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Jaywing II

Dwarf Male
Not affiliated with an Alliance
Dwarf Male Character Portrait

Glokkanen Smc Strog G'dai - May Their Fattness Fry Our Bacon

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Heroic Human Statue Mystery Quest

Quest grants 20, non-mission, defensive diplomat spy units to each of your cities that completes the quest -- Scribes of Allembine.  Once awarded, each unit requires 2 gold per hour upkeep.  Each unit has 5 speed, 11 attack, 120 defense, and boosts your city's visual defensive radius.  Once all 20 scribes are collected the Allembine Research discovery is awarded, granting +5 research points hourly per Library level.

Either tier 1 or tier 2 spy units can be sent on these missions. The individual missions can be sent in any order and all are in Elgea, the northern lands.  Most missions are one-off, but 6 require two missions to have a scribe sent to the questing city.  These double missions must be done in sequence to have the scribe awarded.  Like all missions, take particular note of the minus signs to pin-point correct map coordinates.

1)  -312/717

2)  -608/-189

3)  910/-507

4)  -102/1 & 949/-379

5)  429/-931

6)  516/505

7)  -485/-736 & 669/794

8)  652/-265 & -843/-310

9)  -4/10

10) -377/-104

11) 356/498

12) -157/-298

13) 471/228 & -711/674

14) 232/345

15) 761/-892 & -39/-973

16) -194/-687

17) 719/365

18) 22/-85

19) -569/-91 & 136/855

20) 399/-431

 

Gnome-Brew Discovery Quest

The Gnome-Brew discovery quest reduces the cost of making beer by 5 food per unit. It applies to each city that makes the discovery, which means you are able to make the discovery for each settlement by attempting and completing the requirements. To do so: send a minimum of 125 Spies to Keppin -513/-96.  If you send fewer than the minimum of 125 spies, you will receive a message that the quest has failed, and you will need to try again.

 

 

Heart of Corruption Discovery Quest

(under construction -- much yet to be discovered)

Beating Heart of Corruption - aka 'Audrey':  -994/-824

Temple of Nameless: -990/-817

Temple of Outsider:  -985/-826

Temple of Shapeless:  -989/-817

 

 

NPC Encounter Group Sizes

Gives an approximation of the numbers you'll encounter when hunting.  Best to scout the target first if you're uncertain as to your probability of success.

Size Min Max
Few 1 3
Handful 4 8
Several 9 21
Pack 22 81
Many 82 128
Gathering 129 227
Horde 228 462
Throng 463 815
Host 816 2,500
Legion 2,501 9,999
Myriad 10,000 24,999
Sea 25,000 49,999
Cornucopia

50,000+

 


Which harvester to deploy?

 

            Caravan
           Cotter
      Skinner
 Miner
 Herbalist

 

Peacetime Siege and Capture Proceedures

(under construction)

This guide is a basic outline on how to successfully siege and capture a settlement during peacetime.  It assumes that you have already completed all military research necessary to produce troops, promote commanders, form armies, build siege engines, and have some experience on how to utilize all of these in battle. It is suggested that you first read through all the points below in their entirety, so that the overall process is clear.

1. Reach sufficient total population to gain a new settlement.  This changes over time as you grow bigger and settle or acquire more settlements (see chart below).

2. Identify a settlement that has been abandoned by another player exiting the game or for some other unspecified reason, which you wish siege and capture.  This may be a settlement that is: a) ideally, an alliance member's abandoned account which is still under the control of your alliance; b) an abandoned account which is still under the control of another alliance, or c) an abandoned account which is not under the control of any alliance.

3. If the settlement is within your alliance, check with your alliance leaders for the availability of the settlement you wish to siege and capture (it may already be claimed by another alliance member). With permission granted, you can continue the process.  If the settlement is abandoned and the settlement is still under control of another alliance, contact the leadership of the controlling alliance to siege and capture.  If permission is granted (FYI: this usually works best if your alliance has a friendly diplomatic agreement with said alliance, like an NAP) then you can proceed.  However, be aware that there are cases when specific conditions apply to that alliance's permission (these may include: a price tag in gold or other goods and resources, a timely relocating of the captured settlement elsewhere, trade agreements, or other such conditions). If the settlement is unaligned with another alliance, it's a free for all.  You can freely continue the process outright, although be aware you may be in competition with another player for your target settlement.

4. Scope-out the opposition.  There are several steps.  a) send both basic and advanced scouts to reconnoiter the existing military in the target settlement. You will receive a detailed report of troop levels and types you will have to defeat to successfully take the settlement. The number of the diplomatic units you send is up to you, but the more you send, the greater chance of success and a thorough report.  b) send both basic and advanced spys to reconnoiter structures in the target settlement. You will receive a report delineating the buildings and their levels.  Again,the number of diplomatic units you send is up to you, but the more you send, the greater chance of success and a detailed report.  And, c) send both basic and advanced assassins to eliminate enemy commanders in the target settlement.  Like with all diplomatic expeditions, the greater number of units you send, the greater the chances of success. In this case, the end product is that no enemy commanders will remain in the target settlement, thereby degrading the potency of any defending troops.

5.  After getting reports on your target settlement, it's time to muster your troops and siege machines to be ready to siege and capture it.  (FYI: you can begin this process at any time.  Many players produce troops and siege engines well ahead and hold them in reserve, anticipating that they will need them on into the future.)

If you're uncertain that you can put together an army with enough troops to clear the target settlement, send an alliance mail asking for help in the clearing phase. Alliance members are usually eager to help if asked, and if you can't produce sufficient siege engines to reduce the target to capture levels, your alliance mates can help in this department, as well.

To make sure you have enough troops, it is recommended to prepare an army with at least two to three thousand troops; more if the defending troop levels are fairly substantial. Coupled with 20 siege engines, this army will level-down a 30k settlement usually within 3 days.

6.  It's time to rock and roll.

The initial step here is to access if you need to briefly withdraw from your home alliance to siege the target.  If the target is held by your alliance, you will need to withdraw.  By game design, you can not siege an allliance member's settlement, even if that player has abandonded the account. Inform your alliance leadership of the time you're going to leave the alliance and ask that they send you an invitation to rejoin once the siege and capture is complete.

 

Requirements to Settle nth City
# Settlers Population
2nd 1 450
3rd 2 2,000
4th 3 5,000
5th 4 10,000
6th 5 20,000
7th 6 40,000
8th 7 75,000
9th 8 130,000
10th 9 233,550
11th 10 263,550
12th 11 294,550
13th 12 326,550
14th 13 359,550
15th 14 393,550
16th 15 428,550
17th 16 464,550
18th 17 501,550
19th 18 539,550
20th 19 578,550
21st 20 618,550
22nd 21 659,550
23rd 22 701,550
24th 23 744,550
25th 24 788,550
26th 25 833,550
27th 26 879,550
28th 27 926,550
29th 28 974,550
30th 29 1,023,550
31st 30 1,073,550
32nd 31 1,124,550
33rd 32 1,176,550
34th 33 1,229,550
35th 34 1,283,550
36th 35 1,338,550
37th 36 1,394,550
38th 37 1,451,550
39th 38 1,509,550
40th 39 1,568,550
41st 40 1,628,550
42nd 41 1,689,550
Stats