Township/Training
This page is up to date (v1.2). |
Before Starting Township
Township takes approximately 2-3 weeks to reach Level 99 and 3-4 additional weeks to reach Level 120 (5-7 weeks total). This can be lower or higher depending on activity. Completing Casual Tasks can help speed up this process.
- Township will provide you with plenty of
GP from
Town Halls and various resources and consumables from the
Trading Post.
- Your Town will degrade if you don't keep upgrading it. Be consistent when it comes to Township. You should be updating your town at least once per day. More will be beneficial.
- Degradation will delete resources if your
Storage cannot hold them (possibly a bug). This could slow you down significantly. This will only happen after your maximum storage is below your current storage and a tick/town update happens.
- Seasonal Modifiers boost production early and decrease it later making it better to build quickly at the start. If you're not quite ready to commit to Township, it may be better to just wait until you are.
- You cannot fail Township. No matter how bad it looks, there's always a solution to fixing your town.
- Each "tick", or "town update", is takes 1 hour and is done automatically.
Quick Tips
- Casual Tasks can greatly speed up the early game. Completing each of the base game Dungeons once will unlock Casual Tasks for 10,000-75,000
Food+
Wood+
Stone. Starting with Dragons Den, these tasks will also give
Planks and
Bars!
- The general goal with Township is to prioritize whatever resource you're low on and then increase
Population (XP).
- If you are unsure which worship to use, Aeris is the safest and pick due to having the highest cost reduction at -25% building cost which is doubled in spring. This can reduce the resource and repair costs for Township.
- The building costs to Level 99 is around
60,000,000.
Statue of Worship and
Town Hall will add an additional
850,000,000.
- Repairing early is a waste of resources. Building a new building repairs for FREE so when possible try to build a new building instead of repairing first and then building a new one.
- The
Swamp,
Valley and
Arid Plains provide a 1.5x multiplier to most buildings in these biomes while the
Jungle,
Desert and
Snowlands provide a 2x multiplier to most buildings in these biomes.
- This bonus production will be factored into the displayed values.
- Building Cost Reduction will also reduce repair cost which can be very valuable before town halls are built.
Worship modifiers are multiplicative, dramatically increasing resources gained.
- If your
Population is low, check your
Health. Health is the final multiplier of population. Having 75% health will result in 75% of your population.
- Buildings that are at 0/x Built (meaning you haven't purchased any buildings in this tier yet) do not receive any damage! This can be useful to prevent buildings from decaying (loss in resource production). This has a very niche use case.
- Seasons have modifiers. Click 'View Season Modifiers' In-Game or the Seasons Section on the Wiki to check them out!
General Progression
The general progression may change based on which god you choose. The following will be based on Aeris.
- Always bulk up your
Storage before going to sleep to ensure you don't cap out over night!
- Always prioritize resources you aren't generating enough of.
- After resources, your next priority should be
Population (XP). If the next tier of unlocks provides another upgrade to a much needed resource, prioritizing population over resource production is a valid strategy.
Remember, building a new building will repair for FREE. Do not repair unless that building is 100% maxed out. Its likely you can avoid repairs entirely by just building new buildings until you're past Level 90.
Level 1-14
New Buildings: Basic Shelter (
Population),
Wooden Hut (
Population),
Woodcutter Camp (
Wood),
Carpenters Workshop (
Planks),
Miners Pit (
Stone,
Ore,
Coal),
Blacksmiths Smithy (
Bar),
Hunters Cabin (
Leather),
Gatherers Hut (
Herbs),
Herbalist (
Potions),
Storehouse (
Storage),
School (
Education)
- Build 20 Basic Shelters, 20 Woodcutter Camps, and 4 Carpenters Workshops. Save the rest of your
Wood for more Carpenters Workshops.
- After having 10-20 Carpenters Workshops built, start building Wooden Huts to reach Level 15 faster.
- If you're an
Adventure mode character, check for any Casual Tasks that give
Wood,
Planks or
Stone. Completing these will speed up the beginning by a lot. Non-Adventure mode characters will not have tasks yet.
Health will start to decrease after Level 15. This can be increased with
Herbs or
Potions underneath the Repair All buttons. It's advised you build an Herbalist and keep Health at or near 100% at all times.
Level 15-34
New Upgrades: House (
Population),
Logging Camp (
Wood),
Miners Field (
Stone,
Ore,
Coal),
Blacksmiths Workshop (
Bar)
New Buildings: Tailor (
Clothing),
Market (-0.25% Township repair costs),
Gardens (
Happiness),
Tavern (
Happiness),
Trading Post (Unlocks Trader, -0.33% Township Trader costs),
Prats Hats (Unlocks Hats in the Shop)
- All wood should go into Carpenters Workshops until maxed at 20/20.
- If you don't have all Wooden Huts in the
Grasslands, prioritize doing so now.
- When you have approximately 1,500-2,000
Stone left, build 20 Miners Pits in the
Mountains.
- For now, you will want to balance your
Planks usage between Logging Camps and Miners Fields, prioritizing the resource you have the least of.
Clothing will become a valuable resource soon. Aim for at least 150
Leather per tick so you can build 1 Tailor every tick. More
Leather can help get Basic Shelter in the
Arid Plains built sooner.
Clothing will be needed in high quantities in the
Snowlands which will eventually become the best biome to build in when possible.
Food production will likely be a problem around Level 30-35. I prefer to get 20/20 Farmlands in the
Grasslands to prevent decay and then move onto Fishermans Dock in the
Swamp. Aim for around 1,200
Food per tick for now.
Level 35-59
New Upgrades: Cottage (
Population),
Carpenters Factory (
Planks),
Hunters Lodge (
Leather),
Gatherers Lodge (
Herbs),
Infirmary (
Potions),
Clothier (
Clothing),
Warehouse (
Storage),
Large School (
Education)
New Buildings: Cemetery (+2%
Potion Production),
Chapel (
Worship),
Library (
Education),
Malcs Cats (Unlocks Cats in the Shop)
If you're having trouble hitting the population threshold for these upgrades and you have all housing built, try building some Gardens and
Taverns! Taverns are quite expensive in
Food while Gardens use
Planks.
- You'll likely want to build Carpenters Factory and the rest of the Logging Camps if you don't already have them.
- Building up your
Herbs supply is highly recommended. They are the only resource required to build Infirmary and even with max
Herb production, it takes a few ticks to build one. If you don't start stockpiling
Potions now, you may run out when you start building the next tier of housing, the
Large Cottage.
- Work towards getting 28-29%
Worship. If you're very active you can increase this to 50% however 1% damage to your Chapels will result in these modifiers being lost.
- If your god is "None :(" do not build any Worship buildings. Without a god, Worship does nothing.
Bars are going needed at Level 60 so get some production now (about 200 per tick will do for now, just to start stockpiling). If you worship Aeris, build them in the
Mountains for the 25% bonus production at 25% Worship.
- In the
Snowlands, focus on building Miners Fields then Clothiers then Cottages for now.
- Malcs Cats and Prats Hats can be built whenever you feel like it. Don't bother repairing these until after Level 100-110. Malcs Cats can provide small bonuses to your Town as well as 1% Global item doubling and 5% Global GP.
If you find yourself at max Storage and you can't build more Warehouse, you can make 1 Trading Post and trade out excess resources. You may not need to do this until around Level 100-110. Avoid repairing your Trading Post since it's very expensive to repair!
Level 60-79
New Upgrades: Large Cottage (
Population),
Forestry Camp (
Wood),
Carpenters Foundry (
Planks),
Miners Quarry (
Stone,
Ore,
Coal),
Blacksmiths Forge (
Bar),
Hunters Villa (
Leather),
Gatherers Villa (
Herbs)
New Building: Magic Emporium (
Rune Essence)
Food will be needed in higher quantities soon. For now, something like 2,000-4,000
Food per tick will do. You'll mostly be limited by other resources anyway but this will help with building more Taverns and get a nice stockpile for when you build Large Cottages, which require 7,200
Food each.
- Purchase a few Magic Emporiums for
Rune Essence as it will be needed in large quantities later on. Aim for about 200-300 per tick for now
- After buying all Miners Quarries and Carpenters Foundries you will want to increase
Rune Essence production to around 2,000 per tick.
- After buying all Miners Quarries and Carpenters Foundries you will want to increase
Stone and
Coal will begin to be heavily strained. Priorize the Miners Quarries in the
Snowlands first due to the 2x biome modifier. Then
Mountains if you worship Aeris otherwise build in the
Desert if your god does not decrease production there.
- Schools and Libraries should be cheap enough that they're worth grabbing now. You may want to get
Planks upgraded first. This should help with the lack of
Stone and
Coal.
Bars will start to be heavily used.
Mountains will probably be the easiest to max out since
Coal and
Clothing will be in short supply.
- Cemeteries can be built in the
Grasslands to further increase
Potions production, if needed. They cost quite a bit of
Herbs and
Bars so only dump your remaining resources, if you have any.
Level 80
New Upgrades: Healing Centre (
Potions),
Outfitter (
Clothing),
Repository (
Storage),
Academy (
Education)
New Buildings: Town Hall (
GP),
Statue of Worship (
Worship)
- With the Town Halls unlocked you can now make
GP with Township. If you wait until Level 99, you will get an additional 15% Building Cost Reduction from the
Township Skillcape. This will reduce the resource cost of Statues which provide an additional 25% Building Cost Reduction with Aeris (15% with other gods). This is doubled during Spring with Aeris (check for your god's 2x Season here).
- If you've maxed your
Stone and
Plank production and you have the Throne of the Herald DLC, start building all Magic Emporiums. You will need a lot of
Rune Essence when you hit Level 100 and 110. Building a stockpile now will prevent any delays due to lack of
Rune Essence.
- Building Academies will help produce
Stone and
Coal if you're still in need of these resources.
Level 81+
At this point the leveling process becomes very straightforward. Prioritize any resource that you need more of then keep building housing to maximize XP gain.
Markets are something you should look into around now. They'll help reduce repair costs which should start becoming more relevant now that you're starting to max out some buildings.
- With the Throne of the Herald Expansion you'll get another upgrade for just about every resource at Level 100.
- At Level 100 you unlock
Cool Rocks allowing you to buy cool rock pets from the Shop. These primarily improve mining and smithing but provide 5% Global Mastery as well. These cost quite a lot of
Stone so building them with the
- Trading Posts are another thing you'll want to be building around Level 100-110. When all 150 are built, this will reduce trading costs by 49.5%
- You can increase
Rune Essence production after you've got the basic resources done. You'll need a LOT for
Large Repositories.
- Storage should probably be the very last building you build. Build them during your 2x season for decreased
Rune Essence cost
- Storage should probably be the very last building you build. Build them during your 2x season for decreased
Which worship is best?
These charts shows the average resource per tick (hour) granted by each Worship with a maxed out at Level 99 Town with all Pets and Level 120 Town with Astrology and all Pets.
For the early game and mid game, Aeris is recommended due to her larger amount of Building Cost Reduction over the other 3 starting gods. The downsides of worshipping Aeris, less Food and
Leather, are relatively inconsequential since neither is a particularly valuable resource for building/leveling. The resources from each god will make a very small factor in choosing which god to worship.
Once unlocked, worshipping Bane or The Herald is generally recommended due to their unique seasons. Bane gives 50% Astrology Interval Reduction during Nightfall and Herald gives -1s monster respawn time during
Solar Eclipse.
Spreadsheet used to create the Averages tables and has options to enable/disable Astrology and Pet buffs as well as set the number of Town Halls.
The Trader
The Trader offers consumables that are not available elsewhere. The best trades will depend on where you are in the game due to them having Township level requirements and in most cases, Skill level requirements. For boxes, pick whichever tier of box you need resources from. The exception would be Food Box I which provides more overall healing per Township Resource than
Food Box II and
Food Box III. Some key items of note from the trader:
- Food: The
Monster Hunter Scroll can be very helpful as one of the earliest ways to decrease the Monster Respawn Timer. The
Ranged Hinder Scroll can be used to fill the consumable slot if you have no better options. The Food Boxes can also be used to quickly gather secondaries for
Pig and
Wolf tablets
- Wood:
Quick Burner will be very useful until you have the
Kindling Pouch or
Kindling Pouch II from
Crafting. The Wood Boxes can be used to quickly gather secondaries for the
Ent Tablet.
- Ore and Bars: The boxes can be used to quickly gather secondaries for the
Mole and
Salamander Tablets. In addition, the Bar Box can provide resources to craft weapons and armor to be used for other summoning tablets as well.
- Stone: The
Melee Hinder Scroll can be used to fill the Consumable slot if you have no better options.
- Essence:
Scroll Of Essence can dramatically increase the amount of Essence you can mine while the
Looter Pouch can increase combat loot. The
Magic Hinder Scroll can be used to fill the Consumable slot if you have no better options.
- Leather: The
Gem Preserver Scroll can help reduce the cost for
Monkey tablets.
- Potions: The
Consumable Enhancer can upgrade some consumables and should be used when possible after purchasing major township upgrades. The Potion Boxes can be very useful for gathering large amounts of potions, especially potions that you don't have the level for yet, or don't greatly benefit from being upgrade like
Diamond Luck Potion I potions.
Boosts
Below is an automatically generated list of boosts that will speed up leveling. However, none of the boosts are necessary to reach 99, and can be easily skipped.
Source | Type | Township Boosts | Other Modifiers |
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Agility Obstacle 3 | +3% Global Skill XP | -4% Agility Skill XP | |
Agility Obstacle 5 | +4% Global Skill XP | -10% Ammo Preservation -10% Chance to Preserve Resources in Skills -10% Rune Preservation +3% Global Mastery XP | |
Agility Obstacle 8 | +5% Global Skill XP | -6% Global Mastery XP | |
+8% Township Skill XP | -5% Township Building Cost +5% Township Education +5% Township Happiness +8% Township Max Storage +8% Township Resource Generation | ||
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Item (Boots) | +2% Non-Combat Skill XP | |
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Item (Cape) | +5% Global Skill XP | Bypass Slayer Area item requirements -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per burn in Firemaking +2% Global Perfect Cook chance. +100% chance to successfully Cook an item. +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +10 Flat HP Regen +25% Mastery Pool XP Cap Rune providing items provide 2x as many runes +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
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Item (Cape) | +5% Global Skill XP | +100% chance to receive Ash per burn in Firemaking +100% chance to receive coal when burning logs in Firemaking |
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Item (Cape) | +5% Global Skill XP | Bypass Slayer Area item requirements -20% Agility Obstacle Build Costs -50% Prayer Point Cost for Prayers -0.5s Thieving Interval -0.5s Crafting Interval -15% Woodcutting Interval -15% Cooking Interval -50% Coal Costs for Smithing -15% Township Building Cost x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +5 Additional Runes of the same type in Runecrafting +50% Ammo Preservation +1 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to receive Ash per burn in Firemaking +2% Global Perfect Cook chance. +100% chance to successfully Cook an item. +15% Chance to Double Items in Runecrafting +5% Damage To Slayer Tasks +25% Farming Yield +100% chance to receive coal when burning logs in Firemaking +10% GP From Agility +100% GP From Thieving +10 Flat HP Regen Rune providing items provide 2x as many runes +20% Chance to Preserve Resources in Summoning +25% Flat Slayer Area Effect Negation +10% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +150 Stealth while Thieving |
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+8% Global Skill XP | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing. Cannot be doubled +100% Chance to gain +1 additional resource in Fletching. Cannot be doubled +15% Chance to gain +1 additional resource in Crafting. Cannot be doubled +100% Chance to gain +1 additional resource in Herblore. Cannot be doubled +20% chance for double harvest +100% chance to receive Ash per burn in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance. +100% chance to successfully Cook an item. +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +15 Flat HP Regen +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's recieved from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Rune providing items provide 4x as many runes +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Max Hit +270 Stealth while Thieving | |
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+8% Global Skill XP | +100% chance to receive Ash per burn in Firemaking +100% chance to receive Charcoal per burn in Firemaking +100% chance to receive coal when burning logs in Firemaking | |
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+8% Global Skill XP | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fishing. Cannot be doubled +100% Chance to gain +1 additional resource in Fletching. Cannot be doubled +15% Chance to gain +1 additional resource in Crafting. Cannot be doubled +100% Chance to gain +1 additional resource in Herblore. Cannot be doubled +20% chance for double harvest +100% chance to receive Ash per burn in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance. +100% chance to successfully Cook an item. +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +15 Flat HP Regen +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's recieved from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage +10% Rune Preservation Rune providing items provide 4x as many runes +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Max Hit +270 Stealth while Thieving | |
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+4% Non-Combat Skill XP | -3% Interval for all Non-Combat Skills +4% Global Mastery XP +3% Chance to Preserve Resources in Skills |
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Item (Helmet) | +2% Township Skill XP | |
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Item (Helmet) | +2% Non-Combat Skill XP | |
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+3% Non-Combat Skill XP | +100 GP gained when earning GP, except Alt. Magic and Item Sales +3% Global Mastery XP |
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Item (Platebody) | +2% Non-Combat Skill XP | |
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Item (Platelegs) | +2% Non-Combat Skill XP | |
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Item (Ring) | +8% Non-Combat Skill XP | |
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Item (Shield, Passive) | +3% Global Skill XP | -15% GP from all sources (Except Item Selling) |
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Pet | +2% Township Skill XP | |
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Pet | +1% Global Skill XP |
Melvor Idle Skill Guides | ||||||||||||||||||
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Melvor Idle version v1.2 (Released: 3rd September 2023) | |||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |