Thank you for your patience with us while we waited for translations to be completed for this update. This is the first of what I assume to be many updates to Township.
This update focuses on UI & Balance. We want to get Township to a point where we are okay with the power it provides, as well as what it looks like before we begin exploring concerns around other mechanics.
If you had concerns around the general mechanics of Township, then this update won't resolve that unfortunately. We are already hard at work on Township Update #2 which focuses on the general mechanics. It might take a bit of time until release as we will be doing a lot of play testing to see how it all feels.
Now, let's get into the patch notes.
Preface
For those who use Mods, please be aware that some may break when an update like this is released. While we do our best to not have this happen, some times it cannot be avoided.
If you are having issues loading into the update, try with Mods disabled.
Township UI Overhaul
We have updated the Township UI as a start of our process to provide you with more clarity and information when navigating the Skill.
New UI Features:
Biome selection for Town & Build menus are now vertically aligned on the left, and are populated with Biome icons.
Town menu has 3 Tabs - Biomes, Town Information & Show All. These menus provide extra information regarding your Town.
Build menu now has a Town resource selector to easily locate specific buildings you may be looking for. Selecting a resource will highlight what Biomes it can be located in, as well as the buildings themselves for easy navigation.
Hovering over a building in the Build menu will display an icon next to Biomes where that building can also be constructed.
Hovering over a Building in the Town menu will highlight Biomes where it is constructed, as well as display how many are contained inside.
Town information panel displays basic information about your Town.
Dead Storage now has its own UI element a the top will all other resources and information.
The tooltip within Population now displays how much Skill XP you gain per tick.
New Township Features
Resource Capping
You can now cap resources to a specified percent value of your maximum storage. This can be done in the Manage Storage menu (Used to be called Yeet Resources).
When a resource reaches its cap, it will adjust the colour of the resource amount.
Setting a cap on a resource that is already above the existing cap will automatically Yeet the excess on the next Tick.
Change Worship
It is now possible to change your Worship without restarting your Town.
Changing your Worship will cause major distress and riots within your Town. Due to this:
All of your existing Worship buildings will be destroyed.
50% of your population will die.
Trader Changes
The Trader in its current state was beyond broken. The amount of GP that could be earned by Trading various resources was excessive, and it devalued GP entirely.
These changes are designed to allow the Trader to continue providing extra resources for the main game, while also being limited in how much they can actually provide.
Trader GP Value Limit
The Trader is no longer the richest person in the game, carrying billions of GP worth of items as they stop at your Town.
There is now a maximum GP Value Limit that can be traded during any visit. This limit is defined by the amount of Trading Posts you have constructed in your Town.
Each Trading Post will increase this limit by 500K per building, up to a maximum of 100M per visit.
Every time the Trader arrives in your Town, it will increase the GP Limit. There is no maximum threshold for the limit.
The GP Limit only affects trading resources from Township to your Bank. It does not affect trading items into your Town for resources.
New Item Trading Requirement
If you wish to Trade a resource out of Township, there is now an added requirement of locating 10,000 of the item first before you can trade for it.
The Trader is not meant to be a bypass for the main game by locating one of any item and then Trading it thereafter.
The UI of the Trader will display items that can and cannot be traded, as well as the remaining quantity required to begin trading it.
Tax Rate Changes
The existing implementation of Tax Rate provided GP to the Player without really needing to "earn" it (Other than increasing population).
These changes will bring Tax Rate in line with how they would actually be implemented into a Town, but also provides you with control over what the Tax Rate should be:
The Base Tax rate when starting a Town is now 0%
The Town Hall has been reworked:
Each Town Hall now provides +0.5% Tax Rate and -0.5% Happiness.
No longer provides Building Cost reduction.
Tax Rate is capped at 80%.
Adjusted Building Worker Counts
We have adjusted the amount of workers provided for upgraded buildings to help minimise the amount of available workers in the late stages of the Skill.
The 3rd and 4th upgrades of any building now has increased worker counts.
These buildings now have the same resource per worker generation amount as the 2nd upgrade.
The new Worker counts will allow you to assign Citizens to these buildings to return to the original resource generation values. When all Worker slots are filled, it works out to be a tiny buff in resource generation (Roughly 2-5%).
This will not affect early game Township as the resource generation and worker counts have remained the same.
Other Township Changes
Added x25 Build option.
Default Trader option is now "Take resources from Township".
Dead Storage now decays 1% every 1 hour of Ticks (Used to be 20% every 24 hours).
Citizens who die at the age of 100 will decay instantly.
Citizens who are over the age of 70 provide 2x more GP than under 70's.
Worship now has a 5% Checkpoint. We have moved some of the positive modifiers that are unlocked at the very beginning to this checkpoint.
Ragnar Worship - Removed +25% Tax Rate bonus from the "Always Active". The one at the 100% checkpoint still exists.
The Trader now trades raw Dragonhide instead of the final product for Clothing.
Increased the Town Hall build costs by 4x
Increased the Trading Post build cost to 7,500 Stone, 5,000 Bars, 5,000 Planks.
Buffed Libraries to provide +1% Education per building, up from 0.25%.
Capped "Decreased Township Food Usage" modifier to -80%.
Town & Build Biome selections are no longer independent. Selecting a Biome in one menu will update the other one as well.
New Additions
We have a new method of communicating Announcements to players in game. The changelog in game has a new look, and allows me to provide easy updates to everyone across all platforms.
There is also a development roadmap you can view at the top. Stay in the loop with what we're currently working on!
General Game Changes (Base Game)
Sailor's Top "Decreased Fishing Special Chance" is now -8%, changed from -3%.
General Game Changes (Throne of the Herald)
Increased chance to locate Stardust from Variel constellation has been buffed to +0.25% per upgrade, up from 0.05%.
Increased chance to locate Golden Stardust from Variel constellation has been buffed to +0.5% per upgrade, up from 0.05%.
Increased Bank Space from Rosaniya constellation has been buffed to +10 per upgrade, up from 1.
Superior Cape of Completion now sells for 100M, down from 250M.
Superior Skillcapes now sells for 10M, down from 250M
Allure Amulet now has a 5% chance to apply Sleep, down from 10%.
Minotaur + Siren Synergy now has a 5% chance to apply Sleep, down from 15%.
Centaur + Siren Synergy now has a 5% chance to apply Sleep, down from 10%.
Bug Fixes (Base Game)
Build X in Township now builds the maximum available buildings if your quantity is higher than the available space.
Fixed Maps in Township that did not have a total of 2,048 slots to build on (Maps 2, 4 & 8)
Fixed incorrect Citizens chance to die calculation that made Citizens immune until 100 years of age.
Fixed Township Starter Guide displaying multiple steps due to general Task completion.
Fixed Bane Worship negative happiness modifier providing an increase when it reaches -100%.
Fixed Potions generating a positive amount in Township due to a double negative.
Task menu in Township now remembers your last selection, instead of always
Increased Resource Production modifier not longer affects GP gained from Township.
Fixed Ring of Spirit Power not consuming Spirit Runes when the special attack activates.
Ace can now be Pet again.
The Mining Gloves now only works on Ore nodes as per its description.
Mastery Tokens now correctly drop from Farming.
Fixed various translations.
Bug Fixes (Throne of the Herald)
Throne of the Herald: Trap Potions now have the correct modifiers and charges, instead of all 4 tiers having the Tier 4 modifiers. These are:
T1: +20% GP from Agility, +2% Agility Skill XP & Mastery XP - 5 charges
T2: +30% GP from Agility, +3% Agility Skill XP & Mastery XP - 10 charges
T3: +40% GP from Agility, +4% Agility Skill XP & Mastery XP - 15 charges
T4: +50% GP from Agility, +5% Agility Skill XP & Mastery XP - 20 charges
Fox + Dragon synergy now correctly applies its bonus to the total damage dealt by the burn, instead of applying it for each proc.
Fixed incorrect cost for final Allotment Farming Plot.
Fixed Elderwood Poison Special Attack not increasing the Enemy's Attack Interval.
Lava Lake and Forsaken Tundra now correctly have the requirement of beating Ancient Sanctuary dungeon to access.
Goliath Werewolf now correctly applies Rage to itself, rather than the Player.
Lightning Robes now correctly affect Slicing Maelstrom Archaic Spell.
Siren Tablet can now use Raw Magma Fish as a recipe.
Feather Storm special attack on Arctair is now correctly 30%, instead of 100%.
Portable Rations now consume a charge in Thieving.
Mod Manager
Added lifecycle hook "onInterfaceAvailable" which is executed after the in-game HTML is loaded from the server but before it's initialized for interactivity
Added ability to patch class getters + setters
Added ability to specify which sidebar category a skill is displayed under (previously hardcoded to Combat/Non-Combat)
Minor Update - v1.1 (?4673)
This is a Minor Update to the game which details recent hotfixes, minor changes as well as another Stardust Refund.
Upcoming Township Updates
We’re working hard behind the scenes on some big Township changes. I hope to have more information for you soon. It’s very close to being ready for release.
Another Stardust Refund
When loading into this update, those who started their characters prior to Midnight 18 October 2022 (GMT) will receive another airdrop of Stardust.
We have decided to base this refund on your total Mastery Level. Here’s what you will receive:
Stardust equal to 50
Total Mastery level (Base game constellations only)
Golden Stardust equal to 30
Total Mastery level (Base game constellations only)
Although there’s a high chance a lot of you have continued the Astrology grind since release resulting in higher Mastery levels, we wanted to make things right with the extra refund.
Minor Changes
Township - Citizens will now continue to move into Town, regardless of how much Food you have. Prior to this, citizens used to not move into Town if you had 0 Food.
Township - Buffed Bane Worship 100% modifier to -50% Food Usage (Up from -25%)
Buffed Hunter’s Journal to +0.01% chance to receive Thieving Area Unique Item (Up from 0.0025%)
Buffed Astro Pet bonus to 1% (Up from 0.1%)
Throne of the Herald: Replaced the -5% Agility Interval from T12 Forest Jog with -5% Agility Build Costs
Fixes
Note: This list details hotfixes applied to the game prior to this update. These fixes were already active.
Updated and fixed many translations.
Prevented save files that contain Full Version or Throne of the Herald content from being loaded if the respective expansions are not installed. This should prevent accidental save data loss when loading these saves without the expansions installed. If you still wish to load these saves at risk of data loss, you may select the Force Load option in the save settings.
Fixed Cloud tokens expiring every 24 hours. They should now automatically refresh.
Fixed some Township buildings not showing negative Happiness values.
Fixed Change password form.
Fixed incorrect ordering of Township Buildings when assigning workers for resource generating calculations. This resulted in incorrect resource calculations.
Fixed Cape of Completion having the incorrect description
Fixed the refresh cloud save button not functioning
Fixed the Agility blueprint name input textbox having white on white text in light mode
Fixed the Ancient Ring of Skills not granting bonus Township experience
Fixed the display of bank slot cost in Hardcore Mode increasing past the purchase cap
Fixed items used up in the Consumable Slot not being shown in the offline modal
Fixed pet Ace having a duplicate Combat Doubling Chance on top of the global chance
Added the appropriate level 99 skill requirements to normal Skillcapes
Added Discord Rich Presence message for Golbin raid and Modded Actions
Fixed skipping the township tutorial after completing some tasks temporarily doubling task completions
Fixed pet Ace artwork showing up as a question mark in the shop
Fixed pet Ty having the hint of Woodcutting instead of Mastery
Fixed standard Spell runes being consumed twice on the hits after the first one for multi-hit special attacks. (e.g. Cloud Burst staff’s Magic Ray). This also fixes a game crash when running out of runes in this circumstance.
Fixed curse spell runes being used every attack instead of just when the curse is applied
Fixed Confetti crossbow not giving GP when doing damage
Throne of the Herald: Fixed the Explorer’s Map only being consumed on Melee attacks
Throne of the Herald: Fixed Area Control potions showing the incorrect description
Throne of the Herald: Fixed pet Harold having 0.2ms of monster respawn timer decrease instead of the intended 200ms
Throne of the Herald: Fixed pet Harold and Elite Pillar of Expertise having a duplicate Combat Doubling Chance on top of the global chance
Throne of the Herald: Locked Mining Rocks and Woodcutting Trees now highlight the shop and level requirements green if they have been met, but the other has not
Throne of the Herald: Added the appropriate level 120 skill requirements to superior skill capes
Throne of the Herald: Fixed Palladium pot providing +2% Cooking interval instead of -2%
Throne of the Herald: Fixed Devil + Eagle synergy consuming tablets on Thieving actions instead of Agility actions
Throne of the Herald: Fixed expansion monsters showing up in the Into the Mist dungeon
Throne of the Herald: Fixed Discord Rich presence showing level cap as 99
A Massive Thank You + What we’re working on
Hey everyone!
As the dust settles on the massive week of releases, I thought it would be a good idea to let you know what we’re currently working on.
Firstly, I’d just like to put out a massive THANK YOU to everyone for the incredible support on the Throne of the Herald expansion. It was a lot of work to put this expansion together, and it took a team of amazing people to make it happen. To see so many people enjoying it as much as they are is something that means a lot to us.
The continued support of this community is what keeps us going. It allows us to continue working on Melvor Idle, and produce more and more content for you to enjoy.
It means a lot to all of us that work on the game, so thank you so much! We are so excited to begin work on Expansion 2 and continue growing the game.
What we’re working on
With such a large release like this, we have been looking at all feedback provided on all areas of the game. This is something we always do with development,as we take all community feedback seriously to improve Melvor Idle.
Township
There are some obvious flaws that we need to address, so I wanted to provide this update to tell you that we are indeed reading all feedback and starting to make plans to improve these flaws.
I don’t have exact details on what we will be doing to fix these flaws, as we need some time to continue reading the feedback and making adjustments accordingly.
Some things we are currently working on though include (Note: This list will change as we continue going through feedback):
Major adjustments to the UI to make it look more like a game, rather than a 1998 Excel spreadsheet (rip).
Increased clarity around important mechanics, including UI improvements to direct players smoothly during the early stages of the game.
Adjustments to actual mechanics that are of most concern and frustrating for players.
An updated and very much improved Tutorial and onboarding process.
Adjustments to the Task system, while also providing a reason for it to be contained within Township.
Adding more “personality” to the Skill so it actually looks and feels like a real Town with real People.
That list is not everything that has been mentioned in the feedback, but we wanted to provide an idea of where we are at. We see the obvious flaws in the system, and we are determined to rectify this.
There is no ETA on changes as they will need to go through testing and localisation once we have adjusted where we can. These changes will most likely come via a few consistent updates, that way we are not making you wait a long time for something to change.
As always - we take feedback very seriously. This is how we have always done it since this journey began in 2020.
I hope to share more detailed information on Township changes soon.
Astrology Rework
We have seen some disappointment with the new Astrology rework and how the refund was not enough to return to the original power level.
In general - we believe the reworked mechanics themselves have been well received, and for new players it is a lot more friendly to progress. However, the obvious flaw was with not providing adequate compensation for players who were well into the Mastery grind. This is 100% on us.
We are looking at a few different ways to resolve this to make up for the flaws.
Localisation
We are aware of the issues with the localisation and translation for the expansion content so far. This is the biggest update we’ve ever attempted and with all the moving parts, it looks like some things slipped through.
We are working to update and fix this as soon as possible. Once we have everything checked and pushed live, we will inform everyone in a follow-up patch notes announcement.
We aim to provide the best experience possible for all players. Thank you for your understanding and patience with this!
Conclusion
We wanted to post this announcement so you know we are aware of the issues currently present, and that we are taking action to resolve them!
The continued feedback is fantastic, and we very much appreciate it. Feedback is what keeps games in a healthy state, and everyone should be allowed to have their say.
I hope to provide a follow up update with more detailed information soon!
- Malcs
Melvor Idle: Throne of the Herald - Now available!
Our massive Throne of the Herald expansion is now available on all platforms!
This expansion has been in development for quite some time, so we do hope the wait was well worth it! We put a lot of effort into making Melvor Idle even larger, and packed in so much new content for you to explore.
There’s so much new content that I will do my best to summarize it as best as I can. All of this content is packed in between Level 100 and 120:
All Skill Levels increase to Level 120
Every single Skill gets added content to accommodate for the new levels
Combat comes with 8 new Slayer Areas and 7 new Dungeons to tackle
500+ new items to discover
55 new Monsters to face, increasing in difficulty as you reach Level 120 in Combat
15 new cute and adorable Pets to locate
New Combat Weapons and Armour which can only be located via CombatBrand new Archaic Magic Spellbook, equipped with 10 very powerful spells
New Curses and Auroras
9 new Prayers
8 new Summoning Familiars
100+ new Summoning Synergies
5 new Tiers of Agility Obstacles + an extra Elite Pillar at Level 120
4 new Astrology Constellations
You can now locate Meteorites in Astrology, which can then be mined within Mining
5 extra Thieving areas with 11 new NPCs to pickpocket
Extra Shop Upgrades to boost the power of various Skills even further
New Superior Skill Capes obtainable at Level 120, with a Superior Max Skill for when you reach Level 120 in every Skill
New Superior Cape of Completion for those who manage to get 100% in the Base Game and Throne of the Herald
Thank you!
Your continued support for Melvor Idle and the team is absolutely incredible, and it allows us to continue working on something we love. It’s amazing to see so many people enjoying the game.
This expansion was a lot of work, and it required a lot of learning in all aspects of game development for us.
This is one of many Expansion to come to Melvor Idle, and we hope to continue providing massive content updates far into the future.
- Malcs
MAJOR UPDATE - v1.1 (Expansion Stage 1 Release)
Introduction
Welcome to the Stage 1 release of the long-awaited Expansion update!
This update includes all of the free content mentioned in previous announcements which include Township, Official Cross-Platform Mod Support, and more!
A Special Thanks
Before we get into the release notes, I’d like to put out a massive thank you to those who made this expansion release possible. This was not a one-person achievement, and it was only made possible by a group of amazing people:
Prat (Game designer)
Coolrox (Developer)
Buttchouda (Developer - Official Mod Support)
Andrew & Lily (Freelance Artists)
Jagex (Localisation, Lore, Marketing material, and support)
All Patrons (Testing the expansion since July)
Throne of the Herald
This update does not include any of the Throne of the Herald DLC content (Level 120 Combat & Non-Combat). This will be released on 20 October 2022!
It is incredibly important that you disable and remove every single pre-expansion mod or script you have installed before loading the update.
YOUR GAME WILL NOT LOAD IF A BROKEN MOD IS LOADED. THIS PUTS YOUR SAVES AT RISK.
New Skill - Township
A brand new Town Management Simulator built directly into Melvor.
The general goal of this new Skill is to create a Town that becomes a passive resource generating machine in the late game. An ideal Town is one you can ignore at later stages of the game, and using the Trading mechanic is can provide resources to you.
Key Features:
Build a Town that will become a passive resource generating machine that will assist with all aspects of the game.
Manage resources that your town needs to grow (These are unique to Township and do not require Bank space).
50+ unique buildings to help your Town expand.
Keep track of your Citizens and their Health, Happiness, Education and age.
Select a Map to build on with unique Biomes to manage.
Choose a God to Worship (or none) and receive unique Township bonuses.
This is a passive Skill, meaning you can progress without interrupting other Skills.
Ability to Trade with your Town by either giving bank materials to it, or collect items from your Town.
Integrated Task system with some fantastic rewards for all players at any stage of the game.
Brand new Shop items that can be purchased after certain conditions have been met. These unique items will assist with the general game.
There’s no time waste with this Skill - You can ignore it and continue to earn Offline time to catch up at any time. Complete this skill at your own pace!
Important Mechanics
Buildings that generate resources require Workers (Your population). Each time you Tick, your population will move in to a Job and being that production.
Keep your Food production in the positives! As soon as you run out, the Town will begin to die at a high rate every Tick.
Pay attention to Biomes and how buildings are affected in them. Some Biomes require consistent resources to upkeep.
Don't be afraid to fail and kill your Town a few times. You can start again and give it another go.
It is important to note that this Skill is not designed to be hard focused to the max level. It is designed to be adjusted when needed, and to assist with passive resource and GP generation for the main game.
This is not a simple Skill to digest. There is a lot of information to take in with Township. Please take it slow, explore the options you have available, and don’t be afraid to restart your Town if something doesn’t go right!
Good Starting Place for Township
When you first enter the Skill, you will be greeted with a Map & Worship selection. You can have a browse here but feel free to leave the options as default and continue.
When you enter the Skill, have a browse of all the menu items and different options made available to you. There is a lot here, so take your time.
When you're ready, head over to the Tasks menu and begin with the Getting Started Guide.
Township in Adventure Mode
Since we announced that Township would be unlocked by default in Adventure Mode, plans have unfortunately changed leading up to release.
Township will no longer be unlocked by default in Adventure Mode.
The reason behind this change is that Township is too powerful of a Skill to have unlocked in the beginning. The amount of bonuses, items, and GP you can obtain from this Skill is substantial so it didn't make sense to leave it unlocked at the start of Adventure Mode.
We apologize if you were looking forward to jumping in straight away in Adventure Mode.
Official Cross-Platform Mod Support
Melvor Idle now has Official Mod support which is available on all platforms of the game! This is made possible by utilizing Mod.IO to host and manage Mods for the game.
If you wish to use this feature, be sure to enable it in the Settings page!
In-Game Mod Browser:
Explore available Mods within the game with a handy browser tool.
Search, filter and find Mods that spark your interest.
Subscribe and install mods which synchronize on all Platforms using your Cloud account.
View more information about how to create Mods from the handy guides found within the browser.
Modding API We have worked hard to make modding for Melvor Idle easier by providing an API that you can use to take control of the entire game as you please.
Key features:
Add game objects, such as skills, items, recipes, combat and slayer areas, custom gamemodes, and much more.
Hooking into the game life cycle for more control over when your mod performs actions.
Define player-configurable settings for your mod.
Storing and retrieving free-form data to and from a character or player account.
Hooking into or patching game functions.
There’s no limit to what you can achieve with Mod Support. We very much look forward to seeing what the community can create!
Important: Unfortunately Mod.IO is not available in China. There’s currently no ETA on when it will be made available, but we will update you when the time comes.
Astrology Rework
We have adjusted the Skill by completely removing the RNG aspect of rerolling modifiers.
Here is a breakdown on the changes:
Stars inside constellations now have a predefined modifier. This is the same for everyone (Some Stars have 2 modifiers in 1 star).
All modifiers start at 0%, and are leveled up using Stardust or Golden Stardust. This is a set cost and there is a maximum limit of upgrades on all Stars.
The modifiers you level up are permanent and are always applied to your character.
Stars inside constellations are still locked behind Mastery level.
These changes will allow you to “complete” Astrology. There’s no need to reroll anymore, or rely on RNG for a modifier you’re hoping to achieve.
You will receive a very generous Stardust refund when loading into the game. Don’t forget to go straight into the Skill and spend it to get bonuses back.
New Quality of Life Features
New Consumable Equipment Slot
When loading into the update, you will be greeted with a brand new Equipment Slot - the “Consumables” Slot. This new slot will now be home to all equippable consumable items that are not classed as Ranged Ammunition.
Now, you are no longer required to sacrifice Ranged Ammunition for a Consumable.
Combat Quick-Equip
We have designed a new system to enable an easier gear-swapping experience for everyone.
When clicking on an equipment Slot in Combat, you will be greeted with a new “Quick-Equip” menu. Here you will be able to set up to 3 different pieces of equipment for that specific slot, enabling you to quickly switch between these items without the requirement of opening your Bank.
These slots are unique to their respective Equipment Set. This means you can have different sets of items in each Equipment Set.
Agility Blueprints
A common suggestion we have received is the ability to make Agility Obstacle switching less tedious. With the introduction of the Throne of the Herald expansion (which brings even more Obstacles), we felt now was the right time to introduce something to assist with this.
An Agility Blueprint is a fancy name we have given to what is essentially an Agility Loadout or Agility Set. It provides the ability to Save and Load predefined Agility Obstacles as you please.
When setting up an Obstacle Course, you can save that course as a Blueprint. At any given time, you may load that Blueprint to quickly build the Obstacle Course again. You can even apply a custom name to these Blueprints.
This feature is super helpful for those who would like to switch from a Combat-based course to a Skilling-based course.
It is important to note that a Blueprint does not make the Obstacles free. You are still required to front up items and GP equal to whatever it would have cost to manually switch back.
Core Framework Changes (Boring but important)
Game data structure has completely changed to allow for easier Expansion and Mod development. This will break all pre-expansion Mods. It is important to disable them before loading the update.
The game now handles all loading tasks before showing you the character selection screen. This includes Cloud authentication, language and data loading, mod loading and auto updating.
Melvor Cloud authentication has changed. It should be faster to authenticate with the Cloud on load now. Your game should automatically convert your session to the new version on load (Can take up to a minute or so, this only occurs once).
The game now asks you to log in on load (With a fancy new login screen). This can be skipped if you wish to play without the Cloud.
Completion is now separated into Base Game and Expansion content (If you own the expansion). There is also a True completion progress.
Firemaking Additions:
Added a new item - Generous Fire Spirit. This is a random drop which can be opened to obtain 1 of 4 new Firemaking Amulets.
Added a new item - Ashes. Obtained by burning any Log and is used to create Urns (See general new items below).
You can now receive Stardust while burning Magic Logs.
New Items (Not including above Firemaking items)
Ultima Godsword - A brand new Godsword that can be created by upgrading all four base Godswords.
Added Small & Medium Urns which can be created in Crafting using Ashes from Firemaking. These can then be enchanted in Alt. Magic for Prayer Points.
Added Skilling Outfits for many non-combat Skills. These provide bonuses to Skill XP and Mastery XP. Requirements include Township Skill Level and Task completions.
Added many new Hats to the Shop in the Township section. These provide various bonuses for the general game.
New Pets
Added a Skilling Pet for Township.
Added many cute Cats that can be purchased in the Shop (Has Township requirements).
Base Game Balancing
Skills:
Farming - Multiplied all Tree Skill XP by 5x.
Farming - Reduced harvest quantity multiplier for Allotments and Herbs from 3x -> 2x.
Farming - Increased harvest quantity multiplier for Trees from 7x -> 20x.
Runecrafting - Mastery now also reduces rune costs by 5% per 10 Mastery Levels to create gear/weapons in runecrafting. +15% Cost Reduction at 99 Mastery.
Summoning - Increased max Mark level to 6. You still only need level 4 in the base game for all the Synergies. This is just a change for the upcoming expansion where Level 6 Marks are required.
Summoning - Adjusted drop rates for Marks. It is now faster to get from Level 1 -> 4 Marks.
Monsters
All boss phases in Into the Mist Dungeon now have 10,000 HP (This is so it can make use of the Big ol' Ron effect).
Items:
Attack Skillcape: Buffed to +40 All Melee Bonuses.
Big ol’ Ron: Now has 100% Chance to double combat loot. Buffed it's melee strength bonus 9%
Burning Madness Gloves: buffed to now have +12 magic attack bonus and +10% Magic Damage bonus
Burning Madness Ring: Buffed to +20% chance to apply stuff and changed set to now give 20% global accuracy and global max hit while burning/slowed or frostburned.
Centaur Tablet - Reduced base effect to 3%.
Cloudburst Staff: Lowered Magic Ray special to 70% dmg per proc.
Confetti Crossbow: Lowered Price to 150k SC
Elementalist Gloves: Now have +15 Magic Attack bonus and 15% Magic Damage bonus
Firemaking Skillcape: Now Adds +1 to ashes and charcoal (New items) when burning any log
Generous Harvest Potion: All charges now set to 10. Buffed chance to double farming yield to 10%, 15%, 20%, 30%.
Godswords:
Aeris: Buffed flurry to 25% Proc
Glacia: Added 30% bonus stun damage to Ice Prison
Terran: Buffed special attack dmg (Crushing Blow) to 250% and gave +40 def bonus to all and 8DR
Ragnar: Infernum buffed to 20% proc
Glacia God Armour: Buff all to now have +25 minimum damage air/earth/fire/water spells.
Glacia God Boots: Now also has 6% Magic damage bonus
Gold Crested Shield: Buffed to 150%
Minotaur Tablet - Reduced base effect to 3%.
Necromancer Set: When all Parts are worn, now gain a bonus 5% summoning xp/mastery xp, +5 to base quant and -1s in summoning interval.
Poisoned Shortbow & Dagger: Special Attack (Poisoned Hit): Buffed to 125% dmg if enemy is poisoned
Poison Virulence: Buffed to 20% chance to apply poison and changed the set effect to now grant +20% Global Accuracy and Global Max hit while poisoned.
Relentless Fury: Lowered set effect to +5% chance to ignore stuns and freezes.
Ring of Barrage: Now gains -0.15s Attack Interval per stack
Runecrafting Skillcape: Removed preservation chance. Added 15% chance to double items in Runecrafting and +5 to Additional Runes of the same type in Runecrafting.
Sanguine Blade: Changed Rend Spec: Now deals a full 400% bleed if enemy is at full hitpoints, otherwise 250%, gains 20% more max hit, -20% attack interval and 20% Global Accuracy if the enemy is bleeding
Spiked Shell Ring: Buffed to 20% chance to apply bleed and increased 300% attack damage. Buffed set to now give +5% DR while bleeding (keeping global evasion the same)
Stormsnap: Buffed strength bonus from 111 to 130 and range attack bonus to 125.
Stormsnap Special Attack: Buffed to 20% and 1000% of your Magic Level + 1
Strength Skillcape: Buffed to +20 Melee Str
Tidal Edge: Special Attack (Tidal Wave): Now deals 350 + 50% of your max hit, twice, unavoidable
Tormented Ring: Buffed all numbers to 50
War Axe: Buffed Slash and Block to 53 Each
Warberd: Buffed Stab and Block to 67 Each
Witch Tablet - Reduced base effect to 3%.
Lowered all unhallowed wasteland gloves to now only have 10% chance to avoid (Poison Virulence/Burning Madness/Spiked Shell/Relentless Fury).
Synergies:
Golbin Thief + Occultist: Buffed to 15%
Golbin Thief + Wolf: Buffed to 350 GP
Golbin Thief + Mino/Cen/Wit: Buffed all bonuses by 10x
Golbin Thief + Cyclops: Buffed to 400%
Golbin Thief + Yak: Buffed to 30x
Golbin Thief + Dragon: Buffed to 200%
Occultist + Mino/Cen: Buffed to 20%
Occultist + Cyclops: Buffed to -20%
Wolf + Mino/Cen/Wit: Doubled bonuses
Wolf + Cyclops: Buffed to 20%
Ent + Mole: Buffed to 5%
Ent + Octopus: Doubled the bonus
Ent + Pig: Buffed to +2 Cooked Food
Ent + leprechaun: Buffed to +2
Ent + Monkey: Buffed to 35%
Ent + Salamander: Buffed to 10% and +2
Mole + Lep: Buffed to 30%
Mole + Bear: Buffed to 25
Octopus + Salamander: Buffed to 15%
Mino + centaur: Buffed to 25
Centaur + Witch: Buffed to 25
Centaur + Dragon: Buffed to 10%
Witch + Cyclops: Buffed to 4%
Pig + Crow: Buffed to 15%
Pig + Salamander: Buffed to 0.3s
Crow + Monkey: Buffed to 20%
Agility Obstacles:
T1: Cargo Net: Added 3% Global GP Gain and 2% Fishing Mastery Xp
T1: Rope Swing: Added 2% Agility Mastery Xp
T2: Rope Jump: Added 3% Smithing Mastery Xp
T3: Pipe Climb: Buffed to 5% for both bonuses
T3: Pipe Balance: Added 3% chance to not deal damage to mining node
T3: Pit Jump: Buffed Global Skill XP to 3%
T3 Burning Coals: Added -3% Cooking Interval
T4: Gap Jump: Added 3% Runecrafting Mastery Xp and a 500 Mind Rune Cost
T5: Tree Climb: Buffed both by 1%
T6: Lake Swim: Buffed to 5% damage to all monsters, added 3% chance to preserve prayer points
T6: Forest Trail: Buffed both summoning mods to 5%
T9: Water Jump: Buffed to 3% Global Mastery and 8% Max hits for all
T9: Ice Jump: Lowered Food healing value to 5%, removed 10% Slayer Coins and 5% Slayer Skill XP
T9: Frozen Lake Crossing: Added 10% Slayer Coins and 5% Slayer Skill XP
T10: Waterfall: Added -5% Astrology Interval, 5% Astrology Xp and 5% Astrology Mastery XP, added 3,000 Stardust Cost
Defensive Range; +3 Hidden Defense, +3 Hidden Range
Other Game Changes
Equipment Sets now save what Prayer and Spell was selected.
Lore now has its own Sidebar item. You can read the Story of Melvor here.
Tutorial Island will no longer take you through Skills only available in the Full Version if you are playing the Demo.
Compacted the Character selection screen
Updated the UI messaging around the Demo, Full Game and Expansion content.
Bug Fixes
Fixed major performance issues with popup notifications.
Fixed issue where purchase verification would not synchronize to your Cloud account.
Fixed issue where Cloud Saves would not delete when the option was selected.
Fixed rendering issues with Summoning Marks
Fixed incorrect descriptions and translations in many areas.
Fixed issue where minimizing the non-combat Skill list makes it disappear entirely
Fixed issues where Mastery bonuses in Summoning did not apply correctly.
Fixed rendering issue with Agility where the progress bar would continue without actually training the skill.
Fixed incorrect Summoning. Mark being unlocked in rare situations.
Firemaking should now show the correct amount of XP and MXP awarded per action.
Fixed rare issue where offline Skill data was not clearing, causing the game to become unplayable.
Fixed issue where some Tutorial Island steps would get “softlocked”. It was still possible to progress past this point but it required prior game knowledge to do so.
Firemaking log mastery should now update dynamically.
Fixed some milestones that were incorrect.
Fixed incorrect stat descriptions on some items.
Fixed rendering issues with the Minibar when loading into the game.
Fixed many rendering issues throughout the game relating to UI elements.
Fixed missing sale price for Crafting Potions.
Conclusion
We hope you enjoy Stage 1 of the Expansion release!
Be sure to join our Discord or Reddit if you have any questions. Our amazing community is always happy to help!
I'll see you again on the 20th October :D
- Malcs
How the Expansion release will work (Staged release)
Hey everyone!
As we gear up for the release of Throne of the Herald on 20 October 2022, I’d like to inform you on how the release of this expansion will actually work.
The release will be a lot different compared to prior updates, so please read this carefully so you know exactly what to expect.
Staged Release
We will be doing what is called a “staged release” for the expansion. A staged release means we are releasing the update in two stages, rather than all at once.
It also means that you will be able to play new content sooner than the 20th!
Stages Guide
Stage 1 will be released first on Tuesday, 18 October 2022.
This stage includes:
The Free Content portion of the expansion release
Township, Official Mod Support, Astrology Rework and other mentioned free additions
QoL updates, balancing, changes and bug fixes to the Base Game
Updated framework of the game in preparation for the Throne of the Herald Release
Stage 2 is the official Throne of the Herald release on 20 October 2022
This stage includes:
Throne of the Herald content added and unlocked for those who purchased
The ability to purchase Throne of the Herald DLC is unlocked (No pre-ordering is available)
Why a Staged Release?
This update is incredibly large in terms of content and changes. While we have taken the time to ensure stability of the update, anything can happen on release (as we all know).
Releasing the free content prior to Throne of the Herald will give us a few days to hotfix any potential bugs or issues players could face, before releasing the second giant batch of new content.
We want the launch to be as smooth as possible, and we would love for everyone to play it as soon as it is released with minimal hiccups. This staged release will ideally help make this a reality.
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.
Introduction
Welcome to the final announcement for the Throne of the Herald Expansion!
This announcement is focused on providing details of what we may have missed in previous announcements, ranging from new QoL additions to answers for FAQs.
Note: This will only focus on important information that has been missed. Any further small changes, balancing or minor QoL additions will be detailed in the update’s patch notes upon release.
An Update on the Release Date
In case you missed it - I posted an update around the release date for Expansion 1. You can read about it here: https://www.reddit.com/r/MelvorIdle/comments/xdnzy0/an_update_on_the_expansion_1_release_date/
In short: We have pushed back the release date as we need a few more weeks to polish it up and ensure the release is as smooth as possible.
The release date is not far away at all! Keep your eyes peeled for an announcement (you know how I like to be spontaneous).
New Quality of Life Features
New Equipment Slot - “Consumables”
Available for everyone
When loading into the update, you will be greeted with a brand new Equipment Slot - the “Consumables” Slot. This new slot will now be home to all equippable consumable items that are not classed as Ranged Ammunition.
Now, you are no longer required to sacrifice Ranged Ammunition for a Consumable.
Combat Quick-Equip
Available for everyone
We have designed a new system to enable an easier gear-swapping experience for everyone.
When clicking on an equipment Slot in Combat, you will be greeted with a new “Quick-Equip” menu. Here you will be able to set up to 3 different pieces of equipment for that specific slot, enabling you to quickly switch between these items without the requirement of opening your Bank.
These slots are unique to their respective Equipment Set. This means you can have different sets of items in each Equipment Set.
Agility Blueprints
Available for everyone
A common suggestion we have received is the ability to make Agility Obstacle switching less tedious. With the introduction of the Throne of the Herald expansion (which brings even more Obstacles), we felt now was the right time to introduce something to assist with this.
An Agility Blueprint is a fancy name we have given to what is essentially an Agility Loadout or Agility Set. It provides the ability to Save and Load predefined Agility Obstacles as you please.
When setting up an Obstacle Course, you can save that course as a Blueprint. At any given time, you may load that Blueprint to quickly build the Obstacle Course again. You can even apply a custom name to these Blueprints.
This feature is super helpful for those who would like to switch from a Combat-based course to a Skilling-based course.
It is important to note that a Blueprint does not make the Obstacles free. You are still required to front up items and GP equal to whatever it would have cost to manually switch back.
Separated Completion Log
For those who purchase the Throne of the Herald expansion, you may be wondering how completion is affected by the addition of new content.
With the expansion, the Completion Log has been separated into three different sections:
Base Game completion
Throne of the Herald Completion
True Completion (Combined completion for the above two categories, and future Expansions)
Each section tracks the progress of their respective categories. For example, Base Game completion will only show you the progress of Base Game content.
This means purchasing the Throne of the Herald expansion will have no effect on your existing progress, as the content contained within is completely separate.
Another great thing about the separation is the ability to choose which progress is visible to you. You can select any of the three categories to be visible in the sidebar and Completion log.
This image example shows Throne of the Herald as the selected Completion category, with the respective percentages updated according to progress in the expansion only.
Mod Manager Preview
For those who were asking, here is a previous of what the in-game Mod Manager looks like.
You can see the Manager is currently populated with some Mods. Our awesome modding community is already hard at work converting existing Mods to the new Mod Support & API!
Main screen and browser window:
My Mods list & load order:
FAQs
Will the Throne of the Herald Expansion have new Skillcapes? Yes! Every Skill is getting their very own “Superior” Skillcape at Level 120. These capes are an upgraded version of the Level 99 Cape.
There is also a Superior Max Skillcape for when you reach Level 120 in all Skills!
Will I lose my Max Cape when Township is released? No, you will not. You get to keep and wear the Max Cape even when Township is level 1.
With the addition of Township, we thought it would be unfair if players lose the ability to wear the Max Cape until they reach Level 99.
The Max Cape will still inherit all Skillcape abilities. However, it won’t inherit the Township Skillcape’s benefits until Level 99 Township is achieved.
I’m 100% completion, will I lose my Cape of Completion? For this specific cape, the answer is yes.
Those who have reached 100% completion will be required to reach that again when the expansion update drops if you wish to wear that Cape.
It is important to note that you only need to reach 100% Base Game Completion if you do decide to purchase Throne of the Herald. No Throne of the Herald content is required to wear the Cape of Completion.
Astrology - Will we get a refund? With the Astrology rework, the bonuses provided by your constellations will be reset to 0 (Skill XP, Mastery Level and XP are not affected).
Because of this - you will receive a 100% Stardust and Golden Stardust refund when loading into the update.
What platforms is the Throne of the Herald Expansion releasing on? It will be released on all Platforms that Melvor Idle is available on at the exact same time.
Will installing Mods disable our Steam achievements? No, they will not. Achievements will still be active and available to obtain if you use Mods.
Will I need to unlock Township in Adventure Mode? Due to the nature of the Skill, Township will be unlocked from the beginning in Adventure Mode. There is no need to purchase it and unlock it.
Conclusion
We’re getting closer and closer to the release date announcement. Be sure to keep an eye on announcements to be the first to know!
- Malcs
Expansion Details - Township, Official Mod Support & Astrology Rework
Expansion Details Announcement Timeline:
Part 1 of 5 - Level 120 Non-Combat
Part 2 of 5 - Lore & The Herald
Part 3 of 5 - Level 120 Combat
Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More ← YOU ARE HERE
Part 5 of 5 - Everything we missed
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.
Introduction
Hello again, everyone!
Today I bring an announcement most of you have been waiting for! We’re diving deep into the brand new Skill that is being released alongside Throne of the Herald. Also, we will be discussing the Official Mod Support and the Astrology Rework.
And the best part? Everything in this announcement is FREE for all players who own the game. This content will be released at the same time as the Throne of the Herald Expansion, available as a free content update on all platforms.
Let’s get right into it, shall we!
Township
I will preface this by saying what is written below is not everything Township has to offer. There’s so much to the Skill that I had to choose the most important parts to discuss here today.
This is one of the largest Skills we have added to the game since we started working on Melvor Idle almost three years ago. It was so big that we had to cut it down into two parts! I’ll touch on what this means below.
What is Township?
Township is a town management “simulator” built directly into Melvor Idle.
You are now the Mayor of a brand new empty Town, and it’s up to you to help it grow as large as you can via various buildings and mechanics we provide.
You will need to manage mechanics such as Happiness, Education, Health and even Unemployment. All of these Township mechanics serve a unique benefit if you decide to keep them high. However, you will feel the burden of your decisions if some mechanics are ignored and your citizens become filled with unrest.
Township is unprecedented in a few ways:
There is no mastery.
It is 100% passive, meaning you can progress without interrupting other Skills you may be training.
You can ignore the Skill, and come back to it whenever you want without losing efficiency or XP. You’re in complete control.
Unique method of progression. (Touched on further below.)
BUILDINGS & RESOURCES
Township provides you with many unique and interesting Buildings that can be used to grow your town in various ways.
Buildings in Township are constructed using resources that your Town actually generates for you. These resources are gathered by the people in your Town depending on the Buildings you have constructed.
As your Town grows, you will need to manage the availability and production of resources such as Food, Wood, Stone, Ore, Clothing, Potions, Herbs and more! Each resource has a purpose, whether it be for constructing new Buildings or ensuring your citizens stay healthy.
You will find over 50 different buildings at your disposal. Some are locked behind Township Level and population requirements. As you level up, you will unlock more exclusive buildings to place down.
MAP, BIOMES & BUILDING SPACE
When there’s things to build, you need space to actually build it.
Township has an in-built Map selector, where you can choose between a list of predefined unique map layouts to start your Town.
Maps are composed of 10 different unique Biomes. These include Biomes such as Grasslands, Mountains, Forest, Desert, Snowlands and more. Each Biome has a unique benefit attached to it - whether it be access to build specific buildings, or extra resource production for certain production buildings.
Be careful though! Some Biomes like the Desert and Snowlands require consistent resources to ensure the safety of your citizens.
On top of this, you will be provided with a maximum of 2,048 spaces to build on. Yes, this means you can build 2,048 buildings! The amount of different Towns you can create is insane, so it will be interesting to see what Town you build with all this land.
CITIZENS & JOBS
Citizens are your most important aspect of Township. They’re so important that they are your direct source of Skill XP.
Skill XP is earned based on how many citizens are in your Town. Higher population means higher XP gains.
As mentioned earlier, your citizens will also be collecting resources for your Town. This is done by constructing buildings that produce certain resources. With these buildings active, your citizens will be assigned a Job which relates to collecting specific resources.
Each building only has a certain amount of slots available for citizens to work there, so choose wisely based on how large your Town may be.
Another factor to consider is unemployment. Citizens are not happy when there are a lot of unemployed people, so you will need to manage this as best as you can.
Citizens also have an age. As you progress, they will age up naturally and will eventually be laid to rest.
HAPPINESS, EDUCATION & HEALTH
Three important mechanics to look after, each providing a unique benefit if you keep it as high as you can.
Happiness increases Skill XP gains. Education increases resources Production Health ensures your citizens will live as long as they can.
Your buildings and resource production will determine the Happiness, Education and Health of your Town.
WORSHIP
When creating a Town, you have the ability to choose a Melvor God that your Town will Worship. You can select from Aeris, Glacia, Terran or Ragnar.
Each Worship comes with a unique set of permanent modifiers that will either help your Town, or make it a bit more challenging. They set up some unique play throughs and can greatly benefit you if used wisely.
You can also construct Worship buildings such as Churches or Statues of your chosen God to increase the Worship level of your Town. Increasing this level will unlock more permanent bonuses that you can take advantage of. They’re kind of like Mastery Checkpoint bonuses, without the spending part.
If choosing a Worship is not your style, you may also choose no one to Worship and play without this additional mechanic.
THE TRADER
When progressing through Township, you will notice that you are visited by a Trader a few times per day.
This Trader allows you to convert resources from Township into items you can use in the game itself. For example - Food can be converted out into Seahorses or Whales, or Wood can be converted out into Magic Logs or Redwood logs.
This allows you to benefit from a Town that is working hard. It is passive resource generation once you get to the stage where your Town is stable and self-managed.
Not only can you convert from Township into your Bank, but you can do it the other way around as well!
You’re able to convert resources in your Bank into resources your Town uses. This enables you to directly benefit from your game progress, and gives your excess resources a place to be useful.
UNIQUE ITEMS
Be on the lookout for a bunch of unique items and Pets that Township provides, including various Skilling outfits!
PROGRESSING THROUGH TOWNSHIP
Township doesn’t play out like any other Skills in the game, as it has its own unique method of progression.
Township runs on what we call “Ticks”. This is a unit of time measurement for your Town. Each “Tick” will progress your town. Everything related to your Town occurs during this Tick - people move in, resources are gathered, citizens age, etc.
Now, Ticks are not an unlimited resource per se. Every 10 seconds, you will gain 1 tick to spend in Township. These ticks are earned regardless of whether you’re online or offline.
You can choose to claim as many Ticks as you like per action (up to a maximum 8,640 ticks per click).
Township is designed like this because it’s a Skill that is meant to be progressed alongside the game in general. This system allows you to check back to Township whenever you feel like it without losing out on resources or efficiency.
If you decide to take a week off of looking at Township, you will have a week’s worth of Ticks ready to spend.
We don’t want to force you into looking after your Town on a daily basis, as they may become tedious. You’re in complete control of your progression!
Why Part 1?
Part 1 of Township focuses on the passive nature of the Skill. Building your Town and ensuring your citizens are happy is the key to this first content drop.
Part 2 will introduce the idea that neighboring Towns exist, and some may not appreciate your existence. It will be the Combat update, where you will need to manage and defend your Town from potential attacks or raids.
There’s a lot of room to expand with Township. We look forward to continuing to grow it even further!
Official Cross-Platform Mod Support
Modding has been an important part of Melvor since the beginning. I’ve personally always enjoyed modding games and seeing what the community can create for something if they are given the tools available to do so.
Melvor Idle will finally see Official Cross-Platform Mod Support!
You will be able to browse and subscribe to community created Mods directly in the game with our new in-built Mod Manager.
Available on both desktop and mobile, the in-game Mod Manager makes it easy to:
Browse and search through all available mods.
Download and install mods and automatically keep them up-to-date.
Adjust mod load orders to manage dependencies and conflicts.
Enable and disable mods on the fly.
Leave ratings on your favorite (or least favorite) mods.
Mod Support is also cross-platform, meaning you can install mods from any platform Melvor is available on (including Mobile!). Mods you subscribe to are synchronized, so if you install a Mod on Steam it will be there when you load it up on Mobile.
We’ve worked hard to be able to provide total customisation for Melvor Idle. Creating and sharing mods is getting easier with new tools available, including APIs for:
Adding game objects, such as skills, items, recipes, combat and slayer areas, and much more.
Hooking into the game life cycle for more control over when your mod performs actions.
Define player-configurable settings for your mod.
Storing and retrieving free-form data to and from a character or player account.
Hooking into or patching game functions.
There will be guides available covering the above concepts and more.
We love seeing the talent of our community, and we hope adding Official Mod Support will provide an outlet to showcase that talent!
For those wondering, we will be utilizing https://mod.io for mod support.
Astrology Rework
We are also adjusting Astrology based on feedback we have received from the community since its release.
The concept of the Skill is good, but the execution was a bit tedious with the amount of RNG that the Skill had.
We are now adjusting the Skill by completely removing that RNG aspect.
Here is a breakdown on the changes:
Stars inside constellations now have a predefined modifier. This is the same for everyone (Some Stars have 2 modifiers in 1 star).
All modifiers start at 0%, and are leveled up using Stardust or Golden Stardust. This is a set cost and there is a maximum limit of upgrades on all Stars.
The modifiers you level up are permanent and are always applied to your character.
Stars inside constellations are still locked behind Mastery level.
These changes will allow you to “complete” Astrology. There’s no need to reroll anymore, or rely on RNG for a modifier you’re hoping to achieve.
Conclusion
I hope you are as excited as I am for Township! This Skill has so much potential and I look forward to continuing to develop it over time.
In the next and final announcement post, we’re going to be talking about everything we may have missed in the last 4 announcements. This includes new mechanics we may be adding, changes to existing skills, new Quality of Life features and everything else! This will be stuff that is free for everyone as well.
Speak soon
- Malcs
Expansion Details - 120 Combat
Expansion Details Announcement Timeline:
Part 1 of 5 - Level 120 Non-Combat
Part 2 of 5 - Lore & The Herald
Part 3 of 5 - Level 120 Combat ← YOU ARE HERE
Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
Part 5 of 5 - Everything we missed
Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.
Introduction
Hello everyone!
Welcome to the third Throne of the Herald Expansion update announcement!
This announcement will solely focus on Level 120 Combat. So that means anything we are adding from Level 100 to Level 120 for Combat content.
We’re going to talk about Dungeons, Slayer Areas, and new Gear and everything in between.
Let’s get straight into it!
Dungeons
As detailed in the previous announcement regarding the Lore, the Combat content follows a “storyline” of sorts. Dungeons play a massive role in the journey your character embarks on.
We are adding 7 new Dungeons to the game from Level 100 - 120.
These dungeons are designed to be difficult and challenging, but thanks to all the new Non-Combat content you can create, you can idle every single dungeon (except the final dungeon, more on that below).
We’ve taken you back to our roots where you will receive a chest of goodies at the end of a dungeon completion, containing new unique items for you to use as you progress. Each new dungeon comes equipped with their very own Dungeon Pet! You definitely don’t want to miss them.
The Final Dungeon
The final dungeon is the most challenging aspect you will encounter.
The dungeon cannot be idled, but you only need to complete it once! On top of this - the only Monster you will face is the final boss. No need to make your way through countless monsters before reaching the end.
Slayer Areas
On top of the Dungeons, we’re also adding 8 brand new Slayer Areas from Level 100 - 120.
Just like the Dungeons, these are challenging yet very rewarding. Every Monster you encounter is unique, and will provide you with an exclusive item you don’t want to sleep on.
There are 33 new Monsters waiting inside these new Slayer Areas, along with some brutal Slayer Area Effects you will need to watch out for.
New Slayer Tiers and Armour
The addition of new Slayer Areas and high level Monsters means we have introduced two brand new Slayer Tiers - Legendary and Mythical.
Alongside this, you can also obtain Legendary and Mythical Slayer Gear from the shop! These will greatly increase the power and assist greatly with negating the Slayer Area Effects.
New Magic Spellbook - Archaic Magicks
We have also included a brand new Magic Spellbook that you will definitely need throughout your Combat journey.
Archaic Magicks are very similar to Ancient Magicks. However, the key difference here is that Archaic Spells can be used alongside Curses and Auroras. The damage they output can also be altered by Player damage modifiers!
There are 10 Archaic Spells for you to use. Choose wisely for the scenario you may find yourself in.
New Prayers
We are adding 9 brand new Prayers to use between Level 100 and 120.
These Prayers are important, as the bonuses they will provide are much greater than previous Prayers you are familiar with. I’m sure there will be plenty of interesting Prayer combinations to give you the upper hand!
New Weapons and Armour
During your adventure through all the Slayer Areas and Dungeons, you will come across some pretty insane new gear to equip and wear.
This gear is designed to help in certain situations you may find yourself in.
We have new swords, bows, crossbows, magic staffs, wands, rings, necklaces - everything!
The unique special attacks and passives you can acquire from these items will make for some very interesting builds as you move forward.
Conclusion
I didn’t want to spoil too much with this announcement.
With the help on all the Non-Combat content, new gear and synergies - you will encounter some interesting challenges as you attempt to beat the Expansion content.
The Next Announcement
Our next announcement is definitely one everyone has been waiting for.
We’re going into detail about all the free content being added to the game alongside the Throne of the Herald expansion - including an in-depth look at Township!