illyriad
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Charles Martel

Human Male
Not affiliated with an Alliance
Human Male Character Portrait

Est 15 August 2022.


I am not original, all this good stuff here is copied. I take no credit for it.

City No.

No. of Settlers

Population

2

1

450

3

2

2,000

4

3

5,000

5

4

10,000

6

5

20,000

7

6

40,000

8

7

75,000

9

8

130,000

10

9

233,550

11

10

263,550

12

11

294,550

13

12

326,550

14

13

359,550

15

14

393,550

16

15

428,550

17

16

464,550

18

17

501,550

19

18

539,550

20

19

578,550

 

Building Pop at Level 20:
   
Architects Office  328
Chancery of Estates  449
Runemasters Grounding  898
Spies Hideout  898
Foreign Office  898
Geomancers Retreat  898
Assassins Abode  898
Sabatours Sancturary  898
Scouts Lookout  898
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
Herbalist Guild 1497
Miner Guild 1497
Skinner Guild 1497
Cavalry Parade Grounds 1796
Archers Field 1796
InfantryQuarters 1796
Merchants Guild 1510
Trade Office 2000

 

Commander Levels and needed XP

Level XP needed  43       18,070     
1 10  44 18,930
2 30  45 19,810
3 70  46 20,710
4 130  47 21,630
5 210  48 22,570
6 310  49 23,530
7 430  50 24,510
8 570  51 25,510
9 730  52 26,530
10 910  53 27,570
11 1,110  54 28,630
12 1,330  55 29,710
13 1,570  56 30,810
14 1,830  57 31,930
15 2,110  58 33,070
16 2,410  59 34,230
17 2,730  60 35,410
18 3,070  61 36,610
19 3,430  62 37,830
20 3,810  63 39,070
21 4,210  64 40,330
22 4,630  65 41,610
23 5,070  66 42,910
24 5,530  67 44,230
25 6,010  68 45,570
26 6,510  69 46,930
27 7,030  70 48,310
28 7,570  71 49,710
29 8,130  72 51,130
30 8,710  73 52,570
31 9,310  74 54,050
32 9,930  75 55,600
33 10,570  76 57,250
34 11,230  77 59,050
35 11,910  78 61,050
36 12,610  79 63,250
37 13,330  80 65,650
38 14,070  81 68,250
39 14,830  82 71,050
40 15,610  83 74,050
41 16,410  84 77,250
42 17,230  85 80,650

 

NPC Groups Sizes:

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 2500
Legion 2501 9999
Myriad 10000 24999
Sea 25000 49999
Cornucopia 50000+  
 

 

HARVESTING UNITS

      

Caravans

 

Cotter

Harvest up to 100 ea.

Need  Foraging Researched.

Cotter -w- Grape picking and/or Scavenging Researched
  

Skinner

Harvest  1 ea.

Need Butchery Researched

 

Miner

Harvest 1ea.

Need Geology Researched

 

Herbalist

Harvest 1 ea.

Need Herbalism Researched

 

  • Nobody attacks with spears.                                                                     
  • Spears have terrible bow defense.
  • Bows defend better than they attack.
  •  Infantry is a flexible attacker.
  • Nothing beats attacking cavalry on plains.
  •  Cavalry sucks at defense.
  •  Most unit types are equivalent across the races.
  •  t2 spears are superior to t1 spears for production.
  •  t2 infantry is superior to t1 infantry for production.
  • t1 bows are mostly equivalent to t2 bows for production.
  • t2 cavalry is superior to t1 cavalry for production, BUT...

 

Content

1. Hunting Guide                  2. Equipment                  3. Data
4. Harvesting                  5. Tools                  6. Gallery
7. Profiles

 

1. Hunting Guide

 

 

 

1.1. 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)

And you are good to go! (at least in most cases :)

If you want more details on why, check the rest of the guide.

 

 

1.2. Introduction

This is the information I gathered during my training as a hunter, I have had the chance to have buck1 as my Master, and that knowledge was further improved with several discussions with some [M.d] and [ITG]hunters.

First of all for most of my hunting, I'm focused on Cavalry (I'm a human after all), so my example will be with them, but the general principles can be applied to any Race or Units of the game.

 

 

1.3. Commanders

With the research in the Military tree you can have up to 5 commanders alive per town (no limit on dead/retire ones).

Since we are all about attack power, T2 commanders are a must as they have the highest attack output. My hunting armies attack output comes mostly from the commanders (~90% of the total attack power), so we'll be focusing on them first.

When you kill NPCs or other player troops, your commanders earn experience points. The calculation is rather simple: each troop have a experience value attached to it, you multiply that by the number you killed and you got the total experience earnt. You then devide that by the number of commanders, and you'll get the experience each commander earnt. You can then assign those points to different traits in the commander page.

Note: Some people in GC mentioned that Division Bonus is better than Heroism for newer player. As show on that spreadsheet that is wrong for any reasonnable player, take heroism first (ALWAYS).

 

Heroism

Let's start by mentioning the most important bonus for attack: Heroism. Each level your commander has, will add the attack of the troop he is based on 6 times.

Commander attack multiplier with 10 heroism:

(10 x 6) + 1 = 61

61 times the base attack. In the case of Human T2 cavalry , the attack is:

65 x 61 = 3,965

To activate the full power of heroism, you need at least the same power in troops in your army, so you'll need 61 knigts or 108 charioteers (3965/37= 107.1, the 37 is the base attack power of charioteers ).

You are free to distribute these troops along the different divisions of your army, but do not break the Elite bonus for your division. Also at least 1 troop need to be under each commander. I usually do:

5 commanders: 57/1/1/1/1 (57 in first division and 1 in each other)
4 commanders: 58/1/1/1
3 commanders: 59/1/1
2 commanders: 60/1 

 

Division Attack Bonus

For pure attack bonus, the second important commander trait is the Division attack bonus.

Troop Type Division attack bonus
Spears Close Quarter Penetration:
increase the attack of spear commander & troops in the division by 10% (T1 com) or 15% (T2 com)
Infantry Bloodlust:
increase the attack of sword commander & troops in the division by 10% (T1 com) or 15% (T2 com)
Ranged Concentrated Fire:
increase the attack of bow commander & troops in the division by 10% (T1 com) or 15% (T2 com)
Cavalry Charge:
increase the attack of cavalry commander & troops in the division by 10% (T1 com) or 15% (T2 com)

 

Other Traits

For hunting the other bonuses are purely for convinience.

If you plan on hunting often with the same Army, you can spend some points into Vitality & Accelerated Healing. That will help maintaining the commanders alive, and reduce the chance to have the troops coming back with their dead bodies.

If you hunt a bit far from your town, you can spend some points into Forced March (up to 50% bonus speed for commander and troops in the division).

Be aware that the higher level is your commander, the longer and more expensive it costs to revive it, affecting your capabilities of hunting in case of casualities.

 

 

1.4. Elite Divisions

In Illyriad their are 2 types of division: Normal Division and Elite Division. Commanders and troops in Elite division, receive a double bonus from the equipment they are wearing.

In general for hunting you want to have the maximum possible number of Elite Divisions, as that improve greatly the power of our Heroic Commanders.

A division becomes Elite when you put less than the maximum number of same type troop under a commander. Here are the numbers:

Troop Type Max Troop in Division for Elite
Spears 200
Infantry 150
Ranged 100
Cavalry 60

You can see if your divisions are elites here and check if the star light up (Elite: yellow , not Elite: grey).

 

 

1.5. Commanders & Gear

Now that we have our commanders operational with heroism activated, let's talk about equiping them. To simplify the explaination here, I'm gonna take the case of hunting with terrain specific gear. If you want to calculate with different equipment, just change the gear attack bonus in the following calculations.

Let's calculate our bonus with Plainsman's SpearPlainsman's Chainmail and Heavy Warhorse 

60% + 60% + 5% = 125%

Since we are hunting in elite division, the total bonus is

125% x 2 = 250% = 2.5

The attack bonus is therefore:

3,965 x 2.5 = 9,912.5

and the total attack:

3,965 + 9,912.5 = 13,877.5

 

 

1.6. Commanders, Terrain & other bonuses

Our commanders are now geared and with 10 points in Heroism, so let's calculate our final attack score by incorporating the remaining bonuses we can have: Terrain, Division attack, Biome & Prestige.

I put 15 point in charge, I'm attacking on plain, not using prestige and no biome bonus:

15% + 30% + 0% + 0% = 45% = 0.45

That correspond to:

13,877.5 x 0.45 = 6,244.875 attack

The grand total attack for our Elite commander is:

13,877.5 + 6,244.5 = 20,122.375

 

 

1.7. Commanders Summary

I went through the whole calculation previously but you can simplify it with this formula:

Elite: ([base atk] x 61) x (1 + 2 x ([equip bonus])) x (1 + [other bonuses])
Not Elite: ([base atk] x 61) x (1 + [equip bonus]) x (1 + [other bonuses])

You can verify that by plugging in the values used previously:

Elite: (65 x 61) x (1 + (2 x 1.25)) x (1 + 0.45) = 3,965 x 3.5 x 1.45 =20,122.375
Not Elite: (65 x 61) x (1 + 1.25) x (1 + 0.45) = 3,965 x 2.25 x 1.45 = 12,935.81

 

 

1.8. Army Attack Score

Let's start by calculating our troops output, I'll take again the same example, 61 T2 human cavalry, no gear. We got:

61 x (65 x 1.45) = 61 x 94.25 = 5749.25 attack

So now we can calculate our total army attack output

5 commanders: (5 x 20122.375) + 5749.25 = 106,361.125 (94.5% from com)
4 commanders: (4 x 20122.375) + 5749.25 = 86,238.75 (93.3% from com)
3 commanders: (3 x 20122.375) + 5749.25 = 61,116.375 (91.3% from com)
2 commanders: (2 x 20122.375) + 5749.25 = 45,994 (87.5% from com)

As you can see, the large majority of the total army attack comes from the commanders alone, and equiping troops will not improve the total output by much, but considerably increase the cost of hunting.

 

 

1.9. NPCs Defense (against one type of attacking troops)

Now that we understand how the attack of our army is calculated, we can evaluate the defense of the army we are attacking. Most NPCs have 4 level of divisions (up to 8 for Underworlders).

We'll start by the simplest case: Commanders & Troops are of the same type for all the attacking army.

We calculate the defense for each division of the defensive army, and then add them together:

[nb of NPCs] x [base def against troop type] x (1 + [terrain def bonus])

Let's do it with an example:

Type: Unit: Quantity:
Army: Legion of Giant Rats    
Troops:  Ratlings 3000
Troops:  Rats 2000
Troops:  Diseased Rats 1000
Troops:  Elder bucks 500

We get:

Division 1: 3000 x 6 x (1 + (-0.15)) = 15,300
Division 2: 2000 x 8 x (1 + (-0.15)) = 13,600
Division 3: 1000 x 12 x (1 + (-0.15)) = 10,200
Division 4: 500 x 16 x (1 + (-0.15)) = 6,800

Total: 45,900 defense against cavalry on plains 

So 3 of our Elite T2 commanders properly geared should be enough to clear that group of NPCs.

 

 

1.10. Marauder's Calculator

With that, you are now able to understand the Mathematics behind the hunting and combat in Illyriad.

Luckily for us, [M.d] already put all this formulas into a spreadsheet that you can use as Calculator. It will indicates how many troops are required to clear your scouted group of NPCs:

[Original] Marauder's Calculator by Whack

[2020/05] Marauder's Calculator (Bolism Version): that one simplify the integration of NPCs data entry.

 

 

1.11. Loss Evaluation

Loss = Defense / Attack

Let's evaluate the loss for out previous army of 5 knights on plain (section 1.8.) against the legion of rats (section 1.9.) :

Defense = 45,900      Attack = 106,361.125
Loss = Def/Atck = 45,900/106,361.125 = 0.43 = 43%

The commanders will loose a fixed amount of health, independant of their max health:

Com: 100 x 0.43 = 43 points of health loss

The troop loss will then be calculated

61 knigths loss: 61 x 0.43 = 26.3 ~ 26

 

 

Back to the table of content


 

2. Equipment

 

 

 

2.1. Basic

This is not supposed to be an all craftable and equipment items place, I'm going to focused only on hunting equipment, so the +bonus to attack is what I'm looking for, and I'm only focusing on cavalry and infantry equipment. For the complete list of the craftable and harvestable, you can check my alt's profile: Justic Badstone.

 

 

2.2. Animal Bonus

In 2015 Illyriad saw an overall increase of power of the crafted items (that's why on older site like puzzlesLogic you can find different numbers than the ones currently displayed). But the animal power bonus don't seem to have scaled, rendering those old hunting gear pretty useless.

You can find some other people opinions in the Illyriad forums.

I personnally tested the items bellow, and I can report they are not working as the tooltip would suggest:
... 

As a general rule, I don't care about the bonus versus animal, and prefer the plain bonus of terrain gear.

[UPDATE 2019/12]: The animals bonus (+40%) on the Skysplinters craft seems to be broken too.

 

 

2.3. Terrain Crafts

Those items provide a steady +60% to both attack and defense on a specific terrain: plains, hills, forest or mountains. They are pretty cheap to make and are better than the Silversteel ones for fight on terrain (with the exception of , that rules everywhere).

Note: for fight on building squares, if you really want to attack there, Silversteel weapons and armors would be the "cheapest" way to get good bonus.

 

 

2.4. Skysplinters Crafts

Those craftable gear (2019/12) seems to have been added to compensate for the really high cost and less used Magical Crafts. Each of the item required some Dyallom Gal herb and skysplinters to craft. They come in 3 levels, each higher level requiring the previous one crafted:

L1 L2 L3 Total Required Items for T3
      1    1    1    65    1900
      1    1    1    65    1900
      1    1    1    65    1900

 

 

2.5. Magical Crafts

Added in October 2018, those expensive items (read need a lot of rare parts) still hold some of the best bonuses in the game.

Items Notes
  The red one is more powerful for plains/biome, kerberos all around
  The red one is more powerful for plains/biome, kerberos all around
  Kerberos armors: only the platemail (+150%), chain (+35%)

 

 

2.6. Equipment Tiers

[items comparison: coming soon]

 

 

2.7. Mounts

On the mount side, it's pretty easy:

  • Infantry commanders: Riding horses 
  • Cavalry commanders: Heavy War horses (plains) or Armored Chargers (plains/forest/buildings). If you are an orc the racial War Wolf (hills)

It's currently unknown how to craft the demon mounts, but you can help with the current tests by checking the forums: Tensmoor post on the forum.

 

 

Back to the table of content


 

3. Data

 

 

 

3.1. Troops Table

 

Race Cavalry Spears Infantry Ranged
T1 T2 T1 T2 T1 T2 T1 T2
Human
Dwarf
Elf
Orc

 

 

 

3.2. Attack & Defense Tables

Attack Modifiers

Terrain 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 Mountain -20% 0% +5% +10%

 

Defense Modifiers

Terrain Cavalry Spears Infantry Ranged
Buildings -45% +25% +30% +15%
Large Forest -15% +5% +25% -20%
Large Hill -10% +10% +5% +15%
Large Mountain -30% +20% +5% +30%
Plains +25% -15% 0% 0%
Small Forest -10% +10% +30% -10%
Small Hill 0% +5% +5% +5%
Small Mountain -15% +15% +5% +15%

 

 

3.3. NPCs Sizes

 

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 ...

 

 

3.4. NPCs Table

MDQ is a ratio trying to evaluate the strength of figthing NPCs. It was develop by Manannan, and you can check the forum post about it here. Unfortunately, to my knowledge he never detailed the exact calculation.

Name MDQ Troops
Alligators 2.350
Anacondas 2.425
Arctic Wolves 2.275
Baboons 1.875
Black Bears 2.000
Black Panthers 3.100
Brown Bears 2.150
Cobras 2.450
Coral Snakes 2.225
Elementals  
Elephants 12.750
Fire Salamanders 3.000
Gharials 2.200
Giant Beetles 1.425
Giant Rats 1.200
Giant Scorpions 3.025
Giant Scuttlers 3.250
Giant Snakes 3.100
Giant Spiders 2.700
Golden Monkeys 1.300
Ice Salamanders 2.575
Jaguars 2.200
Leopards 2.575
Lions 2.825
Mammoths 18.100
Massive Scarabs 2.050
Poisonous Crawlers 2.875
Polar Bears 2.550
Pumas 2.425
Rhinos 7.275
Salamanders 2.825
Saurians 19.250
Scaled Chargers 3.225
Scritchers 2.525
Simien Wolves 2.075
Snow Leopards 2.250
Tigers 3.300
Underworlds  
White Tigers 3.575
Wild Dogs 0.700
Wolves 1.540

 

 

3.5. Commanders Table

Note: this is focused on hunting, hence only mentioning Cavalry and Infantry. Of course you can hunt with different troop type, but the result would be less efficient regardless of race or terrain.

Some examples of commanders with equipment on different terrain to help quickly calculate the attack output, with no prestige bonus, no biome bonus, but with division bonus (15%):

Com Equipment Terrain Com Total Atk
Not Elite Elite
Human
  plains (+30%) 32,195.80 58,642.35
  plains (+30%) 16,787.81* 27,826.37*
  plains (+30%) 12,935.81 20,122.37
  small hills (+0%) 10,031.45 15,503.15
  plains (+0%) 7,611.28 12,727.30
  small hills (+0%) 7,611.28 12,727.30
  large hills (+10%) 8,273.13 13,877.50
  small mountains (+5%) 7,942.20 13,322.40
  large montains (+15%) 8,604.05 14,432.60
  forest (+30%) 9,596.83 16,097.90
  buildings (+40%) 8,273.13 13,237.00
Dwarf
  plains (+30%) 11,343.71 17,645.77
  small hills (+0%) 8,796.81 13,595.07
  plains (+0%) 9,785.92 16,415.10
  small hills (+0%) 9,785.92 16,415.10
  large hills (+10%) 10,636.87 17,842.50
  small mountains (+5%) 10,211.40 17,218.80
  large montains (+15%) 11,062.35 18,556.20
  forest (+30%) 12,338.77 20,697.30
  buildings (+40%) 10,636.88 17,019.00
Orc
  plains (+30%) 11,741.74 18,264.93
  small hills (+0%) 9,933.24 15,727.63
  plains (+0%) 7,828.74 13,132.08
  small hills (+0%) 7,828.74 13,132.08
  large hills (+10%) 8,509.50 14,274.00
  small mountains (+5%) 8,169.12 13,703.04
  large montains (+15%) 8,849.88 14,844.96
  forest (+30%) 9,871.02 16,577.84
  buildings (+40%) 8,509.50 13,615.20
Elf
  plains (+30%) 11,741.74 18,264.93
  small hills (+0%) 9,105.47 14,072.09
  plains (+0%) 7,176.35 12,037.74
  small hills (+0%) 7,176.35 12,037.74
  large hills (+10%) 7,800.38 13,084.50
  small mountains (+5%) 7,488.36 12,561.12
  large montains (+15%) 8,112.39 13,607.88
  forest (+30%) 9,048.44 15,178.02
  buildings (+40%) 7,800.38 12,480.60

*: those items include many different bonuses, I just took the base attack bonus and the terrain bonus if available.

 

 

3.6. Commander Heroism Activation

As mentioned previously you need a certain number of troops in your army to activate the full power of Heroism 10. I summurized those number in the following table.

  Human Elf Dwarf Orc
# Atk T1 T2 # Atk T1 T2 # Atk T1 T2 # Atk T1 T2
Cavalry
T1 2,257 61 35 2,196 61 38 1,952 61 35 2,074 61 36
T2 3,965 108 61 3,599 100 61 3,477 109 61 3,599 106 61
Infantry
T1 1,342 61 39 1,281 61 39 1,769 61 40 1,342 61 37
T2 2,135 98 61 2,013 96 61 2,745 95 61 2,196 100 61
Ranged
T1 976 61 41 1,220 61 39 915 61 36 1,037 61 40
T2 1,464 92 61 1,952 98 61 1,586 105 61 1,586 100 61
Spear
T1 427 61 27 366 61 39 427 61 36 549 61 29
T2 976 140 61 915 153 61 976 140 61 1,159 129 61

Example: let's say I want to know how many troops are required to activate my T2 Sword Dwarf commander: I check the row for Infantry, T2 and check the values for Dwarf. In this example I would need 61 T2 (logic concidering how Heroism works) or 95 T1 infantry units in my army.

 

 

3.7. Visual Representation of Army attack

I tried to represent the Total army attack output depending on troops number in the divisions/army, taking into account different parameters (terrain, commanders, etc.). You can find it here: Spreadsheet.

Example: 5 humans T2 Cavalry commanders, equiped like previously (plain spears/plain chainmail/heavy warhorse), attacking on plains with 10/10 heroism and 15% of division bonus.

We can notice 2 importants point in the graph: the first one is at coordinate 61, it represents the moment when the commanders have their heroism fully activated, and so adding more troop from now on would just add the units attack to the army. The second point at 300and represent the transition between the maximum numbers of elite divisions to the point where we loose one elite commander bonus (5 divisions of 60 = 300 cavalry max).

This graph help me to add the number of troops I need in my army to defeat some hunting prey. Calculate the defense against cavalry from the scout report, (to win: army attack > defense score) and I retrieve the rough estimate of troops I need. If I need more precision, I use Marauder's calculator :P

 

 

3.8. Commanders lvl and corresponding xp

For the Experience required for any level inferior to 74:

XP(1) = 10, xp required for lvl 1 is fixed at 10
XP(N) = XP(N-1) + 20 x (N-1) or after simplifications XP(N) = 10 * (1 + (N * (N-1))

Example: The experience required to reach lvl 50 is:
XP(50) = 10 * (1 + (50 * (50-1))) = 10 * (1 + 2450) = 24,510 

 

 

Back to the table of content


 

4. Harvesting

 

 

 

4.1. Basic

In Illyriad there are 4 main classes of harvestable: Basic RessourcesHerbs & Rare herbsMinerals & Rare Minerals and Hides & Animals parts.

  • Caravans harvest the basic ressources (food, wood, clay, iron & stone)
  • Cotters harvest Herbs, Minerals, Hides & Skysplinters. 
  • Miners harvest Rare Minerals. 
  • Herbalists harvest Rare Herbs. 
  • Skinners harvest Animals parts. 

 

 

4.2. Useful parts

This section lists the parts I find most useful for crafting my hunting needs, if you want a more detailed list of all harvestable/crafted items, you can check my alt Justic Badstone.

# Part Items
Skyfallen Stones
  Skysplinter     
Rare Minerals
  Silversteel  
Rare Herbs
  Dyallom Gall  
Exotic/Elemental
  Air Salt  
  Earth Salt  
  Fire Salt  
  Water Salt  
Animal Parts
  Black Bear Fur  
  Brown Bear Fur  
  Gharial Tooth  
  Giant Beetle Carapace  
  Giant Rat Fur  
  Giant Scorpion Exoskeleton  
  Giant Scuttler Exoskeleton  
  Poisonous Crawler Exoskeleton  
  Scaled Charger Scale  
  Scaled Charger Vertebra  
  Wild Dog Fur  

 

 

4.3. Trick to harvest on Impassable square

It is possible to harvest parts on some squares marqued as Impassable. For that just copy the following line and edit the X and Y coordinates corresponding to the square you want to send your harvesters to:

elgea.illyriad.co.uk/#/Trade/Orders/X/Y?ActionTypeID=2

Note: you can access that page by clicking on some harvestable on the map and then right click "harvest resources" then "open in new tab".

 

 

4.4. Hearts of Darkness

If you hunt Underworlds for the current event, you'll likely come accross some Hearts of Darkness (HoD). They can be valuable for crafting, and hunting the underworlds can bring some nice experience for your commanders. Further more you can receive and update a medal:

# Title Required HoD Total HoD in a town
Annihilator
Annihilator of Kerberos V    
Annihilator of Kerberos IV    
Annihilator of Kerberos III    
Annihilator of Kerberos II 832,038 317,811
Annihilator of Kerberos I 514,227 196,418
Dominator
Dominator of Kerberos V 317,809 121,393
Dominator of Kerberos IV 196,416 75,025
Dominator of Kerberos III 121,391 46,368
Dominator of Kerberos II 75,023 28,657
Dominator of Kerberos I 46,366 17,711
Vanquisher
Vanquisher of Kerberos V 28,655 10,946
Vanquisher of Kerberos IV 17,709 6,765
Vanquisher of Kerberos III 10,944 4,181
Vanquisher of Kerberos II 6,763 2,584
Vanquisher of Kerberos I 4,179 1,597
Queller
Queller of Kerberos V 2,582 947
Queller of Kerberos IV 1,595 610
Queller of Kerberos III 985 377
Queller of Kerberos II 608 233
Queller of Kerberos I 375 144
Punisher
Punisher of Kerberos V 231 89
Punisher of Kerberos IV 142 55
Punisher of Kerberos III 87 34
Punisher of Kerberos II 53 21
Punisher of Kerberos I 32 13
Slayer
Slayer of Kerberos V 19 8
Slayer of Kerberos IV 11 5
Slayer of Kerberos III 6 3
Slayer of Kerberos II 3 2
Slayer of Kerberos I 1 1

 

 

4.5. Harvestable (data)

Tensmoor is collecting information on drop rates from killing NPCs. You can find the results of the data here.

To contribute, send the reports of the kill and the scout ones directly by in-game message to Tensmoor. If you don't have any drops, still send the "empty" scout reports. More info on the forum: here.

 

 

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5. Tools

A list of tools that I developped as needed, along the way while learning the game:

  • Thieves Tools: a tool that let you evaluate the number, the race and type of thieves sent at you
  • Updated Marauder Calculator: An updated version of the great Marauder calculator to integrate the 8 divisions army of Underworlds, and automatic NPC data loading 
  • IllyCombat: python scripts to evaluate and graph various aspects of combats in Illy.
  • Alliance Inventory: a spreadsheet to manage the inventory for an alliance (What I was using in RoFC)
  • Heroism vs Division Bonus: a spreadsheet to show the vastly better option on taaking heroism for hunting

 

 

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6. Gallery

A list of images I made for Illyriad:

 

 

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7. Profiles

A list of Illyriad player profiles that contain a lot of information on different aspects of the Game:

 

 

Stats