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This page was last updated for (v1.2.2).
This article is about the Township skill. For training the skill, see Township/Training.

Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained passively. However, unlike Farming, Township has no Mastery levels, and uses a unique tick system of progression. Each hour, a town update will occur, during which Resources and GP GP will be gained, which may then be reinvested into the town or converted into a number of Consumables and other resources for use in other skills.

Over time, both the Health of the town's Population and efficiency of Buildings will deteriorate, with buildings requiring Repair in order to remain fully productive.


A Town contains Buildings that are used to produce Resources and GP GP for the player. The buildings are built within Biomes, where each biome can accommodate different types of buildings and is subject to different production bonuses provided by the selected Worship.

Building and Upgrading

To construct buildings, first select a biome - a list of available buildings for that biome will then be revealed. Clicking on the build button for a building where the skill level, population, and the cost requirements have been met will then construct the selected quantity of that building. Once constructed, buildings cannot be destroyed or downgraded (with the exception of Worship related buildings, which are destroyed when the current worship changes).

Once the maximum amount of a particular building has been constructed, an option to upgrade that building to the next tier will become available, provided an upgrade exists and the skill level and population requirements have been met. Upgraded buildings will provide a greater benefit than the previous tiers of the same type of building.

The cost of building can be reduced with some Worship bonuses and in the following ways:

Repairing Buildings

Buildings which have been built will initially start with 100% efficiency and then degrade randomly over time - for every town update there is a 25% chance that each building will degrade by a flat 1%, down to a minimum efficiency of 20%. The exceptions to this are all storage buildings ( Storehouse, Warehouse, Repository, Large Repository), which do not degrade over time. The current efficiency of a building can be seen as a percentage in the top-left corner of that building's tile. While degraded, buildings which provide Resources or Stats will provide less of that resource or stat.

There are two ways to return a building to 100% efficiency:

  • Repair the building, at the cost of the resources stated at the bottom of that building's tile
  • If the maximum number of a building has yet to be built, constructing another one of that building will also fully repair that building. This has the benefit of avoiding the repair cost that would otherwise have to be paid

The repair cost of a building depends on the cost of constructing the building (after any building cost reducing bonuses), the building's efficiency, and any increased or decreased repair cost bonuses, where each Market built decreases the repair cost by 0.25%. The minimum repair cost is 1 resource. The repair cost of a building can be calculated as follows:

[math]\displaystyle{ \text{Repair Cost} = \frac{\text{Base Building Cost}}{3} \times \text{Buildings Built} \times \left ( 1 - \frac{\text{Building Cost Reduction %}}{100} \right ) \times \left ( 1 + \frac{\text{Repair Cost %}}{100} \right ) \times \left ( 1 - \frac{\text{Building Efficiency %}}{100} \right ) }[/math]


  • Buildings Built is the number of buildings currently built within the biome in which the repair is taking place
  • Building Cost Reduction % is capped at 80%
  • Repair Cost % is the result of [math]\displaystyle{ \text{Increased Repair Cost - Decreased Repair Cost} }[/math]
  • Building Efficiency is the current building efficiency percentage which can be found in the top left corner of the building


There are ten biomes in total, where a different assortment of buildings may be built within each. Some of these biomes have level and population requirements that must be met before they may be accessed. Depending on the selected Worship buildings within some biomes can produce more or fewer resources than the same buildings within other biomes.


Statistics are various properties in the Town that do not take up Storage space. These can be seen as cards immediately above the various Resources for a town.


Population is a core feature of Township. The population of a town affects how much skill XP is gained per town update (1 XP is provided per citizen, before any XP bonuses), and is a requirement for many Biomes and Buildings.

The population of a town can be increased by constructing more Basic Shelters or upgrades to that building which provide population. The population is also affected by Happiness, as the town's population is increased by the current happiness percentage, and Health, where for each 1% reduction in health the town's population is also decreased by 1%.

If any buildings providing population or happiness degrade or if the health of the town decreases, then the town's population will decrease also - this can be alleviated by ensuring these buildings are regularly Repaired and the health of the town is maintained at or near 100%.


Storage allows Resources to be stockpiled in the Town. A Town starts with a base Storage of 50,000, where additional capacity can be gained by constructing more Storehouses. No resources can be gained beyond the maximum storage capacity.

The maximum amount of each resource that can accumulate can be configured by visiting the "Maximum Storage" section of the Township page. Here the resource cap for each resource can be configured, and if needed excess resources can be discarded by using the "Yeet Resources" section.


Happiness is a modifier affecting the amount of Population a town has, and therefore also affects the amount of skill experience earned per town update. Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. Happiness has no limit, and can exceed 100%.

Seasons can also influence the happiness of your town, for example Winter and Nightfall reduces happiness, while Summer and Solar Eclipse increases happiness.

Happiness can be increased by building additional Gardens and Taverns, and with the following bonuses:


Education is a modifier to the amount of resources each building produces. Education provides a flat increase to the resource production, where 1% education increases the amount of resources produced by 1%. Education has no limit, and can exceed 100%.

Education can be increased by building additional Schools and Libraries, and with the following bonuses:


Health is a modifier which affects the Population of a town. Once Township Level 15 has been reached there is a 25% chance that the health of the town will decrease by 1% during each town update, falling to a minimum of 20% health.

The health of a town can be improved by converting either Herbs or Potions into Health, the cost of which is 10% of the current amount generated per update for the resource being converted.


Worship is a stat that provides multiple powerful bonuses based on the chosen deity. It is gained by building Chapels or Statues of Worship and has a set cap of 2,000. Note that although each Deity is associated with a different Statue of Worship, all statues provide an identical amount of worship.

Some worship bonuses are always active, while others are active when certain worship checkpoints have been reached, being 5%, 25%, 50%, 85%, and 95% of the worship cap of 2,000. In addition, some worships have the magnitude of their positive modifiers doubled during their bonus Season. For example, while Spring is the current season, the 5% bonus from Aeris would provide a +50% production bonus to buildings within Mountains rather than the usual +25%.

A deity to worship is initially selected when the town is first created, and can then be changed later at a cost of 50,000,000GP. Upon changing, the town will enter a period of unrest during which time all Chapels and Statues will be destroyed, and the efficiency of all buildings above 50% will be reduced to 50%. The consequences of changing worship are therefore significant, and the player should ensure they are fully prepared with adequate resources to repair buildings prior to changing.

All bonuses are additive with one another.

Buildings and Resources

There are a total of 13 Township building resources that are produced by, and used to purchase buildings:

  • GP
  • Food
  • Wood
  • Planks
  • Stone
  • Bar
  • Ore
  • Coal
  • Rune Essence
  • Herbs
  • Potions
  • Leather
  • Clothing

The production of all resources can be increased through Education, stacking additively with any regular modifiers.

GP is a special type of resource that is deposited directly into the player's Bank, while the other 12 resources are kept within Storage. This is the only resource that is not affected by resource production bonuses.

The 12 primary resources may be used within the Town to construct buildings, or traded via the Trading Post to obtain items for the player. The amount of resources produced by a building can be calculated as follows: [math]\displaystyle{ \textrm{Production} = \textrm{Base Amount} \times \left ( 1 + \frac{\textrm{Biome & Building Production Bonus}}{100} \right ) \times \left ( 1 + \frac{\textrm{Education} + \textrm{Resource Production Bonus}}{100} \right ) \times \frac{\textrm{Building Efficiency}}{100} }[/math]

GP is earned by taxing the town's Population, where the tax rate starts at 0% and increases by 10% for each Town Hall that is built, up to a maximum of 80%. Citizens are taxed every town update, and the amount of GP earned in tax from each citizen is 1.5GP for every 10% of tax rate. The amount of GP earned can be affected by Township specific GP production modifiers, such as those present within some Seasons, although is not affected by global GP modifiers such as from Aorpheat's Signet Ring.



1 15 35
Housing Basic Shelter
Wooden Hut
House Cottage Large Cottage Manor Estate
Storage Storehouse Warehouse Repository Large Repository
Education School Large School Academy Large Academy
Potions Herbalist Infirmary Healing Centre Hospital
Food Farmland Plantation Mill Farming Estate
Minerals Miners Pit Miners Field Miners Quarry Miners Estate
Wood Woodcutter Camp Logging Camp Forestry Camp Forestry Estate
Metal Blacksmiths Smithy Blacksmiths Workshop Blacksmiths Forge Blacksmiths Estate
Fishing Fishermans Dock Fishermans Pier Fishermans Port Fishermans Estate
Carpentry Carpenters Workshop Carpenters Factory Carpenters Foundry Carpenters Estate
Leather Hunters Cabin Hunters Lodge Hunters Villa Hunters Estate
Herbs Gatherers Hut Gatherers Lodge Gatherers Villa Gatherers Estate
Clothes Tailor Clothier Outfitter Clothiers Estate
Runes Magic Emporium

Trading Post

The Trading Post enables players to exchange their Township resources for various Consumables and other resources for use within other Skills. Trading becomes available once the player has built at least one Trading Post, with the resource cost of trades decreasing by 0.33% for each trading post that is built.


Seasons are periods of time during which modifiers affecting the quantity of various Resources and Stats relevant to that season are active. Seasons last for three days each, with the first season when a town is created being Spring. Once a season has ended the next season will begin, with the regular seasons progressing in the following order: Spring, Summer, Fall, and Winter.

In addition to these four seasons, there are three rare seasons which may only occur under certain circumstances:

  • Nightfall, which may only occur while Statue of Bane is the current worship
  • Solar Eclipse, which may only occur while Statue of The Herald is the current worship
  • Lemon Season, which may only occur after a Township Relic has been located in Ancient Relics.

While worships with rare seasons are active, these seasons have a 20% chance of appearing in place of any of the regular seasons when the current season ends. While a rare season that requires a Worship is active it is not possible to change the current Worship. Once a rare season ends, either another rare season may begin with a 20% chance, or the cycle of regular seasons continues where it left off.

Unlike other seasons, Lemon Season only lasts for 24 hours instead of the standard 72 hours.


Tasks are a set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive either Township Skill XP, Township Resources, GP, Slayer Coins, or items.

Tasks can be divided into two broad categories: Main, and casual. A complete list of tasks, their requirements, and their rewards can be seen on the Task list page.

Main Tasks

Main tasks may be completed once, granting the task's unique rewards upon completion. Certain Township related Shop purchases and trades within the Trading Post are unlocked once a certain amount of main tasks have been completed.

Casual Tasks

Casual tasks are randomly assigned to the player and may be completed more than once. The player will receive a new casual task every 5 hours so long as they are below the maximum amount of 5. A casual task may be removed by either:

  • Completing the task and claiming its rewards
  • Skipping the task for the stated GP GP cost, where the cost is equal to the total amount of experience required to reach the next Township level, up to a maximum of 10,000,000GP

Getting a new casual task while at the maximum amount of 5 does not remove incomplete tasks - they must be removed using one of the methods stated above.

Casual tasks can provide a combination of GP GP, SC Slayer Coins, Township experience, and Resources as a reward, where the amount of the currency and experience rewards is determined as follows:

  • The amount of Township experience is equal to 9% of the total experience between the player's current Township level and the next level
  • The amount of GP GP is five times the amount of Township experience awarded
  • The amount of SC Slayer Coins is 1,000 times the player's Slayer level

Shop Items

One of the ways Township interacts with the rest of the game is by unlocking a variety of useful Shop purchases.


The skillcape can be purchased from the store for 1,000,000GP after the player reaches Township Level 99.

The superior skillcape can be purchased from the store for 10,000,000GP after the player reaches Township Level 120.

Skillcape Name Requirements Effect
Township Skillcape Township Skillcape Township Level 99 -15% Township Building Cost (Does not affect GP cost. Capped at -80%)
Superior Township Skillcape Superior Township Skillcape Township Level 120 -20% Township Building Cost (Does not affect GP cost. Capped at -80%)


B has a 1-in-120 chance to be unlocked each time a town update occurs. The other Township-related pets are purchased in the Shop after meeting their conditions.

Pet Name Effect
B B +10% Township Maximum Storage
Marcy Marcy +2% Township Skill XP
Roger Roger +2% Township Resource Generation
Ace Ace +1% Chance to Double Items Globally
Layla Layla +2% Township Happiness
Mister Fuzzbutt Mister Fuzzbutt +5% Global GP (except Item Sales)
Octavius Lepidus VIII Octavius Lepidus VIII +2% Township Education
Classy Rock Classy Rock +10 Mining Node Hitpoints
Cute Rock Cute Rock +2% Chance to Double Items in Mining
+2% Chance to Double Items in Smithing
Royal Rock Royal Rock +3% Chance to gain +1 additional resource in Mining (Cannot be doubled)
Elf Rock Elf Rock +5% Global Evasion
Magic Rock Magic Rock +3% Chance to Double Items in Magic
Party Rock Party Rock +4% Global Mastery XP

Skill Boosts

This table lists most sources of Township-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from Mastery rewards.