THE VORTEX UNION [TVU]
Founded By: | bossatron1 (Abandoned) | Founded On: | 30DEC16 06:28 |
this is an alliance made to help other people and we will attack other players if they have a hostile interaction with us.
if you want to join contact me bossatron1.
The World of Illyriad:
Newbie Guides | Community Initiatives | Game Mysteries | Empire Development | Military | Diplomacy | Magic | Harvesting, Crafting, & Trade
Seasons and Lunar Phases
WILL BE ADDED LATTER
Empire Development
The size of your empire is determined by your combined population levels from each of your cities. Each building constructed in a city increases that city’s population. In order to maintain the population, one must have equal amounts of food to support the population (either in hourly production, or in stock in the storehouse/warehouse) – food can be produced with farms, and can be increased with sovereignty. Once an empire has reached a certain population level, new cities can be obtained (450 pop = 2nd city, 2000 pop = 3rd city, etc) with a settler or by capturing an existing city with siege engines.
In order to reach 10 cities, your first 9 cities will have to have an average of 25,950 population each. The jump between city 10 and city 11 is another 30k required, with each subsequent city requirement growing a little more (from 11 to 12, 31k; from 12 to 13, 32k; and so on). This means, the most feasible way to reach a higher number of total cities (10+) is by placing almost all of your settlements onto tiles which offer 7 food plots, in addition to having a respectable amount of food sovreignty in the area to build farmsteads/fisheries.
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 Management
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Highest Population Buildings: |
For detailed information on building populations and production requirements : Building Charts
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 :
Where Do I Put My City | Guide to Exodus | Exodus VS Tenaril | Terraforming | Magical 7 Food Mountain
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
Sov Res Costs in Wood, Clay, Iron & Stone per Hour
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Terrain Types and Sovereignty Bonuses are: Terrain Type - Structure - Production Bonus Rocky outcrop - Farrier - Horses +3% per lvlFertile 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
Military
Military Units are divided into two tiers (T1 and T2), each with their own attack, defense, and speed:
(Click on the pictures for information)
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 |
Protector | Phalanx | Sentinel | Elven Trueshot |
Tier 1 | Tier 1 | 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 |
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 |
Kobold Cohort | Clan Guardsman | Clanguard | Death Dealer |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged | Ranged |
Fang | Fist | Wolfrider | Death Pack |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
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 here : Commanders, Everything You Need to KnowMore Information
: Armies In Illyriad |
Races Troop Guide |
Troop Attack & Defense p/h Stats
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
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Terrain Modifiers
ATTACKING %AGE MODIFIER
DEFENDING %AGE MODIFIER
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For additional information relating to Military, please view any of the following links:
Researchable Military Technologies | Seiging Abandoned | Battle Calculator | Warmonger in Illyriad (PVP Blog)
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:
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 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.
Harvesting & Crafting Gathering Overview Trade Trade Overview
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Caravan Upgrades
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
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Craftable Items
Swords
Adventurer's Sword
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Barbarian Sword
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Battle Sword
(-16% Cav Def, -16% Spear Def, +80% Bow Def, -16% Sword Def)
Bone Handled Sword
(+30% in Arctic, -8% in Desert, -8% in Jungle)
Chitin-Crafted Shortsword
(-12% Attack, -14% Cav Def, -14% Spear Def, -14% Bow Def, -14% Sword Def, +15% Move Speed, +40% on Mountains, +50% in Forests, -8% for Dwarves, +10% for Orcs)
Dwarven Battle Axe
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, -4% on Hills, -2% on Plains, -4% in Forests, +6% for Dwarves)
Ebony-Hilt Sword
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +120% vs Undead)
Elven Sword
(-2% Attack, -4% on Hills, -2% on Plains, -2% on Mountains, +6% for Elves)
Fang-Barbed Sword
(+20% Attack, -12% Cav Def, +90% Spear Def, -12% Bow Def, -48% Sword Def)
Light Sword
(-16% Attack, +10% Move Speed)
Longsword
(-16% Cav Def, -16% Spear Def, -16% Bow Def, +80% Sword Def)
Machete
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Mountain-Tribe's Sword
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests
Obsidian Blade
(-8% Cav Def, -8% Spear Def, -8% Sword Def, +125% Magic Res, +50% vs Undead)
Orc Marauder's Sword
(+80% Attack, -40% Cav Def, -24% Spear Def, -28% Bow Def, -8% Sword Def, -10% Move Speed, -24% for Dwarves, -32% for Elves, -24% for Humans, +60% for Orcs)
Orcish Sword
(-2% Cav Def, -2% Spear Def, -2% Bow Def, -2% Sword Def, -4% on Plains, -2% on Mountains, -2% in Forests, +6% for Orcs)
Razor-Edged Sword
(+10% Attack, +10% Cav Def, +10% Spear Def, +10% Bow Def, +10% Sword Def)
Reinforced Sword
(+10% Attack, -8% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def, +140% vs Monsterous)
Sabre
(+80% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Scimitar
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Seaxe
(-16% Cav Def, +80% Spear Def, -16% Bow Def, -16% Sword Def)
Short Sword
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Silversteel Sword
(+150% Attack, +50% Cav Def, +25% Spear Def, +75% Sword Def)
Spiked Sword
(+40% Attack, -16% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Traditional Sword
(-2% Attack, -2% on Hills, -4% on Mountains, -2% in Forests, +6% for Humans)
War Axe
(+30% Attack, -8% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def, -10% Move Speed, +30% for Dwarves, -8% for Elves, -4% for Humans, +10% for Orcs)
Spears
Arctic Spear
(+30% in Arctic, -8% in Desert, -8% in Jungle)
Battle Spear
(-16% Cav Def, -16% Spear Def, -16% Bow Def, +80% Sword Def)
Boar Spear
(-16% Attack, -4% Spear Def, -4% Bow Def, -4% Sword Def, +120% vs Animals) **This spear has been presented as broken, not offering correct VS animals bonus; player calculated VS animals bonus to be at 28%**
Defender's Spear
(-16% Cav Def, -16% Spear Def, +80% Bow Def, -16% Sword Def)
Desert Pike
(+20% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def, +40% in Desert, -16% in Jungle)
Desert Spear
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Dragon Spear
(-16% Attack, -8% Spear Def, -8% Bow Def, -8% Sword Def, -10% Move Speed, +150% vs Monsterous)
Duelling Spear
(-16% Cav Def, +80% Spear Def, -16% Bow Def, -16% Sword Def)
Ebony Spear
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +60% vs Undead)
Fang-Barbed Spear
(+10% Attack, -8% Cav Def, +60% Spear Def, -8% Bow Def, -32% Sword Def)
Fang-Tipped Spear
(-24% Cav Def, +40% Spear Def, +20% Bow Def, -24% Sword Def, +5% Move Speed, +40% vs Animals)
Forester's Spear
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Harpoon-Spear
(-8% Attack, -16% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def, +5% Move Speed, +20% in Arctic, -4% in Desert, -4% in Jungle, +100% vs Animals)
Hill-Tribe Spear
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Iron-Banded Spear
(-4% Attack, +40% Cav Def, +40% Sword Def, -10% Move Speed, +10% for Orcs, +60% vs Monsterous)
Jungle Hunter's Spear
(-4% Attack, -12% Cav Def, -12% Spear Def, -12% Bow Def, -12% Sword Def, +10% Move Speed, -4% in Arctic, -4% in Desert, +20% in Jungle, +90% vs Animals)
Jungle Spear
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Light Spear
(-16% Attack, +10% Move Speed)
Mountain Spear
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Obsidian-Tipped Spear
(-8% Sword Def, +50% Magic Res, -8% vs Monsterous, +20% vs Undead)
Pike
(+80% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Plainsman's Spear
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Razor-Edged Spear
(+10% Attack, +10% Cav Def, +10% Spear Def, +10% Bow Def, +10% Sword Def)
Silversteel Spear
(+50% Attack, +25% Cav Def, +25% Sword Def)
Trident (-4% Attack, -4% Spear Def, -4% Bow Def, +60% Sword Def, -2% in Arctic, -2% in Desert, +10% in Jungle)
War Spear
(+6% Attack, -15% Move Speed)
Bows
Artic Bow (+30% in Arctic, -8% in Desert, -8% in Jungle)
Chitin-Cored Bow
(+40% Cav Def, +40% Spear Def, +40% Bow Def, +40% Sword Def, -32% in Arctic, -32% in Desert, -32% in Jungle)
Composite Bow
(+75% Attack, -10% Cav Def, -10% Spear Def, -10% Bow Def, -10% Sword Def, -20% Move Speed, -32% in Arctic, -32% in Desert, -32% in Jungle)
Desert Bow
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Ebony Bow
(-8% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +30% at Night, -16% in Day, -12% vs Monsterous, +90% vs Undead)
Elven Spirit Bow
(-24% Attack, -12% Cav Def, -12% Spear Def, -12% Bow Def, -12% Sword Def, +5% Move Speed, -36% in Arctic, -36% in Desert, -36% in Jungle, +30% in Day, +120% for Elves)
Hero's Bow
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, -10% Move Speed, +135% vs Monsterous)
High-Power Bow
(-16% Cav Def, -16% Spear Def, -16% Bow Def, +80% Sword Def)
Hillsman's Bow
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Hunter's Bow
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +120% vs Animals) **This bow has been presented as broken, not offering correct VS animals bonus; player calculated VS animals bonus to be at 28%**
Jungle Bow
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Leopard Gut Bow
(-8% Attack, +5% Move Speed, -8% in Arctic, -8% in Desert, +30% in Jungle)
Light Bow
(-8% Attack, +10% Move Speed, +3% for Elves)
Long-Draw Bow
(+80% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Mammoth Tusk Bow
(+30% Attack, -10% Move Speed, +30% in Arctic, -8% in Desert, -8% in Jungle)
Marksman's Bow
(-16% Cav Def, -16% Spear Def, +80% Bow Def, -16% Sword Def)
Mountain Bow
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Plains Bow
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Poacher's Bow
(-8% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def, +5% Move Speed, +20% on Hills, -12% on Plains, +20% in Forests, -36% vs Monsterous, +100% vs Animals)
Rapid-Draw Bow
(-16% Cav Def, +80% Spear Def, -16% Bow Def, -16% Sword Def)
Three-Wood Bow
(+25% Cav Def, +25% Spear Def, +25% Bow Def, +25% Sword Def, -32% in Arctic, -32% in Desert, -32% in Jungle, +15% for Elves)
War Bow
(+6% Attack, -15% Move Speed)
Woodsman's Bow
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Leather Armor
Animal-Scale Armour
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed, +15% for Orcs, +120% vs Monsterous, +120% vs Animals, +120% vs Undead)
Cloth-Backed Leather
(-12% Cav Def, -12% Spear Def, +120% Bow Def, -12% Sword Def)
Desert Armour
(-8% in Arctic, +40% in Desert, -8% in Jungle)
Extra Heavy Armour
(-8% Attack, +100% Cav Def, +100% Spear Def, +100% Bow Def, +100% Sword Def, -40% Move Speed)
Extra Light Armour
(-10% Attack, -10% Cav Def, -10% Spear Def, -10% Bow Def, -10% Sword Def, +15% Move Speed, +5% for Elves, +15% for Orcs)
Forester's Armour
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests, +40% for Elves)
Fur-Lined Armour
(+40% in Arctic, -24% in Desert, -24% in Jungle)
Hardened Leather
(-12% Cav Def, +120% Spear Def, -12% Bow Def, -12% Sword Def)
Heavy Leather
(-2% Attack, +10% Cav Def, +10% Spear Def, +10% Bow Def, +10% Sword Def, -10% Move Speed)
Highland Armour
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests, +40% for Orcs)
Jungle Armour
(-8% in Arctic, -8% in Desert, +40% in Jungle)
Light Leather
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed, +10% for Elves, +30% for Orcs)
Midnight Armour
(+10% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +90% at Night, -12% in Day)
Over-Padded Armour
(-16% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def, -10% Move Speed, +140% vs Animals)
Plainsman's Armour
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests, +40% for Humans)
Reinforced Leather
(+24% Cav Def, -6% Spear Def, -6% Bow Def, -6% Sword Def)
Splintmail
(-12% Cav Def, -12% Spear Def, -12% Bow Def, +120% Sword Def)
Sun-Burnished Armour
(+10% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, -12% at Night, +90% in Day)
Upland Armour
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests, +40% for Dwarves)
Vanguard's Armour
(+100% Attack, -12% Cav Def, -12% Spear Def, -12% Bow Def, -12% Sword Def, -10% Move Speed)
Chainmail
Cloth-Backed Chainmail
(-8% Cav Def, -8% Spear Def, +80% Bow Def, -8% Sword Def)
Desert Chainmail
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Double-Weave Chainmail
(-4% Cav Def, +16% Spear Def, -4% Bow Def, -4% Sword Def)
Extra Heavy Chainmail
(-4% Attack, +30% Cav Def, +30% Spear Def, +30% Bow Def, +30% Sword Def, -40% Move Speed, -8% in Arctic, -8% in Desert, -8% in Jungle)
Extra Light Chainmail
(-10% Attack, -10% Cav Def, -10% Spear Def, -10% Bow Def, -10% Sword Def, +15% Move Speed, +25% in Desert, +25% in Jungle)
Fur-Lined Chainmail
(+30% in Arctic, -24% in Desert, -24% in Jungle)
Heavy Chain Armour
(-2% Attack, +4% Cav Def, +4% Spear Def, +4% Bow Def, +4% Sword Def, -10% Move Speed, -4% in Arctic, -4% in Desert, -4% in Jungle)
Highland Chainmail
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Hillsman's Chainmail
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Jungle Chainmail
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Light Chain Armour
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed, +5% in Desert, +5% in Jungle)
Master-Crafted Chainmail
(-10% Attack, +25% Cav Def, +25% Spear Def, +25% Bow Def, +25% Sword Def, -10% Move Speed, +50% for Humans)
Over-Padded Chainmail
(-10% Move Speed, +50% vs Animals)
Plainsman's Chainmail
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Reinforced Chainmail
(+80% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def)
Silversteel Chainmail
(+40% Attack, +75% Cav Def, +75% Spear Def, +75% Bow Def, +75% Sword Def)
Thick-Ring Chainmail
(-8% Cav Def, -8% Spear Def, -8% Bow Def, +80% Sword Def)
Vanguard's Chainmail
(+5% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def)
Woodsman's Chainmail
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Platemail
Ancient Pattern Armour
(+50% Cav Def, +50% Spear Def, +50% Bow Def, +25% Sword Def, +5% Move Speed, -16% in Arctic, -16% in Desert, -16% in Jungle)
Chain-Edged Platemail
(-4% Cav Def, -4% Spear Def, +16% Bow Def, -4% Sword Def)
Desert Platemail
(-12% in Arctic, +30% in Desert, -12% in Jungle)
Dwarven Champion's
(+20% Attack, +50% Cav Def, +70% Spear Def, +70% Bow Def, +50% Sword Def, -50% Move Speed, +30% on Hills, +10% on Mountains, -20% in Arctic, -20% in Desert, -20% in Jungle, +40% for Dwarves, -24% for Elves, -24% for Humans, -24% for Orcs)
Forester's Platemail
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Fur-Lined Platemail
(+30% in Arctic, -36% in Desert, -36% in Jungle)
Heavy Platemail
(-2% Attack, +4% Cav Def, +4% Spear Def, +4% Bow Def, +4% Sword Def, -20% Move Speed, -5% in Arctic, -5% in Desert, -5% in Jungle)
Highland Platemail
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Jungle Platemail
(-12% in Arctic, -12% in Desert, +30% in Jungle)
Light Platemail
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed)
Obsidian Platemail
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -6% Sword Def, -10% Move Speed, +200% Magic Res, +35% vs Undead)
Plainsman's Platemail
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Reinforced Platemail
(+80% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def)
Silversteel Platemail
(+40% Attack, +75% Cav Def, +75% Spear Def, +75% Bow Def, +75% Sword Def)
Spiked Platemail
(+10% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +90% vs Monsterous, +50% vs Animals)
Thickened Platemail
(-4% Cav Def, +16% Spear Def, -4% Bow Def, -4% Sword Def)
Under-Padded Platemail
(-8% Cav Def, -8% Spear Def, -8% Bow Def, +80% Sword Def)
Upland Platemail
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Vanguard's Platemail
(+5% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def)
Horses
Draught Horse
(+25% Move Speed) - Seige Units Only
Riding Horse
(+25% Move Speed) - Non-Mounted Units Only
Heavy Warhorse
(+5% Attack, -5% Move Speed, +10% Carry, -5% on Hills, -5% on Mountains, -5% in Forests, -5% in Arctic, -5% in Desert, -5% in Jungle)
Steady Warhorse
(+5% Magic Res)
Nimble Warhorse
(-8% Attack, +24% Cav Def, +24% Spear Def, +24% Bow Def, +24% Sword Def)
Elven Thoroughbred
(+15% Move Speed, -20% for Dwarves, -20% for Humans, -20% for Orcs)
Battlebred
(+20% Cav Def, +20% Spear Def, +20% Bow Def, +20% Sword Def, -5% on Hills, -15% on Mountains, -10% in Forests, -5% in Arctic, -5% in Desert, -5% in Jungle, -20% for Dwarves, -20% for Elves, -20% for Orcs)
Dwarven Battle Mule
(-5% Attack, -10% Move Speed, +20% on Hills, +20% on Mountains, -20% for Elves, -20% for Humans, -20% for Orcs)
War Wolf
(+10% Move Speed, +20% Carry, +20% on Hills, -20% for Dwarves, -20% for Elves, -20% for Humans)