Thingol
Terrain Modifiers:
ATTACK
Terrain Type Cavalry Spears Infantry Ranged
Buildings -50 20 40 5
Large Forest -15 5 30 -20
Large Hill -15 0 10 10
Large Mountain -30 0 15 15
Plains 30 -15 0 0
Small Forest -10 10 30 -10
Small Hill 0 0 0 0
Small Mountai -20 0 5 10
DEFENSE
Terrain Type Cavalry Spears Infantry Ranged
Buildings -45 25 30 15
Large Forest -15 5 25 -20
Large Hill -10 10 5 15
Large Mountai -30 20 5 30
Plains 25 -15 0 0
Small Forest -10 10 30 -10
Small Hill 0 5 5 5
Small Mountai -15 15 5 15
Rare Herb Tile Locations | |
Ancient Forest: | Ironstem Root, Brascan Seeds |
Wooded Glade: | Larken Wood, Brascan Seeds, Queen's Hair, Furizion Seedpods, Sharproot |
Blessed Oak: | Ancient Oak |
Thick Forest: | Larken Wood, Vistrok Flowers |
Dense Forest: | Larken Wood, Brascan Seeds, Suntree Haft, Vistrok Flowers, Furizion Seedpods, Sharproot, Brownback Moss |
Light Woods: | Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flowers, Sharproot, Queen's Hair |
Wooded Land: | Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flowers, Sharproot |
Forested Hilltop: | Larken Wood, Brascan Seeds, Suntree Haft, Furizion Seedpods, Silverthorn, Rockweed Root |
Swamp, Mire, March, Bog: | Toadcap Fungus |
Abandoned Mineshaft: | Miner's Bane |
Light Tropical Cover: | Queen's Hair, |Jungle| Giant Palm Leaves |
Tropical Foliage: | Giant Palm Leaves |
Tropical Hilltop: | Queen's Hair |
Dense Foliage: | Giant Palm Leaves,* |
Rainforest: | Giant Palm Leaves, Queen's Hair, Furizion Seedpods, * |
Fisherman's Hut: | Ancient Oak |
Abundant Clay, Exposed Clay, Turned Clay, Plains: | Warpwood Shoot |
Oasis: | Rahan Palm Wood, Spidertree Leaves |
Weeping Willow: | Queen's Hair |
Palm Trees: | Rahan Palm Wood, Giant Palm Leaves, Ebony Wood |
Dark Forest: | Brascan Seeds |
Forbidden: | Ancient Oak |
NPC Encounter Group Sizes
Size Min Max
A Few 1 3
A Handful 4 8
Several 9 21
A Pack 22 81
Many 82 128
A Gathering 129 227
A Horde 228 462
A Throng 463 815
A Host 816 2,500
A Legion 2,501 9,999
A Myriad 10,000 24,999
A Sea 25,000 49,999
A Cornucopia 50,000+
The number of arrows on a moving unit indicates the rough speed, as follows:On Noes!
Stationary Unit = No arrows
1 arrow = 1-7 squares per hour
2 arrows = 8-16 squares per hour
3 arrows = 17-25 squares per hour
4 arrows = 26-41 squares per hour
5 arrows = 41+ squares per hour
Size Min Max
A Few 1 3
A Handful 4 8
Several 9 21
A Pack 22 81
Many 82 128
A Gathering 129 227
A Horde 228 462
A Throng 463 815
A Host 816 2,500
A Legion 2,501 9,999
A Myriad 10,000 24,999
A Sea 25,000 49,999
A Cornucopia 30 - 1,023,55030/6 661021
Heroic Human Statue
Scribe-Name | Location 1 | Location 2 | Scribe-Name | Location 1 | Location 2 |
1. Aldelbrecht | -312|717 | - | 11. Keldar | 356|498 | - |
2. Asmorn | -608|-189 | - | 12. Lambercht | -157|-298 | - |
3. Bjander-Thegn | 910|-507 | - | 13. Lindricht | 471|228 | -711|674 |
4. Braynard | -102|1 | 949|-379 | 14. Oddric | 232|345 | - |
5. Burkhardt | 429|-931 | - | 15. Osgaut | 761|-892 | -39|-973 |
6. Eberekt | 516|505 | - | 16. Raedborth | -194|-687 | - |
7. Ferhonanth | -485|-736 | 669|794 | 17. Regindalt | 719|365 | - |
8. Fridholt | 652|-265 | -843|-310 | 18. Rikert | 22|-85 | - |
9. Gunthar | -4|10 | - | 19. Tormand | -569|-91 | 136|855 |
10. Haestin | -377|-104 | - | 20. Ulvelaik | 399|-431 | - |
Send spies to all locations above and you will receive as reward a Scribe of Allembine for each spied location (6 Scribes require to spied 2 locations, do the first locations before the 2nd ones) .... Scribe of Allembine is a spy unit with low upkeep (2 gold p/h) but high defensive value (120) ..... When a town collect all 20 scribes, that town gain discovery Allembine Research Techniques, which grants +5 research points hourly per Library level |
#/World/Map/-513/-96
Send 125 Adanced Scouts here, or 150 Basic Spies to complete the Gnome Brewery Discovery :)
Population Requirements |
Building Population at 20 |
2 - 450 |
Blacksmith - 1497 |
Quest Spots
Basics
Tips for hunting
Name | Short Explanation |
---|---|
Research | infantry everything from Conscription to Elite Guards cavalry everything from Call to arms to Elite Squadron |
Troop type | cavalry for plains and small hills infantry for every other terrains |
Commander | T2 infantry or T2 cavalry to match troops, and all commanders same type |
Com points | 10 points in Heroism |
Army set up | 5 divisions, 5 commanders, 61 T2 troops (57/1/1/1/1) |
Gear | Terrain gear on commanders only (cheap and works well) |
Harvesters |
||
Caravan | ||
Cotter | ||
Skinner | ||
Miner | ||
Herbalist |
Each terrain type bestows benefits or penalties on the various types of units fighting on them. These tables will show you which terrain types are favorable for your unit makeup.
Terrain Type |
Cavalry |
Spears |
Infantry |
Ranged |
Buildings | -50 | 20 | 40 | 5 |
Large Forests | -15 | 5 | 30 | -20 |
Large Hills | -15 | 0 | 10 | 10 |
Large Mountains | -30 | 0 | 15 | 15 |
Plains | 30 | -15 | 0 | 0 |
Small Forests | -10 | 10 | 30 | -10 |
Small Hills | 0 | 0 | 0 | 0 |
Small Mountains | -20 | 0 | 5 | 10 |
Terrain Type |
Cavalry |
Spears |
Infantry |
Ranged |
Buildings | -45 | 25 | 30 | 15 |
Large Forests | -15 | 5 | 25 | -20 |
Large Hills | -10 | 10 | 5 | 15 |
Large Mountains | -30 | 20 | 5 | 30 |
Plains | 25 | -15 | 0 | 0 |
Small Forests | -10 | 10 | 30 | -10 |
Small Hills | 0 | 5 | 5 | 5 |
Small Mountains | -15 | 15 | 5 | 15 |
Each line of runes in this school has a specific purpose. Each also has a 22hr shared cooldown after activation before being able to be recast. The Slaying line kills units entering your city indescriminately, with the exception of spies and scouts. The Seeking line boasts more charges than the Slaying line but is limited to diplomatic units and requires you to specify the unit type against which it will act (scouts and spies can be targeted by this ability).
[School] Name |
Magic Tower Level |
Kills (# of Units) |
[Slaying] Mark of Slaying | 3 | 5 |
[Slaying] Death Rune | 7 | 20 |
[Slaying] Killing Glyph | 11 | 75 |
[Slaying] Ward of Destruction | 15 | 250 |
[Seeking] Mark of Seeking | 2 | 12 |
[Seeking] Seeking Rune | 6 | 40 |
[Seeking] Seeking Glyph | 10 | 130 |
[Seeking] Ward of Intentions | 14 | 400 |
As in most cases in this game, T1 units typically have better defensive stats while T2 units better offensive stats per unit of gold upkeep per hour. T1 thieves are only able to steal basic resources, but T2 thieves can also steal gold, and T2 gear. As with all diplomatic units, T1 thieves are best left at home defending you from hostile thieves, while T2 units sent en-masse to an enemy can deprive them of the basic resources to keep growing their city as well as gold to support their troops and weapons with which to create new ones.
Race |
Icon |
Unit |
Attack |
Defense |
Capacity |
Speed |
Carry |
Dwarf | Footpad | 18 | 20 | 57 | 14 | 57 | |
Halfling | 39 | 36 | 60 | 16 | 60 | ||
Elf | Rogue | 14 | 17 | 50 | 19 | 50 | |
Dark Elf | 31 | 29 | 54 | 25 | 54 | ||
Human | Burglar | 15 | 16 | 59 | 15 | 56 | |
Master Thief | 38 | 30 | 64 | 22 | 64 | ||
Orc | Goblin Cutpurse | 14 | 18 | 71 | 17 | 71 | |
Plunderer | 34 | 28 | 76 | 20 | 76 |
Scouts are able to determine how many units and of what types are present in any given location, whether that be an enemy city's army, an occupation force, a group of NPCs or even what type of minerals are inside a mine. T1 scouts are limited to only reporting on what is currently present; T2 scouts can determine an enemy city's deployment of units as well. Knowing the type and concentration of units garrisoned inside an enemy city can be a decisive advantage, and knowing that an enemy's armies are currently out on maneuvers can allow you to take the initiative and attack while a city is largely defenseless.
Race |
Icon |
Unit |
Speed |
Attack |
Defense |
Dwarf | Sentry | 14 | 14 | 17 | |
Watcher | 18 | 33 | 31 | ||
Elf | Tracker | 22 | 18 | 20 | |
Outrider | 30 | 40 | 36 | ||
Human | Scout | 17 | 15 | 17 | |
Ranger | 22 | 34 | 28 | ||
Orc | Hunter | 18 | 15 | 17 | |
Stalker | 20 | 36 | 30 |
Spies are used to determine the current structures in a city, as well as any resources in the city. T2 spies can also report on any building construction or research being conducted in those cities. Combined with Saboteur units you can cause costly damage to an enemy city's growth by interfering with its building construction, as well set it back technologicallly by extending a lengthy research project a great deal past its expected finish date.
Race |
Icon |
Unit |
Speed |
Attack |
Defense |
Dwarf | Observer | 16 | 15 | 17 | |
Keeper of Secrets | 19 | 36 | 30 | ||
Elf | Waysman | 21 | 14 | 17 | |
Farseer | 28 | 32 | 32 | ||
Human | Agent | 17 | 17 | 21 | |
Spymaster | 23 | 39 | 37 | ||
Orc | Goblin Spy | 18 | 15 | 17 | |
Listener In The Dark | 21 | 36 | 27 |
Working alongside spy units, saboteurs are able to disrupt a city's construction queue. T1 saboteurs can sabotage a single construction task in the queue, while T2 saboteurs have a chance to sabotage a second, as well as delay an ongoing research by up to twice the original time required.
Race |
Icon |
Unit |
Speed |
Attack |
Defense |
Dwarf | Sapper | 13 | 16 | 17 | |
Underminer | 19 | 36 | 34 | ||
Elf | Elven Pruner | 17 | 14 | 17 | |
Dark Elf Saboteur | 25 | 34 | 32 | ||
Human | Saboteur | 15 | 15 | 17 | |
Agent Provocateur | 22 | 35 | 29 | ||
Orc | Goblin Saboteur | 16 | 17 | 20 | |
Arsonist | 19 | 40 | 35 |
Assassin units are able to silently kill enemy commanders within their cities or occupation armies. T1 assassins are only able to target a single commander per mission; T2 assassins do more damage and have a chance of assassinating two commanders in a single mission. A leaderless army will be much easier to destroy than one with a highly skilled commander that buffs its division's damage and defense, as well as removing a highly damaging unit from the army with little risk to yourself if the enemy lacks defense against assassins.
Race |
Icon |
Unit |
Speed |
Attack |
Defense |
Dwarf | Executioner | 14 | 14 | 17 | |
Deeper Dweller | 18 | 33 | 31 | ||
Elf | Willowblades | 18 | 15 | 17 | |
Night Shade | 24 | 34 | 30 | ||
Human | Cutthroat | 16 | 18 | 18 | |
Assassin | 22 | 39 | 35 | ||
Orc | Poisoner | 17 | 15 | 17 | |
Iqadron Acolyte | 19 | 36 | 30 |
Spear units are the first available to build by all players. Their primary use is often city defense as they lack a great deal of terrain bonuses to attack or defense, though they can be used en-masse to swarm an enemy since they are the cheapset military unit in gold upkeep. Orcs have elite spear units, which have lower material requirements to build in exchange for requiring beer in their build recipe. Spearmen are a natural counter to enemy cavalry and are weak to enemy infantry.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Yeomen | 8 | 7 | 12 | 4 | 13 | 13 | 22 | |
Halbardiers | 6 | 16 | 17 | 13 | 17 | 29 | 16 | ||
Elf | Protectors | 9 | 6 | 11 | 4 | 10 | 13 | 18 | |
Phalanxes | 7 | 15 | 15 | 10 | 15 | 30 | 10 | ||
Human | Militiamen | 8 | 7 | 11 | 4 | 11 | 13 | 20 | |
Pikemen | 6 | 16 | 17 | 11 | 17 | 29 | 12 | ||
Orc | Kobold Cohorts | 8 | 9 | 12 | 6 | 12 | 13 | 25 | |
Clan Guardsmen | 6 | 19 | 18 | 11 | 18 | 33 | 18 |
Infantry units have rather even defensive stats and are suberb at attacking on forested terrain, as well as being decent at attacking mountainous. Their massive bonuse for fighting within buildings should also be kept in mind when selecting locations for new citites; if your city is directly adjacent to a structure you'll have an uphill battle trying to defeat a siege force station on a building tile with infantry support. Dwarves have elite infantry units - they're the fastest and strongest of the various races' infantries. Like all elite units they have lowered material costs to train in exchange for requiring beer instead. Infantry are a natural counter to enemy archers and to a slightly lesser extent infantry, while being weak only to other infantry units.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Axmen | 9 | 27 | 14 | 11 | 17 | 14 | 70 | |
Stalwarts | 8 | 45 | 20 | 18 | 21 | 17 | 70 | ||
Elf | Wardens | 6 | 21 | 14 | 12 | 14 | 14 | 55 | |
Wardancers | 8 | 33 | 19 | 19 | 20 | 20 | 65 | ||
Human | Swordsmen | 7 | 22 | 13 | 10 | 15 | 14 | 48 | |
Men-at-Arms | 5 | 35 | 20 | 18 | 21 | 19 | 55 | ||
Orc | Fangs | 7 | 22 | 14 | 11 | 15 | 14 | 40 | |
Fists | 5 | 36 | 18 | 17 | 18 | 19 | 60 |
Ranged units have rather even defensive bonuses except for a weakness to cavalry. They are adept at defending or attacking cities settled on hills in the mountains due to their sizable bonuses on those terrain types. Elves have elite archers - they're without a doubt the best ranged units the varying races have to offer and, like all elite units, have lowered material costs in crafting in exchange for requiring beer instead. Ranged are not a counter to any other unit type, but they are weak to enemy cavalry.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Slingers | 9 | 15 | 21 | 22 | 20 | 13 | 35 | |
Crossbowmen | 7 | 26 | 23 | 21 | 30 | 21 | 35 | ||
Elf | Sentinels | 10 | 20 | 23 | 24 | 23 | 16 | 25 | |
Elven Trueshot | 8 | 32 | 36 | 36 | 34 | 25 | 30 | ||
Human | Archers | 7 | 16 | 21 | 22 | 20 | 13 | 20 | |
Longbowmen | 9 | 24 | 33 | 32 | 32 | 20 | 27 | ||
Orc | Clanguards | 9 | 17 | 19 | 21 | 20 | 12 | 32 | |
Death Dealers | 7 | 23 | 31 | 30 | 30 | 20 | 27 |
Cavalry units are naturally the fastest attacking unit by far and find themselves at home on the plains, since that's the only terrain type upon which they gain any bonuses. They can also be used effectively on small hills as they gain no bonuses or penalties on them. Cavalry also have the higest damage values of all unit types but also take the longest to train. Humans have the best all-around cavalry units, though not by as significant margins as the other races' specalized unit types. Like the other elite units, human cavalry has reduced resource requirements in training in exchange for requiring beer to produce. Cavalry are a natural counter to enemy archers but are weak to enemy spearmen; their primary advantage is their speed.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Packsmen | 15 | 32 | 15 | 15 | 10 | 23 | 95 | |
Runeriders | 11 | 57 | 21 | 20 | 26 | 29 | 95 | ||
Elf | Swiftsteeds | 20 | 36 | 13 | 13 | 20 | 21 | 130 | |
Marshals | 17 | 59 | 19 | 18 | 27 | 28 | 92 | ||
Human | Charioteers | 18 | 37 | 15 | 16 | 20 | 21 | 150 | |
Knights | 12 | 65 | 20 | 19 | 28 | 28 | 100 | ||
Orc | Wolfriders | 17 | 34 | 14 | 14 | 20 | 24 | 115 | |
Death Packs | 12 | 59 | 21 | 19 | 28 | 29 | 85 |
Siege units are used solely for besieging a city, as their name implies. The T1 variety destroy enemy walls, while the T2 variety rain down destruction on the city's buildings, lowering its population and making it ready for your sieging force to either capture or raze the city. Dwarves have the most accurate siege units and the fastest T2 siege unit compared to the other races, though they are not counted as elite units and therefore are no easier to create than the other races' siege units.
Race |
Icon |
Unit |
Speed |
Accuracy |
Dwarf | Battery-Towers | 4 | 8% | |
Ballistas | 4 | 35% | ||
Elf | Siege Hooks | 5 | 5% | |
Mangonels | 3 | 31% | ||
Human | Battering Rams | 4 | 6% | |
Catapults | 3 | 34% | ||
Orc | Tortoises | 4 | 7% | |
Trebuchets | 3 | 33% |
T3 crafted items can require any number of materials that range from abundant to extremely scarce. Most are geared toward a specific usage context, like increasing movement unit speed at the cost of defense, or increasing unit defense at the cost of damage or speed. Some can give slight advantages to a single stat while having no obvious downsides, while some can give quite large penalties for fighting any type of unit other than what it's designed for. For any usage scenario you can imagine there exists a crafted item geared specifically toward that purpose - whether you're able or willing to make and risk losing them is up to you.
Useful stuff
Pale Cedar Wood
Lemonwood Bough
Larken Wood
Ebony Wood
Dyallom Gall
Warpwood Shoot
Miner's Bane
Snowbell Flowers
Toadcap Fungus
Rockweed Root
Ancient Oak
Rahan Palm Wood
Queen's Hair Leaves
Spidertree Leaves
Brascan Seeds
Giant Palm Leaves
Desert Flame
Arterium
Elven Tears
Aeghris
Daera
Flektrine
Almhurin
Silversoil
Obsidian
Goldstone
Iceheart
Amar Shards
Silvesteel
Alligator Heart
Alligator Skull
Alligator Vertebra
Anaconda Heart
Anaconda Fang
Anaconda Skin
Arctic Wolf Heart
Arctic Wolf Fur
Arctic Wolf Tooth
Baboon Fur
Black Bear Heart
Black Bear Tooth
Black Bear Fur
Black Bear Vertebra
Black Panter Fur
Brown Bear Fur
Cobra Heart
Cobra Brain
Coral Snake Heart
Cyclops Heart
Elephant Heart
Elephant Hide
Fire Salamander Heart
Fire Salamander Skin
Gharial Heart
Gharial Tooth
Giant Beetle Heart
Giant Beetle Carapace
Giant Rat Rib
Giant Rat Fur
Giant Scorpion Heart
Giant Scorpion Exoskeleton
Giant Scorpion Stinger
Giant Scuttler Exoskeleton
Giant Snake Heart
Giant Snake Vertebra
Giant Snake Fang
Giant Spider Heart
Giant Spider Fangs
Golden Monkey Heart
Golden Monkey Fur
Ice Salamander Heart
Ice Salamander Skin
Jaguar Heart
Jaguar Fur
Leopard Heart
Leopard Entrail
Lion Heart
Lion Tooth
Lion Vertebra
Mammoth Rib
Mammoth Tusk
Mammoth Vertebra
Massive Scarab Carapace
Poisonous Crawler Heart
Poisonous Crawler Exoskeleton
Poisonous Crawler Mandible
Polar Bear Heart
Polar Bear Fur
Puma Heart
Puma Fur
Rhinoceros Heart
Salamander Heart
Salamander Entrail
Salamander Fang
Saurian Rib
Saurian Vertebra
Scaled Charger Scale
Scaled Charger Vertebra
Scritcher Carapace
Simien Wolf Heart
Simien Wolf Fur
Snow Leopard Heart
Snow Leopard Fur
Tiger Heart
Tiger Tooth
Tiger Skull
Wild Dog Bone
Wild Dog Fur
Wolf Tooth
Wolf Fur
Heart of Darkness
CODE
Useful stuff
Pale Cedar Wood
Lemonwood Bough
Larken Wood
Ebony Wood
Dyallom Gall
Warpwood Shoot
Miners Bane
Snowbell Flowers
Toadcap Fungus
Rockweed Root
Ancient Oak
Rahan Palm Wood
Queens Hair Leaves
Spidertree Leaves
Brascan Seeds
Giant Palm Leaves
Desert Flame
Arterium
Elven Tears
Aeghris
Daera
Flektrine
Almhurin
Silversoil
Obsidian
Goldstone
Iceheart
Amar Shards
Silvesteel
Alligator Heart
Alligator Skull
Alligator Vertebra
Anaconda Heart
Anaconda Fang
Anaconda Skin
Arctic Wolf Heart
Arctic Wolf Fur
Arctic Wolf Tooth
Baboon Fur
Black Bear Heart
Black Bear Tooth
Black Bear Fur
Black Bear Vertebra
Black Panter Fur
Brown Bear Fur
Cobra Heart
Cobra Brain
Coral Snake Heart
Cyclops Heart
Elephant Heart
Elephant Hide
Fire Salamander Heart
Fire Salamander Skin
Gharial Heart
Gharial Tooth
Giant Beetle Heart
Giant Beetle Carapace
Giant Rat Rib
Giant Rat Fur
Giant Scorpion Heart
Giant Scorpion Exoskeleton
Giant Scorpion Stinger
Giant Scuttler Exoskeleton
Giant Snake Heart
Giant Snake Vertebra
Giant Snake Fang
Giant Spider Heart
Giant Spider Fangs
Golden Monkey Heart
Golden Monkey Fur
Ice Salamander Heart
Ice Salamander Skin
Jaguar Heart
Jaguar Fur
Leopard Heart
Leopard Entrail
Lion Heart
Lion Tooth
Lion Vertebra
Mammoth Rib
Mammoth Tusk
Mammoth Vertebra
Massive Scarab Carapace
Poisonous Crawler Heart
Poisonous Crawler Exoskeleton
Poisonous Crawler Mandible
Polar Bear Heart
Polar Bear Fur
Puma Heart
Puma Fur
Rhinoceros Heart
Salamander Heart
Salamander Entrail
Salamander Fang
Saurian Rib
Saurian Vertebra
Scaled Charger Scale
Scaled Charger Vertebra
Scritcher Carapace
Simien Wolf Heart
Simien Wolf Fur
Snow Leopard Heart
Snow Leopard Fur
Tiger Heart
Tiger Tooth
Tiger Skull
Wild Dog Bone
Wild Dog Fur
Wolf Tooth
Wolf Fur
Growing your empire is a slow and studious task. Knowing the milestones ahead of time for when you'll next be able to settle a new city can often change your building strategy, and knowing what buildings provide the highest population can help you reach those milestones faster.
Population Requirements |
Building Population at 20 |
2 - 450 |
Blacksmith - 1497 |
Foreknowledge of what sovereignty structures require which resources in upkeep and to what degree can help you plan the locations you choose to settle more wisely, lest you accidentally settle what was to be an archery city on a tile that has only three wood plots.
Building |
Wood |
Clay |
Iron |
Stone |
---|---|---|---|---|
Archers' Field | 2700 | 1100 | ||
Assassins' Abode | 3100 | 1900 | ||
Cavalry Parade Ground | 1100 | 2700 | ||
Foreign Office | 400 | 800 | 1600 | |
Geomancers' Retreat | 700 | 2300 | 1500 | |
Infantry Quarters | 1100 | 2700 | ||
Runemasters' Grounding | 900 | 1700 | ||
Saboteurs' Sanctuary | 2700 | 1500 | ||
Scouts' Lookout | 700 | 1500 | ||
Spearmen's Billets | 2700 | 1100 | ||
Spies Hideout | 700 | 1100 | 1100 | |
Thieves' Den | 1700 | 1100 | 1700 | |
Trade Office | 2800 | 690 | 1580 | |
Chancery of Estates | 800 | 3200 | 160 |
These general guidelines can be helpful in determining what type of city to settle in a location. Resources aren't the only concern to plan around but it's still helpful to know which locations are best suited to which vocations.
Food |
Wood |
Clay |
Iron |
Stone |
What To Build At This Location |
---|---|---|---|---|---|
7 | 5 | 5 | 3 | 5 | cavalry, scout, spy, trade, geo, runes |
7 | 5 | 5 | 5 | 3 | cavalry, archers, spearmen, scout, thief |
7 | 5 | 3 | 5 | 5 | archers, infantry, assassin |
7 | 3 | 5 | 5 | 5 | spearmen, infantry, assassin, runemaster |
If an NPC group is close enough to your city you'll often be presented with a vague term describing the size of the group. Knowing what exactly those terms mean can occasionally shave some time off of your hunting exercises by allowing you to forgo scouting and simply attack with the knowledge that, even if the group is as large as the terms below allow, you're still well-equipped to destroy them.
- "Few": Less than 4 units
- "Handful": 5 to 8
- "Several": 9 to 21
- "Pack": 22 to 81
- "Many": 82 to 128
- "Gathering": 129 to 227
- "Horde": 228 to 462
- "Throng": 463 to 815
- "Host": 816 to 2,500
- "Legion": 2,501 to 9,999
- "Myriad": 10,000 to 25,000
- "Sea": 25,001 to 49,999
- "Cornucopia": 50,000 or more
The Sovereignty system can be intimidating when your city reaches a certain size and you begin to use it for the first time. This chart shows a basic breakdown of the costs at sovereignty level 5 of the tiles around your city. This will allow you to get a jump start on claiming sovereignty without reading a small novel detailing the intricacies of the system first.
When scouting the map for new locations to settle it's often difficult to tell where the best sovereignty bonuses lie. This table providing the name of the tiles, the bonus type provided, the percentage boost they give and an image of what they look like can help speed up finding that perfect spot for your next city.
Image |
Terrain |
Bonus |
% |
Building |
Rocky Outcrop | Horses | 3% | Farrier | |
Fertile Ground | Horses | 1% | Farrier | |
Bountiful Land |
Cattle | 3% | Cattle Rancher | |
Alluvial Plain | Cattle | 1% | Cattle Rancher | |
Abundant Crops | Beer | 3% | Brewer's Yard | |
Treacherous Mountains | Beer | 2% | Brewer's Yard | |
Fertile Orchard | Beer | 1% | Brewer's Yard | |
Rich Clay Seam | Books | 3% | Papermill | |
Abundant Clay | Books | 2% | Papermill | |
Wooded Land | Spears | 3% | Poleturner | |
Light Woods |
Spears | 1% | Poleturner | |
Sharp Crags | Swords | 3% | Bladesmith | |
Mountains | Swords | 1% | Bladesmith | |
Thick Forest | Bows | 3% | Bowyer | |
Forested Hilltop | Bows | 1% | Bowyer | |
Turned Clay | Saddles | 2% | Bridlemaker | |
Heavy Clay Seam | Saddles | 1% | Bridlemaker | |
Clay Seam | Leather | 3% | Renderer | |
Exposed Clay | Leather | 1% | Renderer | |
Craggy Peaks | Chain | 3% | Armourer | |
Stony Ground | Chain | 1% | Armourer | |
Abundant Quarry | Plate | 3% | Plate Forger | |
Lonely Peaks | Plate | 1% | Plate Forger | |
Bleak Mountains | Diplomats | 2% | Finishing School | |
Scrubland | Diplomats | 1% | Finishing School | |
Barren Wastes | Spearmen | 3% | Training Ground | |
Wooded Glade | Spearmen | 2% | Training Ground | |
Tundra | Spearmen | 1% | Training Ground | |
Dense Forest | Archers | 2% | Target Range | |
Clearing | Archers | 1% | Target Range | |
Rich Quarry | Swordsmen | 2% | Military Academy | |
Moor | Swordsmen | 1% | Military Academy | |
Fertile Pasture | Cavalry | 2% | Jousting Yard | |
Open Plains | Cavalry | 1% | Jousting Yard | |
Landslip | Siege Engines | 2% | Assembly Yard | |
Wooded Quarry | Siege Engines | 1% | Assembly Yard |
The Allembine quest has players send spies to various locations in Elgea containing Heroic Human Statues. Every successfully statue spied grants the city from which they were sent a , a spy unit that cannot be sent on missions but has a very high spy defense value. Once a city has collected all 20 scribes it gains the discovery "Allembine Research" which grants +5 research points hourly per Library level, up to a maximum of 100 extra research in that city. As it is a discovery, and discoveries are city-specific, you have to repeat the quest from every city at which you want the bonus. The quest's flavor text is as follows:
"Historians from the Order of Allembine are seeking to clarify several distant details in the family tree of our beloved King Sigurd.
At the foundation of the current dynasty, some 800 years ago, it is known that statues were erected across Illyria to the first King’s two Grandfathers and 18 Great Uncles, all of whom carried arms in the struggle to establish the dynasty. However, the Order of Allembine at that stage had more urgent duties than the recording of the Royal Family’s predecessors, and so no written records were made.
The Order now invites all lords and ladies holding settlements in Illyria to assist with their research. Rulers wishing to assist might start by considering the statues of the King’s antecedents, which can be seen scattered about the lands.
The Order are hoping to confirm, from multiple sources, the names and any life details of these 20 royal forbears.
The Order seeks evidence and worn testimony, not rumour and hearsay, so rulers must provide both the names and sworn verbal testimony as to how the names were gathered – for example, the Order will want to know that a settlement’s diplomats have personally visited a site which offers evidence; it is not enough to have heard a rumour from another ruler or another settlement."
I've included a "Done" column in case anyone wants to take a screenshot or copy the table into their own profile to more easily keep track of their progress through the quest.
ID |
X |
Y |
Locate |
Send |
Done |
1 | -312 | 717 | Locate | Send | |
2 | -608 | -189 | Locate | Send | |
3 | 910 | -507 | Locate | Send | |
4 | -102 | 1 | Locate | Send | |
4b | 949 | -379 | Locate | Send | |
5 | 429 | -931 | Locate | Send | |
6 | 516 | 505 | Locate | Send | |
7 | -485 | -736 | Locate | Send | |
7b | 669 | 794 | Locate | Send | |
8 | 652 | -265 | Locate | Send | |
8b | -843 | -310 | Locate | Send | |
9 | -4 | 10 | Locate | Send | |
10 | -377 | -104 | Locate | Send | |
11 | 356 | 498 | Locate | Send | |
12 | -157 | -298 | Locate | Send | |
13 | 471 | 228 | Locate | Send | |
13b | -711 | 674 | Locate | Send | |
14 | 232 | 345 | Locate | Send | |
15 | 761 | -892 | Locate | Send | |
16 | -194 | -687 | Locate | Send | |
17 | 719 | 365 | Locate | Send | |
18 | 22 | -85 | Locate | Send | |
19 | -569 | -91 | Locate | Send | |
19b | 136 | 855 | Locate | Send | |
20 | 399 | -431 | Locate | Send |
The Gnome Brew quest requires you to send at least 125 advanced spies to the Steamtastic Brewery (send). Once completed you'll be granted the Gnome Brew discovery in that city, which reduces the production cost of each barrel of beer produced in that city by 5 food.