illyriad
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Geshep the Stubborn

Orc Male
Not affiliated with an Alliance
Orc Male Character Portrait

Past life

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                       GESHEP SAYS: BUILD MORE TROOPS! Lok'Tar!


 

Guides/Information Here <<<<<<

 

City # - Pop Required

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
 

 

Resource Upkeep at Lvl 20
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   1600

 

 

Resource Management

Food Plots Wood Plots Clay Plots Iron Plots Stone Plots What To Build At This Location
7 5 5 3 5 cavalry, scout, spy, trade, geomancer, runemaster
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

 

 

Highest Population Buildings:

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

For detailed information on building populations and production requirements : Building Charts | Advanced City Specialization | Architects Office

City Relocation – All new players begin their Illyriad journey in the Newbie Ring, an area in central Elgea that spawns in all new players. While some players may choose to stay in this area, most will seek out land in other areas of the map to build their empires. In order to move a city, the player has the option to Exodus or Teleport to the destination of their choosing.

Exodus can be a long process, requiring a level 20 warehouse (which requires a level 15 storehouse), as well as the 5 day exodus research. Once performed, Exodus will de-level any building greater than level 12 back down to level 12. When Exodus’ing a city, that city will leave the resource plots they started with behind, and adopt the resources of the tile they are moving to (example: if your starting city has 5 wood, 5 clay, 5 iron, 5 stone, and 5 food, but the destination tile has 3 wood, 5 clay, 5 iron, 5 stone, and 7 food, when your city lands it will have the 3|5|5|5|7 resources of the destination tile).

Tenarils Teleport is a fast option, though you can only use this once for your entire account. This method will transport your city in its current form to a destination of your choice, keeping the resource plots you already have and bringing them to the new tile (example: if your starting city has 5 wood, 5 clay, 5 iron, 5 stone, and 5 food, but the destination tile has 3 wood, 5 clay, 5 iron, 5 stone, and 7 food, when your city lands it will have the 5|5|5|5|5 resources that you brought with you). Because it can be used only once, many players feel this option should be considered a last resort for relocation, and/or used in conjunction with terraforming to maximize the use.

More Information on City Relocation :

Moving your Capital City - Rules and Restrictions (GM Stormcrow) | Build Settler
Options for Relocation | Where Do I Put My City | Guide to Exodus | Exodus VS Tenaril 
Terraforming | Magical 7 Food Mountain | Rules for Terraforming
(GM Rikoo)


 

Sovereignty allows for a player to claim the tiles surrounding their city, and build on them structures which will increase the production of resources and craftables for the city (determined by the type of building placed and the sovereignty bonus present on the claimed tile). Currently, 50 sov tiles may be claimed per city, though only 20 buildings can be present at once. Each sov tile claim will require an hourly gold upkeep (determined by the distance from the city, and the level of the sov claim); additionally, most sov buildings have their own hourly res upkeep. Due to the upkeep, sovereignty is only recommended for cities with higher levels of populations that can easier maintain these costs.

Sov Claim Times

Level I 24hrs
Level II 48hrs
Level III 72hrs
Level IV 96hrs
Level V 120hrs

 

Sov Res Costs

in Wood, Clay, Iron & Stone per Hour

Production Level I 150
Production Level II 300
Production Level III 600
Production Level IV 1200
Production Level V 2400

 

Farmsteads, Fisheries, Earthworks, Logging Camps, Gravel Pits, and Mineshafts do not require an hourly res upkeep to maintain at any level, though they still cost gold based on the sov level claimed. These sov buildings are the ones which increase your basic res productions (food, wood, clay, iron, and stone).

 

Terrain Types and Sovereignty Bonuses are: 

Terrain Type                            - Structure                               - Production Bonus 

Rocky outcrop                            - Farrier                            - Horses +3% per lvl
Fertile ground                             - Farrier                           - Horses +1% per lvl
Bountiful land                             - Cattle Rancher             - Cattle +3% per lvl
Alluvial plain                               - Cattle Rancher             - Cattle +1% per lvl
Abundant crops                         - Brewer's Yard               - Beer +3% per lvl
Treacherous mountains          - Brewer's Yard               - Beer +2% per lvl
Fertile orchard                            - Brewer's Yard               - Beer +1% per lvl
Rich Clay Seam                         - Papermill                      - Books +3% per lvl
Abundant Clay                            - Papermill                      - Books +2% per lvl
Wooded land                              - Poleturner                     - Spears +3% per lvl
Light woods                                - Poleturner                     - Spears +1% per lvl
Sharp crags                                - Bladesmith                   - Swords +3% per lvl
Mountains                                   - Bladesmith                   - Swords +1% per lvl
Thick Forest                                - Bowyer                           - Bows +3% per lvl
Forested hilltop                          - Bowyer                           - Bows +1% per lvl
Turned Clay                                - Bridlemaker                  - Saddles +2% per lvl
Heavy Clay Seam                      - Bridlemaker                  - Saddles +1% per lvl
Clay seam                                   - Renderer                      - Leather Armour +3%
Exposed Clay                              - Renderer                      - Leather Armour +1%
Craggy peaks                             - Armourer                       - Chainmail +3% per lvl
Stony ground                               - Armourer                      - Chainmail +1% per lvl
Abundant Quarry                         - Plate Forger                 - Plate Armour +3%
Lonely peaks                               - Plate Forger                 - Plate Armour +1%
Bleak mountains                        - Finishing School         - Diplomats +2% per lvl
Scrubland                                    - Finishing School         - Diplomats +1% per lvl
Wooded Glade                           - Training Ground           - Spearmen +2% per lvl
Tundra                                         - Training Ground           - Spearmen +1% per lvl
Dense Forest                             - Target Range                - Archers +2% per lvl
Clearing                                      - Target Range                - Archers +1% per lvl
Moor                                              - Military Academy          - Swordsmen +1% per lvl
Rich quarry                                  - Military Academy          - Swordsmen +2% per lvl
Fertile pasture                            - Jousting Yard                - Cavalry +2% per lvl
Open Plains                                - Jousting Yard                - Cavalry +1% per lvl
Landslip                                      - Assembly Yard              - Seige Engines +2%
Wooded Quarry                          - Assembly Yard              - Seige Engines +1%
 

 

More Information on Sovereignty : Sovereignty | Sovereignty Types | Step-by-Step Guide to Claiming Sov 
Removing Sovereignty | Chancery of Estates

 

Military


 

Military Units are divided into two tiers (T1 and T2), each with their own attack, defense, and speed:

Orc Unit Attack Defense: Spear/Bow/Sword/Calavry Speed Base Cost (hourly)
 Kobold Cohorts 9 12 / 6 / 12 / 13 8 1
 Clan Guardsmen 19 18 / 11 / 18 / 33 6 2
 Fangs 22 14 / 11 / 15 / 14 7 2
 Fists 36 18 / 17 / 18 / 19 5 3
 Clanguards 17 19 / 21 / 20 / 12 9 2
Death Dealers 26 31 / 30 / 30 / 20 7 3
Wolfriders 34 14 / 14 / 20 / 24 17 3
 Death Packs 59 21 / 19 / 28 / 29 12 4

Orc Siege Units:  

 Scrawny Wolves are a reward from Tavern Quests


 

                                                                  

Dwarf Military Units
Yeoman Halbardier Slinger Crossbowman
Tier 1 Tier 2 Tier 1 Tier 2
Spear Unit Spear Unit Ranged Unit   Ranged Unit
Axman Stalwart Packsman Runerider
Tier 1 Tier 1  Tier 1  Tier 2
Infantry Infantry Calvary Calvary

                                                                   

Elf Military Units
Protector Phalanx Sentinel Elven Trueshot
Tier 1 Tier 2 Tier 1  Tier 2
Spear Unit Spear Unit Ranged Ranged
Warden Wardancer Swiftsteed Marshall
Tier 1 Tier 2 Tier 1 Tier 2
Infantry Infantry Calvary Calvary

                                                                

Human Military Units
Militiaman Pikeman Archer Longbowman
Tier 1 Tier 2  Tier 1 Tier 2
Spear Unit Spear Unit Ranged Ranged
Swordsman Man-At-Arms Charioteer Knight
Tier 1 Tier 2 Tier 1 Tier 2
Infantry Infantry Calvary Calvary



Other Races Siege Units:   |   |  

                                                                     

More Information : Armies In Illyriad | Races Troop Guide | Troop Attack & Defense p/h Stats

Each unit (besides siege engines) can be made into a Commander, which can be upgraded through leveling (via experience points). These upgrades can have a wide variety of effects, depending on which skills have been leveled. Detailed information on Commanders can be found : Commanders, Everything You Need to Know andCommander Upgrades

In addition to the stats of the unit itself, equipment can be used to modify unit attributes such as attack, defense, and speed. Often these modifiers are determined by the type of terrain which is being fought upon, as well as whether the unit itself is attacking or defending.

Detailed information on Modifiers can be found here : Military Unit & Terrain Stats | Equipment Bonuses

 

 

 

 

 

NPC Sizes

 

NPC Label Group Size (approx)
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-Inf

 

 

Terrain Modifiers

 

 

 

ATTACKING                             %AGE MODIFIER

 

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 Mountain -20 0 5 10

 

DEFENDING                             %AGE MODIFIER

 

Terrain Type 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

 

 

For additional information relating to Military, please view any of the following links:

Researchable Military Technologies | Siege Clarification (GM Stormcrow) | Seiging Abandoned | Equipping & Scavenging | Removing Sovereignty | Warmonger in Illyriad (PVP Blog)
Battle Calculators: Option A | Option B

 

Diplomacy

 

Brief Explanation of Each Diplomatic Unit:

Scouts  ||   ||   ||  

T1- Report information on the military units (types and quantities, including beasts) currently occupying a city, military camp, or NPC square. They also report any resources available for harvesting on NPC tiles, and any caravans already harvesting resources.

T2- In addition to the reporting that basic scouts do, advanced scouts also report on a city's current military activities elsewhere.

Spies:   ||   ||   ||   Reward Unit from Allembine Questline

T1- Report information on the current structures and their levels in a target city, as well as any resources present.

T2- Report information on the current structures and their levels in a target city, any ongoing construction, and any ongoing research as well as any resources present.

Thieves  ||   ||   ||  

T1: Can steal basic resources (Wood, Iron, Clay, Stone & Food), Books and Beer.

T2: Units can steal everything the Basic thief units can, plus Gold, Swords, Spears, Bows, Saddles, Leather Armour, Chainmail and Platesteel.

 

Thief Units

 

Race Unit Capacity Speed
Dwarf Footpad 57 14
Halfling 60 16
Elf Rogue 50 19
Dark Elf 54 25
Human Burglar 59 15
Master Thief 64 22
Orc Goblin Cutpurse 71 17
Plunderer 76 20

Saboteurs  ||   ||   ||  

T1: Will destroy progress on one building upgrade currently being constructed, canceling the upgrade. The city being sabotaged will be refunded up to 80% of the upgrade cost (80% minus the percent of upgrade progress that had been achieved).

T2: Have a chance to sabotage a second construction project and will also delay ongoing research in the same mission. Research can be delayed to at most twice the original research time required.

Assassins:   ||   ||   ||  

T1: Will cause damage to the health of a single enemy commander.

T2: Cause substantially more damage to the enemy commander than the basic unit, and have a chance of poisoning multiple commanders on the same mission.

Messengers  

 Used to recall an encamped army or harvesters.

 

For more detailed information relating to Diplomacy, please view any of the following links:

Diplomacy Overview | Researchable Diplomacy Technologies | Thieving | I've Been Robbed!

 

Magic

 

There are currently 3 schools of magic on Illyriad: Blights, Geomancy, and Runes. There are plans to add at least 2 more schools in the future (maybe as many as 10 magic schools--but you'll be able to study only 5). This is why the research tree allows you to do research to learn 5 different magic schools even though there are only 3 schools available right now. (Note: When more than 5 magic schools are released, players will be given Prestige to allow them to unlearn some schools they currently have.)

Arcana (Mage Tower level 1 needed) allows you to learn one school of magic. Researching Principia Magica (Mage Tower level 5 needed) allows you to choose an additional school of magic to learn. Researching Incunabula (Mage Tower level 10 needed) allows you to learn a third school of magic. Though currently useless, researching Ars Magica(Mage Tower level 15 needed) allows you to learn a fourth school of magic and researching Apocrypha (Mage Tower level 20 needed) allows you to learn a fifth school of magic

Geomancy – This magic school is used to increase a single basic res production (wood, clay, iron, stone, and food) by a percentage. The base level of this is 8%, though it can be increased to 16% with one level 20 Geomancers retreat, and increased again to a total of 20% with two level 20 Geomancer Retreats (in the city casting the spell).

Runes – This magic school is used to protect your city from invading forces. The most popular rune is the Seeking Rune: Ward of Intentions, which when set to defend against thieves, can destroy 400 invading units and is available for research when the Magic Tower has reached level 14. This can be doubled to 800 with a single level 20 Runemasters Grounding, or brought to 1000 units with two level 20 Runemasters Groundings. Additionally, the Runes school of magic offers Slaying Runes, which kill less invading units, but can include a wider variety of targets (any hostile military or diplomatic units). The strongest form of this spell is Ward of Destruction, killing 250 invading units, and is available to research when the magic tower reaches level 15. This too can be doubled to 500 killed with a single level 20 Runemasters Grounding. The third class of spells available though Runes is Fear, and is largely ignored due to its over-all uselessness against large numbers of troops.

 

Rune Spells

 

[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

 

Blights – This school of magic is used to decrease the basic resources (either in production or storage) of enemy cities within casting range. Most commonly, players cast a negative % on food production in conjunction with a city siege. These spells are also increased by one or more Geomancers Retreats located in the city casting the spell.

You can have only one spell from each magic school cast upon one city at a time. So you can have only one Rune spell on your city. You can have only one geomancy spell on your city, but you can cast geomancy spells from that city on many other cities as long as the target city has no other geomancy spells cast on it. You can cast a geomancy spell on any city as long as it is within the spell's range. There can be only one blight spell cast on a city at a time - you can either use one ongoing "until cancelled" blight on a city or you (or several players) can cast instant blights on the same enemy town (assuming it's in range).

For more detailed information relating to Magic, please view any of the following links:

Researchable Magics | Step by Step Guide to Using Illy Magic

 

Harvesting, Crafting, & Trade

 

These topics include a fairly large amount of available information; for this reason, this page will simply offer some widely referred to charts, as well as links to direct a player to detailed information. Additionally, on our open alliance forum one can find a list of Useable Gatherable Items found around the Illyriad World.


The automatic visibility of Centrum now only applies to Capitals not all cities. Other cities will either need to be within range or have a trader in Centrum

Animal remains now last on a square for 7 days before rotting away, rather than 3 days.
 

 

Harvesting & Crafting

Gathering Overview
Crafting Overview
Researchable Crafting Technologies
Gathering: The Basics
Harvesting Resources, Step-by-Step Guide
Introduction to (Trade &) Crafting
So You Want to Learn Crafting
Chained Crafting Building
Crafting Charts
Useable Gatherable Items
Workshop Specialisation

Trade

Trade Overview
Researchable Trade Technologies
Trade Tutorials
Introduction to Trade (& Crafting)
Guide to Basic Faction Trade
Trading with Faction Hubs: The Essentials

 

 

 

Caravan Upgrades

 

Upgrade Caravans Market Lvl
Haggling +5 1
Bartering +5 (=10) 5
Trading +10 (=20) 10
Mercantilism +10 (=30) 15
Cartels +10 (=40) 17
Commerce +15 (=55) 18
Enterprise +15 (=70) 20

 

Tracking Movement 

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

 

Stats