Wolfhelm
Please do not harvest resources within 5 squares of my cities or settle within 10 squares of my cities....
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+ |
~*~
Cotter | |
and Salts | Skinner |
Miner | |
Herbalist |
Weapon Descriptions & Resource Requirements
http://www.puzzleslogic.com/illy/crafting.html
Battle Calculator
http://bestmagicbears.com/battle/
http://arcanum-illyria.com/tools/calculators.php
Unit |
Performs Best |
Performs Worst |
Spearmen |
Buildings |
Plains |
Infantry |
Small Forests |
Large Mountains |
Archers |
Large Mountains |
Large Forests |
Cavalry |
Plains |
Buildings and Large Mountains
|
NPC Encounter Group Size
|
Few
|
Several
|
Pack
|
Many
|
Gathering
|
Horde
|
---|---|---|---|---|---|---|
Min
|
1
|
9
|
22
|
82
|
129
|
228
|
Max
|
8
|
21
|
81
|
128
|
227
|
462
|
|
Throng
|
Host
|
Legion
|
Myriad
|
Sea
|
Cornucopia
|
---|---|---|---|---|---|---|
Min
|
463
|
816
|
2,501
|
10,000
|
25,000
|
50,000
|
Max
|
815
|
2,500
|
9,999
|
24,999
|
49,999
|
+
|
NPC's - Non Playing Characters
General: http://arcanum-illyria.com/wiki/Non-Playable_Characters
Factions: http://arcanum-illyria.com/wiki/Factions
Elementals: http://arcanum-illyria.com/wiki/Elementals
Critters: http://arcanum-illyria.com/wiki/Critters
Distance Calculator
http://www.digioso.org/dilly_tools/illy_distance.pl
Terrain Bonus
http://www.puzzleslogic.com/illy/troops.html
Terrain Modifiers effective from March 1st, 2015.
ATTACK
|
%
|
%
|
%
|
%
|
|
Terrain Type
|
Cav
|
Spears
|
Infantry
|
Range
|
|
Buildings
|
-50
|
20
|
40
|
5
|
|
L/Forest
|
-15
|
5
|
30
|
-20
|
|
L/Hill
|
-15
|
0
|
10
|
10
|
|
L/Mount
|
-30
|
0
|
15
|
15
|
|
Plains
|
30
|
-15
|
0
|
0
|
|
S/Forest
|
-10
|
10
|
30
|
-10
|
|
S/Hill
|
0
|
0
|
0
|
0
|
|
S/Mount
|
-20
|
0
|
5
|
10
|
|
DEFENSE
|
%
|
%
|
%
|
%
|
Terrain Type
|
Cav
|
Spears
|
Infantry
|
Range
|
Buildings
|
-45
|
25
|
30
|
15
|
L/Forest
|
-15
|
5
|
25
|
-20
|
L/Hill
|
-10
|
10
|
5
|
15
|
L/Mount
|
-30
|
20
|
5
|
30
|
Plains
|
25
|
-15
|
0
|
0
|
S/Forest
|
-10
|
10
|
30
|
-10
|
S/Hill
|
0
|
5
|
5
|
5
|
S/Mount
|
-15
|
15
|
5
|
|
Mountains favour ranged units and nimble spearmen, and penalise cavalry heavily. Attacking swordsmen are also hampered by the passes, gulleys and canyons that make frontal assaults more difficult.
Hills also benefit ranged units and spearmen to a lesser extent, and still penalise cavalry, but also to a lesser extent. Swordsmen are largely unaffected by hilly terrain.
Forests penalise ranged units and cavalry due to the foliage, but swordsmen and spearmen love all the opportunities for cover and ambush.
Plains provide the opportunity for cavalry to shine - their ability to maneuver makes them the masters of open flat space. Lightly armoured spearmen dislike the open terrain of plains, where they are easier targets for cavalry and archers.
Racial Characteristics
Each race tends to be stronger than another in certain troop type areas.
Humans tend to make the best Mounted units
Elves tend to make the best Ranged units
Dwarves tend to make the best Swordsmen
Orcs tend to make the best Spearmen
Armies in Illy:
General: http://www.illyriad.co.uk/GameInformation/Military
Humans: http://www.illyriad.co.uk/GameInformation/Races/Humans/Military
Dwarves: http://www.illyriad.co.uk/GameInformation/Races/Dwarves/Military
Elves: http://www.illyriad.co.uk/GameInformation/Races/Elves/Military
Military: http://www.illyriad.co.uk/GameInformation/Races/Orcs/Military
Diplo of Each Race:
General: http://www.illyriad.co.uk/GameInformation/Diplomacy
Humans: http://www.illyriad.co.uk/GameInformation/Races/Humans/Diplomats
Elves: http://www.illyriad.co.uk/GameInformation/Races/Elves/Diplomats
Dwarves: http://www.illyriad.co.uk/GameInformation/Races/Dwarves/Diplomats
Orcs: http://www.illyriad.co.uk/GameInformation/Races/Orcs/Diplomats
Building Charts - Resourses needed to build and maintain:
http://web.archive.org/web/20120101141832/http://arcanum-illyria.com/wiki/Building_Charts
Requirements to Settle nth City |
||
|
||
‘‘#
|
Population
|
|
2nd
|
1
|
450
|
3rd
|
2
|
2,000
|
4th
|
3
|
5,000
|
5th
|
4
|
10,000
|
6th
|
5
|
20,000
|
7th
|
6
|
40,000
|
8th
|
7
|
75,000
|
9th
|
8
|
130,000
|
10th
|
9
|
233,550
|
11th
|
10
|
263,550
|
12th
|
11
|
294,550
|
Abandoned Towns
http://www.puzzleslogic.com/illy/suspended_towns.php?mapX=-14&mapY=-747&sort=1
Tutorial Videos:
http://forum.illyriad.co.uk/illyriad-tutorial-videos_topic3749.html
The Mysteries:
http://forum.illyriad.co.uk/a-discussion-of-mysteries_topic6336.html
The Quests:
http://forum.illyriad.co.uk/quests_topic6394.html
Factions:
https://illyriadinstitute.wordpress.com/tutorials/factions/
Season Resource Bonus
SPRING (Mar - May) Wood +1% Clay +5% Iron +1% Stone +3% Food +1%
SUMMER (Jun - Aug) Wood +0% Clay +1% Iron +5% Stone +1% Food +3%
AUTUMN (Sep - Nov) Wood +3% Clay +3% Iron +0% Stone +5% Food +5%
WINTER (Dec - Feb) Wood +5% Clay +0% Iron +3% Stone +0% Food +0%
Gathering: Do Not Gather within 5 squares of a town
http://forum.illyriad.co.uk/10-gathering_topic4014.html
Resource Locations:
https://docs.google.com/spreadsheets/d/1_tHCt6001Sn3wmSoCSF_rMU9SL99T2hb4Zjss-N-tTA/edit#gid=0
Minerals:
http://arcanum-illyria.com/wiki/Category:Minerals
http://www.puzzleslogic.com/illy/illy_gems.html
Herbs:
http://arcanum-illyria.com/wiki/Category:herbs
Animal Parts:
http://arcanum-illyria.com/wiki/Animal_Parts
Elemental Salts:
http://arcanum-illyria.com/wiki/Elemental_Salts
Trade:
http://forum.illyriad.co.uk/9-trade_topic3989.html
Schools of Magic
Blights: http://www.illyriad.co.uk/GameInformation/Magic/Blights
Geomancy:http://www.illyriad.co.uk/GameInformation/Magic/Geomancy
Runes: http://www.illyriad.co.uk/GameInformation/Magic/Runes
Casting Spells: http://forum.illyriad.co.uk/step-by-step-guide-to-using-illy-magic_topic2456.html
Thieves & Spies: Thieving & Spying should only be against suspended or inactive players
Thieving: http://forum.illyriad.co.uk/complete-guide-to-thieving_topic4453.html
Stopping Thieves: http://forum.illyriad.co.uk/ive-been-robbed_topic3050.html
Commanders
http://arcanum-illyria.com/wiki/Commander_Upgrades
The Command Skills which you can research and level up are divided into four main categories with group bonuses to all troops in the commander’s division. Each one of these skills may be levelled up a maximum of 10 times, and you can see what difference levelling up that particular skill will make on the Commander screen in the Barracks.
Teleport vs Exodus/Teleport:
Teleportation is magical. The entire city is magically transported in a second, including all the resource plots (meaning no matter what you teleport onto, you will have the same resources)
Exodus is a manual movement of everything in your town. It takes a long time to carry your entire city across the map and you will use whatever resource plots are at your new location, leaving behind the old one. With the exception of your city wall, all buildings and resources are delevelled to level 12 if you have built them higher.
The maximum number of villages allowed is 10. but it's extremely difficult to get enough population to reach city #10 (in fact, if you don't settle on 7 food squares, it can be pretty difficult to get #9). This means that you’ll want to exodus your first city so you can switch your 5 food tiles for 7 and get the corresponding to gain more population. Do this early as waiting until you have 5+ cities is VERY expensive.
If you exodus your first city before you teleport, your capital changes to your second city. If you have placed your second city on a 7 food tile, you can then telport that 7 food city to any 5 food square without losing your 7 food plots!
Using exodus first then teleporting, allows you to have all your villages on 7 food tiles AND you can still put your city on a mountain for defense.
Siege
When you siege a city you can Expodus or Tendrial your city there when complete. You will gain all the research of the new town and will not lose the research of the town that takes its place. There are two possible outcomes to a successful siege: Raze and Capture. A siege attacks the buildings in a city reducing the population to 25% of its original size. You can only capture a city if you have sufficient population to add another city in the usual manner (sending a settler). If you do not have sufficient population to add another city, the only available option at the conclusion of a siege is to raze.
Razing The city is completely destroyed (including all of its contents) and wiped off the map. If it is the player's last remaining city, a new city will spawn at another location on the map for that active player. That city will have no buildings, but any research completed in the razed city will still be completed in the new city.
Capture transfers the city, together with all the resources in the city at the time of its capture to you. All research that was completed by the previous owner will remain. Mana and research points will be reset to zero. Keep in mind that the storehouse and warehouse will have been reduced in level by your bombardment, so the resource remaining in the city may be reduced. Use raids or thieves while sieging to ensure any excess resources are not lost.
Scout and Spy the City
Scout the city before beginning a siege to ascertain the status of the army. You may also wish to spy on the city to assess the general number and level of buildings as well as the resources available should the city be captured.
If the city you are sieging has troops, you can send a separate army to Attack and wipe out the troops before the siege begins or during the siege. Otherwise, a defending army may be sitting there waiting to defend against your army during the last phase of the siege. However, as the population of the city reduces during the siege, some of the army may desert due to lack of tax income, and the army MAY be smaller than at the beginning.
Required Research
Siege Encampment (requires level 20 barracks)
War Machines (requires level 15 barracks)
Siege Equipment
Siege Blocks (used to build catapults and battering rams)
Catapults (called different names depending on race).
Battering Rams (only used in an opposed siege, not in an unopposed siege)
It is more efficient to begin making siege equipment while studying Siege Encampment, as each unit of siege equipment takes 11 hours to build. The more siege units you use, the faster the siege will be completed. Fewer units can be used for smaller towns. I used 5 to take down a very small inactive town.
Starting a Siege
Assign a commander and your siege equipment to that army. Click on the city and choose: Send Army. From the drop down list find the army you equipped and select Siege from the drop down menu. You will be taken to the Siege Page.
In the bottom part of the Siege page, select a square next to the city from which to siege. Which square you choose is of no importance to an unopposed siege but is highly relevant to a siege that will be defended. I leave it to the vets to explain how and why.
When the siege has landed, it takes 12 hours to set up the camp. When the 12 hours has elapsed, your siege engines will fire one volley each hour. Each time they fire, you will receive a report indicating the number of hits and misses, and for hits which building was destroyed and the level that remains.
The city needs to be reduced to 25% of its original population in order to capture or raze it. You will receive a notification at the beginning of the siege of this target population. As the population is reduced, you will receive hourly reports as to population and building levels. Once the target population is reached, you will have an option to Raze or (if you are eligible based on population) to Capture the city.
The final step in the siege is to send your army to raze or capture. If you have previously cleared the troops from the city, this should be a straightforward process. If not, you will have to send an army to meet that cities defending army.
A note about walls: Destroying the walls using battering rams, siege hooks, etc., is NOT necessary to successfully siege a city. The main reason one would want to tear down the wall would be to reduce the defensive bonus of that army in the city, to reduce casualties in your army when you clear the city. This is usually only necessary in an opposed siege, or possibly if there is a very large defending army in the city. If you plan to capture the city, it is better to leave the walls intact and take the additional troop losses. This means you won't have to rebuild the walls after you've captured the city.
Terraforming
Terraforming is term used for process when players are teleporting towns (using Tenaril's Spell), that where not their original capitals. Most typically it is used to teleport 7 food town to some other location with good SoV opportunities around. There are 2 methods how you can make your capital to be on 7 food spot - after settling 2nd town on 7 food spot you can exodus your first town, or you can destroy (raze) your original capital. Then your 2nd town on 7 food will be your new capital.
- Start an alt (only if you don't have an alt already, else you are crossing the line of what is allowed, else get somebody else to do it), and do the tutorial. Free resources never hurt, and you need most of those buildings and the food plot anyway.
- Do not bother with magic tower or barracks for defense. There won't be much to steal anyway, and this is a temporary account.
- Focus research on getting Pioneering. No need to get further on that road. Get Demolition too. More on that later.
- Get the resources for a settler in asap. It's possible to have a settler out before you lose your rainbow.
- Only build up Storehouse, and whatever building gives you population fast (I usually upgrade Common Ground and Paddock, since it allows you to build cows and horses, which cannot be stolen, and can be sent out, and Sigur did give you those caravans). The only goal here is to get enough population to allow you a second city. You have 4 days to do this, since it takes that long to train a settler.
- Once your settler is ready, send it to a good 7-food spot. Generally a spot with 7 food, 3 stones and the rest on 5 is preferable, but if you have other needs planned look for the setup you want.
Here is where opinions differ. Some say you should exodus your capital, so the tenaril spell gets transfered to your 2nd town.
That works for an alt that is a keeper. Terraforming accounts, however, are not keepers. So the fastest way to transfer the Tenaril to your new town with the juicy layout, is to have your capital being razed. There are always people willing to help you out in the newbie ring (if only to get you off of their lawn).
-You can speed up the razing of the capital by demolishing your buildings. The shorter the siege, the earlier you are done.
When terraforming you do not need to Raze your 1st town as you can use the tenaril on any city you choose to use it on
- When your capital is gone, and the tenaril spell has been transfered to your other city, you are free to transport that city, and create a nice spot where a sucky spot was before.
- Raze the city and exodus another city there. Then, abandon account. Edited by Captain Kindly - 25 Oct 2013 at 15:58
Sovereignty
http://forum.illyriad.co.uk/step-by-step-guide-to-claiming-sovereignty_topic2659_page1.html
Logging Camp - boosts lumberjack production. Requires the Logging research line.
Earthworks - boosts clay pit production. Requires the Clay Firing research line.
Mineshaft - boosts iron mine production. Requires the Square-Set Timbering research line.
Gravel Pit - boosts quarry production. Requires the Soffolding research line.
Farmstead - boosts farmyard production. Requires the Threshing research line.
Cattle Rancher - decreases livestock production time. Requires the Droving research line.
Bladesmith - decreases sword production time. Requires the Billetmaking research line.
Renderer - decreases leather armour production time. Requires Rawhide Preparation research line
Farrier - decreases horse production time. Requires Stablehands research line.
Bowyer - decreases bow production time. Requires Bowyer research line.
Poleturner - decreases spear production time. Requires Poleturner research line.
Bridlemaker - decreases saddle production time. Requires Saddle Trees research line.
Plate Forger - decreases production time on plate armour. Requires Gauntlet Making research line
Armourer - decreases chainmail production time. Requires Coif Making research line.
Papermill - decreases book production time. Requires Pulping research line.
Brewer's Yard - decreases beer production time. Requires Malting research line.
Engineering Yard - decreases siege block production time. Requires Wheelwrights research line.
Training Ground - decreases spearmen production time. Requires Stamina Training research line.
Target Range - decreases range troop production time. Requires Upper Body Conditioning line.
Military Academy - decreases swordsmen production time. Requires Basic Training research line.
Jousting Yard - decreases cavalry production time. Requires Jousting research line.
Assembly Yard - decreases siege engine production time. Requires Welding research line.
Finishing School - decreases diplomat production time. Requires Etiquette research line.
IN-GAME LINKS
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ILLY FORUMS--Guides
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ILLY FORUMS--City
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ILLY FORUMS--Military
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ILLY FORUMS--Miscellaneous
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ILLY FORUMS--Quests
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ILLY FORUMS--Sovereignty
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ILLY FORUMS--Trade
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ARCANUM ILLYRIA (Wiki)
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PUZZLES LOGIC
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ALL THE REST
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|
Unit |
Performs Best |
Performs Worst |
Spearmen |
Buildings |
Plain |
Infantry |
Small Forests |
Large Mountains |
Archers |
Large Mountains |
Large Forests |
Cavalry |
Plains |
Buildings and Large Mountains
|
Gnome Brew
Action: Send 125 Advanced Spies or 150 Basic Spies to -513|-96 on the map.
Reward: Allows you to produce beer at a cheaper food cost (from 25 food to 20 food per beer).
Famine Management
Action: Get 10th city.
Reward: +10% to food production in your Capital city.
Inquisitive Populace
Action: Complete Diplomatic Quests and this can randomly be achieved.
Reward: +2 Visibility for incoming hostile diplomats.
Block and Tackle
Action: Complete Trade Quests and this can randomly be achieved.
Reward: +20% harvesting speed for resources (doesn't say which ones though).
Racial Swords
Action: Build a Swordsmith
Reward: Varies by Race
Human - Traditional Sword
Elf - Elven Sword
Dwarf - Dwarven Battle Axe
Orc - Orcish Sword
Racial Steeds
Action: Research 20 Crafting Techs on the Tech Tree
Reward: Varies by Race
Human - Battlebred
Elf - Elven Throughbred
Dwarf - Dwarven Battle Mule
Orc - Orc War Wolf
Allembine Research
Action: Gather the names of 20 Royal Ancestors by sending a spy (doesn't matter which level) to each of the statues. Some statues require you to send a spy to them first, and then send a spy to a secondary location to actually get the name.
1. Aldelbrecht = -312|717
2. Asmorn = -608|-189
3. Bjandar-Thegn = 910|-507
4. Braynard = -102|1 then 949|-379
5. Burkhardt = 429|-931
6. Eberekt = 516|505
7. Ferhonanth = -485|-736 then 669|794
8. Fridholt = 652|-265 then -843|-310
9. Gunthar = -4|10
10. Haestin = -377|-104
11. Keldar = 356|498
12. Lambercht = -157|-298
13. Lindricht = 471|228 then -711|674
14. Oddric = 232|345
15. Osgaut = 761|-892 then -39|-973
16. Raedborth = -194|-687
17. Regindalt = 719|365
18. Rikert = 22|-85
19. Tormand = -569|-91 then 136|855
20. Ulvelaik = 399|-431
Reward: +5 Research Points per hour, per library level.
F
Friend of Jadefae, Khaleesi, Mother of Dragons