).svg Thieving has now been transitioned to be tick-based system, just like Combat.svg Combat. This has resulted in the following benefits:

  • Thieving (skill).svg Thieving now has the same resistance to browser throttling that Combat.svg Combat has
  • Offline and Online Thieving (skill).svg Thieving are now consistent with each other as they use the same codebase
  • Mastery.svg Mastery now levels up offline and provides the benefits immediately, instead of using the fixed Mastery.svg Mastery level you had when you went offline
  • Food is now consumed while Thieving (skill).svg Thieving offline
  • You can now perform offline Thieving (skill).svg Thieving even if your success rate isn't 100%; however, it is now also possible to die

Cooking Rework

The long awaiting Cooking (skill).svg Cooking Rework is here!

The aim of this rework is to provide a large rebalance to the use of Food throughout the game, while also providing more options to the Player in what they wish to produce.

Some much requested Quality of Life features have been added, alongside a new “Passive Cooking” mechanic that should provide an extra pair of hands throughout your Melvor journey.

Offline Progress will be awarded for those who were Cooking Offline when the update dropped. Your Offline Progress will be subject to the changes and new mechanics listed.

Cooking Furnace and Cooking Pot

Alongside the Normal Cooking Fire (upgrade).svg Cooking Fire, we have now introduced the Basic Furnace (upgrade).svg Cooking Furnace and Basic Pot (upgrade).svg Cooking Pot.

These new Cooking Utilities (that's what I call them) unlock a wide range of new unique multi-ingredient products you can cook and use in Combat.svg Combat or Thieving (skill).svg Thieving.

They act the same way as the Normal Cooking Fire (upgrade).svg Cooking Fire does, while also providing their own unique bonuses within Cooking itself.

Each Cooking Utility is home to different types Food for you to Cook that can only be obtained by using the respective Normal Cooking Fire (upgrade).svg Fire, Basic Furnace (upgrade).svg Furnace or Basic Pot (upgrade).svg Pot.

These are required to be purchased from within the Shop prior to being able to use them.

Active Cooking and Passive Cooking

A new mechanic you will notice straight away is the Active Cooking and Passive Cooking buttons implemented into the Cooking UI for each Cooking utility.

Active Cooking

This is your standard way to Cook Food. This will provide you with Skill XP, Mastery XP, Mastery Pool XP and all relevant bonuses relating to the Food you are Cooking.

Only one product can be Actively Cooked at any given time.

Passive Cooking

A brand-new way to Cook Food which will assist with your progression throughout the game.

Passive Cooking is a method of food production that can be done alongside the food you are Actively Cooking, at the same time.

Any Cooking utility that is not being used can perform Passive Cooking as long as you are Actively Cooking something on a different Cooking Utility.

For example: You can be Actively Cooking Fish and can start Passively Cooking Food on the Furnace and Pot at the same time.

Passively Cooked Food is added to something called a “Stockpile”. There is one Stockpile for each Cooking Utility, and this Stockpile can only house one type of Food until it is collected by you. The game will not let you Passively Cook anything if the item sitting in the Stockpile is different from the one your are attempting to produce.

Passive Cooking comes with some very important mechanics that you need to be aware of:

  • No Skill XP, Mastery XP, Mastery Pool XP or Bonuses are provided to Passively Cooked Food. This is solely a Food production mechanic.
  • It takes 5 times as long to Passively Cook a Product than it does to Actively Cook (subject to balance during Test).
  • Recipe costs are the same.
  • Passive Cooks do not count as an "action", therefore they cannot roll for Pets, Mastery Tokens, or other Global Rare Items.

Passive Cooking does work Offline, and your Passively Cooked Food will be stored in your Stockpile. The Offline Progress notification will tell you what has been stored in the stockpile.

In the event you stop Actively Cooking something, all items you are Passively Cooking will also stop. You cannot Passively Cook until you are Actively Cooking something.

Perfect Cook

Perfect Cook is a new mechanic that produces an upgraded version of the base product you are Cooking, providing extra Food Healing values as well as a much higher base Sale Price.

Each Active Cook action has a chance to provide a Perfect product. This chance can be increased using Mastery and other means. It is possible to acquire 100% Perfect Cook chance at later stages of the game.

Perfect Cook is classed as a bonus; therefore, it is not possible to produce a Perfect product using the Passive Cook mechanic.

There is a Setting on the Cooking Page and also in the Settings Page to enable or disable Perfect Cooking. If you do not wish to receive Perfect Items, you can simply toggle it off.

Successful Cook and the removal of Burnt Items

One thing we discussed during the planning process was the use that burnt food provides to the game.

We were quick to decide that burnt products add literally no benefit to the game. This led to the decision that burnt products will no longer be obtainable as we transition to a Successful Cook mechanic.

Now, products that fail to cook will be yeeted into oblivion, providing nothing for your efforts to Cook something delicious.

For those concerned about a specific item that requires Burnt Cave Fish (item).svg Burnt Cave Fish to obtain – take a look at the drop table for the Tentacle (monster).svg Tentacle Monster in Sandy Shores (combatArea).svg Sandy Shores.

This also means all Burnt Food, except the Burnt Cave Fish (item).svg Burnt Cave Fish, is no longer required for 100% item completion (they are also worth Coins.svg 0 now).

New Shop Upgrades

Along with the rework, we have two new Shop upgrades for you to purchase.

These are Quality of Life upgrades that will help streamline your progression.

  • Cooking (skill).svg Cooking Upgrade 1 - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
  • Cooking (skill).svg Cooking Upgrade 2 - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.

Food Source & Usage Rebalancing

Along with all the new content added within this rework, we need to address another part of the update.

This rework gave us the opportunity to look at the whole picture in terms of Food and how it is used throughout the game and come to a solution to balance this to our expectations of the game.

Here are the main points for the rebalance (details below in changelog):

  • Healing value for all Farming (skill).svg Farming products has been nerfed quite a lot, in favour of using these products in Cooked Products.
  • The base interval for Cooking Carp (item).svg Carps, Shark (item).svg Sharks, Cave Fish (item).svg Cave Fish, Manta Ray (item).svg Manta Rays and Whale (item).svg Whales has been increased.
  • The base sale price for above-mentioned Fish has been increased to accommodate for the increased intervals.
  • The minimum base interval in Fishing (skill).svg Fishing for all Cookable Fish has been increased. Maximum base interval remains unchanged. This means on average they will take longer to catch.

It's all well and good to address the Food itself, but we also took the opportunity to address food usage within Combat.svg Combat which will also provide some interesting new mechanics throughout the Combat Areas:

  • All Monsters within the Spider Forest (dungeon).svg Spider Forest Dungeon now have a Special Attack which introduces the brand new Poison mechanic.
  • All Monsters within the Icy Hills (combatArea).svg Icy Hills Combat Area, and Frozen Cove (dungeon).svg Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment.
  • All Monsters within the Dragon Valley (combatArea).svg Dragon Valley Combat Area now have a Dragonbreath Special Attack (weaker than existing ones). This also means these Monsters that appear in the Dragons Den (dungeon).svg Dragons Den also contain the new Special Attack.
  • All Monsters within the Arid Plains (combatArea).svg Arid Plains Slayer (skill).svg Slayer Area now have a Lesser Sandstorm Special Attack. The Sand Beast (monster).svg Sand Beast keeps its existing Sandstorm Special Attack.
  • The Elementalist (monster).svg Elementalist now has 4 different Special Attacks. All with a low chance to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
  • The Bandit Leader (monster).svg Bandit Leader in the Bandit Base (dungeon).svg Bandit Base Dungeon has a new Special Attack.
  • The Elder Dragon (monster).svg Elder Dragon in the Dragons Den (dungeon).svg Dragons Den also has a Special Attack now.
Legend
Nerfed Buffed

New Agility Obstacles

  • Tier 3 - Burning Coals - +3% Cooking Skill XP, +5% Successful Cook Chance, -5% Damage to all Monsters.
  • Tier 5 - Rooftop Run - +3% Thieving Skill XP, +20% GP gained via Thieving, -0.2s Thieving Interval, +35 Stealth, -10% Damage to All Monsters.
  • Tier 8 - Sweltering Pools - +3% Mastery XP in Cooking, -3% Cooking Interval, +10% Healing Value for Food, +10% Auto Eat Efficiency, -20% Global Preservation Chance.

New Potion UI

The Potion UI has got a massive facelift, bringing a brand new design and functionality to help guide you through your Potion hoarding issues.

The brand new Potion UI comes equipped with:

  • Brand new UI inside of a popup that is much more pleasing to look at, with a layout that can fit more Potions on one screen.
  • You can now disable an active Potion by clicking the "Cancel" button.
  • You can now toggle "Auto Re-use Potion" on a per Skill basis from the new UI. This is no longer a Global Setting (remember, Combat.svg Combat is still classed as one Skill).
  • Added new filter settings to hide selected Potion Tiers. Your active Potion will always show.

Ancient Sword Rework

Something I wanted to highlight was the changes made to the Ancient Sword (item).svg Ancient Sword. It was a very lacklustre weapon, and was always overlooked in favour of other weapon choices. This rework aims to address the issues and give it a unique place in the game.

The Ancient Sword (item).svg Ancient Sword now:

  • Provides +20% Damage to all Monsters when you have 100% HP.
  • Has a Special Attack chance of 100%, meaning it will always proc.
  • Is roughly 2 times more common to obtain from the Pirate Booty (item).svg Pirate Booty chest.
  • Has a reduced Special Attack Lifesteal bonus of 20%, down from 25%.

Hopefully these changes make the weapon a viable choice for those around the mid-game.

Changelog

New Features

  • Added 15 new Cooking (skill).svg Cooking Products that can be Cooked.
  • Added a "Perfect Cook" version for all products that can be Cooked. These items have 10% more HP Healing Value and 50% more Item Sale Price than their originals.
  • Added 2 new Cooking (skill).svg Cooking Utilities - Basic Furnace (upgrade).svg Furnace & Basic Pot (upgrade).svg Pot (obtained via the Shop).
  • Added 3 new Cooking (skill).svg Cooking Ingredients to the Materials section of the Shop.
  • Added new Farming (skill).svg Farming Allotment - Cherry (item).png Cherries (and Cherry Seeds (item).png Cherry Seeds).
  • Added new Farming (skill).svg Farming Tree - Apple (item).png Apples (and Apple Tree Seeds (item).png Apple Tree Seeds).
  • Added 15 New Thieving (skill).svg Thieving NPCs.
  • Added 54 New Unique Items to Thieving (skill).svg Thieving.
  • Added 3 New Agility (skill).svg Agility Obstacles (listed above).
  • Added 8 New Shop upgrades for Cooking (skill).svg Cooking.
  • Added 4 New Crafting (skill).svg Crafting Recipes for Skilling Bags.
  • Added a Fletching (skill).svg Fletching Recipe for Jadestone Bolts (item).svg Jadestone Bolts. Jadestone (item).png Jadestones can be acquired via Thieving (skill).svg Thieving only.
  • Cooking (skill).svg Cooking Upgrade 1 - Automatically equip Food that is Actively Cooked if that Food is already equipped, or an empty Food slot is available. This can be toggled on or off.
  • Cooking (skill).svg Cooking Upgrade 2 - When running out of Food in Combat, automatically swap to a different Food Slot that contains food. This can be toggled on or off.
  • The Potion UI has been reworked and updated, now giving you nicer filtering options as well as more settings for Potions.
  • You can now enable/disable Auto Reuse Potions from the new Potion UI for each individual Skill. This is no longer a global setting.
  • Cherry Seeds (item).png Cherry Seeds can now be obtained from Bird Nest (item).svg Bird Nests.
  • New Special Attack Debuff - Poison - Deal 10% of max HP as damage over 10 seconds.
  • All Monsters within the Spider Forest (dungeon).svg Spider Forest Dungeon now have a Special Attack - Venom (25%) - Applies Poison on hit.
  • All Monsters within the Icy Hills (combatArea).svg Icy Hills Combat Area and Frozen Cove (dungeon).svg Frozen Cove Dungeon now have a Special Attack, introducing the brand new Frostburn ailment - 30% chance when Enemy hits you applies Frostburn which slows you for 10% for 3 turns and deals 3% of your Current HP as damage (in addition to existing damage) for each of the turns.
  • All Monsters within the Dragon Valley (combatArea).svg Dragon Valley Combat Area now have a Dragonbreath Special Attack (weaker than existing ones). It also has a chance to apply Burn to you. This also means these Monsters that appear in the Dragons Den (dungeon).svg Dragons Den also contain the new Special Attack.
  • All Monsters within the Arid Plains (combatArea).svg Arid Plains Slayer Area now have a Lesser Sandstorm Special Attack. The Sand Beast (monster).svg Sand Beast keeps its existing Sandstorm Special Attack.
  • The Elementalist (monster).svg Elementalist now has 4 different Special Attacks. Each with a 5% to proc, they will either inflict Stun, Burn, Freeze or Frostburn upon you.
  • The Bandit Leader (monster).svg Bandit Leader in the Bandit Base (dungeon).svg Bandit Base Dungeon has a new Special Attack - Rapid Fire (20%) - Buffs Enemy Attack Interval by +10% for 2 turns and fires a volley doing 2 normal hits.
  • The Elder Dragon (monster).svg Elder Dragon in the Dragons Den (dungeon).svg Dragons Den also has a Special Attack now - Burning Fireball (40%) - Shoots a fireball dealing 450 damage and applies Burns if hit, avoidable.
  • Chicken (monster).svg Chickens now also drop up to 4 Raw Chicken (item).png Raw Chickens (don't ask me how).
  • Egg Chest (item).svg Egg Chest from the Chicken Coop (dungeon).svg Chicken Coop Dungeon now drops up to 40 Raw Chicken (item).png Raw Chickens (50% chance).
  • Cow (monster).svg Cows now also drop up to 4 Raw Beef (item).png Raw Beef.
  • Added new Skilling Items to their respective Skilling Minibars.
  • The mini sidebar option in the Settings is now saved.
  • Added a Level 50 Thieving (skill).svg Thieving Mastery.svg Mastery Bonus: -0.2s Thieving (skill).svg Thieving Interval.
  • Added Monster -0.2s Respawn Timer to Agility (skill).svg Agility Combat Pillar.
  • Quantities for Item Recipes in crafting-related skills now display their exact quantity on mouse hover / tap.
  • Added a loot table to the Golbin (thieving).svg Golbin Thieving (skill).svg Thieving NPC.
  • The Book of Occults (item).svg Book of Occults now also provides +20% Summoning (skill).svg Summoning Max Hit.
  • The icons for costs within the Shop now have tooltips.
  • Added +10% Agility (skill).svg Agility GP Gain to Agility Skillcape (item).svg Agility Skillcape as an additional bonus to the existing one.
  • Steam Only - Added Zoom Levels for 110%, 120% and 130% in Settings.

Changed Features

  • The Setting menu has been revamped to use toggles and dropdowns.
  • Improved the contrast of damage splashes, and made them appear on the HP bar at the point that damage was taken.
  • The Spend Mastery.svg Mastery XP screen is now sorted for Agility (skill).svg Agility, Thieving (skill).svg Thieving and Farming (skill).svg Farming.
  • Chicken (monster).svg Chickens now have a 50% chance to drop Feathers (item).svg Feathers due to Raw Chicken (item).png Raw Chicken drop, down from 100%.
  • Chicken (monster).svg Chickens can now drop up to 90 Feathers (item).svg Feathers, up from 45 Feathers (item).svg to accommodate for the Raw Chicken (item).png Raw Chicken drop inclusion.
  • Cow (monster).svg Cows now have a 50% chance to drop Leather (item).svg Leather due to Raw Beef (item).png Raw Beef drop, down from 100%.
  • Cow (monster).svg Cows can now drop up to 6 Leather (item).svg Leather, up from 3 Leather (item).svg to accommodate for the Raw Beef (item).png Raw Beef drop inclusion.
  • Egg Chest (item).svg Egg Chest now has a 50% chance to drop Feathers (item).svg Feathers to accommodate for the Raw Chicken (item).png Raw Chicken drop inclusion.
  • Increased Feathers (item).svg Feather drops from Egg Chest (item).svg Egg Chest to 1,000 Feathers (item).svg, up from 400 Feathers (item).svg.
  • The Plant (monster).svg Plant now drops up to 3 Potatoes (item).svg Potatoes, up from 1 Potatoes (item).svg.
  • The Plant (monster).svg Plant now has a 100% chance to drop an item on death, up from 75%.
  • Changed the bonus of Thieving Gloves (item).svg Thieving Gloves to +75 Thieving (skill).svg Thieving Stealth.
  • The Ancient Sword (item).svg Ancient Sword now additionally provides +20% Damage to all Monsters when you have 100% HP.
  • The Ancient Sword (item).svg Ancient Sword special attack now has a 100% chance (up from 20%). The lifesteal of the attack has been decreased to 20% (down from 25%).
  • The Ancient Sword (item).svg Ancient Sword is now roughly 2 times more common from Pirate Booty (item).svg Pirate Booty.
  • Changed the bonus of the Thieving Skillcape (item).svg Thieving Skillcape to -0.5s Thieving (skill).svg Thieving Interval, +100% GP from Thieving and +150 Thieving Stealth.
  • Buffed Regeneration Potion I (item).svg Regeneration Potions. They now provide +[30, 60, 100, 150]% Hitpoints Regeneration (up from +[3, 5, 8, 12]%) and have [15, 25, 40, 60] charges (up from [5, 8, 10, 15]).
  • Changed the bonus of Gentle Hands Potion I (item).svg Gentle Hands Potions to +[15, 30, 50, 75] Thieving (skill).svg Thieving Stealth.
  • Changed the increased Thieving (skill).svg Thieving success rate of Gloves of Silence (item).svg Gloves of Silence to +50 Thieving (skill).svg Thieving Stealth and -0.1s Thieving (skill).svg Thieving Interval.
  • The Thieving (skill).svg Thieving Game Guide has been rewritten with information on the new mechanics.
  • Renamed the Farmer NPC to Bob the Farmer (thieving).svg Bob the Farmer.
  • Adjusted the loot tables of the Lumberjack (thieving).svg Lumberjack, Fisherman (thieving).svg Fisherman, Chef (thieving).svg Chef, Miner (thieving).svg Miner and Knight (thieving).svg Knight NPCs.
  • Refactored the Shop menu. It should have improved performance and now update more consistently.
  • Reduced the base GP values of all Agility (skill).svg Agility obstacles by 20%.
  • Changed the 10% Thieving (skill).svg Thieving Mastery.svg Mastery Pool Checkpoint Bonus to +30 Thieving Stealth, +3% increased Thieving XP.
  • Changed the 25% Thieving (skill).svg Thieving Mastery.svg Mastery Pool Checkpoint Bonus to -0.2s Decreased Thieving Interval, +3% increased Thieving Mastery XP.
  • Changed the 50% Thieving (skill).svg Thieving Mastery.svg Mastery Pool Checkpoint Bonus to +100% increased gold from Thieving.
  • Changed the 95% Thieving (skill).svg Thieving Mastery.svg Mastery Pool Checkpoint Bonus to +100 Thieving Stealth, chance to gain unique area items from Thieving is tripled.
  • Changed the level scaling Thieving (skill).svg Thieving Mastery.svg Mastery Bonus to: +1 Thieving Stealth per Mastery Level, +1% GP from Thieving per Mastery Level.
  • Changed the level 99 Thieving (skill).svg Thieving Mastery.svg Mastery Bonus to: +75 Thieving Stealth.
  • Changed the drop rate of Chapeau Noir (item).svg Chapeau Noir from 1 in 10000 to 1 in 20000.
  • Cris (pet).svg Cris, the Cooking (skill).svg Cooking Pet, now provides +5% chance to double items in Cooking (skill).svg Cooking. Nothing changed other than the wording to accommodate for the inclusion of non-Fish Food.
  • Cooking Gloves (item).svg Cooking Gloves from the Shop now provides +10% chance to successfully Cook an item, instead of "Never burn an item".
  • Increased Bank Slot Shop purchase limit on Hardcore.svg Hardcore Characters to 88, up from 78.
  • Changed the Leprechaun (item).svg Leprechaun + Monkey (item).svg Monkey Synergy to: Upon receiving a Common Drop from Thieving (skill).svg Thieving, automatically sell it for 1500% of its base sale price.
  • Changed the Pig (item).svg Pig + Mole (item).svg Mole Synergy to: Cooking (skill).svg Cooking Success Rate is capped at 75%. Grants 100 Coal Ore (item).svg Coal Ore when failing to Cook Food.

Bug Fixes

This list is quite small due to the amount of bugs that were hotfixed over the last few weeks.

  • Fixed display of Agility (skill).svg Agility modifiers on 99 Mastery obstacles.
  • Fixed skill gloves being unbuyable from the shop when lost from dying or Magic (skill).svg Alt. Magic.
  • Fixed issue where popups would sometimes replace the Welcome Back from Offline popup.
  • Dismissing the Offline Combat Disabled message (without enabling it) will now keep that notice dismissed on reload for that character only (you need to dismiss it once per character per device).
  • Fixed actions that interrupt your attack (e.g. manually eating) not resetting multi-hit special attacks.
  • Fixed game using wrong Combat Triangle in Adventure.png Adventure and Hardcore.svg Hardcore mode.
  • Fixed global player object being reassigned when viewing equipment stats in Golbin Raid (this fixes a number of issues with the bank showing raid equipment, and burying Bones not giving Prayer (skill).svg Prayer points).
  • Fix Dragon (item).svg Dragon + Minotaur (item).svg Minotaur Synergy removing modifiers from player when player burn DOT was removed while enemy was spawning.
  • Fix DOTs not saving correctly.
  • Fix Dragon (item).svg Dragon + Minotaur (item).svg Minotaur Synergy not being applied when loading the game.
  • Fix Unicorn (item).svg Unicorn + Wolf (item).svg Wolf Synergy giving only 1% Bleed lifesteal. It now provides the correct 50%.
  • Fixed bank sort order of (G) Dragon Helmet (item).svg (G) Dragon Helmet and Hard Leather Gloves (item).svg Hard Leather Gloves.
  • Fixed Skilling minibar not updating when gaining an item that belongs on it.
  • Fixed Bones selected in bank showing that they grant 0 Prayer (skill).svg Prayer Points.
  • Fixed Smithing Gloves (item).svg Smithing Gloves tooltip on Smithing (skill).svg Smithing Page.
  • Fixed Pet Master Achievements on Steam requiring pets that don't count for completion.
  • Fixed Finn, the Cat (pet).png Finn, the Cat's description on Adventure.png Adventure mode.
  • Fixed Summoning (skill).svg Summoning Milestones using the old images for familiars.
  • Fixed Magic (skill).svg Alt. Magic not highlighting in sidebar when casting Magic (skill).svg Alt. Magic spells.
  • Fixed Magic (skill).svg Alt. Magic spells not unlocking when returning from offline progress or tabbing out.
  • Fixed typo in Mole (item).svg Mole + Salamander (item).svg Salamander synergy (verion -> version).
  • Fixed async bugs with offline pause feature. This should fix the "null" errors that popped up frequently.
  • Fixed multiple offline progress modals from tabbing out not working correctly.
  • Development Roadmap & Privacy Policy link on character selection should now work.
  • IOS Only - Potentially fixed issue causing App to crash on load when connected to WiFi.
  • Steam Only - Zoom Level from Settings will remember its value and default to it on load of a Character.

Alpha v0.21 - (13th August 2021)

Introduction

This Major Update is a lot different than all previous ones released. It focuses on providing an extremely important feature to the game, as well as fixing a lot of issues that have been present.

The lack of new content or changes to explore in this update might be disappointing to some, but I hope what it does provide is the functionality and stability you have been looking for in Melvor Idle.

I also want to point out that pretty much all credit for this update must be handed over to Coolrox95. He was the one who developed the Combat Rewrite and Offline Combat portion of this update. It has allowed for easier growth and scalability within the game, and also enabled one of the most important and highly requested features of the game to become a reality.

I ask that you pass on all thanks to him for this, as this update is not mine to take any credit for.

Combat Rewrite

It was well overdue, but the complete rewrite of Combat.svg Combat has been done. This rewrite will allow for faster development, as well as cleaning up many inconsistencies that exist throughout the previous Combat system.

What has Changed?

Most of the rework focused on the back-end side of things, changing the way Combat itself works and operates behind the scenes.

From a general player perspective, you won't notice much of a change at all. There are a few new QoL additions which are detailed below.

The most important change is that Combat has been transitioned to a tick-based system. What this means is that Combat performs its operations every 50ms, allowing for accurate calculations as well as increasing general performance.

New Stuff & QoL

There's a few new features and QoL that you will enjoy:

  • All buffs and debuffs will now display as an icon next to your HP (as well as the Enemy's). They also contain a tooltip detailing their effects and a number showing how many turns are remaining on the debuff.
  • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from.
  • Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
  • Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
  • Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
  • There is now a Setting to disable Combat Progress bars if they are causing performance issues.
  • Due to the tick-based functionality, the new Combat system will mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough difference is detected.

There has also been some changes to Player Stat Calculations which will make them consistent across the board.

Changes to Player Stat Calculations

Several formulas for player stat calculations have been tweaked slightly to make them consistent with the stat calculations of enemies, as well as correcting some inconsistencies between the different ranged, magic and melee calculations. Overall these changes have resulted in a slight buff to players in combat. Outlined below are the changes to each of the core stats.

Melee & Ranged Max Hits

The base calculation for Melee and Ranged max hit has remained the same and is as follows:

[math]\text{Mat Hit} = \left \lfloor \text{Gamemode Multiplier} \times \left (1.3 + \frac{\text{Effective Strength Level}}{10} + \frac{\text{Strength Bonus}}{80} + \frac{\text{Effective Strength Level} \times \text{Strength Bonus}}{640} \right ) \right \rfloor[/math]

Strength bonus refers to the bonus provided by equipment. Gamemode Multiplier refers to the multiplier to all HP related values for a gamemode. This is 10 for Standard and Hardcore.svg Hardcore mode, and 100 for Adventure.png Adventure mode. Effective Strength Level is calculated from the player's skill levels and any hidden levels. This calculation has been changed for players to be consistent with enemies as follows:

Effective Melee Strength Level

Old: [math]\text{Strength Level} + \text{Hidden Strength Levels} + 8[/math]

New: [math]\text{Strength Level} + \text{Hidden Strength Levels} + 9[/math]

Effective Ranged Strength Level

Old: [math]\text{Ranged Level} + \text{Hidden Ranged Levels} + \text{Style Bonus}[/math]

New: [math]\text{Ranged Level} + \text{Hidden Ranged Levels} + 9[/math]

Note: The style bonus for the Accurate style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Ranged Strength level by +9.

Magic Max Hits

The base calculation for magic max hit as remained the same for players:

[math]\text{Max Hit} = \left \lfloor \text{Gamemode Multiplier} \times \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \left ( 1 + \frac{\text{Magic Level} + \text{Hidden Magic Levels} + 1}{200} \right ) \right \rfloor[/math]

Magic Damage Bonus is the percent bonus provided by equipment.

Enemies have been changed to use the same formula as players, and have had their spell selection and magic damage bonuses adjusted to produce similar max hits as before, resulting in slightly lower values overall.

Evasion Ratings

The base calculation for evasion ratings is as follows:

[math]\text{Evasion Rating} = \text{Effective Defence Level} \times \left ( \text{Defence Bonus} + 64 \right )[/math]

Melee Evasion

The effective Defence level calculation has been changed to be consistent with Ranged and Magic Evasion.

Old: [math]\text{Defence Level} + \text{Hidden Defence Levels} + 8[/math]

New: [math]\text{Defence Level} + \text{Hidden Defence Levels} + 9[/math]

Ranged Evasion

The effective Defence level calculation has remained the same as:

Effective Defence Level: [math]\text{Defence Level} + \text{Hidden Defence Levels} + 9[/math]

Magic Evasion

The effective Defence level calculation has remained the same as:

Effective Defence Level: [math]0.7 \times \left ( \text{Magic Level} + \text{Hidden Magic Levels} \right ) + 0.3 \times \left ( \text{Defence Level} + \text{Hidden Defence Levels} + 9 \right )[/math]

Accuracy Ratings

The base calculation for accuracy rating is as follows:

[math]\text{Accuracy Rating} = \text{Effective Attack Level} \times \left ( \text{Attack Bonus} + 64 \right )[/math]

The attack bonus is the bonus provided by equipment.

Melee Accuracy

The effective Attack level calculation has been changed:

Old: [math]\text{Attack Level} + \text{Hidden Attack Levels} + 8[/math]

New: [math]\text{Attack Level} + \text{Hidden Attack Levels} + 9[/math]

Ranged Accuracy

The effective Attack level calculation has been changed:

Old: [math]\text{Ranged Level} + \text{Hidden Ranged Levels} + \text{Style Bonus}[/math]

New: [math]\text{Ranged Level} + \text{Hidden Ranged Levels} + 9[/math]

Note: The style bonus for the Accuracy style has been changed to just provide +3 Hidden Ranged Levels. Overall this change increases the Effective Attack Level by +1.

Magic Accuracy

The effective Attack level calculation has been changed:

Old: [math]\text{Magic Level} + \text{Hidden Magic Levels} + 8[/math]

New: [math]\text{Magic Level} + \text{Hidden Magic Levels} + 9[/math]

Summoning Max Hit

Summoning (skill).svg Summoning max hit has been changed to combine the values of both Summons. Previously it was the largest value of both Summons.

Offline Combat

Along with the rewrite, Offline Combat has also been added.

Offline Combat follows the same rules and functionality of all other Skills in the game. There is a 12 hour Offline cap, and you will be provided with your experience and items upon returning to the game.

The benefit of a tick-based system really shows here, allowing for players to log back into the game at the exact moment they would be if they were training Online.

Here is a breakdown of general Offline Combat features:

  • Offline Combat is calculated exactly as it would be if you were training Online.
  • Returning from an Offline Session will continue exactly where you would be if you were training Online. This includes the progress of a Dungeon, the HP of you or the Monster, and also how far into an Attack you are.
  • All dynamic modifiers to players and enemies are taken into account while Offline, including temporary modifiers from special attacks.
  • All Combat content can be completed Offline, with the exception of Into the Mist (dungeon).svg Into the Mist where you will return to the game at the start of the first boss fight (due to the Dungeon Pause mechanic).
  • Auto Slayer (upgrade).svg Auto Slayer works Offline, and follows the same rules as Online does when selecting a new Monster to fight.
  • Amulet of Looting (item).svg Amulet of Looting works Offline and will collect all Loot, as long as you have the available Bank space. Training without this Amulet will cause your loot to fill up the loot container (max 16 slots).
  • Bone Necklace (item).svg Bone Necklace works Offline and will bury all Bones that are dropped automatically.
  • All Combat.svg Combat Summoning (skill).svg Summoning Familiars and their respective Synergies work Offline.
  • Offline Progress popup will display relevant XP gained, Monsters killed, food consumed, Prayer (skill).svg Prayer Points Used, Rune Essence (item).svg Runes & Steel Arrows (item).svg Arrow consumption, Slayer Coins.svg Slayer Coins earned, Summoning (skill).svg Summoning Tablet usage, number of Slayer (skill).svg Slayer Tasks completed.
  • Yes, it is possible to die Offline (more details about this below).

Dying Offline

As mentioned above, it is possible to die while Offline in Combat.

Dying while Offline will result in the same consequences as dying Online. This means losing an Item for Standard/Adventure.png Adventure Characters and losing your Character entirely for Hardcore.svg Hardcore Characters.

If you die Offline, Combat will not progress. There is also no way of the game notifying you that you died while away due to the nature of the game.

To help mitigate the risk of accidental deaths, these have been added to the game:

  • Offline Combat is disabled by default, and must be enabled by the Player.
  • Attempting to enable Offline Combat will display a large warning screen, where a Player must agree to the listed points before being able to turn it on.
  • Offline Combat can be disabled at any time. Re-enabling will require the same points as above to be agreed upon again.
  • You can now view the stats and special attacks of Monsters you have killed from the Monster log.

Offline Combat is DISABLED by default for all Characters. You will be required to enable it for each Character if you wish to use it (you won't miss the notification in game). This can be enabled/disabled as you please from the Settings page.

Changelog

New Features

  • Combat.svg Combat has been completely rewritten from the ground-up, transitioning to a tick-based system in the process.
  • Offline Combat has been introduced, allowing for all Combat.svg Combat content to be completed Offline in the exact same manner as it would be done Online.
  • Offline Combat can be enabled/disabled, which comes with a warning popup that must be agreed to every time you wish to enable Offline Combat.
  • Returning to the game during an Offline Combat session will continue exactly where it would be if you were training Online.
  • Combat.svg Combat now performs all required calculations every 50ms instead of set intervals, allowing for more accurate gameplay as well as increased performance.
  • Added icons for Buffs and Debuffs to the game that display next to HP values within Combat.svg Combat. These icons contain a Tooltip detailing their effects as well as a number showing how many turns are remaining until it disappears.
  • Improved Damage Splashes allow for better visualization of when players/enemies are damaged and healed, and what source the damage is from.
  • Hot-swapping equipment is now possible, which means you can swap gear with a full bank and not have to worry about clearing a slot to unequip something if it is a direct swap.
  • Special Attack descriptions that contain buffs/debuffs will now highlight the buff/debuff in a different text colour.
  • Equipping a two-handed weapon, Javelins or Throwing Knives will now display that same weapon within the 2nd slot it takes up (slightly faded image).
  • New Setting has been added to disable Combat Progress Bars.
  • New Setting has been added to disable Combat Damage Splashes.
  • New Setting has been added to disable Preservation notifications.
  • A button has been added to the Marks Page within Summoning (skill).svg Summoning, allowing you to jump to the Create Familiar screen relating to that Mark.
  • Quick buying of items from the Shop has been added. Items within crafting-related Skills now contain a small Shop icon in the top left corner can be clicked to quickly buy more of that item via a small popup window. This functionality has also been added to Compost (item).svg Compost and Weird Gloop (item).svg Weird Gloop within the Farming (skill).svg Farming Page.
  • You can now see which Agility (skill).svg Agility Obstacle is currently built within the "Build Agility Obstacle" window.
  • A small tick now displays on the Skilling Minibar to represent if that particular item is currently equipped in your active Equipment Set.
  • The Maximum Skillcape (item).svg Max Skillcape will now display on the Skilling Minibar, alongside the button for the Skill's respective Skillcape. This will only display once you have purchased at least 1 Maximum Skillcape (item).svg Max Skillcape.
  • Added a "View Monster Stats" window to the game, allowing you to view the stats and Special Attacks/Passive of Monsters you have killed. This can be accessed by clicking the Monster's image in the Monster Log.
  • Search Summoning (skill).svg Summoning Synergies page now contains an icon of the Skill relating to the Familiar in the top left corner.
  • The new Combat.svg Combat system will now attempt to mitigate browser throttling automatically by comparing timestamps and awarding you the correct progress if a large enough time difference is detected.
  • A large popup will now display if your Force Save to the Cloud does not succeed for whatever reason.
  • There is also a nice new notification confirming if the Cloud Save was successful.
  • The confirmation popup when attempting to load a Save while connected to the Cloud will now also display the save's timestamp.

Changed Features

  • Player Stats such as Max Hit, Evasion Rating and Accuracy Ratings have been adjusted as per the above breakdown.
  • Increased the amount of Bank Slots a Hardcore.svg Hardcore Character can buy to 78, up from 68.
  • All images for Items have been converted to PNG format (they were previously SVG). This should drastically increase performance throughout the bank, specifically with banks that contain over 100 items.
  • "Attack Speed" is now known as "Attack Interval" throughout the entire game to allow for clear descriptions of Modifiers.
  • Ku-tul (monster).svg Ku-tul now has a Max Hit for Normal Attacks of 765, up from 10.
  • Reduced Glacia (monster).svg Glacia's Magic Damage Bonus to 8, down from 17. This is due to the above stat changes to ensure her Max Hit does not increase above her intended Max.
  • Reduced Malcs, the Leader of Dragons (monster).svg Malcs, the Leader of Dragons' Strength Level to 669, down from 700. Due to the above stat calculation changes, his Max Hit has increased by 1.
  • Buff - Burn DOT Effect - Now deals damage equal to 15% of Current HP over 2.5s (up from 15% Current HP over 5s). "Current HP" refers to the HP of the Player/Enemy the Burn effect is applied to.
  • Buff - Pig (item).svg Pig + Ent (item).svg Ent Synergy - +15% chance to receive +1 Cooked Food in Cooking (skill).svg Cooking. Cannot be doubled (up from 1%).
  • Buff - Wolf (item).svg Wolf + Unicorn (item).svg Unicorn Synergy - +50% Lifesteal from Bleed damage (up from 1%).
  • Buff - Ent (item).svg Ent + Monkey (item).svg Monkey Synergy - In Woodcutting (skill).svg Woodcutting, +30% chance for a random Silver or Gold Jewellery to drop instead of a Bird Nest (item).svg Bird Nest (up from 1%).
  • Buff - Mole (item).svg Mole + Leprechaun (item).svg Leprechaun Synergy - When successfully pick pocketing the Miner (thieving).svg Miner in Thieving (skill).svg Thieving, +20% chance to get a random Gem (up from 10%).
  • Buff - Pig (item).svg Pig + Leprechaun (item).svg Leprechaun Synergy - The Chef (thieving).svg Chef in Thieving (skill).svg Thieving now deals no damage to you. Now also Grants +1 Base Items from the Chef (thieving).svg Chef.
  • Cloudburst Staff (item).svg Cloudburst Staff - New Special Attack Name & Description (still works the same, no mechanical changes) - Magic Ray (100%) Converts your selected Standard Magic Spell into a Magic Ray, dealing up to 40% of your normal damage 5 times over 1.6s. On a hit, gives the enemy +15% Attack Interval for 2 of the enemy's turns. Consumes Rune Essence (item).svg Runes per hit.
  • Sandstorm Ring (item).svg Sandstorm Ring - Special Attack is now Melee Only and cannot be used if you are using a Ranged (skill).svg Ranged or Magic (skill).svg Magic Attack Type. It will not display in the Special Attack list if it cannot be used. Now requires Attack Level 50 to equip. Special Attack chance is now 15%, down from 20%. Damage dealt is now 1% - 15% of Current Player HP, down from 5 - 15%.
  • Sand Beast (monster).svg Sand Beast's Sandstorm Special Attack - Damage dealt is now 1% - 15% of Current Enemy HP, down from 5 - 15%
  • The format in which Local Saves are stored has changed. Local Saves now only store the compressed string into Local Storage. It no longer stores each individual save item. Old save formats are automatically converted to the new format upon loading. Old saves are still compatible with this version.

Bugfixes

  • "Most Recent Save" banner on the character selection screen now displays accurately (this was hotfixed roughly 6 weeks ago).
  • Smithing Gloves (item).svg Smithing Gloves now correctly provide +50% Smithing (skill).svg Smithing Skill XP (additive).
  • Merged Coal Ore (item).svg Coal Ore drops from Mining Skillcape (item).svg Mining Skillcape and general Mining (skill).svg Mining on the Welcome Back screen.
  • Offline Progress spinner on the Welcome Back popup no longer causes a scroll bar to appear and disappear rapidly.
  • Inconsistencies with mouse icon on horizontal menu items in crafting-related skills has been fixed.
  • Issues loading into the game from Offline Progress that cause errors have mostly been rectified.
  • Activating Offline Thieving (skill).svg Thieving by switching tab or minimizing the game will now consistently activate the Offline session, gaining the correct amount of XP.
  • Skilled Fletching Potion III (item).svg Skilled Fletching Potion III no longer provides a 10% bonus instead of the intended 15% bonus.
  • Burning status icon in Combat is no longer displayed on Player permanently, without taking burn damage.
  • Ranged (skill).svg Ranged Strength is no longer calculated twice if Throwing Knives/Javelins are equipped (was only a visual bug).
  • Fixed comma notation on the Runecrafting (skill).svg Runecrafting Screen for currently selected item.
  • Rare issues of Auto Eat (upgrade).svg Auto Eat using more food than intended should be fixed.
  • Priest Hat (item).svg Priest Hat no longer increases Prayer (skill).svg Prayer Costs by 1.
  • Offline Woodcutting (skill).svg Woodcutting now correctly provides double log bonuses.
  • Maximum Skillcape (item).svg Max Skillcape and Cape of Completion (item).svg Cape of Completion no longer provide a larger HP regen bonus than intended.
  • Summoning (skill).svg Summoning now correctly applies the cost reduction bonus obtained at Level 99 Mastery.svg Mastery.
  • Slayer Platebody (Elite) (item).svg Slayer Platebody (Elite) no longer provides +15% Slayer (skill).svg Slayer XP Bonus instead of the intended +30%.
  • Double clicking loot will give both the clicked loot and the loot to the right without removing the right side loot allowing infinite duplication.
  • Issue that caused the "Sell x" textbox in the Bank to lag considerably during long play sessions when changing the value has been rectified.
  • Performance around equipping and unequipping items have been greatly improved.
  • Tooltips within the Bank no longer have a slight delay when displaying due to high item counts.
  • Very rare occurance of dying twice within the Fire God Dungeon (dungeon).svg Fire God Dungeon has been fixed.
  • Memory Leak issues should be mostly eliminated for Steam users.
  • Slayer (skill).svg Slayer 'Cancel' New Task selection button no longer disappears when Monsters respawn.
  • Slayer (skill).svg Slayer Sidebar Menu item is now highlighted while training, instead of Thieving (skill).svg Thieving.
  • Fixed rare occurrence of dungeons icons not working while fighting the second+ Monster.
  • Dropped Loot tooltips now correctly show item descriptions, special attacks or healing value.
  • Hitpoints (skill).svg Hitpoints label is no longer unhighlighted after equip/burying something from the bank or changing attack style.
  • Runic Ruins (combatArea).svg Runic Ruins Magic Evasion debuff is now applied correctly while using Magic (skill).svg Magic.
  • Rare occurrence of super fast attack interval within the Golbin Raid should be fixed.
  • Combat Skill Progress Bars should be fixed and no longer show incorrect progress.
  • Golbin Raid should now correctly set your character unlocks back to the intended values when leaving or dying within the Raid. This includes Prayers and Magic Spells.
  • Activating Prayers now correctly turns the text of Prayer (skill).svg Prayer in the Sidebar green.
  • Special Attacks persisting after weapon swapping in Golbin Raid should be fixed.
  • Rare occurrence of fluctuating damage values for the Tidal Edge (item).svg Tidal Edge should be fixed.
  • Lack of description on Summoning (skill).svg Summoning Attack Bar tooltip within Combat.svg Combat is now fixed.
  • Summon attacks that miss in Combat.svg Combat now correctly display a Miss indicator.
  • Finding the Red Herring (item).svg Red Herring within the Golbin Raid will no longer break everything.
  • CPU usage due to progress bars within Combat.svg Combat should now use much less CPU.
  • Issue with Crafting (skill).svg Crafting unintentionally using Combat.svg Combat Doubling Chance has been fixed.
  • Ancient Magicks tooltip displaying how many clears are remaining should no longer go into negatives.
  • Mud Rune (item).svg Mud Runes are now inside the Combination Runes array.
  • Ent (item).svg Ent + Monkey (item).svg Monkey Synergy no longer only uses charges on Bird Nest (item).svg Bird Nest drop Online.
  • Ent (item).svg Ent + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive.
  • Octopus (item).svg Octopus + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive Online.
  • Octopus (item).svg Octopus + Bear (item).svg Bear Synergy now properly uses charges Offline.
  • Devil (item).svg Devil + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive.
  • Pig (item).svg Pig + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive.
  • Pig (item).svg Pig + Devil (item).svg Devil Synergy now properly uses charges in Cooking (skill).svg Cooking Online.
  • Mole (item).svg Mole + Octopus (item).svg Octopus Synergy no longer only uses charges on gem drop.
  • Mole (item).svg Mole + Salamander (item).svg Salamander Synergy no longer uses charges even when Mining (skill).svg Mining Ores with no Smithing (skill).svg smeltable output.
  • Mole (item).svg Mole + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive.
  • Salamander (item).svg Salamander + Ent (item).svg Ent Synergy charges no longer use the incorrect interval resulting in inaccurate Summoning (skill).svg Summoning XP provided Offline.
  • Salamander (item).svg Salamander + Octopus (item).svg Octopus Synergy no longer uses the incorrect interval resulting in inaccurate Summoning (skill).svg Summoning XP provided.
  • Salamander (item).svg Salamander + Pig (item).svg Pig Synergy no longer uses charges at the start of the interval.
  • Salamander (item).svg Salamander + Pig (item).svg Pig Synergy now properly uses charges Offline.
  • Salamander (item).svg Salamander + Crow (item).svg Crow Synergy no longer uses the incorrect interval resulting in inaccurate Summoning (skill).svg Summoning XP provided Offline.
  • Salamander (item).svg Salamander + Bear (item).svg Bear Synergy no longer uses charges when Smithing (skill).svg Smithing Gold Bar (item).svg Gold Bars even though it didn't use the potion.
  • Salamander (item).svg Salamander + Bear (item).svg Bear Synergy no longer uses the incorrect interval resulting in inaccurate Summoning (skill).svg Summoning XP provided Offline.
  • Salamander (item).svg Salamander + Devil (item).svg Devil Synergy no longer uses charges when Smithing (skill).svg Smithing items without Coal Ore (item).svg Coal requirements.
  • Leprechaun (item).svg Leprechaun + Octopus (item).svg Octopus Synergy actually halved the interval, instead of doubling it for Fisherman (thieving).svg Fisherman in Thieving (skill).svg Thieving lol.
  • Leprechaun (item).svg Leprechaun + Pig (item).svg Pig Synergy no longer only uses charges when you fail the pickpocket while Online.
  • Leprechaun (item).svg Leprechaun + Devil (item).svg Devil Synergy no longer incorrectly rolls the RNG value, resulting in inaccurate bonuses provided Online.
  • Monkey (item).svg Monkey + Pig (item).svg Pig Synergy now properly uses charges Offline.
  • Monkey (item).svg Monkey + Pig (item).svg Pig Synergy now properly uses charges when preserving resources.
  • Monkey (item).svg Monkey + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive.
  • Crow (item).svg Crow + Salamander (item).svg Salamander Synergy no longer uses the incorrect interval resulting in inaccurate Summoning (skill).svg Summoning XP provided Offline.
  • Crow (item).svg Crow + Bear (item).svg Bear Synergy no longer uses charges when the potion is inactive.

Alpha v0.20 - (11th June 2021)

Summoning

Introduction

Summoning (skill).svg Summoning is one of the largest and most in-depth Skills to have been released to date. It plays a large role in the world of Melvor, cementing its dark and rich history waiting to be uncovered by you.

This Skill requires you to utilize almost every single other Skill in the game in order to progress and unlock more content. As you continue to level up, you will unlock more powerful and unique benefits to give you that extra edge throughout the game.

Below outlines the basic mechanics of the Skill, and also provides an insight in what to expect from Summoning.

Familiars

Discovering the existence of Summoning has provided you with the knowledge of a dark magic only told in tales.

You are given the ability to equip not only one, but TWO Familiars to aid you in your journey throughout Melvor.

There is a selection of 20 different Familiars, each one providing you with a unique passive bonus. They also use charges (just like Ranged (skill).svg Ranged Ammo), and are consumed every time and action is taken relating to the passive of your Familiar.

However, great power like this must be earned, and is only given to those who take the time to learn about the Familiar's respective Mark.

Combat Familiars

Half of the Familiars are classed as "Combat Familiars" and provide general benefits to assist within Combat.

On top of this, Combat Familiars also have the ability to attack enemies. They attack every 3 seconds, and have a pre-defined Max Hit (which is visible during Combat). Their accuracy/chance to hit is the same as yours.

And no, they cannot be hit or attacked by the Enemy :)

Marks

Hidden throughout the world of Melvor are the secrets that contain the true power of Summoning, granting the dark magic to those who discover them.

Upon discovering a Mark, you will be able to harness its power by creating Summoning Tablets based on respective Familiars, allowing you to utilize their benefits on your adventure.

These Marks can be further researched and leveled up to unlock even greater power relating to your Familiar in the form of Synergies.

If you happen to have the respective Familiar equipped while searching for further Marks, then the drop rate of the Marks will be doubled.

For those wondering - leveling up all the Marks to the maximum Level (4) is required for 100% completion. This is due to a new Pet that is being introduced (named Mark (pet).svg Mark) that is unlocked once you achieve this goal.

Synergies

Tales tell of an ancient bond that can be formed between two different Familiars. Although this has never been witnessed, it takes true knowledge to be able to achieve such a thing.

By leveling up your Marks, you will unlock Synergies between Familiars that grants an extra unique passive that is active as long as both Familiars are equipped. These passives are unique in what they provide, and can assist greatly during your training.

Synergies are unlocked when their respective Mark levels meet the requirements. Higher level Marks unlock higher tier Synergies.

There are roughly 90 Synergies to unlock and discover.

To make it easier for you, there is also an integrated Synergy Search function within the game that allows you to search for any unlocked Synergy with ease. This search functionality also allows you to equip this Synergy directly from the search results.

Shards

Shards are the core ingredient for Summoning Tablet creation, and can be obtained only from the Shop at a cost of GP.

All Summoning Tablets use a variety of Shards in their creation, and there are 6 different coloured Shards to utilize.

Tablet Creation

Tablet Creation is very similar to all other crafting related Skills in the game.

However, Summoning adds another element to this process in the form of "Alternate Recipes". You will find that many of the Summoning Tablets you can create have multiple recipes to select from. Some even have up to 20 different recipes!

The quantity of items required within the recipes are weighted against the base sale price of the item.

There is a recipe for every stage of the game you're at, but not all of them will be efficient.

Leveling the Skill

As is the theme of this Skill, leveling it is a little bit different than all the others.

There are two ways to earn Skill XP:

  • Creating Summoning Tablets
  • Using Tablet charges, by equipping the Familiar and using them in the game

The Summoning Skill XP you earn while using charges is weighted against the interval of your action, as well as the Summoning Level required to unlock that Familiar. Generally this means that using a high level Summoning will give you more XP.

NOTE: Mastery XP can only be earned via Summoning Tablet Creation.

New Items and Content

With the introduction of a new Skill, there is also new items and content that come along with it. This includes:

Woodcutting Changes

Woodcutting (skill).svg Woodcutting has been causing some serious balance issues for the game, as well as any new content planning to be added. Specifically, it is the Multi-Tree (upgrade).svg Multi-Tree upgrade you can purchase from the Shop that is causing these issues.

Multi-Tree (upgrade).svg Multi-Tree allowed you to cut two trees simultaneously. This means each tree was running on its own timer and was rolling rare items for each of these actions. The result of this "double action" meant Woodcutting was always the go-to Skill for any rare items such as Mysterious Stone (item).png Mysterious Stones, Pets (like Ty (pet).svg Ty, and future global Pets), Signet Ring Half (a) (item).svg Signet Ring Half (a), and was also the go-to for the Summoning (skill).svg Summoning content during testing (gaining upwards of 2,000,000 XP/hr).

The upgrade was one of the very first Shop items you could buy in the very early days of Melvor Idle (when there were only 5 Skills in total). It has stuck around since, and I'm actually surprised it lasted this long. The fact that no similar mechanics exist in other Skills should provide some evidence as to how I feel about this kind of mechanic in general.

Instead of leaving it as is and balancing around it or applying exceptions to Woodcutting (skill).svg Woodcutting only for current and future content, now was the right time to adjust the mechanics and bring the Skill back in line with the general feel of the game. However, I have done this in a way that retains the original purpose of the Multi-Tree (upgrade).svg Multi-Tree Upgrade.

Summarized Changes to Woodcutting

  • Multi-Tree (upgrade).svg Multi-Tree is now being combined into one single action.
  • Your action's interval is determined by the highest interval out of both trees you are cutting.
  • The XP you earn is weighted against the interval stated above. This means XP rates have not actually changed, and are staying the same.
  • Logs are provided in the same way XP is. However, the amount is rounded down as it is not possible to receive half of an item in this game.
  • Rare Items in the game roll on a per action basis. Combining Multi-Tree (upgrade).svg Multi-Tree into a single action means you will only be provided with one roll per action, even though you're cutting two trees.
  • A complete visual representation on exactly what quantity of Items and XP you are receiving per action has been added.

Rare Item Drop Rates

In the initial Announcement, I mentioned drop rates for rare items were not changing. After testing this change on the Test Server for the last few weeks, and gathering data and feedback from players, I have decided to adjust drop rates for some rare items. At the end of the day, it was only fair that the entire game benefits off of a change like this.

Switching Woodcutting (skill).svg Woodcutting to a single action now allows me to buff global rare items without worrying about further snowballing the effects of the old Multi-Tree (upgrade).svg Multi-Tree upgrade.

  • Increased global drop rate for Signet Ring Half (a) (item).svg Signet Ring Half (a) to [math]\frac{Level Req}{16,500,000}[/math], up from [math]\frac{Level Req}{19,800,000}[/math].
  • Increased global drop rate for all Mastery Tokens.gif Mastery Tokens to [math]\dfrac{1}{\dfrac{18,500}{Milestones Unlocked}}[/math] up from [math]\dfrac{1}{\dfrac{20,000}{Milestones Unlocked}}[/math]
  • Increased global drop rate for Mysterious Stone (item).png Mysterious Stones to 0.025% per action, up from 0.015%.

Important Combat Adjustments

For those who may or may not know, there is a mechanic in the game where Players and Enemies can deal extra damage to one another depending on an existing status effect (like being Stunned).

There was a lot of confusion around the consistency with this mechanic, and how it should actually work. With this update, we have finalised the general mechanics around these status effects.

When the enemy inflicts one of the below status effects on you, a very noticeable popup will briefly display to let you know. This notification can also be disabled in Settings.

It is very important that you read what they do, as you may die unexpectedly if you do not.

  • Stunned/Frozen - The Enemy deals 30% extra Damage while you are stunned
  • Sleep - The Enemy deals 20% extra Damage while you are sleeping

Combat Triangle Changes

The Combat Triangle for all gamemodes has received some minor adjustments to the damage values. Below are the changes.

Player Style Game Mode VS Attack (skill).svg Melee VS Ranged (skill).svg Ranged VS Magic (skill).svg Magic
Old New Old New Old New
Attack (skill).svg Melee Standard +0% +0% +10% +10% -10% -15%
Hardcore.svg Hardcore & Adventure.png Adventure +0% +0% +10% +10% -20% -25%
Ranged (skill).svg Ranged Standard -10% -15% +0% +0% +10% +10%
Hardcore.svg Hardcore & Adventure.png Adventure -20% -25% +0% +0% +10% +10%
Magic (skill).svg Magic Standard +10% +10% -10% -15% +0% +0%
Hardcore.svg Hardcore & Adventure.png Adventure +10% +10% -20% -25% +0% +0%

Artisan Skill UI Updates

This update includes the start of the transition to a more clear and consistent UI throughout the game.

Starting with most Artisan Skills (Smithing (skill).svg Smithing, Fletching (skill).svg Fletching, Crafting (skill).svg Crafting, Runecrafting (skill).svg Runecrafting, Herblore (skill).svg Herblore & Summoning (skill).svg Summoning), the UI will be moved to an icon-based layout that will provide all necessary information you seek.

Included in these UI changes is the ability to see your Preservation & Item Doubling chances, as well as how much Skill XP, Mastery XP and Mastery Pool XP you will earn for that action.

These changes will feed into the rest of the game in some way or another.

Please note that Skills will still retain their unique design. I am simply referring to the icon and image usage when talking about transitioning this to the rest of the game.

New Pets

  • Tim the Wolf (pet).svg Tim the Wolf (Summoning Pet): -1 Shard Cost when creating Familiars in Summoning (skill).svg Summoning
  • Mark (pet).svg Mark (Level up all Summoning Marks to Level 4): +10% Chance to preserve Summoning (skill).svg Summoning Charges

New Monsters

New Features

  • Added Summoning (skill).svg Summoning to the game.
  • Added 20 Summoning (skill).svg Summoning Familiars (and their respective Tablets, which are items) to the game, all which can be created in Summoning (skill).svg Summoning.
  • Added 90 Synergies between Familiars, ready for you to unlock via leveling up Marks.
  • Added 20 Summoning (skill).svg Summoning Marks ready to be discovered by you, which unlock the Familiar's respective Tablets to create when found. NOTE: These are not items.
  • Added 6 Summoning Shards to the Shop, under the Materials section.
  • Tim the Wolf (pet).svg Tim the Wolf (Summoning Pet): -1 Shard Cost when creating Familiars in Summoning (skill).svg Summoning.
  • Mark (pet).svg Mark (Level up all Summoning Marks to Level 4): +10% Chance to preserve Summoning (skill).svg Summoning Charges.
  • Superior Eyed Monster (monster).svg Superior Eyed Monster - Found in Strange Cave (combatArea).svg Strange Cave Slayer (skill).svg Slayer Area.
  • Eye of Fear (monster).svg Eye of Fear - Found in Strange Cave (combatArea).svg Strange Cave Slayer (skill).svg Slayer Area.
  • New Item - Summoning Skillcape (item).svg Summoning Skillcape - +10% Chance to preserve Summoning Charges. +20% Chance to Preserve Resources in Summoning. +10 Base Quantity for Summoning Tablet Creation.
  • New Item - Mastery Token (Summoning) (item).svg Mastery Token (Summoning)
  • New Item - Necromancer Potion I (item).svg Necromancer Potion - +1/2/3/5 Base Summoning Tablets created.
  • New Items - Necromancer Hat (item).svg Necromancer Hat, Necromancer Robes (item).svg Robes Necromancer Bottoms (item).svg Bottoms, and Necromancer Boots (item).svg Boots - Found in Slayer (skill).svg Slayer Shop - Passive: +2 Base Quantity for Summoning Tablet Creation. +2% Summoning Skill XP.
  • Added Summoning (skill).svg Summoning Synergy Search page links to the Combat Screen and Minibar. From here, you can search synergies and equip them by clicking on them (assuming you have the Synergy unlocked).
  • Smithing (skill).svg Smithing, Crafting (skill).svg Crafting, Fletching (skill).svg Fletching, Herblore (skill).svg Herblore & Runecrafting (skill).svg Runecrafting all have brand new layouts.
  • You can now search for Bank Items using their DESCRIPTION. This also means searching "Passive" will display passive slot compatible items.
  • New background image added to the game.
  • You can now claim Mastery Tokens.gif Mastery Tokens directly from the Spend Mastery.svg Mastery Pool XP screen.
  • Mastery.svg Mastery Page now has progress bars.
  • Notifications now show for all GP related changes.
  • Items sitting in the loot container now have descriptive tooltips.
  • Cloud Saves now save in irregular intervals, starting at 15 minutes on all devices and increasing its interval every save if you are inactive/idle during that time.
  • The game no longer refreshes when selecting a character.

Changed Features

  • Slightly Adjusted Combat Triangle - You now deal 5% less damage than before if versus an Enemy with the opposing attack style.
  • Multi-Tree (upgrade).svg Multi-Tree has been reworked to be combined into 1 action.
  • Reworked the contents of the Treasure Chest (item).svg Treasure Chest gained from Fishing (skill).svg Fishing. You can now get junk from this chest.
  • Buffed Otto (pet).svg Otto & Peri (pet).svg Peri drop rate to 1 in 7,500, changed from 1 in 10,000.
  • Adjusted loot tables for Eye monsters.
  • Dragons now drop more Dragonhide.
  • Ice Jump Agility (skill).svg Agility Obstacle now requires 5,000 Crab (item).svg Crabs to build, instead of 5,000 Cave Fish (item).svg Cave Fish.
  • Pillar of Combat in Agility (skill).svg Agility - Increased Minimum Hit based on Max hit upped to 5%, up from 3%.
  • Pillar of Combat in Agility (skill).svg Agility - Hitpoints (skill).svg Hitpoint regeneration is now a flat +50 (+500 for Adventure.png Adventure Mode) instead of +2%.
  • Pillar of Generosity - New bonus - +5% chance to preserve Summoning (skill).svg Summoning Charges.
  • Increased drop rate for Signet Ring Half (a) (item).svg Signet Ring Half (a) to [math]\frac{Level Req}{16,500,000}[/math], up from [math]\frac{Level Req}{19,800,000}[/math].
  • Increased drop rate for Mastery Tokens.gif Mastery Tokens to [math]\dfrac{1}{\dfrac{18,500}{Milestones Unlocked}}[/math] up from [math]\dfrac{1}{\dfrac{20,000}{Milestones Unlocked}}[/math]
  • Increased the drop rate for Mysterious Stone (item).png Mysterious Stones to 0.025% per action, up from 0.015%.
  • New Cloudburst Staff (item).svg Cloudburst Staff Special Attack: Freeze Ray has changed: Now deals up to 40% damage 10 times over 2 seconds which always applies a slow, avoidable.
  • Cloudburst Staff (item).svg Cloudburst Staff - Increased Magic Attack Bonus to 45, up from 28.
  • Cloudburst Staff (item).svg Cloudburst Staff - Increased Magic Damage Bonus to 30%, up from 0%.
  • Ocean Song (item).svg Ocean Song - Reduced chance to 35% and lowered damage to 1,350.
  • Increased Slash and Block Bonus for all 4 Aeris Godsword (item).svg Glacia Godsword (item).svg Terran Godsword (item).svg Ragnar Godsword (item).svg Godswords to 145, up from 125.
  • Ice Platebody (item).svg Ice Armour - All pieces now have 3% Damage Reduction.
  • Ice Shortbow (item).svg Ice Shortbow - New special: 50% chance Frozen Shots: Deals a bonus 90 damage on top of hit and slows enemy by 10% for 3 turns.
  • Frozen Wind - Special Attack chance increased to 20%.
  • Sunset Rapier (item).svg Sunset Rapier - Stab bonus increased to 72.
  • Warlock Amulet (item).svg Warlock Amulet - Lowered spell heal to 10%.
  • Almighty Lute (item).svg Almighty Lute - Lowered GP% gain to 200%.
  • Bob's Rake (item).svg Bob's Rake - Passive increased to 50% chance.
  • Confetti Crossbow (item).svg Confetti Crossbow - Reduced price to 250,000 Slayer Coins.svg Slayer Coins.
  • Tormented Ring (item).svg Tormented Ring - All bonuses increased by 10. Defence lowered by 10.
  • Fighter Ring (item).svg Fighter Ring - Increased all existing bonuses to 18, up from 12.
  • Eyeball (item).svg Eyeballs are now worth Coins.svg 60 each.
  • Dragon Bones (item).svg Dragon Bones are now worth Coins.svg 200 each.
  • Magic Bones (item).svg Magic Bones are now worth Coins.svg 300 each.
  • Enemy Special Attack - Confusion - Increased damage to 75% of listed max hit.
  • Enemy Special Attack - Chaotic Slam - Damage increased by 50.
  • Enemy Special Attack - Agility - Damage increased by 50.
  • Enemy Special Attack - Curse of Fear - Damage increased by 200 and is now avoidable.
  • Enemy Special Attack - Sandstorm - Now deals 1-15% of Enemy current HP as damage, up from 1-5%.
  • Enemy Special Attack - Whirlwind - Damage reduced to 550, down from 650.
  • Enemy Special Attack - Frigid Waves - Damage reduced to 780, down from 900.
  • Enemy Special Attack - Icy Chill - Chance reduced to 5%, down from 10%.
  • Enemy Special Attack - Ice Break - Damage increased to 360, up from 325.
  • Enemy Special Attack - Ice Break - Removed "Damage is doubled if you are frozen/stunned".
  • Enemy Special Attack - Meteor Shower - Damage reduced to 850, down from 900.
  • Enemy Special Attack - Tail Whip - Damage reduced to 690, down from 750.
  • Enemy Special Attack - Penetrating Claws - Damage reduced to 640, down from 700.
  • Water Monster (monster).svg Water Monster - Reduced Melee Strength Bonus to 18, down from 35.
  • Murtia (monster).svg Murtia - Reduced Strength Level to 430, down from 525.
  • Murtia (monster).svg Murtia - Reduced Melee Strength Bonus to 0, down from 22.
  • All the new Monsters from v0.18 that had no GP drops now have GP drops lol
  • Amulet of Looting (item).svg Amulet of Looting will no longer yeet items if your bank is full. Instead, it will drop the failed loot into the loot container.
  • The number of dungeon completions required to unlock respective Ancient Magick spells will now update the count dynamically with how many are remaining.
  • Magic Logs (item).svg Magic Logs are now worth Coins.svg 400, up from Coins.svg 300.
  • Removed the item notifications that display when returning an offline session. The popup tells you what you got, no need to double dip and output notifications as well. This saves on performance as well when loading in.

Bugfixes

  • Corrected some combat functions using the incorrect damage value dealt to enemies.
  • It's no longer possible to accidentally equip an item by double clicking it while using the Move Item or Sell Item toggles in the Bank.
  • Fixed issue where Agility (skill).svg Agility Obstacle GP costs would not display the correct value due to number formatting.
  • Fix offline Woodcutting (skill).svg Woodcutting Skill XP, Mastery.svg Mastery XP, item count and Bird Nest (item).svg Bird Nest issues.
  • Bank hover tooltips now show correct sale price.
  • Background image now sizes correctly based on screen resolution.
  • Fixed Slayer Platebody (Elite) (item).svg Slayer Platebody (Elite) providing lower benefit than intended.
  • Fixed damage reduction still not capping on Combat Triangle modifiers.
  • Optimized a lot of loading functions.
  • Side menu no longer opens when dragging items in bank.
  • Locked logs in the Firemaking (skill).svg Firemaking dropdown menu are no longer white in dark mode.
  • The Sandstorm Ring (item).svg Sandstorm Ring can no longer turn into an ALT item in Golbin Raid.
  • Golbin Raid Prayer (skill).svg Prayer Menu does not reset after finishing a Raid.
  • Golbin Raid Prayer (skill).svg Prayers no longer stay active when dying in the Raid.
  • Book of Occults (item).svg Book of Occults Passive now works correctly.
  • Pet & Monster Completion Steam Achievement no longer unlock before 100%.
  • Mastery.svg Mastery 99 Production Skills no longer turn white upon spending mastery points.
  • Enemy attacks no longer deal 1 extra damage than listed.
  • Non-Combat tab in sidebar no longer disappears completely when minimised using the eye icon.
  • Skull Cape (item).svg Skull Cape no longer provides its bonus to Magic (skill).svg Alt. Magic.
  • Switching tabs back and forth with offline Fishing (skill).svg Fishing no longer allows you to catch at least 1 fish every time, regardless of interval.
  • Cape of Completion (item).svg Cape of Completion now correctly provides the Slayer Area Negation bonus.
  • Fixed Cape of Completion (item).svg Cape of Completion visual error with Mastery.svg Mastery Checkpoints.
  • Sandstorm Ring (item).svg Sandstorm Ring special attack no longer uses any Runes or Prayer (skill).svg Prayer Points.
  • Passive Slot item not showing in "View Equipment Stats" modal.
  • Magic (skill).svg Alt. Magic no longer deselects an item when returning from Offline Session.
  • Total Raid Coins stat in Golbin Raid now displays correctly.
  • (G) Mithril Shield (item).svg (G) Mithril Shield now correctly requires 250 Gold Bar (item).svg Gold Bars to upgrade, down from 500 Gold Bar (item).svg Gold Bars.
  • Fixed issue where Offline Cooking (skill).svg Cooking was producing higher Skill XP & Mastery.svg Mastery XP than intended based on preservation chance.
  • Gentle Hands Potion I (item).svg Gentle Hands Potion now applies correctly.
  • Auto Eat (upgrade).svg Auto Eat icon no longer sticks around when leaving Golbin Raid if you don't have it unlocked yet.
  • Increased Damage To Dungeon Monsters now works correctly when the monster is present in Slayer/Combat areas.
  • Mastery.svg Mastery XP no longer goes from 0 to 1 when loading the game.
  • New Characters now correctly start with Hitpoints Level 10, instead of Hitpoints Level 9
  • All items can now be upgraded with the x10, x100, x1000 and xAll options.
  • Ancient Magicks should now unlock after dungeon completions.
  • Darksteel Dagger (item).svg Darksteel Dagger now correctly applies extra flat bleed damage.
  • The "Select your Food" menu in Cooking (skill).svg Cooking now has a scroll bar to access all Food.

Alpha v0.19.2 - (1st April 2021)

April Fools Event

Welcome to the next Event Update for Melvor Idle!!

This update celebrates Melvor Idle's 2nd favourite day of the year - April Fools!

This year, we've decided to turn it up a bit and provide you with something fun and chaotic to enjoy for a few weeks.

CHAOS MODE

CHAOS MODE is an all new limited gamemode for you to try! Coming equipped with an array of fun mechanics and features for you to mess around with.

The idea behind Chaos Mode is to get as far as you can in the shortest amount of time. I personally won't track the time, but the Gamemode will only be playable for a few weeks.

The rules of CHAOS MODE are simple:

  • Item Corruption is unlocked
  • 25% Interval Reduction on all Skills and Attack Speeds (Including Enemy)
  • All Enemies you face will have at least 1 random Passive
  • All equipped items are lost on Death
  • BIG NUMBERS
  • Same Combat Triangle as Hardcore & Adventure Mode
  • Golbin Raid is not available
  • Don't fight a Chicken

Item Corruption

Item Corruption is only available in CHAOS MODE.

You are given the power to use the Weapons & Gear you make or find, and turn them into completely random modifiers that either benefit you, or make your adventure a living hell.

Item Corruptions are applied to a Combat Equipment Slot, and are permanent as long as you don't roll another modifier. This means you have 10 "slots" to add random corruptions to.

These Item Corruptions cost GP to perform, equal to the value of the Item. There is a chance for the item to be destroyed, because why not? Corruptions are also based on a tier system, where the higher tier modifiers provide larger bonuses, as well as having more modifiers active at once.

Here is the tier list:

  • Tier 1 - Base Item Values < 200 GP - 1 Random Modifier - Low Modifier Value Range (+/-30) - 40% Chance to Destroy the Item
  • Tier 2 - Base Item Values < 10K GP - 2 Random Modifiers - Medium Modifier Value Range (+/-50) - 30% Chance to Destroy the Item
  • Tier 3 - Base Item Values < 400K GP - 3 Random Modifiers - High Modifier Value Range (+/-75) - 20% Chance to Destroy the Item
  • Tier 4 - Base Item Values >= 400K GP - 4 Random Modifiers - Very High Modifier Value Range (+/-99) - 10% Chance to Destroy the Item

The item must be equipped to the respective Equipment Slot for a corruption to be applied. You don't need to keep the item in that slot to keep the Corruption though.

Other Silly Nonsense

In true April Fools fashion, there is a bunch of other silly nonsense through the game. Have fun with this!

New Features

  • Enemy Special Attack descriptions now display the damage value based on your Damage Reduction, instead of the base damage.
  • Your listed Max Hit now includes values from your Damage Modifiers (Not including Special Attacks).

Changed Features

  • Adjusted the styling of Character selection to display the Gamemode Icon more prominently, as well as making the Mobile design less "squished".
  • Cloud Saving has a new save format, reducing the Cloud Save file size by roughly 50% on average. You will see no changes on your end, and local saves are still saved the same as before. Massive thanks to Coolrox95 for his work on getting the file size down by this much.

Bugfixes

  • It is now possible to purchase the Cape of Completion (item).svg Cape of Completion from the Shop again.
  • Glove charges now display again in the Shop.
  • Fixed issue where stun damage multipliers would be added twice on to an enemy.
  • Fixed incorrect Cloudburst Staff (item).svg Cloudburst Staff description in Adventure.png Adventure Mode.
  • Cleaned up back-end unused variables and functions.
  • Item statistic for "Damage Taken" is no longer added to "Damage Dealt".
  • Greater Dragonbreath no longer displays wrong damage value in description.
  • Divine Potion I (item).svg Divine Potion no longer provides double the intended effect.
  • Combat stat tracking no longer occurs for empty equipment slots.
  • Cloudburst Staff (item).svg Cloudburst Staff icon is no longer missing in Milestones.
  • Cleaned up Ranged (skill).svg Ranged Milestones.
  • Weird Gloop (item).svg Weird Gloop now provides the +10% Harvest Bonus correctly.

Alpha v0.19.1 - (18th March 2021)

Mobile Push Notifications

Introducing Mobile Push Notifications!

If you are a Mobile Player, or also use your Mobile Device to continue progress while away from the PC then you'll be happy about this.

You will now receive Push Notifications when you reach the Offline Time cap, or your crops in Farming (skill).svg Farming are ready to grow!

Be sure to have Push Notifications enabled for your Mobile Device for these to work.

Link your Mobile Device

Within the Settings of the game, you can link your Mobile Device to your Cloud Account. This will allow the Desktop version of the game to schedule Push Notifications for you if you decide to close the game.

Just note that this can only be setup from the App itself on your Mobile Device.

New Features

  • Mobile Push Notifications have been introduced! Currently only active for Offline Time cap and Farming (skill).svg Farming Timers.
  • New Settings to enable/disable Push Notifications.
  • New Setting to connect your Mobile Device to your Cloud Account, enabling the scheduling of Push Notifications to your Mobile Device if playing on a Desktop Version.

Changed Features

  • Herblore (skill).svg Herblore Potions have been mostly transitioned to the new Modifiers system.
  • Due to the Herblore (skill).svg Herblore Potion transition, multiplicative bonuses are now additive bonuses which means some numbers have changed. Below details the changes.
  • Melee Accuracy Potion I (item).svg Melee Accuracy Potion - Now +[8, 12, 15, 25]% Increased Melee Accuracy Rating (additive) instead of [10, 15, 20, 30]% Increased Melee Accuracy Rating (multiplicative).
  • Melee Strength Potion I (item).svg Melee Strength Potion - Now +[1, 3, 6, 10]% Increased Melee Strength (additive) instead of [2, 4, 8, 12]% Increased Melee Strength (multiplicative).
  • Melee Evasion Potion I (item).svg Melee Evasion Potion - Now +[8, 12, 15, 25]% Increased Melee Evasion Rating (additive) instead of [10, 15, 20, 30]% Increased Melee Evasion Rating (multiplicative).
  • Ranged Assistance Potion I (item).svg Ranged Assistance Potion - Now +[4, 8, 12, 20]% Increased Ranged Accuracy & Evasion Rating (additive) instead of [5, 10, 15, 25]% Increased Ranged Accuracy & Evasion Rating (multiplicative).
  • Magic Assistance Potion I (item).svg Magic Assistance Potion - Now +[4, 8, 12, 20]% Increased Magic Accuracy & Evasion Rating (additive) instead of [5, 10, 15, 25]% Increased Magic Accuracy & Evasion Rating (multiplicative).
  • Magic Damage Potion I (item).svg Magic Damage Potion - Now +[1, 5, 10, 15]% Increased Magic Damage (additive) instead of [2, 5, 9, 16]% Increased Magic Damage (multiplicative).
  • Crafting Potion I (item).svg Crafting Potion has changed entirely - Now +[5, 10, 15, 25]% chance to double Items in Crafting (skill).svg Crafting instead of [5, 8, 10, 15]% chance for Double Crafting (skill).svg Crafting Skill XP.
  • Enemy Special Attack Descriptions now tell you about the "Normal Hit" mechanic. If the special attack buff is already active, enemy deals a NORMAL Attack. This is only a mechanic for special attacks that deal 0 damage, and simply buff the enemy for x turns.
  • Updated the Settings Page layout for Mobile / Narrow Screen Resolutions.
  • Most Special Attacks that alter Player Stats have been transitioned to the new Modifiers system. Some still need to be transitioned (like stacking debuffs and other unique ones) but its a start.

Bugfixes

  • Ancient Ring of Skills (item).svg Ancient Ring of Skills now correctly applies bonus XP to Magic (skill).svg Alt. Magic.
  • Gold Emerald Ring (item).svg Gold Emerald Ring was providing bonuses Skill XP to Magic (skill).svg Alt. Magic, when it shouldn't have.
  • Combat Loot drops now correctly roll the required Doubling Modifiers.
  • Scorching Ray Special Attack description displaying incorrect damage values.
  • Frozen / Stun damage increase not applying to enemies.
  • Crafting (skill).svg Crafting and Fletching (skill).svg Fletching not calculating skill interval incorrectly and inconsistency relating to the Mastery.svg Mastery Pool bonus.
  • Almighty Lute (item).svg Almighty Lute providing more GP than intended.
  • Confetti Crossbow (item).svg Confetti Crossbow providing 10x the amount of intended GP in Adventure.png Adventure Mode.
  • Simultaneous death of Enemy and Player in combat now kills player.
  • Incorrect Damage Descriptions for Magic Gear providing increased Minimum Spell Damage.
  • Some Enemies are no longer able to activate a Normal Attack when they shouldn't be able to (e.g. Aeris (monster).svg Aeris)
  • Corrected the description for Gunter (pet).svg Gunter.
  • Prayer Points are no longer deducted upon activating/deactivating a Prayer.
  • Ty (pet).svg Ty now rolls correctly online for Agility (skill).svg Agility.
  • Ku-tul (monster).svg Ku-tul's "Curse of the Deep" is now avoidable, matching its description.
  • Mobile Ad Free versions have the minibar and notifications are no longer elevated too high.
  • Pirates Lost Ring (item).svg Pirate's Lost Ring no longer provides an inconsistent Skill XP bonus.
  • Getting set to 0 HP by the first hit of a multi-hit enemy special attack now kills the player.
  • "View All Global Active Passives from Agility (skill).svg Agility" now updates obstacle reductions based on Level 99 Mastery.svg Mastery Bonus.
  • Longrange Attack Style now properly provides Hidden Defence Levels.
  • Cleaned up a lot of back-end code.

Alpha v0.19 - (4th March 2021)

Agility

It's been a while, but now is the perfect time to introduce our next Skill into the game.

Introduction

Classed as a "Gathering" Skill, Agility (skill).svg Agility is designed to provide numerous "Global Active Passives" to your character that can assist with pretty much all areas of the game. Almost all numbers can be affected by Agility in one way or another.

You are given the task of constructing your very own Agility Obstacle Course, with each obstacle you build coming equipped with different Agility XP rates, GP Rates, time to complete (Obstacle Interval) and Global Active Passives attached to it.

Starting at the very first obstacle, your character will complete each Obstacle in their respective order until a lap is complete. Upon completing a lap, you will restart the Obstacle Course and go again. You cannot choose which obstacle to start it, it is always the first.

Strategic planning and thinking will come into effect with this Skill, and how you utilise the various Obstacles is entirely up to you.

Obstacles

For every 10 Agility (skill).svg Agility Levels, you will be provided with an empty spot to construct an Obstacle of your choosing. All obstacles are categorized to suit their respective position within your Agility Course, meaning you can't place an Obstacle anywhere you like. In total, there are roughly 43 Obstacles to build, each with individual Mastery.svg Masteries to complete.

These Obstacles, as mentioned above, come equipped with various benefits, buffs and debuffs. It is up to you to make a decision as to which Obstacle is best suits your current needs.

Building an Obstacle is not free. There is always a GP cost attached to it, and some later obstacles require various extra Items to build.

Active & Inactive Obstacles

When building an Obstacle, the Global Active Passives provided are always active in most circumstances.

An Obstacle becomes inactive if there is a gap in your Obstacle Course prior to it. Inactive Obstacles disable their respective Global Active Passives. The gap must be filled before they reactivate.

Remember, if you cannot reach the Obstacle during your training, that Obstacle will be inactive. This also means you cannot gain any XP or GP from this Obstacle. Don't worry though, the game will tell you if an Obstacle is inactive.

Obstacle Cost Reductions

I'll be honest, Obstacles are not cheap, especially late game.

You will find yourself swapping Obstacles quite consistently based on what your current goal is throughout the game. To help with this, there is many ways you can reduce the cost of Obstacles to ease the burden of costs.

Here are some ways to ease the pain:

  • Every time you construct an Obstacle, you gain +4% Item Cost Reduction for that Obstacle only. Stacks up to 10 times maximum for a total of +40% Item Cost Reduction.
  • Reaching Level 80 Mastery.svg Mastery will grant +10% Cost Reduction for that Obstacle only.
  • Reaching Level 95 Mastery.svg Mastery will grant +10% Cost Reduction for that Obstacle only.
  • 50% Mastery.svg Mastery Pool bonus grants +10% Cost Reduction for all Obstacles.
  • 95% Mastery.svg Mastery Pool bonus grants +15% Item Cost Reduction for all Obstacles.
  • Agility Skillcape (item).svg Agility Skillcape (and Maximum Skillcape (item).svg Max/Cape of Completion (item).svg Completion Cape) grants +20% Cost Reduction for all Obstacles while equipped.

Item Cost Reduction is capped at 95%.

Agility Pet

With the inclusion of a new Skill, that also means a new Pet is introduced alongside it!

Sam (pet).svg Sam - +15% GP from Agility.

Agility Potion

To help you along for this journey, a new Potion has been added to the game to give you that much needed, totally not illegal boost to your Obstacle Course training.

Performance Enhancing Potion I (item).svg Performance Enhancing Potion - [2, 4, 6, 8]% Decreased Agility Interval. [10, 20, 30, 50] Charges.

And yes, a new Potion means new Mastery.svg Masteries for Herblore (skill).svg Herblore ;)

Agility Skillcape

What good is a new Skill without a nice Cape to wear and brag about?

Agility Skillcape (item).svg Agility Skillcape - 20% Global Agility Obstacle cost reduction.

Adventure Mode

The 3rd and final Official Gamemode that will change everything about the way you play the game.

Adventure.png Adventure Mode brings a whole new challenge to the game, forcing you to make strategic decisions at every step of your journey.

In this Gamemode, Skills are locked behind a GP cost that must be unlocked individually. Every time you decide to unlock a Skill, the cost of the next unlock increases.

At the start of the Gamemode, the only Skills available to you are Attack (skill).svg Attack, Strength (skill).svg Strength, Defence (skill).svg Defence, and Hitpoints (skill).svg Hitpoints. Everything else is locked.

To help kickstart your new adventure, you are given a Bronze Weapon and 10 Basic Food. So generous, right?

Adventure Mode is also bound by the same Combat Triangle Modifiers you find in Hardcore.svg Hardcore Mode.

Sounds easy, what's the catch?

Leveling Skills in Adventure.png Adventure Mode is completely different to Standard. Non-Combat Skill Levels cannot go above your Combat Level.

When you eventually reach the maximum level, the Skill will still continue to train as normal, but you won't receive any further XP. You will need to go back into Combat, and level your Combat Level.

Summarized Rules of Adventure Mode

  • Skills are locked behind a GP cost to unlock.
  • Start with only Attack (skill).svg Attack, Strength (skill).svg Strength, Defence (skill).svg Defence, & Hitpoints (skill).svg Hitpoints unlocked.
  • A Bronze Weapon and 10 Basic Food is provided in your bank at the start.
  • Your Non-Combat Skill Levels cannot go above your Combat Level.
  • Hitpoints, Damage, and Healing numbers are multiplied by a further 10 (just a visual change).
  • Harsher Combat Triangle Modifiers. Same as Hardcore Mode.
  • This is a safe Gamemode. It is okay to die.

Boss Pets

Boss Pets have finally arrived to the game!

These cute little critters can be found in every single Dungeon in the game. Upon killing a Boss in a dungeon, you have a chance of obtaining one of the Boss Pets!

These Boss Pets provide a small Combat bonus to assist you in your adventures.

For those curious, the Into the Mist (dungeon).svg Into the Mist Boss Pet requires 5 completions of the Dungeon. This is also unlocked retroactively, so there is no need to complete another 5.

Golbin Raid - Stage 2

The long awaited Stage 2 of the Golbin Raid Development Plan has finally arrived.

New Additions

  • The Raid Shop is now active. You can purchase upgrades, Items and Pets in this shop. All Items and Pets in the Raid Shop do not count towards completion.
  • Non-Combat skills will now go into offline mode during the Raid. This means you can train them while participating in Raids.
  • Added (Alt) Weapons to the Raid. (Alt) Weapons have a completely random Special Attack attached to them. You cannot see what the Special Attack will be, and the Special Attack does not change unless you pick a different weapon.
  • Prayer can now be unlocked and leveled up via the Raid Shop (for the Golbin Raid only).
  • The Combat Passive Slot can be unlocked via the Raid Shop. If unlocked, you have the option to acquire a Random Passive Item at the end of every 10 waves.
  • There is now a chance for the Golbins you face to have a random Passive attached to them. Be sure to look out for these and take note of why the Golbin you are facing is harder to kill than Ragnar (monster).svg Ragnar.
  • You can now see the stats of items in the Item Selector. It also compares to what you currently have equipped.
  • You can now skip waves in the Raid at a cost of Raid Coins. This cost can be reduced via the Raid Shop.
  • New Item - Yellow Party Hat (item).svg Yellow Party Hat - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • New Pet - Preston the Platypus (pet).svg Preston the Platypus - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.
  • New Pet - Jerry the Giraffe (pet).svg Jerry the Giraffe - Acquired in the Golbin Raid Shop. Does not count towards Item Completion.

Balancing

  • Ranged (skill).svg Ranged Ammo count does not get replaced any more when selecting different Ammo. It simply replaces the Ammo and increases existing quantity.
  • Start with 500 of each elemental Rune, up from 100.
  • Start with 200 Bronze Arrows (item).svg Bronze Arrows, up from 100 Bronze Arrows (item).svg.
  • There's a few items in the Raid Shop to assist you with the Raid. These include increases to Quantity of Ammo, Runes and Food found during the Raid.
  • Ammo and Runes are now separate categories, instead of combined into one.
  • Due to the above change, these categories now give you the option of 2 different Ammo/Runes, plus an option to simply add quantity to your existing Ammo/Runes.
  • Reduced Golbin Max HP by 20%.
  • It is no longer possible to find the Wasteful Ring (item).svg Wasteful Ring, Cape of Completion (item).svg Cape of Completion, Maximum Skillcape (item).svg Max Skillcape or Farming Skillcape (item).svg Farming Skillcape in the Raid.
  • It is also no longer possible to roll Non-Combat Runes, or Combination Runes.

Bug Fixes

  • Refreshing the page during a Raid will now correctly end the Raid and record its stats.
  • Your equipment set should now correctly go back to its original after a Raid has been completed.

New Features

  • There is a brand new Welcome Screen, which includes seamless Cloud functionality as well as Cloud Account Management.
  • Added an announcement system to the game which allows me to post Announcements & News to Players without requiring a game refresh or restart.
  • It is now possible to create up to 5 different Characters.
  • Prices in the Shop are now colour coded so you know what you can and can't afford.
  • Added the Official Development Roadmap as a link in-game.

Changed Features

  • Started the complete overhaul to how Player Modifiers are handled in game. This should provide more consistency with how modifiers work, and will also speed up future development and management of the game by a lot. This also means a few items have changed in terms of how their bonuses work.
  • Skill Preservation chance is now capped at 80%.
  • Completely overhauled how the Shop works behind the scenes. You won't see much change with this, but it will allow me to add more Shop items with ease.
  • The Shop now displays all items that are available for purchase from the start, as well as what is required to unlock that Shop item.
  • Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring now provides +100% GP from all sources except Magic (skill).svg Alt. Magic and item selling, instead of a flat double to item drops.
  • Slayer Skillcape (item).svg Slayer Skillcape now provides +25% Flat Slayer Area Effect Negation. Changed from 60% Area Effect Negation.
  • All God Upgrades now provide +15% to their respective bonuses (additive), instead of the previous 20% Increase (multiplicative). This is not a nerf, providing a higher bonus overall than before.
  • Amulet of Fishing (item).svg Amulet of Fishing now provides +15% Decreased Fishing (skill).svg Fishing Interval (additive). Changed from 20% Decrease (multiplicative). This is not a nerf, providing a higher bonus overall than before.
  • Woodcutting Skillcape (item).svg Woodcutting Skillcape now provides -15% Woodcutting (skill).svg Woodcutting Interval (Additive). Changed from 50% Decrease (Multiplicative). This is not a nerf, providing a higher bonus overall than before.
  • Guardian Amulet (item).svg Guardian Amulet Base Attack Speed Slow is now +10%, down from 20%.
  • Enemy buffs/debuffs and Player buffs/debuffs now last for x Attack TURNS, instead of x Attacks (each hit). An Attack Turn is when an entire attack is performed. Multi-hit special attacks count as 1 Attack Turn
  • Rune Preservation now affects Magic (skill).svg Alt. Magic.
  • Larry, the Lonely Lizard (pet).png Larry, the Lonely Lizard Pet now provides +15 Farming (skill).svg Farming Quantity, up from +5.
  • Stone Skin (prayer).svg Stone Skin Prayer now provides +3% Damage Reduction, down from +5%.
  • Stone Skin (prayer).svg Stone Skin now costs 3 Prayer Points per enemy Attack, up from 2.
  • Adjusted the wording for the Protect from Melee (prayer).svg Protect from Ranged (prayer).svg Protect from Magic (prayer).svg Protect Prayers to be more clear.
  • "Skills" wording changed to "Non-Combat" in the Sidebar/Menu.
  • Darksteel Dagger (item).svg Darksteel Dagger "Deadly Cut" now performs and attack that deals 200 damage + Enemy Bleeds for 4% enemy max HP over 10 seconds.
  • Sanguine Blade (item).svg Sanguine Blade Special Attack chance is now 30%.
  • Sanguine Blade (item).svg Sanguine Blade Special Attack now causes the Enemy to Bleed for 400% damage dealt if Enemy is on full HP, 250% if below full HP.
  • Sandstorm Ring (item).svg Sandstorm Ring now deals 5-15% of Player's current HP 10 times over 4 seconds.
  • Almighty Lute (item).svg Almighty Lute now grants +250% GP granted from slain Monsters, instead of 5x GP.
  • Malcs, the Leader of Dragons (monster).svg Malcs, the Leader of Dragons now drops Coins.svg 100,000- Coins.svg 150,000 on death, down from Coins.svg 150,000 - Coins.svg 225,000.
  • Defence Skillcape (item).svg Defence Skillcape now provides +40 to all Evasion Ratings, up from +10.
  • Shark (item).svg Generous Resupply now contains Shark (item).svg Sharks instead of Manta Ray (item).svg Manta Rays.
  • Crab (item).svg Standard Resupply now contains 150 Crab (item).svg Crabs, down from 200 Crab (item).svg Crabs.
  • Lobster (item).svg Basic Resupply now contains 100 Lobster (item).svg Lobsters, down from 200 Lobster (item).svg Lobsters.
  • Basic Slayer Gear now unlocks after 15 Normal Slayer Task Completions, down from 20.
  • Slayer Gear Upgrade Kit (Strong) (item).svg Slayer Gear Upgrade Kit (Strong) now unlocks after 25 Hard Slayer Task Completions, down from 30.
  • Slayer Gear Upgrade Kit (Elite) (item).svg Slayer Gear Upgrade Kit (Elite) now unlocks after 30 Elite Slayer Task Completions, down from 40.
  • Slayer Gear Upgrade Kit (Master) (item).svg Slayer Gear Upgrade Kit (Master) now unlocks after 40 Master Slayer Task Completions, down from 50.
  • Elemental Potions now provide [Potion Tier * 2] quantity of a random Elemental Rune per Runecrafting (skill).svg Runecraft, instead of only 1.
  • Fishermans Potion I (item).svg Fisherman's Potions now provide +[3, 5, 8, 12]% chance to double Fish, instead of [3, 5, 8, 12]% reduced Junk chance.
  • Melee Accuracy Potion I (item).svg Melee Accuracy Potions now provide [10, 15, 20, 30]% Increased Melee Accuracy Rating, up from [5, 10, 15, 25]%.
  • Melee Evasion Potion I (item).svg Melee Evasion Potions now provide [10, 15, 20, 30]% Increased Melee Evasion Rating, up from [5, 10, 15, 25]%.
  • Doubled the charges for Melee Accuracy Potion I (item).svg Melee Accuracy Potions & Melee Evasion Potion I (item).svg Melee Evasion Potions.
  • Clicking "Select Character" from the User Dropdown menu will now send you back to Welcome Screen.
  • Moved the Changelog into the new "News & Changelog" tab in the Sidebar/Menu under the Settings link.

Bugfixes

  • Offline Pet calculations updated to be more efficient.
  • Fixed inaccurate Confetti Crossbow (item).svg Confetti Crossbow effect description.
  • Logs sell price no longer has rounding issues.
  • Enemies will now die from debuffs/bleed/DoT when below 1 HP.
  • Master Slayer Gear will now affect Thieving (skill).svg Thieving drops.
  • Divine Potion IV (item).svg Divine Potion IV chance to not consume Prayer Points (25%) did not match the item description (35%). Correctly applies at 35% now.
  • Gold Emerald Ring (item).svg Gold Emerald Ring now gives the expected 7% bonus XP to Prayer (skill).svg Prayer.
  • Fixed Prayer (skill).svg Prayer XP providing more XP than intended.
  • Fixed a slight disagreement between a Skill's Mastery.svg Mastery Percentage.
  • Ancient Ring of Skills (item).svg Ancient Ring of Skills now applies its bonus to Magic (skill).svg Alt. Magic.
  • Offline Cooking (skill).svg Cooking now uses potions correctly.
  • Upgrade item window now shows change in Melee Attack Bonuses correctly.
  • Fish caught stat now counts correctly for Offline progress.
  • Ripper the Reindeer (pet).svg Reindeer Pet no longer appears in Pet list if not obtained.
  • Looting items manually now checks if your bank is full.
  • Duplicate Combat Loot bug should now be squashed.
  • Redemption (prayer).svg Redemption Prayer now functions as intended.
  • Hunter's Ring (item).svg Hunter's Ring passives now process correctly.
  • Hardcore.svg Hardcore Character death Steam achievement is now working.
  • Rags to Riches II (spell).svg Rags to Riches II Combination Rune's Nature Rune (item).svg Nature Rune cost is now accurate.
  • Greater Dragonbreath Enemy Special Attack now deals the correct amount of damage listed in its description.
  • Fixed issues with character switching during Combat.
  • Chance to Hit no longer displays the wrong value.
  • Earth Adept Wizard Hat (item).svg Earth Adept Wizard Hat now has the correct Magic (skill).svg Magic Level required on crafting page.
  • Auroras now get the Skull Cape (item).svg Skull Cape effect of Rune Preservation.
  • Runic Ruins (combatArea).svg Runic Ruins Slayer Area Effect -30% Magic Evasion now applies as intended.
  • You can now idle Cooking (skill).svg Cooking offline without purchasing the first Cooking (skill).svg Cooking fire.
  • Added missing Slayer Milestones for new Slayer Areas.
  • Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring no longer provides double the listed bonus to Thieving (skill).svg Thieving GP.
  • New Bank items are now sorted correctly when using Stack GP Value options.
  • Fixed invalid JavaScript syntax declaring unwanted globally scoped variables.
  • Fixed some items having duplicate properties.
  • Fixed broken Milestone image for Godswords in Attack (skill).svg Attack.
  • Ancient Wizard Set, and Water Acolyte Wizard Hat (item).svg Water Acolyte Wizard Hat bonus now match their descriptions.
  • Clue Chasers Insignia (item).svg Clue Chasers Insignia no longer lowers the chance for Crown of Rhaelyx (item).png Rhaelyx pieces to drop.
  • Larry, the Lonely Lizard (pet).png Farming Pet no longer increases harvest quantity more than intended.
  • The Sandstorm Ring (item).svg Sandstorm Ring will no longer consume arrows on each hit.
  • Mystic Prayers no longer have inconsistent descriptions.
  • [STEAM] Rich presence - Total Level now updates dynamically.
  • Offline Mastery.svg Mastery XP for crafting Skills no longer produces more Mastery.svg Mastery XP than intended.
  • Enemy Special Attack Burning Claws now correctly attacks twice as per its description.
  • Removed the Damage Reduction debuff from the Sealing Special Attack description.
  • New items added to the game are now sorted correctly.
  • Corrected spelling of "Drowsy Spores" special attack.
  • Rune counts in the "My Rune" page now update dynamically, and correctly.
  • Save timestamp shows in local time, and is no longer a massive string.

Alpha v0.18.2 - (6th January 2021)

New Features

  • The Welcome Screen has had a slight update. Character slots will now display what you were training offline, and also tell you which save is the most recent (if logged into the Cloud).
  • Selecting a Local Save while connected to the Cloud will now prompt you to confirm, due to the nature of it overwriting your Cloud Save once you load the game.

Changed Features

  • Removed the Damage Reduction from the Friendship Bracelet (item).svg Friendship Bracelet. I hope you enjoyed using it while it lasted. Just remember Event Items this OP won't always last forever.
  • The Candy Cane (item).svg Candy Cane now has a much, much higher chance to kill you instead of the enemy. I don't recommend using it.

Bugfixes

  • Fixed issue that caused Woodcutting (skill).svg Woodcutting Mastery.svg Mastery to not apply correctly to the 2nd tree you were cutting.
  • Fixed issue that caused item quantities to go negative within your bank.
  • Fixed issue where Area Effect was not applying at all for Dark Waters (combatArea).svg Dark Waters Slayer (skill).svg Slayer Area.
  • Clicking the Melvor Logo in the sidebar will no longer refresh the page.
  • Fixed spelling error for Otto (pet).svg Otto Pet location in Pet Log.
  • Fixed Fishing (skill).svg Fishing Mastery.svg Mastery providing incorrect chance to double fish.
  • Hardcore.svg Hardcore Characters now correctly delete when dying to Thieving (skill).svg Thieving while logged into the Cloud.
  • Fixed issue that caused Pets to be rarer than usual while training offline (lol sorry about this one).
  • Fixed issue that caused the Ripper the Reindeer (pet).svg Christmas Pet to count towards Completion.

Alpha v0.18.1 - Christmas Event (23rd December 2020)

Hello again everyone!

Melvor Idle's small Christmas Event for 2020 is now live!

This is only a really small one, as I wanted to dedicate my time to developing the next Major Update.

But hopefully you have some fun with some of the items you can get!

Check the Christmas Event 2020 Page in game for the details :D

I hope everyone has a fantastic festive season!

Alpha v0.18 - (14th December 2020)

Slayer 2.0

Slayer (skill).svg Slayer has been reworked with a new progression route, and an increased variety of content and gear.

Introduction

Slayer (skill).svg Slayer is a skill that has the ability to introduced players into new mechanics and challenges that other skills cannot do. The current system of Slayer did not really provide the variety we were after, and we knew we had to change it.

The new Slayer takes the existing fundamental mechanics and turns them into something that we feel is more enjoyable and more rewarding.

Players will see a tonne of new content including brand new high level monsters and very powerful items. The progression from early levels will feel much better, and Players are given more control to train this Skill.

Slayer Tasks

These are now broken down into 5 "Levels" that can be chosen when selecting a new task. These are categorised based on Enemy Combat Level.

They also cost Slayer Coins.svg Slayer Coins to select a new Task or when skipping your current task (but are free when completing a task and being assigned a new Task from the same Level automatically).

  • Easy - Combat Level 1-49 - Free (Unlocked at Slayer Level 1)
  • Normal - Combat Level 50-99 - 2,000 Slayer Coins.svg Slayer Coins (Unlocked at Slayer Level 25)
  • Hard - Combat Level 100-199 - Costs 5,000 Slayer Coins.svg Slayer Coins (Unlocked at Slayer Level 50)
  • Elite - Combat Level 200-374 - Costs 15,000 Slayer Coins.svg Slayer Coins (Unlocked at Slayer Level 75)
  • Master - Combat Level 375+ - Costs 25,000 Slayer Coins.svg Slayer Coins (Unlocked at Slayer Level 85)

Slayer Task Extensions

Slayer (skill).svg Slayer Tasks can be extended once at a cost of Slayer Coins.svg Slayer Coins by clicking the Extend Slayer Task option in the Slayer Task Panel.

New Slayer Areas

There are 5 new Slayer Areas to tackle, all with brand new monsters and challenges. These Slayer Areas also have Area Effects that apply a debuff to you when fighting Enemies in it. These are the Runic Ruins (combatArea).svg Runic Ruins, Arid Plains (combatArea).svg Arid Plains, Shrouded Badlands (combatArea).svg Shrouded Badlands, Perilous Peaks (combatArea).svg Perilous Peaks, and Dark Waters (combatArea).svg Dark Waters.

New Slayer Dungeon - Miolite Caves

Miolite Caves (dungeon).svg Miolite Caves is a new mid-game dungeon with 7 Monsters. Rewards the new Miolite Platebody (item).svg Miolite Armour and Miolite Sceptre (item).svg Miolite Sceptre.

Miolite Armour is a Hybrid Attack (skill).svg Melee / Magic (skill).svg Magic Armour set. Very similar to Ice Platebody (item).svg Ice Armour which is a Hybrid Attack (skill).svg Melee / Ranged (skill).svg Ranged Armour set.

New & Updated Slayer Gear, Progression & Requirements

The Slayer (skill).svg Slayer Gear in the shop that you can purchase has changed in many ways, which includes the brand new Master Tier of Slayer Gear.

Master Slayer Gear

You now able to acquire Master Tier Slayer Gear, which is much better than the Elite Tier.

This Tier of Slayer Gear provides Area Effect Negation, Damage Reduction, as well as increased chance to double dropped Loot.

New Gear Progression

It felt wrong allowing players to ignore complete tiers of items, and this didn't feel right in terms of progression. This has now changed to address this issue.

Players are now required to upgrade the Slayer Gear pieces, starting at Basic, to reach the highest tier of Armour available.

This is done by purchasing the new Slayer Upgrade Kit within the Slayer Shop for the respective tier, and combining it with the desired Slayer item to upgrade it.

Updated Slayer Gear & Benefits

With the inclusion of Slayer Task tiers, Players are now required to complete a set amount of Slayer Tasks before they are able to purchase the Slayer Upgrade Kits.

This also means we have made Slayer Gear just a little bit better in general.

These new benefits & requirements are:

  • Basic Slayer Gear - Still 10,000 Slayer Coins.svg Slayer Coins - Each piece has 10% Area Effect Negation - Completion of 20 Normal Slayer Tasks required to purchase.
  • Strong Slayer Gear - Requires Slayer Gear Upgrade Kit (Strong) (item).svg Slayer Gear Upgrade Kit (Strong) (50,000 Slayer Coins.svg Slayer Coins) - Each piece has 20% Area Effect Negation - Completion of 30 Hard Slayer Tasks required to purchase Kit.
  • Elite Slayer Gear - Requires Slayer Gear Upgrade Kit (Elite) (item).svg Slayer Gear Upgrade Kit (Elite) (200,000 Slayer Coins.svg Slayer Coins) - Same Price - Each piece has 30% Area Effect Negation & 4% Damage Reduction - Completion of 40 Elite Slayer Tasks required to purchase Kit.
  • Master Slayer Gear - Requires Slayer Gear Upgrade Kit (Master) (item).svg Slayer Gear Upgrade Kit (Master) (1,000,000 Slayer Coins.svg Slayer Coins) - Each piece has +3% chance to receive double loot from slain monsters or Thieving (skill).svg Thieving & 40% Area Effect Negation, 40% Area Effect Negation & 6% Damage Reduction - Completion of 50 Master Slayer Tasks required to purchase Kit.

New Slayer Shop Items

There's a bunch of new stuff for you to purchase in the Slayer (skill).svg Slayer Shop, such as Lobster (item).svg Basic Resupply, Auto Slayer (upgrade).svg Auto Slayer, and more.

Updated Slayer Cape

The Slayer Skillcape (item).svg Slayer Skillcape has been updated to fit in nicely with all the above changes!

NEW: Bypasses Slayer Item Requirements from Slayer Areas. 60% Area Effect Negation. +5% Damage Dealt to Enemies on Slayer Task.

Endgame Content Pt.2

This update includes Part 2 of the storyline revolving around the Gods, as well as a brand new dungeon for Players to face.

The story so far

For those of you who don't know - there is a storyline in Melvor Idle. The first of this was introduced in Alpha v0.15 with the God Dungeons.

When you load into the game, you may be provided with one or two books to read, depending on your current progress.

I urge you to have a read of these books as they can provide an insight into why you're fighting the Gods, and what it is all leading up to within this update.

Into the Mist

Into the Mist (dungeon).svg Into the Mist is the brand new Dungeon, and the first to be classed as Insane difficulty. Upon defeating the Fire God Dungeon (dungeon).svg Fire God Dungeon, you will be provided with Part 2 of the storyline and will also unlock access to this Dungeon.

You are required to fight through various random enemies from the game until you reach the final Boss.

The Final Boss is a 3 Phase battle which will test your preparation and skills in each Combat Style (Attack (skill).svg Melee, Ranged (skill).svg Ranged, and Magic (skill).svg Magic). Be sure to pay attention to the Enemy Passives, as it will tell you which Combat Style you must use.

This Dungeon is extremely difficult, and there is a very strong chance you will NOT be able to idle it. Luckily, you only need to beat the Dungeon once to claim all rewards.

Dungeon Mechanics
  • Most Enemies in this dungeon are Afflicted. Afflicted Enemies gain +20% Flat Damage Reduction.
  • Upon being successfully hit by an Enemy, you gain a stack of Affliction. Each stack reduces your Maximuim Hitpoints (skill).svg Hitpoints by 1% of your original Max HP. This resets after defeating the Enemy (Multi-hit Special Attacks are classed as ONE attack). Affliction is capped at 50 stacks.
  • The first 20 Monsters in this dungeon are randomised. Any Monster in the game, including those in Dungeons, can be selected if their Combat Level is between 165 & 677 inclusive. Monsters found in Dark Waters (combatArea).svg Dark Waters Slayer Area cannot be selected.
  • The final Boss is a 3 stage fight, so be prepared.
  • You are required to use a specific Attack Style (Attack (skill).svg Melee, Ranged (skill).svg Ranged, and Magic (skill).svg Magic) for each Phase of the final boss. Pay attention the the Passives to know which style to use.
  • Upon reaching Phase 1, 2 or 3; The fight will pause and allow you to read all the information. You can then press the button to continue the fight.
Dungeon Rewards
  • Item - New Dawn (item).svg New Dawn (it's a book, have a read)
  • Grant Access to the Dark Waters (combatArea).svg Dark Waters Slayer Area.
  • Unlocks the new Combat Passive Slot, one for each equipment set. This is a new slot where you can equip most Combat Items with passives and gain their benefit during the fight.
  • You cannot equip Weapons, Skillcapes (Including Maximum Skillcape (item).svg Max & Cape of Completion (item).svg Completion), Skilling Items or items that are already equipped in the same set to this slot. Some other items cannot be equipped as well.
  • Hovering or clicking an item in the bank will mention if it can be equipped to the Passive Slot.
  • You only gain the item's Passive, not the item's Standard stats (this includes flat Damage Reduction the item contains).

Infernal Stronghold

The 3rd new Dungeon added to the game is the heavily requested Infernal Stronghold (dungeon).svg Infernal Stronghold. This is an upgraded, more deadly version of the Volcanic Cave (dungeon).svg Volcanic Cave.

Completing this Dungeon will reward you with the Infernal Cape (item).svg Infernal Cape as well as an Infernal Core (item).png Infernal Core. This Infernal Core (item).png Core can be used alongside your Dragon Claw (item).svg Dragon & Ancient Claw (item).svg Ancient Claws to upgrade them into the Infernal Claw (item).svg Infernal Claw.

This Dungeon requires 100 Completions of the Volcanic Cave (dungeon).svg Volcanic Cave to enter.

Mastery Pool Quality of Life

The Mastery.svg Mastery Pool buttons are now colour coded when spending Mastery.svg Mastery Pool XP!

  • Green means you can safely spend without losing benefits.
  • Yellow means you can afford it, but you will lose a Mastery Checkpoint bonus in the process.
  • Red means you cannot afford it.

There is also a confirmation popup when attempting to spend Mastery Pool XP which will result in a lost Checkpoint. This notification can be disabled in the Settings.

New Features

  • New Slayer (skill).svg Slayer Mechanics have been Introduced.
  • 5 Tiers of Slayer (skill).svg Slayer Tasks have been added.
  • You can now Extend your Slayer (skill).svg Slayer Tasks once at a cost of Slayer Coins.svg Slayer Coins.
  • Auto Slayer (upgrade).svg Auto Slayer has been added to the Slayer Shop to unlock a toggle option for fighting new Slayer Task Enemies automatically.
  • Slayer Combat Area - Runic Ruins (combatArea).svg Runic Ruins - 5 Enemies - Slayer Level 45 Required
  • Slayer Combat Area - Arid Plains (combatArea).svg Arid Plains - 6 Enemies - Slayer Level 50 Required & Desert Hat (item).svg Desert Hat Equipped (New Shop Item)
  • Slayer Combat Area - Shrouded Badlands (combatArea).svg Shrouded Badlands - 4 Enemies - Slayer Level 80 Required & Blazing Lantern (item).svg Blazing Lantern Equipped (New Shop Item)
  • Slayer Combat Area - Perilous Peaks (combatArea).svg Perilous Peaks - 3 Enemies - Slayer Level 85 Required & Climbing Boots (item).svg Climbing Boots Equipped (New Shop Item)
  • Slayer Combat Area - Dark Waters (combatArea).svg Dark Waters - 3 Enemies - Slayer Level 90 Required & Into the Mist (dungeon).svg Into the Mist Cleared (New Dungeon detailed below)
  • Slayer (skill).svg Slayer Areas can now have passive Area Effects that affects Player stats. Be sure to read what they do in the Area Selection.
  • Dungeon - Miolite Caves (dungeon).svg Miolite Caves (Hard)
  • Dungeon - Infernal Stronghold (dungeon).svg Infernal Stronghold (Elite) - Defeat Volcanic Cave (dungeon).svg Volcanic Cave 100 times to access.
  • Dungeon - Into the Mist (dungeon).svg Into the Mist (Insane) - Defeat Ragnar (monster).svg Ragnar in the Fire God Dungeon (dungeon).svg Fire God Dungeon to access.
  • Combat Passive Slot has been added. Unlocked by defeating Into the Mist (dungeon).svg Into the Mist Dungeon.
  • Part 2 of the Storyline has been added.
  • Part 1 of the Storyline that was released back in May 2020 has been added in-game.
  • 46 New Monsters have been added, ranging from mid-game Monsters to extremely tough ones. They can be found in various locations and Dungeons.
  • A Hidden Easter Egg Monster is also roaming around, somewhere.
  • Monsters can now have Passives alongside Special Attacks. These are detailed in the Enemy's Special Attack information Combat Panel.
  • Items - Miolite Gear - Hybrid Attack (skill).svg Melee / Magic (skill).svg Magic Gear.
  • Item - Miolite Sceptre (item).svg Miolite Sceptre - Attack (skill).svg Melee Weapon that grants access to Curses and Auroras.
  • Item - Gloves of Silence (item).svg Thief Gloves - Grants Coins.svg 150 upon killing an Enemy in Combat, or successfully pickpocketing an NPC in Thieving (skill).svg Thieving. +5% Thieving (skill).svg Thieving Success Rate.
  • Item - Shaman Ring (item).svg Shaman Ring - +3% Magic Damage Bonus, +6 HP Regen.
  • Item - Book of Occults (item).svg Book of Occults - Reduces the Body Rune (item).svg Body Rune cost of Magic (skill).svg Magic Spells by 1 when equipped as an Off-hand.
  • Item - Elementalist Gloves (item).svg Elementalist Gloves - Provides basic Magic (skill).svg Magic Stats.
  • Item - Sand Treaders (item).svg Sand Treaders - Attack Speed interval reduced by 0.1s.
  • Item - Desert Wrappings (item).svg Desert Wrappings - Provides basic Combat Stats & 2% Damage Reduction.
  • Item - Desert Sabre (item).svg Desert Sabre - Melee Weapon with Special Attack.
  • Item - Desert Shortbow (item).svg Desert Shortbow - Ranged Weapon with Special Attack.
  • Item - Sandstorm Ring (item).svg Sandstorm Ring - Ring with Special Attack (yep, that's right).
  • Item - Darksteel Dagger (item).svg Darksteel Dagger - Melee Weapon with Special Attack.
  • Item - Elder Crown (item).svg Elder Crown - Attack Speed interval reduced by 0.1s. +10% lifesteal for Attacks. 100% Lifesteal for Bleed Damage.
  • Item - Tormented Ring (item).svg Tormented Ring - Increased Accuracy Ratings for all Attack Styles. Decreased Evasion Rating for all Attack Styles.
  • Item - Sanguine Blade (item).svg Sanguine Blade - Melee Weapon with Special Attack.
  • Item - Recoil Shield (item).svg Recoil Shield - Reflects up to 20% of damage dealt to you (reflect damage cannot activate more than once every 2 seconds. Reflect damage cannot kill an enemy nor provide XP).
  • Item - Wasteful Ring (item).svg Wasteful Ring - Auto Eat (upgrade).svg Auto Eat threshold increased by +5%. Food Efficiency reduced by -25%.
  • Item - Infernal Claw (item).svg Infernal Claw - Melee Weapon with Special Attack.
  • Item - Tidal Edge (item).svg Tidal Edge (and Tidal Edge Fragment (item).svg Fragments) - Level 90 1H Melee Weapon with Special Attack.
  • Item - Ocean Song (item).svg Ocean Song (and Ocean Song Fragment (item).svg Fragments) - Level 90 Magic Wand with Special Attack.
  • Item - Shockwave (item).svg Shockwave (and Shockwave Fragment (item).svg Fragments) - Level 90 Ranged Crossbow with Special Attack.
  • Item - Jadestone Bolts (item).svg Jadestone Bolts - Better than Diamond Bolts (item).svg Diamond Bolts.
  • Item - Paladin Gloves (item).svg Paladin Gloves - 4% Damage Reduction.
  • Item - Priest Hat (item).svg Priest Hat - Reduces cost of Prayer (skill).svg Prayers by 1.
  • Item - Almighty Lute (item).svg Almighty Lute - It's nice.
  • Item - Hunter's Ring (item).svg Hunter's Ring - +10% Slayer (skill).svg Slayer XP. +10% Extra Slayer Coins.svg Slayer Coins from Slayer Tasks. Flat -10% Slayer Area Effect negation.
  • Item - A Tale of the Past, a future's prophecy (item).svg Future's Prophecy (Storyline Part 1 Book) - Does not count towards item completion.
  • Item - The First Hero and an Unknown Evil (item).svg Unknown Evil (Storyline Part 2 Book) - Does not count towards item completion.
  • Pet - Peri (pet).svg Peri - +5% Evasion Ratings.
  • Pet - Otto (pet).svg Otto - 0.1s Attack Speed Reduction.
  • Mastery.svg Mastery Pool spending buttons are now colour coded.
  • Attempting to spend Mastery.svg Mastery Pool XP that will result in a lost Mastery Pool Checkpoint will now ask you to confirm. This confirmation can be disabled in Settings.
  • Web/Steam users can now double click an item in the bank to quickly equip it to your current Equipment Set. This only works if you have the "Equip Item - Use Current Equipment Set as Default" setting within the Bank Screen active.
  • Slayer Shop Item - Auto Slayer (upgrade).svg Auto Slayer - 150,000 Slayer Coins.svg Slayer Coins - Unlocks the Toggle Option to automatically fight your new Slayer Task (please be aware that the game will automatically generate a new task for free when completing a Slayer Task).
  • Slayer Shop Item - Lobster (item).svg Basic Resupply - 5,000 Slayer Coins.svg Slayer Coins - 200 Mithril Arrows (item).svg Mithril Arrows, 200 Topaz Bolts (item).svg Topaz Bolts, 200 Light Rune (item).svg Light Runes, 200 Lobster (item).svg Lobsters, 200 Magic Bones (item).svg Magic Bones.
  • Slayer Shop Item - Crab (item).svg Standard Resupply - 10,000 Slayer Coins.svg Slayer Coins - 200 Adamant Arrows (item).svg Adamant Arrows, 200 Sapphire Bolts (item).svg Sapphire Bolts, 500 Light Rune (item).svg Light Runes, 200 Crab (item).svg Crab, 500 Magic Bones (item).svg Magic Bones.
  • Slayer Shop Item - Shark (item).svg Generous Resupply - 20,000 Slayer Coins.svg Slayer Coins - 200 Rune Arrows (item).svg Rune Arrows, 200 Ruby Bolts (item).svg Ruby Bolts, 1,000 Light Rune (item).svg Light Runes, 200 Manta Ray (item).svg Manta Ray, 1,000 Magic Bones (item).svg Magic Bones.
  • Slayer Shop Item - Desert Hat (item).svg Desert Hat - 25,000 Slayer Coins.svg Slayer Coins - Grants Access to Arid Plains (combatArea).svg Arid Plains.
  • Slayer Shop Item - Blazing Lantern (item).svg Blazing Lantern - 250,000 Slayer Coins.svg Slayer Coins - Grants Access to Shrouded Badlands (combatArea).svg Shrouded Badlands.
  • Slayer Shop Item - Climbing Boots (item).svg Climbing Boots - 500,000 Slayer Coins.svg Slayer Coins - Grants Access to Perilous Peaks (combatArea).svg Perilous Peaks
  • Slayer Shop Item - Green Party Hat (item).svg Green Party Hat - 10,000,000 Slayer Coins.svg Slayer Coins - lol
  • Slayer Shop Item - Slayer Gear Upgrade Kit (Master) (item).svg Master Tier Slayer Gear - +3% chance to receive double loot from slain monsters or Thieving (skill).svg Thieving. 40% Area Effect Negation.
  • All Javelins & Throwing Knives now provide +15% Ammo Preservation.
  • Ranger Hat (item).svg Ranger Hat & Ranger Boots (item).svg Boots now provide +5% Ammo Preservation each.
  • Amulet of Defence (item).svg Amulet of Defence now has 2% Damage Reduction.
  • Items that you find for the first time will be highlighted in green within your Bank to highlight new finds better to the Player. This highlight is removed by simply selecting the item in your bank.
  • Deleting your character will now also delete both the Local & Cloud Save.
  • You can now buy multiple charges of gloves at once! This quantity is shared with the materials quantity.
  • Shop items will now display the quantity of Gloves/Charges/Items you are buying.
  • Auto Eat (upgrade).svg Auto Eat Tooltip in Combat will now display the HP value where Auto-eat will activate.
  • Added extra information to the Spellbook which should clear up some confusions about what each type of spell does (Standard, Curses, Auroras, Ancients).
  • Added an Early Access notice to the game.
  • Clicking inside the Export Save textbox will now auto-select all of the text.

Changed Features

  • Offline Progress has been revamped, basically eliminating the wait times when loading into the game.
  • Mastery.svg Mastery XP formula for skills that require the use of resources to progress now determines experience based on a pre-defined interval that cannot be adjusted. This means interval upgrades to these skills increases the Mastery XP / hour rates, and also benefits you in terms of less resources used to max Mastery. However, the downside to this is Mastery XP / hour is much less prior to interval upgrades.
  • Updated the Enemy Combat screen a bit, making Enemy images fit nicer, as well as moving Enemy stats into the Panel. This also shows the current Area you are in and the Area Effect.
  • Slayer Skillcape (item).svg Slayer Skillcape has new benefits - Bypasses Slayer Item Requirements from Slayer Areas. 60% Area Effect Negation. +5% Damage Dealt to Enemies on Slayer Task.
  • The game will now automatically locate a new Slayer Task upon Task completion for free.
  • Slayer Gear purchased in the Slayer Shop now has added requirements before being able to buy.
  • Slayer gear progression has changed. You are now required to purchase Upgrade Kits from the shop to upgrade Basic Slayer gear into higher tiers. The cost for the upgrade kits, in order is [50,000 Slayer Coins.svg, 200,000 Slayer Coins.svg, 1,000,000 Slayer Coins.svg] Slayer Coins. Yes, this means to acquire Master Tier gear it will cost you 1,260,000 Slayer Coins.svg Slayer Coins in total.
  • Guardian Amulet (item).svg Guardian Amulet has a new Passive: +5% Damage Reduction, but 20% Increased Attack Speed Interval. Both are doubled if you are below 50% HP.
  • Curses now activate 100% of the time, up from 30%.
  • Reduced Curse Effect values slightly for most Curses.
  • Increased Stab and Block bonuses for all Daggers.
  • Increased Stab bonuses for all Swords.
  • Increased Slash and Block bonuses for all Two-Handed Weapons from Bronze 2H Sword (item).svg Bronze to Ancient 2H Sword (item).svg Ancient by quite a lot.
  • Doubled the Magic Damage Bonus for all Glacia God Platebody (item).svg Glacia God Armour Pieces.
  • Increased Ancient Claw (item).svg Ancient Claw Special Attack Chance to 15%, up from 5%.
  • Increased Dragon Claw Fragment (item).svg Dragon & Ancient Claw Fragment (item).svg Ancient Claw Fragment Drop Rate by 50%.
  • Increased Glacia Godsword (item).svg Glacia Godsword Special Attack Chance to 35%, up from 25%.
  • Increased Confetti Crossbow (item).svg Confetti Crossbow cap to 250% Damage Dealt, up from 200%.
  • Icicle Volley (spell).svg Icicle Volley now does 170 damage per hit, down from 180.
  • Ignite (spell).svg Ignite now does 680 damage, down from 800.
  • Frostbite (spell).svg Frostbite now has a 30% Chance to Freeze, down from 40%.
  • Quake (spell).svg Quake now deals 540 damage per hit, down from 630.
  • Gust (spell).svg Gust now deals 200 damage per hit, up from 190.
  • Slicing Winds (spell).svg Slicing Winds now deals 175 damage per hit, down from 185.
  • Incinerate (spell).svg Incinerate now does 63 damage per hit, down from 69.
  • Incinerate (spell).svg Incinerate now costs 30 Fire Rune (item).svg Fire, 10 Ancient Rune (item).svg Ancient, and 10 Havoc Rune (item).svg Havoc Runes, up from [25 Fire Rune (item).svg 8 Ancient Rune (item).svg 8 Havoc Rune (item).svg].
  • Base Prayer (skill).svg Prayer XP earned in Combat has been reduced by 50%.
  • You no longer have a chance to receive a Mastery Token, Signet Ring Half (a) (item).svg Signet Ring Half (a) or an item relating to the Crown of Rhaelyx (item).png Crown of Rhaelyx when burning Fish in Cooking (skill).svg Cooking.
  • Slightly Updated the Area Selection UI to make the difficulty more distinct and easy to read.
  • Updated text in the Thieving (skill).svg Thieving screen mentioning how Success Rate mechanics work.
  • DARK MODE is now slightly darker.
  • "Show Confirmation on Close" Setting will now only display on the Web Version of the game.
  • The Monster Stats and Item Stats array behind the scenes has been revamped in an effort to reduce save file size.

Bugfixes

  • Offline Thieving (skill).svg Thieving now correctly applies "Stun" timer.
  • Total Mastery.svg Mastery now updates without requiring a page refresh.
  • Fixed incorrect timestamp that displayed upon loading into the game.
  • The page will no longer move the screen when finding a new enemy if your screen/window width is more than 991px wide.
  • Damage dealt notification should now display all damage done.
  • Magic (skill).svg Alt. Magic should now remember the selected item when activating Offline Progression.
  • Fixed Offline Fishing (skill).svg Fishing doubling items when it shouldn't be.
  • Fixed issue where a Player could still attack if Asleep or Stunned.
  • Ty (pet).svg Ty now correctly rolls for Offline Progression.
  • Fixed that Clue Chasers Insignia (item).svg Clue Chasers Insignia actually made items more rare for Offline Progression.
  • Fixed Runecrafting (skill).svg Runecrafting 95% Mastery.svg Mastery Bonus that wasn't working Offline.
  • Fixed Firemaking (skill).svg Firemaking 50% Mastery.svg Mastery Bonus that wasn't working Offline.
  • Importing a save from an old version of the game will now correctly reset all new save variables.
  • Corrected item upgrades that result in less Melee Defence Bonus than their lesser version.
  • Fixed issue where new Milestones unlocked from leveling up a Skill would not display if your level up notification Setting was set to "Large".
  • Corrected Mithril Battleaxe (item).svg Mithril Battleaxe quantity that drops from Standard Chest (item).svg Standard Chest.
  • Black Equipment is now correctly displayed in the Milestones.
  • Switching characters from within the game will now disable the other Characters from being selected during the loading interval.
  • Total GP Acquired stats now correctly counts Item Alchemy III (spell).svg Item Alchemy GP, Thieving (skill).svg Thieving and Firemaking (skill).svg Firemaking with Mastery.svg Mastery Pool Bonus.
  • Fixed issue that allowed Offline Progress for Mining (skill).svg Mining to activate more than once when loading into the game with a depleted ore.
  • Fixed display issue where leveling up a Mastery.svg Mastery using your pool within Cooking (skill).svg Cooking or Firemaking (skill).svg Firemaking caused the selected item's progress to adjust according to what you just leveled up (did that make sense? lol).
  • Fixed blank difficulty setting for Desolate Plains (combatArea).svg Desolate Plains Slayer (skill).svg Slayer Area.
  • "You do not have enough Runes" notification will now let you know if you if its talking about Standard Runes or Combination Runes.
  • Total Bank Value now correctly includes increased sale value of Logs if you have achieved the Woodcutting (skill).svg Woodcutting Mastery.svg Mastery Pool Bonus for it.
  • Bulk Sell Item Mode now correctly includes the same as above.
  • Player Hitpoints (skill).svg Hitpoints & Attack Speed bars should now correctly adjust according to screen size/width.
  • Fixed issue where selecting the All but 1 option within the bank sale, and then proceeding to adjust the quantity using the textbox would not actually update the sale quantity.
  • Fixed Offline Progression duplication issue.
  • Fixed Regeneration Potion I (item).svg Regeneration Potion not applying bonuses correctly.
  • Firemaking (skill).svg Firemaking Stat for total logs burnt now correctly tracks Offline.
  • Damage dealt to Monsters should now correctly track all damage, including Bleed.
  • Some spelling errors have been fixed.

Removed Features

  • Auto Slayer (upgrade).svg Auto Slayer option in Settings (as it defaults to enabled now).
  • "Show Enemy Skill Levels" setting.

Alpha v0.17 - (14th October 2020)

Mastery System Rework

As it currently stands, the Mastery.svg Mastery System within Melvor Idle is in a position where it simply requires a complete overhaul. The sense of progression and benefits in the current system are sub-par at best.

This rework aims to take the original concepts of the Mastery System, and add further avenues of progression in hopes the Player will feel a sense of reward for progressing it.

The system has been designed to be uniform in nature, where everything works together to achieve a set goal, as well as scale with ease alongside new content that may be introduced into the game without it being a detriment to the Player.

Mastery XP & Progression

Each individual item within the game still has its own {Mastery Level attached, with the maximum Mastery Level being 99.

The amount of Mastery XP required for each level has changed. The required Mastery XP to level up is now the same as it is for Skill Levels.

Mastery XP is earned per action within a Skill. The amount of Mastery XP you receive is based on these factors:

  • The time it takes to perform the action.
  • The individual Mastery Level of the item you are training on.
  • The total Mastery Level for that Skill.
  • The amount of unlocked Milestones for that Skill. Reaching Skill Level 99 is classed as a Milestone.

Mastery Pool

The Mastery Pool is a brand new mechanic introduced in this rework, and is designed to provide direct support to you in your efforts to achieve the 100% Mastery Goal.

Every time you perform an action that grants Mastery XP, an extra 25% of that Mastery XP is added to the respective Skill's Mastery Pool with the bonus increasing to 50% at Skill Level 99. This Mastery XP sitting within the Mastery Pool can then be spent to level up other items within the same Skill.

The Mastery Pool can only hold a set amount of Mastery XP based on how many items are in that Skill, so be sure to manage it efficiently.

Mastery Pool Checkpoints

Every Mastery Pool has four Checkpoints, and upon reaching these you will unlock a passive bonus. These checkpoints are reached at 10%, 25%, 50% & 95% respectively.

These bonuses will continue to activate, and deactivate depending on how you utilise the Pool within the Skill itself. So be sure to pay attention before spending all of your Mastery Pool XP.

Mastery Bonuses

Each individual item still provides a bonus, depending on the Mastery Level of that item. This existing system did not need to be changed, as I believe it works well as a whole when utlised correctly.

There are also new Mastery Level 99 bonuses for all items that provide just that little bit extra to help you along your journey.

Mastery Tokens

Now, you're all itching to know what is being done with these pesky items.

Mastery Tokens.gif Mastery Tokens were added to the game initially as a "band-aid" fix to a much larger issue. Since then, they became pretty much the only way to make decent progress with Mastery.

Mastery Tokens within the rework act as a small helping hand. Something you can acquire, and use straight away to get a small nudge in terms of progression. It is no longer possible for them to be "wasted", and you no longer need to hoard them for 9 months before using one.

New Token Bonus: Grants Mastery Pool XP equal to 0.1% of the maximum Mastery Pool XP for the respective skill.

Important Changes Coming

The Mastery System required a large amount of balancing, and rethinking of bonuses that are currently in the game.

Due to these changes, these are the most important changes that will be included with the update:

  • Herblore (skill).svg Herblore Tier unlocks changed to Mastery.svg Mastery Levels [1, 20, 50, 90], up from [1, 15, 40, 65]. With the new Mastery Mechanics, it will take roughly the same amount of time to reach Level 90 Mastery in the new system as it did to reach Level 65 Mastery in the old system.
  • The Thieving Skillcape (item).svg Thieving Skillcape has been changed. The benefit is now: "Reduce Thieving (skill).svg Thieving Interval by 0.5 seconds".
  • Crafting Skillcape (item).svg Crafting Skillcape now reduces the Crafting (skill).svg Crafting Interval by 0.5s, instead of a flat 50% reduction.

Bank Rework

The Bank is one of the most important aspects of the game. This rework aims to address most issues with the Bank, while provided much-requested QoL additions in the process.

Introduction

The Bank has always been left behind in updates. As the game scales, and more content & mechanics are introduced, it was becoming apparent that the Bank needed a large overhaul to bring it up to scratch.

The new bank is designed to be scaled with ease alongside new content, as well as providing the Player with more options to organise their items.

The Bank will always be worked on to provide QoL to the Player, so I will be listening to all feedback regarding the Bank.

Bank Tabs

One of the most requested features for the Bank has finally arrived.

Everyone is provided 10 Bank tabs to organise their inventory. These tabs allow for easy organisation, as well as quick access to items you need.

For Desktop users, you are able to drag any item into any tab you wish. For everyone else, there is an option at the top of the bank to quickly move items into new tabs. Kind of like a Bulk Move Item mode.

The first item within the Tab determines the image that is displayed.

Bank Layout

The Bank is now separated into two sections: The Main Container and the Bank Sidebar.

The Main Container is just like it has always been, the section that stores all your items.

The Bank Sidebar is the new section which replaces the Dropdown menu you have been used to. Selecting an item will display this sidebar will all details and actions relating to your item. It's just like the dropdown, but with many more options to mess around with.

This new Bank Sidebar allows for easy scaling with new mechanics and ideas around items.

You are also able to see the Item Stats for the selected item, as well as change settings relating to the bank including New Bank Sorting Options.

On Mobile devices, this Bank Sidebar will pop-out for you when selecting an item.

More Control

The new Bank gives you more QoL control with actions you can perform with items.

The introduction of Sliders allows for quick and easy equipping, selling, opening or claiming of items. There is no need to open extra dropdowns and power through a bunch of options to get the quantities you need.

Equipping an item is also a lot more intuitive. You can select which Equipment Set you want the item to go to, as well as see what will be replaced when you equip that item. This also includes the option to equip X amount of Ammo.

Bulk Selling

Another new option you get is the ability to Bulk Sell All of your items.

By simply activating the option at the top of the Bank, you will be able to mark any unlocked item for Sale to quickly remove them from your Bank.

Game Guide

A long awaited inclusion to assist new Players.

Introduction

Melvor Idle is not your typical Idle game. For those who played RuneScape, you'll know that it's hard to simply "pick up and go".

This update includes the start of what I like to call the "Game Guide".

The Game Guide is a tutorial detailing the most important aspects a Player needs to know, and provides a helpful avenue to progressing in the game. It's short, but it gets straight to the point.

It will be worked on with every update, ensuring Players get the best experience possible.

How to Access

Players are greeted with a "Click This" tooltip that lies on the Image of the page they are currently on.

Clicking this image on any page will bring up the Game Guide that relates to that page.

Item Doubling Mechanic Changes

Item Doubling Mechanics in Melvor Idle have always been odd in the way they was handled.

Previously, each item you equipped that had a chance to double resources would roll that chance individually. This means if you had 3 items that had a chance to doubled items, it would be possible to double the item 3 times.

Now, item doubling chances are additive. This means if the item has a chance to double, these chances add up into 1 item doubling chance.

Important to Note: This only affects items that have a % chance to double. Items that specifically mention that they double items will always roll separately.

Example

Prior to v0.17 - You have 3 items equipped that provide 5% chance to double resources each. When you gather a resource, you have a 5% chance to double the item for each of these items.

It is possible to double the item 3 times. So you end up with 1 * 2 * 2 * 2 items in the end, which equals 8 items.

After v0.17 - The above 3 items now give you a total of +15% chance to double the resource. It will only roll once per action.

This means you can now only get 1 * 2 items, which equals 2.

Golbin Raid Inclusions & Balancing

Please note that this is not Golbin Raid Stage 2

This update includes some minor balance changes to the Golbin Raid Minigame, as well as two nifty inclusions.

New Inclusions

Golbin Raid Bosses have been added. These appear as the final Enemy for every 10 Waves. They are much more powerful than your regular Golbins, so watch out!

The Golbins now all have randomised names! They are all named after Past, Present and Future Elite Supporters from Patreon. They also receive a randomised Trait to give them a bit of a personality.

Balancing

Exact Numbers are in the changelog at the bottom.

  • Increased scaling for Golbin Raid Coins. You now get more the further you go!
  • Reduced Golbin HP scaling so they are no longer as beefy early game.
  • Increased Stat Bonus scaling for the Golbins. They hit a little harder now.
  • The minimum quantity of Food you can get is now equal to the Wave you are up to.
  • Reduced enemy respawn time by 50% - Faster waves, faster Raids, faster gains.

Updated Artwork

Updated Godswords & God Items

Provided by Briendahl. Please be sure to thank him.

Updated Ancient Javelins

Provided by Eli. Please be sure to thank him.

Cape of Completion

With the updated Mastery.svg Mastery System, I can now safely say that it is possible to reach 100% Completion within Melvor Idle.

Upon reaching 100% completion, you will be able to purchase Cape of Completion (item).svg this item from the Shop. Trust me, it's amazing.

And no, this item does not count towards Item Completion. That would just be silly.

New Features

  • The Mastery.svg Mastery System has been completely reworked.
  • During the Mastery.svg Mastery Conversion process, you will be granted 1 extra level for every Mastery.svg Mastery.
  • The Bank has been completely reworked.
  • The game's UI has been updated. This brings along new fonts, colour schemes, UI styles and performance improvements.
  • Implemented an in-game tutorial / game-guide. This can be accessed by clicking the Header Image of the page/skill you are currently on.
  • The Mastery Pool and respective bonuses have been added to the game.
  • All items now have Level 99 bonuses.
  • Firemaking (skill).svg Firemaking now has Mastery.svg Mastery Bonuses that provides increased burn interval, as well as Global Mastery.svg Mastery XP modifiers.
  • New Item - Ancient Ring of Mastery (item).svg Ancient Ring of Mastery - +7% Global Mastery.svg Mastery XP. Obtained as a Special Item in Fishing (skill).svg Fishing
  • New Item - Cape of Completion (item).svg Cape of Completion - Inherits all Skillcape Benefits. All Mastery.svg Mastery Pool bonuses are active. +5% Damage Reduction.
  • New Pet - Ty (pet).svg Ty (The Tasmanian Devil) - +3% Global Mastery.svg Mastery XP. Obtained by performing any action the provides Mastery.svg Mastery XP.
  • The game now synchronizes to the Cloud every 10 seconds.
  • Bank Tabs have been added. Everyone gets 10 Tabs for free.
  • The Bank now has a "Sell Mode".
  • An option to set the default Tab an item is added to has been added.
  • Added extra Sorting Options for the Bank. This includes sorting based on GP Values.
  • You can now "Claim X" Mastery Tokens.gif Mastery Tokens.
  • You can now "Open X" for all chests.
  • You can now "Bury X" for types of Bones.
  • You can now see your Item Stats within the Bank Screen.
  • You can now see the total sale amount of an Item in the Bank Screen based on the Sale Quantity you have selected.
  • You can now select which Equipment Set you want Arrows/Ammo to be equipped to.
  • You can now select the exact quantity of Arrows you want to equip.
  • When equipping an item, it will now tell you what item(s) will be unequipped.
  • The game will now tell you if a Weapon is 1 or 2 handed (under the item image).
  • When searching for an item in the Bank, the Bank tab will light up to show you where it is.
  • You can now pet your Pets from either the Pet log or the Skilling Minibar.
  • Items that do not count towards completion can now be added to your bank by clicking on them in the Item Log. You can only do this for the items you actually obtained when they were available.
  • Mining (skill).svg Mining now displays locked ores (just like Woodcutting (skill).svg Woodcutting).
  • You can now upgrade 1,000 Rune Essence (item).svg Rune Essence into a Magic Wand (Basic) (item).svg Basic Magic Wand.
  • You can now see your Cloud Username from the User Dropdown Menu
  • There is new artwork for the Aeris Godsword (item).svgGlacia Godsword (item).svgTerran Godsword (item).svgRagnar Godsword (item).svg Godswords, Cloudburst Staff (item).svg Cloudburst Staff, and Earth Layered Shield (item).svg Earth Layered Shield. Huge thanks to Briendahl for providing these.
  • There is new artwork for the Ancient Javelin (item).svg Ancient Javelins. Huge thanks to Eli for providing this.
  • Golden Golbin (pet).svg Golbin Raid - Golbin Raid Bosses have been added. The final Golbin at the end of every 10 waves is very powerful, so watch out for those Max Hits!
  • Golden Golbin (pet).svg Golbin Raid - The Golbins now have randomised names and traits! They are named after all Past, Present and Future Elite Supporters from Patreon.

Changed Features

  • Changed how double item chance mechanics work. Items, potions, pets and other bonuses that provide a +% chance of receiving double items is now an additive bonus. For example, if you had two items that had 5% chance to double, this would previously roll separately and provide the chance to gain x4 items. Now the percentages are added and you will get a set 10% chance. This only affects items with a % chance. Items that specifically mention they double items will still proc individually.
  • The Mastery.svg Mastery XP formula has been changed to be the same as the Skill XP formula.
  • The Mastery.svg Mastery Bonuses for Runecrafting (skill).svg Runecrafting has been changed, removing the XP bonus from per item Masteries (this has moved to the Mastery Pool). The quantity multiplier for Runes has also been adjusted.
  • The Magic Skillcape (item).svg Magic Skillcape has been changed. The benefit is now: "Doubles the Rune cost reduction of equipped items".
  • The Thieving Skillcape (item).svg Thieving Skillcape has been changed. The benefit is now: "Reduce Thieving (skill).svg Thieving Interval by 0.5 seconds".
  • Herblore (skill).svg Herblore Tier unlocks changed to Mastery.svg Mastery Levels [1, 20, 50, 90], up from [1, 15, 40, 65].
  • Farming (skill).svg Farming Mastery.svg Mastery Bonuses have changed. The Amount of Seeds you can get back has changed to [1, 2, 4, 5, 6, 8] at Mastery.svg Mastery Levels [16, 31, 46, 61, 76, 91, 99].
  • The time to grow for Allotments and Herbs have been increased by a multiple of 3.
  • The base harvest quantity for Allotments and Herbs has also been increased by a multiple of 3.
  • The time to grow for Trees has been doubled.
  • The Farming (skill).svg Farming experience provided by Trees has been multiplied by 2.5x.
  • The base harvest quantity for Trees has been increased by a multiple of 7x.
  • The Gold Emerald Ring (item).svg Gold Emerald Ring no longer works with Magic (skill).svg Alt. Magic.
  • The Ancient Ring of Skills (item).svg Ancient Ring of Skills now works with Magic (skill).svg Alt. Magic.
  • The Asura (pet).png Slayer Pet chance now rolls per attack for enemies that are your current Slayer task, instead of on kill only.
  • Cooking Fire bonus % XP has changed to [5, 10, 15, 20, 25, 30, 40, 50, 70] from [0, 5, 10, 15, 20, 25, 35, 50, 75].
  • Increased Clue Chasers Insignia (item).svg Clue Chasers Insignia bonus to 10%, up from 5%.
  • The base Runecrafting (skill).svg Runecrafting XP provided by all Runes has been doubled.
  • Lemon (item).jpg Lemon, Lemons (item).jpg Lemons, Lemonade (item).jpg Lemonade no longer count towards Item Completion.
  • The "Buy X" button in the Shop is now more prominent.
  • Doubled the amount of Eyeball (item).svg Eyeballs that drop from all Eye Monsters.
  • "Melee" Combat Attack Style is now depicted by a Attack (skill).svg Sword Icon, instead of the Combat.svg Combat Icon.
  • Crafting Skillcape (item).svg Crafting Skillcape now reduces the Crafting (skill).svg Crafting Interval by 0.5s, instead of a flat 50% reduction.
  • Caaarrrlll (pet).png Crafting Pet now decreases the Crafting (skill).svg Crafting Interval by 0.2s, down from 0.3s
  • Updated the visual look of items sitting within the Loot Container in Combat.svg Combat.
  • Golbin Raid - Increased scaling for Golbin Raid Coins to [Wave * Monster Count * FLOOR(Wave / 15 + 1)], up from [Wave * Monster Count].
  • Golden Golbin (pet).svg Golbin Raid - Reduced Golbin HP scaling to [HP = Wave * 1.2 + 1], down from [HP = Wave * 2 + 1].
  • Golden Golbin (pet).svg Golbin Raid - Increased Stat Bonus scaling for the Golbins to [Wave / 4.2], up from [Wave / 3.3].
  • Golden Golbin (pet).svg Golbin Raid - The minimum quantity of Food you can get is now equal to the Wave you are up to.
  • Golden Golbin (pet).svg Golbin Raid - Reduced enemy respawn time by 50%.

Bugfixes

  • Combination Runes now work correctly offline for Magic (skill).svg Alt. Magic.
  • Fixed issue causing the Upgrade Item screen to display the incorrect stats of the Item.
  • Fixed issues that caused Mining (skill).svg Mining rocks to be depleted permanently.
  • Fixed issues with Combat.svg Combat Progress bars sometimes getting stuck on rare occasions.
  • Frostbite (spell).svg Frostbite now correctly applies Extra Damage Multiplier.
  • Fixed issue where Thieving (skill).svg Thieving Mastery.svg Mastery Levels displayed as Level 70.
  • Fixed Monster image alignment issues for Mobile.
  • Fixed issue where Pudding Duckie (pet).png Fishing Pet rolled twice per action offline.
  • Fixed item duplication issue with loot when clicking rapidly in the Loot container.
  • Cooking (skill).svg Cooking and Firemaking (skill).svg Firemaking now display a notification when resources are preserved.
  • Corrected the Stormsnap (item).svg Stormsnap sale price to Coins.svg 1,500,000, up from Coins.svg 150,000.
  • Fixed all potential issues with the Clue Chasers Insignia (item).svg Clue Chasers Insignia.
  • Clue Chasers Insignia (item).svg Clue Chasers Insignia now helps with getting the Crown of Rhaelyx (item).png Crown of Rhaelyx pieces.
  • Slayer's Crossbow (item).svg Slayer's Crossbow no longer provides the bonus to enemies in dungeons.
  • Herblore (skill).svg Herblore Potion Selection Tooltips no longer display unless you have the required Herblore (skill).svg Herblore Level to make the Potion.
  • When changing pages, it will now jump to the top of the page.
  • Fixed incorrectly sized bank borders for some items.
  • Fixed some word formatting.

Removed Features

  • Base Prayer (skill).svg Prayer XP has been removed. You are now required to use Prayers to gain Prayer (skill).svg Prayer XP.
  • You are no longer required to manually light a Cooking Fire. This is now a permanent feature for new Players.
  • Removed all unnecessary console logs.
  • Removed empty tooltip from Fletching (skill).svg Fletching.

Alpha v0.16.3 - (14th September 2020)

Welcome to Melvor Idle's 1st Birthday Update!

This week we are celebrating our 1st Birthday with a small in-game event, as well as a bunch of fun releases and announcements outside of the game.

You will find the event page in game with details on the short Clue Hunt that you can participate in.

This update also includes a lot of heavily requested additions to the game.

New Features

  • Melvor Idle's 1st Birthday Event is now Live!
  • Every Monster in game is celebrating with us! Check out their new attire.
  • Magic (skill).svg Alt. Magic can now be progressed Offline!
  • A brand new Welcome Screen has been added to the game!
  • The Crown of Rhaelyx (item).png Crown of Rhaelyx now works correctly for all Skills Offline.
  • You can now "Upgrade" your Charge Stone of Rhaelyx (item).png Charge Stones of Rhaelyx back into Mysterious Stone (item).png Mysterious Stones.
  • I have created a Custom Sort Order for the Bank. Clicking the "Quick Sort Bank" button will now sort items in a much better way. Please provide feedback on the way items are sorted, but hopefully it is really easy to now figure out where an item lies (the item log is not sorted yet).
  • Added Amulet of Fishing (item).svg Amulet of Fishing and Barbarian Gloves (item).svg Barbarian Gloves to the Fishing (skill).svg Fishing Skilling Minibar. These will only show if you have found the item.
  • The Cloudburst Staff (item).svg Cloudburst Staff now also reduces the Water Rune (item).svg Water Rune cost of Magic (skill).svg Magic Spells by 7.

Changed Features

  • If you roll for a Signet Half without wearing the Gold Topaz Ring (item).svg Gold Topaz Ring, the game will now give you a Gold Topaz Ring (item).svg Gold Topaz Ring (instead of a Lemon (item).jpg Lemon).
  • The description for the Gold Topaz Ring (item).svg Gold Topaz Ring now also reads: "Maybe you should keep this item equipped for something else."
  • All basic armour has updated artwork to remove the borders! Special thanks to Breindahl for supplying the artwork.
  • Vambraces have a new look! Special thanks to Sentry for supplying the artwork.
  • Leonardo (pet).svg Leonardo, the Defence (skill).svg Defence Pet, has a slightly updated look. Special thanks to Breindahl for supplying the artwork.

Bugfixes

  • Fixed an issue where there was a chance one of your Characters would be overwritten when changing Characters.
  • Fixed an issue where Offline Progress for Cooking (skill).svg Cooking would fail, and the "Loading Offline Progress" popup would not go away forcing a refresh. This caused cooked fish to vanish but you still receive the Cooking (skill).svg Cooking XP for it.
  • Changing / Selecting a Character will not fire the refresh instantly, instead of after 1 second.
  • Quantities for selected crafts should now update dynamically without needing to select the item again.
  • Aorpheat's Signet Ring (item).svg Aorpheat's Signet Ring now correctly applies to the Confetti Crossbow (item).svg Confetti Crossbow.
  • Combat Triangle icon now displays on Mobile within the Combat.svg Combat Stats menu.
  • Fixed a rare issue where offline progress would not clear when switching to Combat.svg Combat, causing you to receive offline progress for your last trained skill when in Combat.

Alpha v0.16.2 - (17th August 2020)

As we ramp up in preparation for both the Mastery.svg Mastery & Bank Rework scheduled for Alpha v0.17, I've got some much needed updates, as well as something brand new to keep you entertained for a while.

This update introduces the first, possibly permanent, Minigame for Melvor Idle. Currently in its first Stage of development, this minigame will hopefully become an acceptable distraction from the grind.

New Features

  • Added the first Minigame to Melvor Idle - Golden Golbin (pet).svg Golbin Raid. You can find the link to this, with all required details under the Skills section in the sidebar.
  • Added a new Monster to the Farmlands (combatArea).svg Farmlands - Plant (monster).svg Plant - This level 1 Monster has a 75% chance to drop a Potatoes (item).svg Potato.
  • Updated UI for viewing Item Stats, Upgrading Items and for viewing all item stats. For mobile players, if you want to see what your item stats are without unequipping them, select the "View Equipment Stats" in Combat so you can individually tap the items. I will implement a permanent solution in the near future.
  • The Attack Speed bar will now animate during the use of a Special Attack.

Changed Features

  • Icicle Volley (spell).svg Icicle Volley now does 180 damage over 5 procs, down from 205 damage and 6 procs.
  • Frostbite (spell).svg Frostbite chance to freeze is now 40%, up from 15%.
  • New Frostbite (spell).svg Frostbite bonus - If Enemy is Stunned/Frozen, deal 1.3x damage.
  • Gust (spell).svg Gust damage reduced to 190, down from 195.
  • Incinerate (spell).svg Incinerate now procs 14 times, up from 13.
  • Glacia Godsword (item).svg Glacia Godsword Special Attack "Ice Prison" chance to proc is now 25%, up from 10%
  • Changed Beavis (pet).png Woodcutting Pet passive to "+5% chance to double logs received from Woodcutting (skill).svg Woodcutting".
  • Added some text on the offline progression screen to advise the Player that 12 hours is the current capped time limit. This will only display if they reach over 12 hours offline.
  • Updating wording for Auto Eat - Tier III (upgrade).svg Auto Eat to be more clear.
  • Slightly altered the drop table for the Magic Chest (item).svg Magic Chest. This should increase the chance to get Ancient Wizard Robes (item).svg Ancient Wizard Gear.
  • The experimental setting will now be enabled by default on mobile devices.

Bugfixes

  • The "My Runes" menu in Combat.svg Combat will again show what Rune Essence (item).svg Runes are currently being used.
  • Fixed issue that caused Thieving (skill).svg Thieving Offline Progression to not work if the App/Tab was put into the background with 90 to 94% success rate.
  • Fixed issue where special attacks for weapons that cannot miss were actually missing
  • Fixed issue where it wasn't actually possible to get the Larry, the Lonely Lizard (pet).png Farming Pet.
  • Fixed Ranged Strength Potion I (item).svg Ranged Strength and Magic Damage Potion I (item).svg Magic Damage Potion upgrade issue.
  • Fixed incorrect level requirement milestone displayed for Fire Strike (spell).svg Fire Strike.
  • Fixed offline progression issue that would allow Mining (skill).svg Mining to progress faster than intended.
  • Fixed bug that allowed any item to be used in Rags to Riches I (spell).svg Rags to Riches.
  • Offline XP gained now displays the correct amount of XP provided.
  • Corrected Iron Throwing Knife (item).svg Iron Throwing Knife Smithing (skill).svg Smithing XP to be 20 XP per action.
  • Adjusted the wording for "Razor-Sharp Claws" special attack for Malcs, the Guardian of Melvor (monster).svg Malcs, the Guardian of Melvor to match the actual in-game mechanics (attack is avoidable).
  • Player's chance to hit should now update when using the Ancient Crossbow (item).svg Ancient Crossbow Special Attack.
  • Updated the description for Gust (spell).svg Gust, adding the missing "10% chance to stun enemy" detail.
  • Updated some functions relating to the bank to hopefully stop possible instances of items going missing, or being used when they were not supposed to be.
  • Fixed incorrect / inconsistent calculations relating to damage to Enemy.
  • Fixed Crown of Rhaelyx (item).png Crown of Rhaelyx not providing base preservation chance to Herblore (skill).svg Herblore.
  • Most external libraries that the game uses are now hosted locally. This should eliminate the recent issues of the game failing to load due to these libraries not being able to be accessed.

Alpha v0.16.1 - (27th July 2020)

Thank you everyone for the incredible response to the latest Major Update! It was our largest release to date in terms of active and returning players.

This update details many hotfixes that have been implemented every day since release of Alpha v0.16, plus a few new changes to help with balance.

New Features

  • You can now equip Skilling Gloves and Bob's Rake (item).svg Bob's Rake from the new Skilling Minibar. These will only show after you have purchased at least 1 from the Shop.

Changed Features

Bugfixes

  • All Skilling Pet Bonuses now work Offline.
  • Fixed background image not loading correctly for Mobile versions of the game.
  • Woodcutting (skill).svg Woodcutting Mastery.svg Mastery Benefits now correctly apply Offline.
  • Aorpheats Signet Ring (item).svg Aorpheats Signet Ring bonus now correctly applies to Woodcutting (skill).svg Woodcutting and Thieving (skill).svg Thieving Offline.
  • Smithing Skillcape (item).svg Smithing Skillcape now correctly applies bonus both Online and Offline.
  • Fixed minor issues with the Shop.
  • Fixed issue where Hardcore.svg Hardcore was limited to 75 Bank Slots, instead of the intended 80 Bank Slots.
  • Most Potion Upgrades have been fixed. Some are still not working, this is being looked into.
  • Tooltips for Equipment Sets no longer stack on top of each other. They now correctly display as intended.
  • Fixed incorrect Milestones.
  • Combat Triangle indicator in Combat.svg Combat now updates correctly when changing gear.
  • Asura (pet).png Slayer Pet no longer makes Slayer Shop items 20% more expensive.
  • Fixed issue where casting a Magic (skill).svg Magic Spell with an Aurora could break the game.
  • Fixed issue where the incorrect Pet was being obtained for the Skill when training Offline.
  • Fixed incorrect calculation for Snek (pet).png Thieving Pet bonus.
  • Fixed Monk-ey (pet).png Prayer Pet causing issues when interacting with Divine Potion I (item).svg Prayer Potions.
  • Fixed issue where Divine Potion I (item).svg Divine Potion was not applying the bonus as it was intended.
  • Fixed issue where Book of Eli (item).svg Book of Eli was not applying the Light Rune (item).svg Light Rune bonus correctly.
  • Magic Skillcape (item).svg Magic Skillcape now works correctly for Auroras.
  • Fixed incorrect Tutorial Tip for acquiring a Magic Staff
  • Fixed Cris (pet).svg Cooking Pet applying the incorrect bonus.
  • Prayer (skill).svg Prayer Points will now apply correctly when burying Bones (item).svg Bones.
  • Fixed incorrect icons displayed in Upgrade Item screen.
  • Fixed broken Crown of Rhaelyx (item).png Crown of Rhaelyx when using with Smithing (skill).svg Smithing.
  • Fixed incorrect descriptions and formatting for Magic (skill).svg Alt. Magic Spells.
  • Updated the description of the Skull Cape (item).svg Skull Cape to be more clear as to where the bonus is applied.
  • Gold Emerald Ring (item).svg Gold Emerald Ring now works for Magic (skill).svg Alt. Magic.
  • Updated Item description for Gold Emerald Ring (item).svg Gold Emerald Ring and Ancient Ring of Skills (item).svg Ancient Ring of Skills.
  • Fixed some spelling errors.
  • Fixed issue where hovering over the Attack Type tooltip for the Enemy would crash the game in rare instances.
  • Firemaking Skillcape (item).svg Firemaking Skillcape and Maximum Skillcape (item).svg Max Skillcape Coal Ore (item).svg Coal Benefit now work offline for Firemaking (skill).svg Firemaking.
  • Fixed Runecrafting (skill).svg Runecrafting giving unintended preservation chance.
  • Fixed an issue where equipping a Ranged (skill).svg Ranged Weapon into one of your inactive Equipment Sets that had a Steel Throwing Knife (item).svg Throwing Knife or Steel Javelin (item).svg Javelin equipped would cause the Ammo in your current slot to disappear.
  • Golden Golbin (pet).svg Golden Golbin now correctly applies the passive loot bonus.
  • You can no longer equip the base pieces of the Crown of Rhaelyx (item).png Crown of Rhaelyx.
  • Crown of Rhaelyx (item).png Crown of Rhaelyx now correctly uses 1 Charge Stone of Rhaelyx (item).png charge instead of the entire stack.

Alpha v0.16 - "The Art of Magic" - (22nd July 2020)

Magic Content Update

This update introduces brand new mechanics for Magic (skill).svg Magic which includes new Spellbooks, new Magic Gear, and an updated Runecrafting (skill).svg Runecrafting.

Curses

Curses are Debuffs that a Player can apply to an Enemy, on top of using a standard Magic (skill).svg Magic spell. These cost additional Rune Essence (item).svg Runes per Player attack turn, even if you miss.

All Curses have a set % chance to apply to an Enemy and last 3 Enemy attack turns if applied.

These cannot stack, and only one Curse can be applied at a given time.

Auroras

Auroras are buffs that a Player can activate to provide a unique benefit in Combat.svg Combat.

All Aurora buffs last as long as you are wielding a Magic (skill).svg Magic Weapon and you have the required Rune Essence (item).svg Runes to keep them active. An Aurora uses Rune Essence (item).svg Runes every time you attack.

You can only have one Aurora active at a time.

Tier III Auroras require the Book of Eli (item).svg Book of Eli to be equipped to use.

Ancient Magicks

Ancient Magicks are a brand new, heavy hitting Spellbook with some satisfying effects.

Each Spell within this book requires a specific task to be completed in order to unlock them for use. Hovering or Clicking on the "?" in the Ancient Magicks spellbook will show the requirements.

Due to their unique abilities, you are not able to use Curses or Damage Modifying Auroras alongside them.

Alt. Magic (Non-Combat Magic)

Magic (skill).svg Alt. Magic is an alternative way to level Magic (skill).svg Magic using Spells outside of Combat.svg Combat.

These non-Combat Magic (skill).svg Magic Spells provide a unique approach to certain mechanics in the game, at a cost of Rune Essence (item).svg Runes. This is a system that will continue to be built on as development progresses to provide many optional pathways for a Player to take.

You can find a new skills tab called Magic (skill).svg Alt. Magic to train this Skill.

Things to note:

Pets

These cute little critters have invaded Melvor and are waiting to be found!

Pets are a new addition which provide a small, permanent, passive benefit when they are eventually found. There is a very small chance you will find one when performing a specific action in game.

Right now, there are 20 Pets in game, and most of them are found by simply training Skills. They count towards your completion percentage.

Hardcore Mode

Hardcore.svg Hardcore Mode is the second official gamemode for Melvor Idle that can be selected upon creating a Character.

This mode plays the same as Standard, but with a few nasty adjustments to provide an extra challenge.

More features, changes, and adjustments will be made throughout development of the game.

Rules of Hardcore

  • This gamemode is Permadeath. If you die, your Character is deleted permanently.
  • No Passive Hitpoints (skill).svg Health Regeneration.
  • Your Bank is limited to 80 maximum slots when buying from the Shop. This can only be increased further by claiming Bank Slot Token (item).svg Bank Tokens.
  • Harsher Combat Triangle penalties.

Character Selection

Character Selection is a brand new feature that allows you to create up to 3 different Characters that you can seamlessly switch between using a single account.

These Characters can be linked to one Cloud account that you can take with you anywhere you go, on any device.

Upon loading the game, you will notice the new selection screen as well as an option to toggle the Local or Cloud saves to select. You can also create new Characters from the same screen.

Information

  • You can seamlessly switch Characters from the top-right dropdown menu.
  • A Cloud account is not required to utilise this feature.
  • Character completion is tracked per character, not account-wide.
  • Yes, it is possible to play all three Characters at the same time in separate windows on Desktop.
  • The Character Selection distinguishes between Local Save and Cloud Save.

Combat Triangle and Mechanic Adjustments

Alongside the new Magic (skill).svg Magic Content, we are introducing adjustments to how the Combat Triangle is defined within Melvor Idle.

Previously, there was a lack of definition for each Combat.svg Combat Style which allowed Players to simply choose either Attack (skill).svg Melee, Ranged (skill).svg Ranged, or Magic (skill).svg Magic without much consequence. These changes are aimed at providing a reason to use different styles against different enemies.

Although the changes seem highly consequential, this actually makes it possible to completely idle all current content within the game, which is one of the main issues this addresses.

The below diagram shows new buffs and debuffs a player will receive when using specific Combat.svg Combat Styles against certain enemies. The second diagram shows Hardcore.svg Hardcore Mode's more brutal adjustments.

New Manual Eat Mechanic

Another issue this update addressed was the unfortunate mechanic of manually Eating to "cheese" late-game content. With the addition of the above Combat Triangle adjustments, it seemed fitting to address this mechanic at the same time.

As it stood, you were able to spam the Eat button to continuously Heal during Combat.svg Combat with no consequence. This in turn allowed Players to complete late-game content prior to the intended requirements.

Now, when you eat food manually, your Attack will be reset. This also means if a Special Attack was about to activate, it will no longer proc.

Increased Maximum Hitpoints

There are now items and passives in the game that grant Increased Maximum Hitpoints (skill).svg Hitpoints.

As the name suggests, your Maximum Hitpoints (skill).svg HP increases when the items are equipped. This also means that your Hitpoints (skill).svg Hitpoints can be higher than the prior Maximum, which was Hitpoints (skill).svg 990 Hitpoints at Hitpoints Level 99.

Updated God Armour Images

Since the release of Alpha v0.15, it has been noted quite a few times that the existing artwork of the God Armour did not suit the style and "simplicity" of the game. I agree, and it is time to change that.

This update introduces updated artwork to suit the style of the game.

All edited artwork was kindly provided by Breindahl, one of our Discord Server Moderators and long-standing Member of the Community. Please be sure to pass all thanks to him for the hard work he put into editing the images!

New Features

  • 14 Magic (skill).svg Magic Curses have been added. These act as Debuffs and can be used on top of standard Magic (skill).svg Magic Spells.
  • 12 Magic (skill).svg Magic Auroras have been added. These act as Buffs to the Player and can be activated alongside Magic (skill).svg Magic Spells.
  • 7 Magic (skill).svg Ancient Magicks have been added. These are very powerful Magic (skill).svg Magic Spells that can be used in Combat.
  • 12 Magic (skill).svg Alt. Magic (non-Combat) Spells have been added. These provide an alternate route to train Magic (skill).svg Magic with some unique benefits.
  • Acolyte, Adept, and Expert Magic (skill).svg Magic gear has been added to Runecrafting (skill).svg Runecrafting for Air Acolyte Wizard Robes (item).svgAir Adept Wizard Robes (item).svgAir Expert Wizard Robes (item).svg Air, Water Acolyte Wizard Robes (item).svgWater Adept Wizard Robes (item).svgWater Expert Wizard Robes (item).svg Water, Earth Acolyte Wizard Robes (item).svgEarth Adept Wizard Robes (item).svgEarth Expert Wizard Robes (item).svg Earth, and Fire Acolyte Wizard Robes (item).svgFire Adept Wizard Robes (item).svgFire Expert Wizard Robes (item).svg Fire. They provide +5 / 10 / 20 Minimum damage to the respective Magic (skill).svg Magic Spell Type.
  • Air Imbued Wand (item).svg Air, Water Imbued Wand (item).svg Water, Earth Imbued Wand (item).svg Earth, and Fire Imbued Wand (item).svg Fire Imbued Wands have been added. These are created in Runecrafting (skill).svg Runecrafting and provide increased damage.
  • 10 new Rune Essence (item).svg Runes have been added, including Combination Runes which act as both Rune Essence (item).svg Runes used to create it. These are created in Runecrafting (skill).svg Runecrafting.
  • Pets have been added! There are 20 cute little critters to find out there. They provide small passive bonuses and count towards Completion.
  • Hardcore.svg Hardcore Mode has been added. This is a gamemode selected upon Character Creation that provides an extra challenge to how the game plays.
  • Character Selection has been added and supports up to 3 Characters currently.
  • Damage Multipliers and Damage Reduction adjustments have been added to Combat.svg Combat. These are determined by your Combat Type and the Enemy's Combat Type.
  • Manually Eating now resets your Attack.
  • It is now possible to increase your Maximum Hitpoints (skill).svg Hitpoints via Equipment.
  • A Skilling Minibar has been added. This menu provides a shortcut to information about the Skills. You can also equip your Skillcape directly from this menu. This can be disabled in Settings or hidden away by clicking the Melvor Idle Logo.
  • You are now able to Upgrade Potions to the next tier via the Bank. Upgrades cost 3 x Potions and require the correct Mastery.svg Mastery Level to upgrade. If you cannot make them in Herblore (skill).svg Herblore yet, you cannot Upgrade the Potion.
  • New Shop Item - Red Party Hat (item).svg Red Party Hat - Provides exclusive bragging rights because you're so cool that you have a Party Hat. Brag about it so other Players can aspire to be as cool as you.
  • New Patreon Item - Dragonfire Shield (item).svg Dragonfire Shield (Michael7050) - An Upgrade for the (G) Ancient Shield (item).svg (G) Ancient Shield that provides +10 Maximum Hitpoints (skill).svg HP.
  • New Patreon Item - Crown of Rhaelyx (item).png Crown of Rhaelyx (Rhaelyx) - +10% chance to preserve resources in non-combat skills (Does not work with Magic (skill).svg Alt. Magic). This bonus is increased to 25% if there is at least 1 Charge Stone of Rhaelyx (item).png Charge of Rhaelyx in your bank. There is a 0.1% chance a Charge Stone of Rhaelyx (item).png Charge will be destroyed per action.
  • New Patreon Pet - Asura (pet).png Asura, the Slayer (skill).svg Slayer Pet ( [ ] ) - Gain +20% Extra Slayer Coins.svg Slayer Coins from Slayer (skill).svg Slayer Tasks
  • New Patreon Pet - Pudding Duckie (pet).png Pudding Duckie, the Fishing (skill).svg Fishing Pet (Moose) - 5% Chance to double the amount of Fish per catch
  • You can now see the quantity of the grown Allotment/Herb/Tree you have in the bank from the Farming (skill).svg Farming Seed selection screen
  • New Ancient Crossbow (item).svg Ancient Crossbow Special Attack - Impairing Shot (15%) - Normal hit that slows Enemy Attack Speed by 20% for 3 turns. Reduce Enemy Ranged Evasion Rating by 30% for the rest of the fight.
  • The Enemy's Max Hit value will now display inclusive of your Damage Reduction. If you have Damage Reduction, it will display as (Max Hit).
  • The Book of Eli (item).svg Book of Eli has a new Passive - Reduces the Light Rune (item).svg Light Rune cost of Auroras only by 1. Grants access to Tier III Auroras when Equipped.
  • New Item - Enchanted Cape (item).svg Enchanted Cape - A basic Magic (skill).svg Magic Cape providing Magic (skill).svg Magic Stats. Dropped by Master Wizard (monster).svg Master Wizards.
  • New Item - Enchanted Shield (item).svg Enchanted Shield - A basic Magic (skill).svg Magic Shield providing Magic (skill).svg Magic Stats. Dropped by Dark Wizard (monster).svg Dark Wizards.

Changed Features

  • The God Dungeons are no longer accessible until the Dungeon prior has been completed. For the Air God Dungeon (dungeon).svg Air God Dungeon, this means the Volcanic Cave (dungeon).svg Volcanic Cave must be completed prior to entering.
  • Reduced the Magic (skill).svg Magic Level Requirements for most of the Standard Magic (skill).svg Magic Spells.
  • Updated the description on some items to be more clear as to what they do.
  • Lowered offline Thieving (skill).svg Thieving Success Rate requirement to 90%, down from 95%.
  • Bank Space price is now capped at Coins.svg 5,000,000, up from Coins.svg 4,000,000.
  • Staff of Air (item).svg Standard Elemental Staves now reduce the rune cost of spells of the respective Elemental Rune by 1.
  • Air Battlestaff (item).svg Elemental Battlestaves now reduce the rune cost of spells of the respective Elemental Rune by 3.
  • Mystic Air Staff (item).svg Mystic Elemental Staves now reduce the rune cost of spells of the respective Elemental Rune by 5.
  • Magic Skillcape (item).svg Magic Skillcape now reduces the rune cost of spells of each Elemental Rune by 7.
  • All Glacia God Armour pieces now provide +10 Minimum Damage to all Standard Elemental Magic Spells.
  • All Ancient Wizard Gear pieces now provide +5 Minimum Damage to all Standard Elemental Magic Spells.
  • All Glacia God Armour pieces now have 8% Damage Reduction, up from 5%
  • All Aeris God Armour pieces now have 8% Damage Reduction, up from 7% (including Gloves)
  • All Ragnar God Armour pieces Melee Strength Bonus increased by +5
  • Ranger Hat (item).svg Ranger Hat now has a Ranged (skill).svg Ranged Strength Bonus of +6, up from 0.
  • All Raging Horned Elite (monster).svgSeething Horned Elite (monster).svgDark Horned Elite (monster).svgFurious Horned Elite (monster).svg Horned Elite monsters now drop up to 4 Large Horn (item).svg Large Horns, up from 1 Large Horn (item).svg.
  • Increased sale price of Large Horn (item).svg Large Horns to Coins.svg 3,600, up from Coins.svg 150.
  • Increased sale price of Black Dragonhide (item).svg Black Dragonhide to Coins.svg 850, up from Coins.svg 500.
  • Increased sale price of Whale (item).svg Whales to Coins.svg 1,024, up from Coins.svg 987.
  • Increased sale price of Raw Magic Fish (item).svg Magic Fish to Coins.svg 960, up from Coins.svg 600.
  • Reduced sale price of Dragon Javelin (item).svg Dragon Javelins to Coins.svg 650, down from Coins.svg 679.
  • Smithing (skill).svg Smithing Mastery.svg Mastery Benefit for resource preservation chance changed to [5%, 10%, 15%, 20%], down from [10%, 20%, 30%, 40%].
  • Fletching (skill).svg Fletching, Crafting (skill).svg Crafting & Herblore (skill).svg Herblore Mastery.svg Mastery Benefit for resource preservation chance changed to 0.2%, down from 0.25% per Mastery.svg Mastery level.
  • Runecrafting Skillcape (item).svg Runecrafting Skillcape now works on all Runecrafting (skill).svg Runecrafting items.
  • Runecrafting Skillcape (item).svg Runecrafting Skillcape resource preservation chance changed to 35%, down from 50%.
  • Water God Dungeon (dungeon).svg Water God Dungeon - Water Monster (monster).svg Water Monster Special Attack "Ice Break" damage reduced to 325, down from 450.
  • Earth God Dungeon (dungeon).svg Earth God Dungeon - Terran (monster).svg Terran Special Attack "Seismic Slam" damage per proc reduced to 950, down from 1000
  • Your Attack now resets when switching Equipment Sets
  • Smithing (skill).svg Smithing Coal Ore (item).svg Coal Ore Required Quantity now displays the actual required amount of Coal Ore (item).svg Coal with the Smithing Skillcape (item).svg Smithing Skillcape Equipped, instead of the original required amount.
  • Replaced 91% of tooltips in the game with the new Tooltip Library.
  • Increased the Max Hit of all Standard Air Spells.
  • There's a new background image for the game! This also includes a new Dark Mode version.

Bugfixes

  • Fixed issue where Crafting (skill).svg Crafting interval was calculated incorrectly offline.
  • Gold Emerald Ring (item).svg Gold Emerald Ring benefit now works when Fishing (skill).svg Fishing in the Barbarian Fishing Area for Strength (skill).svg Strength XP only.
  • Fixed issue with Mobile versions of the game where it was not possible to scroll down, including on the Character Creation screen.
  • Adjusted some Offline Progression functions to hopefully ease the loading times. This is still being worked on.
  • Fixed an issue where a Normal Logs (item).svg Normal Log would display upon coming back to the game instead of the actual Potion icon.
  • Fixed an issue where Player Special Attacks would continue to proc after the Enemy has died.
  • Fixed an issue where Player Special Attacks would stack, causing more than one attack timer to run at a time.
  • Upgradeable items that have no stats will now hide the stats in the Upgrade Item screen.
  • Fixed an issue where Ragnar (monster).svg Ragnar's "Cataclysm" Special Attack was avoidable, when it was not meant to be.
  • Fixed an issue where Smithing (skill).svg Smithing would not work with the Smithing Skillcape (item).svg Skillcape if you had less than the original required Coal Ore (item).svg Coal amount.
  • Fixed an issue where registering for a Cloud account would cause the Cloud save to display as broken.
  • Fixed an issue where clicking the HP Bar on the Combat.svg Combat Minibar would open the Sidebar.
  • Fixed an issue where the Damage Reduction comparison would show the incorrect value in the Upgrade Item screen.
  • Fixed an issue where Clue Chasers Insignia (item).svg Clue Chasers Insignia bonus was calculating incorrectly for Woodcutting (skill).svg Woodcutting Bird Nest (item).svg Bird Nest Chance and Mining (skill).svg Mining Gem Chance.
  • Fixed an issue where Equipping the Clue Chasers Insignia (item).svg Clue Chasers Insignia while Mining (skill).svg Mining would not allow you to receive a Gem at all.
  • The description for the Cooking Fire in the Shop now correctly displays the Bonus XP it provides to Cooking (skill).svg Cooking.
  • Reduced the width of the Combat.svg Combat Minibar HP Bar on mobile devices to accommodate for smaller screen sizes that caused issue with the Minibar layout.
  • Fixed issue where selecting a Smithing (skill).svg Smithing recipe would force the page to jump back to the top.
  • Fixed issue where Smithing (skill).svg Smithing Mastery.svg Masteries would not increase in level, even though you had the required Mastery.svg Mastery XP.

Removed Features

Alpha v0.15.3 (17th June 2020)

Hello!

I have a little update for everyone which includes some fixes and nice new QoL features that I assume everyone will love. Most of these were scheduled for v0.16, but there was no point keeping you waiting for it.

New Features

  • Introducing the Combat.svg Combat Minibar - This nifty little bar will appear in the bottom right of your screen upon entering combat. It shows your current HP, provides a button to eat food or run away, and clicking the HP bar brings you straight back to the Combat.svg Combat page. This minibar will display on all pages, so you are no longer required to keep checking back to make sure you are not about to die. If you do not wish to see this, you can disable it in settings.
  • You can now Sell ALL but 1. This setting remembers your choice, so it will update the sale quantity for each bank item you click to easily sell all but 1 without needing to select the option each time.
  • Hovering over an item in a crafting-related skill will now show the recipe in a tooltip.

Changed Features

  • Ice Shortbow (item).svg Ice Shortbows now have +37 Ranged (skill).svg Ranged Strength Bonus.
  • Ice Longbow (item).svg Ice Longbows now have +75 Ranged (skill).svg Ranged Strength Bonus.
  • Increased Big ol Ron (item).svg Big ol Ron Slash and Defend accuracies to +138, up from +118.
  • Increased Ancient Sword (item).svg Ancient Sword Special Attack Chance to 25%, up from 20%.
  • The Bone Necklace (item).svg Bone Necklace now rewards 2x the amount of Prayer (skill).svg Prayer Points for the bones it automatically buries.
  • Each tier of the Lucky Herb Potion I (item).svg Lucky Herb Potion now provides a extra flat +3 quantity of the grown herb.
  • Added padding to the bottom of the Bank to allow room for the Sell dropdown menu to display correctly and not get cut off.

Bugfixes

  • Fixed issue where it was possible to loot an item multiple times when collecting from the loot container.
  • Fixed issue where Maximum Skillcape (item).svg Max Skillcape was not increasing Firemaking (skill).svg Firemaking Coal Ore (item).svg Coal chance to 100%.
  • Fixed rogue upgrade button for Earth Layered Shield (item).svg Earth Layered Shield.
  • Cooking (skill).svg Cooking stats now track offline progression.
  • Total Fish Cooking (skill).svg Cooked stat now correctly tracks correct quantity cooked, instead of assuming 1 is always cooked.
  • Fixed issue where Deadeye Amulet (item).svg Deadeye Amulet was activating 75% of the same, instead of the intended 25%.
  • God Dungeon Upgrades will now appear correctly in the Shop without requiring a refresh.
  • Guardian Amulet (item).svg Guardian Amulet now correctly resets the Damage Reduction upon defeating an enemy.
  • Fixed an issue where the Guardian Amulet (item).svg Guardian Amulet would reset if you changed equipment during a fight.
  • Fixed an issue where the quantity of herbs dropped via the Lucky Herb Potion I (item).svg Lucky Herb Potion was not affected by double loot chance items.



Melvor Idle Version History (Current: v1.0.3)
2018 v0.01 .1, .2 | v0.02 | v0.03 .1, .2, .3, .4, .5, .6
2019 v0.04 .2, .3 | v0.05 .1 | v0.06 | v0.07 .1 | v0.08 .1, .2 | v0.09 .1, .2 | v0.10 .1, .2
2020 v0.11 .1, .2 | v0.12 .1, .2 | v0.13 | v0.14 .1, .2 | v0.15 .1, .2, .3, .4 | v0.16 .1, .2, .3 | v0.17 | v0.18 .1
2021 v0.18.2 | v0.19 .1, .2 | v0.20 | v0.21 | v0.22 .1 | v1.0 .1
2022 v1.0.2 v1.0.3