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Thingol

Elf Male
Not affiliated with an Alliance
Elf Male Character Portrait

Terrain Modifiers:

ATTACK
Terrain Type    Cavalry    Spears    Infantry    Ranged
Buildings            -50            20           40             5
Large Forest      -15              5           30          -20
Large Hill           -15              0           10           10
Large Mountain -30              0           15           15
Plains                 30           -15             0             0
Small Forest     -10             10           30          -10
Small Hill             0               0             0             0
Small Mountai  -20               0             5           10
 

DEFENSE
Terrain Type    Cavalry    Spears    Infantry    Ranged
Buildings             -45           25            30           15
Large Forest       -15             5            25          -20
Large Hill            -10            10             5           15
Large Mountai    -30            20             5           30
Plains                  25           -15             0             0
Small Forest       -10            10           30          -10
Small Hill              0               5             5              5
Small Mountai   -15             15             5            15
 

Rare Herb Tile Locations  
Ancient Forest:  Ironstem Root, Brascan Seeds
Wooded Glade:  Larken Wood, Brascan Seeds, Queen's Hair, Furizion Seedpods, Sharproot
Blessed Oak: Ancient Oak
Thick Forest:  Larken Wood, Vistrok Flowers
Dense Forest:  Larken Wood, Brascan Seeds, Suntree Haft, Vistrok Flowers, Furizion Seedpods, Sharproot, Brownback Moss
Light Woods:  Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flowers, Sharproot, Queen's Hair
Wooded Land:  Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flowers, Sharproot
Forested Hilltop:   Larken Wood, Brascan Seeds, Suntree Haft, Furizion Seedpods, Silverthorn, Rockweed Root
Swamp, Mire, March, Bog:  Toadcap Fungus
Abandoned Mineshaft:  Miner's Bane
Light Tropical Cover:  Queen's Hair,  |Jungle| Giant Palm Leaves
Tropical Foliage:  Giant Palm Leaves
Tropical Hilltop:  Queen's Hair
Dense Foliage:  Giant Palm Leaves,*
Rainforest:  Giant Palm Leaves, Queen's Hair, Furizion Seedpods, *
Fisherman's Hut:  Ancient Oak
Abundant Clay, Exposed Clay, Turned Clay, Plains:  Warpwood Shoot
Oasis:  Rahan Palm Wood, Spidertree Leaves
Weeping Willow:  Queen's Hair
Palm Trees:  Rahan Palm Wood, Giant Palm Leaves, Ebony Wood
Dark Forest:  Brascan Seeds
Forbidden:  Ancient Oak

NPC Encounter Group Sizes

Size    Min    Max
A Few    1    3
A Handful    4    8
Several    9    21
A Pack    22    81
Many    82    128
A Gathering    129    227
A Horde    228    462
A Throng    463    815
A Host    816    2,500
A Legion    2,501    9,999
A Myriad    10,000    24,999
A Sea    25,000    49,999
A Cornucopia    50,000+     
 

The number of arrows on a moving unit indicates the rough speed, as follows:On Noes!

Stationary Unit = No arrows
1 arrow = 1-7 squares per hour
2 arrows = 8-16 squares per hour
3 arrows = 17-25 squares per hour
4 arrows = 26-41 squares per hour
5 arrows = 41+ squares per hour

Size    Min    Max
A Few    1    3
A Handful    4    8
Several    9    21
A Pack    22    81
Many    82    128
A Gathering    129    227
A Horde    228    462
A Throng    463    815
A Host    816    2,500
A Legion    2,501    9,999
A Myriad    10,000    24,999
A Sea    25,000    49,999
A Cornucopia 30     -          1,023,55030/6  661021

 

Heroic Human Statue

Scribe-Name Location 1 Location 2 Scribe-Name Location 1 Location 2
1. Aldelbrecht -312|717 - 11. Keldar 356|498 -
2. Asmorn -608|-189 - 12. Lambercht -157|-298 -
3. Bjander-Thegn 910|-507 - 13. Lindricht 471|228 -711|674
4. Braynard -102|1 949|-379 14. Oddric 232|345 -
5. Burkhardt 429|-931 - 15. Osgaut 761|-892 -39|-973
6. Eberekt 516|505 - 16. Raedborth -194|-687 -
7. Ferhonanth -485|-736 669|794 17. Regindalt 719|365 -
8. Fridholt 652|-265 -843|-310 18. Rikert 22|-85 -
9. Gunthar -4|10 - 19. Tormand -569|-91 136|855
10. Haestin -377|-104 - 20. Ulvelaik 399|-431 -

Send spies to all locations above and you will receive as reward a Scribe of Allembine for each spied location (6 Scribes require to spied 2 locations, do the first locations before the 2nd ones) .... Scribe of Allembine is a spy unit with low upkeep (2 gold p/h) but high defensive value (120) ..... When a town collect all 20 scribes, that town gain discovery Allembine Research Techniques, which grants +5 research points hourly per Library level

#/World/Map/-513/-96

Send
 125 Adanced Scouts here, or 150 Basic Spies to complete the Gnome Brewery Discovery :)

Population Requirements

Building Population at 20

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

Blacksmith - 1497
Book Binder - 1497
Carpentry - 1497
Common Ground - 1497
Consulate - 1497
Fletcher - 1497
Forge - 1497
Foundry - 1497
Kiln - 1497
Mage Tower - 1497
Paddock - 1497
Saddle Maker - 1497
Siege Workshop - 1497
Spearmaker - 1497
Stonemason - 1497
Tannery - 1497
Tavern - 1497
Archers Field - 1796
Calvary Parade Grounds - 1796
Trade Office - 2000

 

Quest Spots

Heart of Corruption

Misted Lands

Rift

Duraz Karag

Steamtasic Brewery

Temple of Reason

Fortress of Shadows

 

Basics

Tips for hunting

Name Short Explanation
Research infantry everything from Conscription to Elite Guards
cavalry everything from Call to arms to Elite Squadron
Troop type cavalry for plains and small hills
infantry for every other terrains
Commander T2 infantry or T2 cavalry to match troops, and all commanders same type
Com points 10 points in Heroism
Army set up 5 divisions, 5 commanders, 61 T2 troops (57/1/1/1/1)
Gear Terrain gear on commanders only (cheap and works well)

 

Harvesters

      Caravan
     Cotter
  Skinner
Miner
Herbalist

 

Each terrain type bestows benefits or penalties on the various types of units fighting on them. These tables will show you which terrain types are favorable for your unit makeup.

Attack % Modifiers

Terrain Type

Cavalry 

Spears  

Infantry  

Ranged  

Buildings  -50 20 40 5
Large Forests  -15 5 30 -20
Large Hills  -15 0 10 10
Large Mountains    -30 0 15 15
Plains   30 -15 0 0
Small Forests  -10 10 30 -10
Small Hills    0 0 0 0
Small Mountains  -20 0 5 10

 

Defend % Modifiers

Terrain Type

Cavalry  

Spears  

Infantry  

Ranged  

Buildings  -45 25 30 15
Large Forests  -15 5 25 -20
Large Hills  -10 10 5 15
Large Mountains    -30 20 5 30
Plains   25 -15 0 0
Small Forests  -10 10 30 -10
Small Hills   0 5 5 5
Small Mountains   -15 15 5 15 

Rune Spells

Each line of runes in this school has a specific purpose. Each also has a 22hr shared cooldown after activation before being able to be recast. The Slaying line kills units entering your city indescriminately, with the exception of spies and scouts. The Seeking line boasts more charges than the Slaying line but is limited to diplomatic units and requires you to specify the unit type against which it will act (scouts and spies can be targeted by this ability).

[School] Name

Magic Tower Level

Kills (# of Units)

[Slaying] Mark of Slaying 3 5
[Slaying] Death Rune 7 20
[Slaying] Killing Glyph 11 75
[Slaying] Ward of Destruction 15 250
[Seeking] Mark of Seeking 2 12
[Seeking] Seeking Rune 6 40
[Seeking] Seeking Glyph 10 130
[Seeking] Ward of Intentions 14 400

 

 

 

 

 

 

 

 


Thief Units    

As in most cases in this game, T1 units typically have better defensive stats while T2 units better offensive stats per unit of gold upkeep per hour. T1 thieves are only able to steal basic resources, but T2 thieves can also steal gold, and T2 gear. As with all diplomatic units, T1 thieves are best left at home defending you from hostile thieves, while T2 units sent en-masse to an enemy can deprive them of the basic resources to keep growing their city as well as gold to support their troops and weapons with which to create new ones.

Race

Icon

Unit

Attack

Defense

Capacity

Speed

Carry

Dwarf Footpad 18 20 57 14 57
Halfling 39 36 60 16 60
Elf Rogue 14 17 50 19 50
Dark Elf 31 29 54 25 54
Human Burglar 15 16 59 15 56
Master Thief 38 30 64 22 64
Orc Goblin Cutpurse 14 18 71 17 71
Plunderer 34 28 76 20 76

 

 

 

 

 

 

 

 


Scout Units

Scouts are able to determine how many units and of what types are present in any given location, whether that be an enemy city's army, an occupation force, a group of NPCs or even what type of minerals are inside a mine. T1 scouts are limited to only reporting on what is currently present; T2 scouts can determine an enemy city's deployment of units as well. Knowing the type and concentration of units garrisoned inside an enemy city can be a decisive advantage, and knowing that an enemy's armies are currently out on maneuvers can allow you to take the initiative and attack while a city is largely defenseless.

Race

Icon

Unit

Speed

Attack

Defense

Dwarf Sentry 14 14 17
Watcher 18 33 31
Elf Tracker 22 18 20
Outrider 30 40 36
Human Scout 17 15 17
Ranger 22 34 28
Orc Hunter 18 15 17
Stalker 20 36 30

 

 

 

 

 

 

 

 


Spy Units

Spies are used to determine the current structures in a city, as well as any resources in the city. T2 spies can also report on any building construction or research being conducted in those cities. Combined with Saboteur units you can cause costly damage to an enemy city's growth by interfering with its building construction, as well set it back technologicallly by extending a lengthy research project a great deal past its expected finish date.

Race

Icon

Unit

Speed

Attack

Defense

Dwarf Observer 16 15 17
Keeper of Secrets 19 36 30
Elf Waysman 21 14 17
Farseer 28 32 32
Human Agent 17 17 21
Spymaster 23 39 37
Orc Goblin Spy 18 15 17
Listener In The Dark 21 36 27

 

 

 

 

 

 

 

 


Saboteur Units

Working alongside spy units, saboteurs are able to disrupt a city's construction queue. T1 saboteurs can sabotage a single construction task in the queue, while T2 saboteurs have a chance to sabotage a second, as well as delay an ongoing research by up to twice the original time required.

Race

Icon

Unit

Speed

Attack

Defense

Dwarf Sapper 13 16 17
Underminer 19 36 34
Elf Elven Pruner 17 14 17
Dark Elf Saboteur 25 34 32
Human Saboteur 15 15 17
Agent Provocateur 22 35 29
Orc Goblin Saboteur 16 17 20
Arsonist 19 40 35

 

 

 

 

 

 

 

 


Assassin Units

Assassin units are able to silently kill enemy commanders within their cities or occupation armies. T1 assassins are only able to target a single commander per mission; T2 assassins do more damage and have a chance of assassinating two commanders in a single mission. A leaderless army will be much easier to destroy than one with a highly skilled commander that buffs its division's damage and defense, as well as removing a highly damaging unit from the army with little risk to yourself if the enemy lacks defense against assassins.

Race

Icon

Unit

Speed

Attack

Defense

Dwarf Executioner 14 14 17
Deeper Dweller 18 33 31
Elf Willowblades 18 15 17
Night Shade 24 34 30
Human Cutthroat 16 18 18
Assassin 22 39 35
Orc Poisoner 17 15 17
Iqadron Acolyte 19 36 30

 

 

 

 

 

 

 

 


Spear Units

Spear units are the first available to build by all players. Their primary use is often city defense as they lack a great deal of terrain bonuses to attack or defense, though they can be used en-masse to swarm an enemy since they are the cheapset military unit in gold upkeep. Orcs have elite spear units, which have lower material requirements to build in exchange for requiring beer in their build recipe. Spearmen are a natural counter to enemy cavalry and are weak to enemy infantry.

Race

Icon

Unit

Speed

Attack

Spear

Bow

Sword

Cavalry

Carry

Dwarf Yeomen 8 7 12 4 13 13 22
Halbardiers 6 16 17 13 17 29 16
Elf Protectors 9 6 11 4 10 13 18
Phalanxes 7 15 15 10 15 30 10
Human Militiamen 8 7 11 4 11 13 20
Pikemen 6 16 17 11 17 29 12
Orc Kobold Cohorts 8 9 12 6 12 13 25
Clan Guardsmen 6 19 18 11 18 33 18

 

 

 

 

 

 

 

 


Infantry Units

Infantry units have rather even defensive stats and are suberb at attacking on forested terrain, as well as being decent at attacking mountainous. Their massive bonuse for fighting within buildings should also be kept in mind when selecting locations for new citites; if your city is directly adjacent to a structure you'll have an uphill battle trying to defeat a siege force station on a building tile with infantry support. Dwarves have elite infantry units - they're the fastest and strongest of the various races' infantries. Like all elite units they have lowered material costs to train in exchange for requiring beer instead. Infantry are a natural counter to enemy archers and to a slightly lesser extent infantry, while being weak only to other infantry units.

Race

Icon

Unit

Speed

Attack

Spear

Bow

Sword

Cavalry

Carry

Dwarf Axmen 9 27 14 11 17 14 70
Stalwarts 8 45 20 18 21 17 70
Elf Wardens 6 21 14 12 14 14 55
Wardancers 8 33 19 19 20 20 65
Human Swordsmen 7 22 13 10 15 14 48
Men-at-Arms 5 35 20 18 21 19 55
Orc Fangs 7 22 14 11 15 14 40
Fists 5 36 18 17 18 19 60

 

 

 

 

 

 

 

 


Ranged Units

Ranged units have rather even defensive bonuses except for a weakness to cavalry. They are adept at defending or attacking cities settled on hills in the mountains due to their sizable bonuses on those terrain types. Elves have elite archers - they're without a doubt the best ranged units the varying races have to offer and, like all elite units, have lowered material costs in crafting in exchange for requiring beer instead. Ranged are not a counter to any other unit type, but they are weak to enemy cavalry.

Race

Icon

Unit

Speed

Attack

Spear

Bow

Sword

Cavalry

Carry

Dwarf Slingers 9 15 21 22 20 13 35
Crossbowmen 7 26 23 21 30 21 35
Elf Sentinels 10 20 23 24 23 16 25
Elven Trueshot 8 32 36 36 34 25 30
Human Archers 7 16 21 22 20 13 20
Longbowmen 9 24 33 32 32 20 27
Orc Clanguards 9 17 19 21 20 12 32
Death Dealers 7 23 31 30 30 20 27

 

 

 

 

 

 

 

 


Cavalry Units

Cavalry units are naturally the fastest attacking unit by far and find themselves at home on the plains, since that's the only terrain type upon which they gain any bonuses. They can also be used effectively on small hills as they gain no bonuses or penalties on them. Cavalry also have the higest damage values of all unit types but also take the longest to train. Humans have the best all-around cavalry units, though not by as significant margins as the other races' specalized unit types. Like the other elite units, human cavalry has reduced resource requirements in training in exchange for requiring beer to produce. Cavalry are a natural counter to enemy archers but are weak to enemy spearmen; their primary advantage is their speed.

Race

Icon

Unit

Speed

Attack

Spear

Bow

Sword

Cavalry

Carry

Dwarf Packsmen 15 32 15 15 10 23 95
Runeriders 11 57 21 20 26 29 95
Elf Swiftsteeds 20 36 13 13 20 21 130
Marshals 17 59 19 18 27 28 92
Human Charioteers 18 37 15 16 20 21 150
Knights 12 65 20 19 28 28 100
Orc Wolfriders 17 34 14 14 20 24 115
Death Packs 12 59 21 19 28 29 85

 

 

 

 

 

 

 

 


Siege Units

Siege units are used solely for besieging a city, as their name implies. The T1 variety destroy enemy walls, while the T2 variety rain down destruction on the city's buildings, lowering its population and making it ready for your sieging force to either capture or raze the city. Dwarves have the most accurate siege units and the fastest T2 siege unit compared to the other races, though they are not counted as elite units and therefore are no easier to create than the other races' siege units.

Race

Icon

Unit

Speed

Accuracy

Dwarf Battery-Towers 4 8%
Ballistas 4 35%
Elf Siege Hooks 5 5%
Mangonels 3 31%
Human Battering Rams 4 6%
Catapults 3 34%
Orc Tortoises 4 7%
Trebuchets 3 33%

 

 

 

 

 

 

 

 


Craftable Items

T3 crafted items can require any number of materials that range from abundant to extremely scarce. Most are geared toward a specific usage context, like increasing movement unit speed at the cost of defense, or increasing unit defense at the cost of damage or speed. Some can give slight advantages to a single stat while having no obvious downsides, while some can give quite large penalties for fighting any type of unit other than what it's designed for. For any usage scenario you can imagine there exists a crafted item geared specifically toward that purpose - whether you're able or willing to make and risk losing them is up to you.

 

Useful stuff

    Pale Cedar Wood    

    Lemonwood Bough    

    Larken Wood     

    Ebony Wood      

    Dyallom Gall    

    Warpwood Shoot    

    Miner's Bane    

    Snowbell Flowers    

    Toadcap Fungus    

    Rockweed Root    

    Ancient Oak      

    Rahan Palm Wood    

    Queen's Hair Leaves      

    Spidertree Leaves     

    Brascan Seeds      

    Giant Palm Leaves       

    Desert Flame    

 

    Arterium         

    Elven Tears         

    Aeghris    

    Daera    

    Flektrine     

    Almhurin     

    Silversoil      

    Obsidian      

    Goldstone               

    Iceheart                

    Amar Shards      

    Silvesteel        

 

    Alligator Heart    

    Alligator Skull    

    Alligator Vertebra    

    Anaconda Heart     

    Anaconda Fang    

    Anaconda Skin     

    Arctic Wolf Heart    

    Arctic Wolf Fur    

    Arctic Wolf Tooth    

    Baboon Fur      

    Black Bear Heart      

    Black Bear Tooth     

    Black Bear Fur     

    Black Bear Vertebra    

    Black Panter Fur    

    Brown Bear Fur      

    Cobra Heart    

    Cobra Brain     

    Coral Snake Heart    

    Cyclops Heart    

    Elephant Heart    

    Elephant Hide    

    Fire Salamander Heart    

    Fire Salamander Skin     

    Gharial Heart    

    Gharial Tooth      

    Giant Beetle Heart    

    Giant Beetle Carapace       

    Giant Rat Rib    

    Giant Rat Fur       

    Giant Scorpion Heart    

    Giant Scorpion Exoskeleton     

    Giant Scorpion Stinger    

    Giant Scuttler Exoskeleton     

    Giant Snake Heart    

    Giant Snake Vertebra    

    Giant Snake Fang    

    Giant Spider Heart    

    Giant Spider Fangs    

    Golden Monkey Heart     

    Golden Monkey Fur      

    Ice Salamander Heart    

    Ice Salamander Skin     

    Jaguar Heart    

    Jaguar Fur     

    Leopard Heart    

    Leopard Entrail    

    Lion Heart      

    Lion Tooth    

    Lion Vertebra    

    Mammoth Rib    

    Mammoth Tusk    

    Mammoth Vertebra    

    Massive Scarab Carapace    

    Poisonous Crawler Heart     

    Poisonous Crawler Exoskeleton       

    Poisonous Crawler Mandible    

    Polar Bear Heart    

    Polar Bear Fur    

    Puma Heart    

    Puma Fur      

    Rhinoceros Heart    

    Salamander Heart    

    Salamander Entrail    

    Salamander Fang    

    Saurian Rib    

    Saurian Vertebra    

    Scaled Charger Scale        

    Scaled Charger Vertebra      

    Scritcher Carapace    

    Simien Wolf Heart    

    Simien Wolf Fur     

    Snow Leopard Heart     

    Snow Leopard Fur    

    Tiger Heart    

    Tiger Tooth    

    Tiger Skull    

    Wild Dog Bone      

    Wild Dog Fur       

    Wolf Tooth    

    Wolf Fur      

 

 Heart of Darkness         

 

CODE

 

 

Useful stuff

 

 

 

 Pale Cedar Wood 

 

 

 Lemonwood Bough 

 

 

 Larken Wood  

 

 

 Ebony Wood   

 

 

 Dyallom Gall 

 

 

 Warpwood Shoot 

 

 

 Miners Bane 

 

 

 Snowbell Flowers 

 

 

 Toadcap Fungus 

 

 

 Rockweed Root 

 

 

 Ancient Oak   

 

 

 Rahan Palm Wood 

 

 

 Queens Hair Leaves   

 

 

 Spidertree Leaves  

 

 

 Brascan Seeds   

 

 

 Giant Palm Leaves    

 

 

 Desert Flame 

 

 

 

 Arterium    

 

 

 Elven Tears      

 

 

 Aeghris 

 

 

 Daera 

 

 

 Flektrine  

 

 

 Almhurin  

 

 

 Silversoil   

 

 

 Obsidian   

 

 

 Goldstone            

 

 

 Iceheart             

 

 

 Amar Shards   

 

 

 Silvesteel     

 

 

 

 Alligator Heart 

 

 

 Alligator Skull 

 

 

 Alligator Vertebra 

 

 

 Anaconda Heart  

 

 

 Anaconda Fang 

 

 

 Anaconda Skin  

 

 

 Arctic Wolf Heart 

 

 

 Arctic Wolf Fur 

 

 

 Arctic Wolf Tooth 

 

 

 Baboon Fur   

 

 

 Black Bear Heart   

 

 

 Black Bear Tooth 

 

 

 Black Bear Fur  

 

 

 Black Bear Vertebra 

 

 

 Black Panter Fur 

 

 

 Brown Bear Fur   

 

 

 Cobra Heart 

 

 

 Cobra Brain  

 

 

 Coral Snake Heart 

 

 

 Cyclops Heart 

 

 

 Elephant Heart 

 

 

 Elephant Hide 

 

 

 Fire Salamander Heart 

 

 

 Fire Salamander Skin  

 

 

 Gharial Heart 

 

 

 Gharial Tooth   

 

 

 Giant Beetle Heart 

 

 

 Giant Beetle Carapace    

 

 

 Giant Rat Rib 

 

 

 Giant Rat Fur    

 

 

 Giant Scorpion Heart 

 

 

 Giant Scorpion Exoskeleton  

 

 

 Giant Scorpion Stinger 

 

 

 Giant Scuttler Exoskeleton  

 

 

 Giant Snake Heart 

 

 

 Giant Snake Vertebra 

 

 

 Giant Snake Fang 

 

 

 Giant Spider Heart 

 

 

 Giant Spider Fangs 

 

 

 Golden Monkey Heart  

 

 

 Golden Monkey Fur   

 

 

 Ice Salamander Heart 

 

 

 Ice Salamander Skin  

 

 

 Jaguar Heart 

 

 

 Jaguar Fur  

 

 

 Leopard Heart 

 

 

 Leopard Entrail 

 

 

 Lion Heart   

 

 

 Lion Tooth 

 

 

 Lion Vertebra 

 

 

 Mammoth Rib 

 

 

 Mammoth Tusk 

 

 

 Mammoth Vertebra 

 

 

 Massive Scarab Carapace 

 

 

 Poisonous Crawler Heart 

 

 

 Poisonous Crawler Exoskeleton    

 

 

 Poisonous Crawler Mandible 

 

 

 Polar Bear Heart 

 

 

 Polar Bear Fur 

 

 

 Puma Heart 

 

 

 Puma Fur   

 

 

 Rhinoceros Heart 

 

 

 Salamander Heart 

 

 

 Salamander Entrail 

 

 

 Salamander Fang 

 

 

 Saurian Rib 

 

 

 Saurian Vertebra 

 

 

 Scaled Charger Scale     

 

 

 Scaled Charger Vertebra   

 

 

 Scritcher Carapace 

 

 

 Simien Wolf Heart 

 

 

 Simien Wolf Fur  

 

 

 Snow Leopard Heart  

 

 

 Snow Leopard Fur 

 

 

 Tiger Heart 

 

 

 Tiger Tooth 

 

 

 Tiger Skull 

 

 

 Wild Dog Bone   

 

 

 Wild Dog Fur    

 

 

 Wolf Tooth 

 

 

 Wolf Fur   


 

Settlers & Pop for cities

Growing your empire is a slow and studious task. Knowing the milestones ahead of time for when you'll next be able to settle a new city can often change your building strategy, and knowing what buildings provide the highest population can help you reach those milestones faster.


        

Population Requirements

Building Population at 20

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

Blacksmith - 1497
Book Binder - 1497
Carpentry - 1497
Common Ground - 1497
Consulate - 1497
Fletcher - 1497
Forge - 1497
Foundry - 1497
Kiln - 1497
Mage Tower - 1497
Paddock - 1497
Saddle Maker - 1497
Siege Workshop - 1497
Spearmaker - 1497
Stonemason - 1497
Tannery - 1497
Tavern - 1497
Archers Field - 1796
Calvary Parade Grounds - 1796
Trade Office - 2000

 


Resource Upkeep at lvl 20

Foreknowledge of what sovereignty structures require which resources in upkeep and to what degree can help you plan the locations you choose to settle more wisely, lest you accidentally settle what was to be an archery city on a tile that has only three wood plots. 

Building

Wood

Clay

Iron

Stone

Archers' Field 2700   1100  
Assassins' Abode     3100 1900
Cavalry Parade Ground 1100 2700    
Foreign Office   400 800 1600
Geomancers' Retreat 700 2300   1500
Infantry Quarters     1100 2700
Runemasters' Grounding   900   1700
Saboteurs' Sanctuary 2700 1500    
Scouts' Lookout 700 1500    
Spearmen's Billets   2700 1100  
Spies Hideout 700 1100   1100
Thieves' Den 1700 1100 1700  
Trade Office 2800 690   1580
Chancery of Estates 800 3200   160

 

 

 

 

 

 

 

 

 

 

 

 

 


Resource Management

These general guidelines can be helpful in determining what type of city to settle in a location. Resources aren't the only concern to plan around but it's still helpful to know which locations are best suited to which vocations.

Food       

Wood    

Clay     

Iron     

Stone     

What To Build At This Location

7 5 5 3 5 cavalry, scout, spy, trade, geo, runes         
7 5 5 5 3 cavalry, archers, spearmen, scout, thief
7 5 3 5 5 archers, infantry, assassin
7 3 5 5 5 spearmen, infantry, assassin, runemaster

NPC Group Sizes

If an NPC group is close enough to your city you'll often be presented with a vague term describing the size of the group. Knowing what exactly those terms mean can occasionally shave some time off of your hunting exercises by allowing you to forgo scouting and simply attack with the knowledge that, even if the group is as large as the terms below allow, you're still well-equipped to destroy them. 

  • "Few": Less than 4 units
  • "Handful": 5 to 8
  • "Several": 9 to 21
  • "Pack": 22 to 81
  • "Many": 82 to 128
  • "Gathering": 129 to 227
  • "Horde": 228 to 462
  • "Throng": 463 to 815
  • "Host": 816 to 2,500
  • "Legion": 2,501 to 9,999
  • "Myriad": 10,000 to 25,000
  • "Sea": 25,001 to 49,999
  • "Cornucopia": 50,000 or more

Sov Chart

The Sovereignty system can be intimidating when your city reaches a certain size and you begin to use it for the first time. This chart shows a basic breakdown of the costs at sovereignty level 5 of the tiles around your city. This will allow you to get a jump start on claiming sovereignty without reading a small novel detailing the intricacies of the system first.


Sov Bonuses

When scouting the map for new locations to settle it's often difficult to tell where the best sovereignty bonuses lie. This table providing the name of the tiles, the bonus type provided, the percentage boost they give and an image of what they look like can help speed up finding that perfect spot for your next city.

Image

Terrain

Bonus

%

Building

Rocky Outcrop Horses 3% Farrier
Fertile Ground Horses 1% Farrier

Bountiful Land

Cattle 3% Cattle Rancher
Alluvial Plain Cattle 1% Cattle Rancher
Abundant Crops Beer 3% Brewer's Yard
Treacherous Mountains Beer 2% Brewer's Yard
Fertile Orchard Beer 1% Brewer's Yard
Rich Clay Seam Books 3% Papermill
Abundant Clay Books 2% Papermill
Wooded Land Spears 3% Poleturner

Light   Woods

Spears 1% Poleturner
Sharp   Crags Swords 3% Bladesmith
Mountains Swords 1% Bladesmith
Thick   Forest Bows 3% Bowyer
Forested Hilltop Bows 1% Bowyer
Turned   Clay Saddles 2% Bridlemaker
Heavy Clay Seam Saddles 1% Bridlemaker
Clay     Seam Leather 3% Renderer
Exposed Clay Leather 1% Renderer
Craggy Peaks Chain 3% Armourer
Stony Ground Chain 1% Armourer
Abundant Quarry Plate 3% Plate Forger
Lonely Peaks Plate 1% Plate Forger
Bleak Mountains Diplomats 2% Finishing School
Scrubland Diplomats 1% Finishing School
Barren Wastes Spearmen 3% Training Ground
Wooded Glade Spearmen 2% Training Ground
Tundra Spearmen 1% Training Ground
Dense Forest Archers 2% Target Range
Clearing Archers 1% Target Range
Rich Quarry Swordsmen 2% Military Academy
Moor Swordsmen 1% Military Academy
Fertile Pasture Cavalry 2% Jousting Yard
Open Plains Cavalry 1% Jousting Yard
Landslip Siege Engines 2% Assembly Yard
Wooded Quarry Siege Engines 1% Assembly Yard

Allembine Quest

The Allembine quest has players send spies to various locations in Elgea containing Heroic Human Statues. Every successfully statue spied grants the city from which they were sent a , a spy unit that cannot be sent on missions but has a very high spy defense value. Once a city has collected all 20 scribes it gains the discovery "Allembine Research" which grants +5 research points hourly per Library level, up to a maximum of 100 extra research in that city. As it is a discovery, and discoveries are city-specific, you have to repeat the quest from every city at which you want the bonus. The quest's flavor text is as follows:

"Historians from the Order of Allembine are seeking to clarify several distant details in the family tree of our beloved King Sigurd.

At the foundation of the current dynasty, some 800 years ago, it is known that statues were erected across Illyria to the first King’s two Grandfathers and 18 Great Uncles, all of whom carried arms in the struggle to establish the dynasty. However, the Order of Allembine at that stage had more urgent duties than the recording of the Royal Family’s predecessors, and so no written records were made.

The Order now invites all lords and ladies holding settlements in Illyria to assist with their research. Rulers wishing to assist might start by considering the statues of the King’s antecedents, which can be seen scattered about the lands.

The Order are hoping to confirm, from multiple sources, the names and any life details of these 20 royal forbears.

The Order seeks evidence and worn testimony, not rumour and hearsay, so rulers must provide both the names and sworn verbal testimony as to how the names were gathered – for example, the Order will want to know that a settlement’s diplomats have personally visited a site which offers evidence; it is not enough to have heard a rumour from another ruler or another settlement."

I've included a "Done" column in case anyone wants to take a screenshot or copy the table into their own profile to more easily keep track of their progress through the quest.

ID

X

Y

Locate

Send

Done

1 -312 717 Locate Send  
2 -608 -189 Locate Send  
3 910 -507 Locate Send  
4 -102 1 Locate Send  
4b 949 -379 Locate Send  
5 429 -931 Locate Send  
6 516 505 Locate Send  
7 -485 -736 Locate Send  
7b 669 794 Locate Send  
8 652 -265 Locate Send  
8b -843 -310 Locate Send  
9 -4 10 Locate Send  
10 -377 -104 Locate Send  
11 356 498 Locate Send  
12 -157 -298 Locate Send  
13 471 228 Locate Send  
13b -711 674 Locate Send  
14 232 345 Locate Send  
15 761 -892 Locate Send  
16 -194 -687 Locate Send  
17 719 365 Locate Send  
18 22 -85 Locate Send  
19 -569 -91 Locate Send  
19b 136 855 Locate Send  
20 399 -431 Locate Send  

Gnome Brew Quest

The Gnome Brew quest requires you to send at least 125 advanced spies to the Steamtastic Brewery (send). Once completed you'll be granted the Gnome Brew discovery in that city, which reduces the production cost of each barrel of beer produced in that city by 5 food.

Stats