Shoeless Joe
"You can observe a lot by just watching." - Yogi Berra
From Bolism's profile:
Content
1. Hunting Guide | 2. Equipment | 3. Data | ||
4. Harvesting | 5. Tools | 6. Gallery | ||
7. Profiles |
1. Hunting Guide
- 1.1. Basics
- 1.2. Introduction
- 1.3. Commanders
- 1.4. Elite Divisions
- 1.5. Commanders & Gear
- 1.6. Commanders, Terrain & other bonuses
- 1.7. Commanders Summary
- 1.8. Army Attack Score
- 1.9. NPCs Defense (against one type of attacking troops)
- 1.10. Marauder's Calculator
- 1.11. Loss Evaluation
1.1. Basics
Tips for hunting
Name | Short Explanation |
---|---|
Research | infantry everything from Conscription to Elite Guards cavalry everything from Call to arms to Elite Squadron |
Troop type | cavalry for plains and small hills infantry for every other terrains |
Commander | T2 infantry or T2 cavalry to match troops, and all commanders same type |
Com points | 10 points in Heroism |
Army set up | 5 divisions, 5 commanders, 61 T2 troops (57/1/1/1/1) |
Gear | Terrain gear on commanders only (cheap and works well) |
And you are good to go! (at least in most cases :)
If you want more details on why, check the rest of the guide.
1.2. Introduction
This is the information I gathered during my training as a hunter, I have had the chance to have buck1 as my Master, and that knowledge was further improved with several discussions with some [M.d] and [ITG] hunters.
First of all for most of my hunting, I'm focused on Cavalry (I'm a human after all), so my example will be with them, but the general principles can be applied to any Race or Units of the game.
1.3. Commanders
With the research in the Military tree you can have up to 5 commanders alive per town (no limit on dead/retire ones).
Since we are all about attack power, T2 commanders are a must as they have the highest attack output. My hunting armies attack output comes mostly from the commanders (~90% of the total attack power), so we'll be focusing on them first.
When you kill NPCs or other player troops, your commanders earn experience points. The calculation is rather simple: each troop have a experience value attached to it, you multiply that by the number you killed and you got the total experience earnt. You then devide that by the number of commanders, and you'll get the experience each commander earnt. You can then assign those points to different traits in the commander page.
Note: Some people in GC mentioned that Division Bonus is better than Heroism for newer player. As show on that spreadsheet that is wrong for any reasonnable player, take heroism first (ALWAYS).
Heroism
Let's start by mentioning the most important bonus for attack: Heroism. Each level your commander has, will add the attack of the troop he is based on 6 times.
Commander attack multiplier with 10 heroism:
(10 x 6) + 1 = 61
61 times the base attack. In the case of Human T2 cavalry , the attack is:
65 x 61 = 3,965
To activate the full power of heroism, you need at least the same power in troops in your army, so you'll need 61 knigts or 108 charioteers (3965/37= 107.1, the 37 is the base attack power of charioteers ).
You are free to distribute these troops along the different divisions of your army, but do not break the Elite bonus for your division. Also at least 1 troop need to be under each commander. I usually do:
5 commanders: 57/1/1/1/1 (57 in first division and 1 in each other)
4 commanders: 58/1/1/1
3 commanders: 59/1/1
2 commanders: 60/1
Division Attack Bonus
For pure attack bonus, the second important commander trait is the Division attack bonus.
Troop Type | Division attack bonus |
---|---|
Spears | Close Quarter Penetration: increase the attack of spear commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Infantry | Bloodlust: increase the attack of sword commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Ranged | Concentrated Fire: increase the attack of bow commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Cavalry | Charge: increase the attack of cavalry commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Other Traits
For hunting the other bonuses are purely for convinience.
If you plan on hunting often with the same Army, you can spend some points into Vitality & Accelerated Healing. That will help maintaining the commanders alive, and reduce the chance to have the troops coming back with their dead bodies.
If you hunt a bit far from your town, you can spend some points into Forced March (up to 50% bonus speed for commander and troops in the division).
Be aware that the higher level is your commander, the longer and more expensive it costs to revive it, affecting your capabilities of hunting in case of casualities.
1.4. Elite Divisions
In Illyriad their are 2 types of division: Normal Division and Elite Division. Commanders and troops in Elite division, receive a double bonus from the equipment they are wearing.
In general for hunting you want to have the maximum possible number of Elite Divisions, as that improve greatly the power of our Heroic Commanders.
A division becomes Elite when you put less than the maximum number of same type troop under a commander. Here are the numbers:
Troop Type | Max Troop in Division for Elite |
---|---|
Spears | 200 |
Infantry | 150 |
Ranged | 100 |
Cavalry | 60 |
You can see if your divisions are elites here and check if the star light up (Elite: yellow , not Elite: grey).
1.5. Commanders & Gear
Now that we have our commanders operational with heroism activated, let's talk about equiping them. To simplify the explaination here, I'm gonna take the case of hunting with terrain specific gear. If you want to calculate with different equipment, just change the gear attack bonus in the following calculations.
Let's calculate our bonus with Plainsman's Spear, Plainsman's Chainmail and Heavy Warhorse
60% + 60% + 5% = 125%
Since we are hunting in elite division, the total bonus is
125% x 2 = 250% = 2.5
The attack bonus is therefore:
3,965 x 2.5 = 9,912.5
and the total attack:
3,965 + 9,912.5 = 13,877.5
1.6. Commanders, Terrain & other bonuses
Our commanders are now geared and with 10 points in Heroism, so let's calculate our final attack score by incorporating the remaining bonuses we can have: Terrain, Division attack, Biome & Prestige.
I put 15 point in charge, I'm attacking on plain, not using prestige and no biome bonus:
15% + 30% + 0% + 0% = 45% = 0.45
That correspond to:
13,877.5 x 0.45 = 6,244.875 attack
The grand total attack for our Elite commander is:
13,877.5 + 6,244.5 = 20,122.375
1.7. Commanders Summary
I went through the whole calculation previously but you can simplify it with this formula:
Elite: ([base atk] x 61) x (1 + 2 x ([equip bonus])) x (1 + [other bonuses])
Not Elite: ([base atk] x 61) x (1 + [equip bonus]) x (1 + [other bonuses])
You can verify that by plugging in the values used previously:
Elite: (65 x 61) x (1 + (2 x 1.25)) x (1 + 0.45) = 3,965 x 3.5 x 1.45 = 20,122.375
Not Elite: (65 x 61) x (1 + 1.25) x (1 + 0.45) = 3,965 x 2.25 x 1.45 = 12,935.81
1.8. Army Attack Score
Let's start by calculating our troops output, I'll take again the same example, 61 T2 human cavalry, no gear. We got:
61 x (65 x 1.45) = 61 x 94.25 = 5749.25 attack
So now we can calculate our total army attack output
5 commanders: (5 x 20122.375) + 5749.25 = 106,361.125 (94.5% from com)
4 commanders: (4 x 20122.375) + 5749.25 = 86,238.75 (93.3% from com)
3 commanders: (3 x 20122.375) + 5749.25 = 61,116.375 (91.3% from com)
2 commanders: (2 x 20122.375) + 5749.25 = 45,994 (87.5% from com)
As you can see, the large majority of the total army attack comes from the commanders alone, and equiping troops will not improve the total output by much, but considerably increase the cost of hunting.
1.9. NPCs Defense (against one type of attacking troops)
Now that we understand how the attack of our army is calculated, we can evaluate the defense of the army we are attacking. Most NPCs have 4 level of divisions (up to 8 for Underworlders).
We'll start by the simplest case: Commanders & Troops are of the same type for all the attacking army.
We calculate the defense for each division of the defensive army, and then add them together:
[nb of NPCs] x [base def against troop type] x (1 + [terrain def bonus])
Let's do it with an example:
Type: | Unit: | Quantity: |
---|---|---|
Army: Legion of Giant Rats | ||
Troops: | Ratlings | 3000 |
Troops: | Rats | 2000 |
Troops: | Diseased Rats | 1000 |
Troops: | Elder bucks | 500 |
We get:
Division 1: 3000 x 6 x (1 + (-0.15)) = 15,300
Division 2: 2000 x 8 x (1 + (-0.15)) = 13,600
Division 3: 1000 x 12 x (1 + (-0.15)) = 10,200
Division 4: 500 x 16 x (1 + (-0.15)) = 6,800
Total: 45,900 defense against cavalry on plains
So 3 of our Elite T2 commanders properly geared should be enough to clear that group of NPCs.
1.10. Marauder's Calculator
With that, you are now able to understand the Mathematics behind the hunting and combat in Illyriad.
Luckily for us, [M.d] already put all this formulas into a spreadsheet that you can use as Calculator. It will indicates how many troops are required to clear your scouted group of NPCs:
[Original] Marauder's Calculator by Whack
[2020/05] Marauder's Calculator (Bolism Version) : that one simplify the integration of NPCs data entry.
[2022/09] Marauder's Calculator (Bolism Version) Version 2 : that one has a list of the current gear in game (doesn't include day/night bonuses, or undead/monstrous/vs animal bonuses).
1.11. Loss Evaluation
Loss = Defense / Attack
Let's evaluate the loss for out previous army of 5 knights on plain (section 1.8.) against the legion of rats (section 1.9.) :
Defense = 45,900 Attack = 106,361.125
Loss = Def/Atck = 45,900/106,361.125 = 0.43 = 43%
The commanders will loose a fixed amount of health, independant of their max health:
Com: 100 x 0.43 = 43 points of health loss
The troop loss will then be calculated
61 knigths loss: 61 x 0.43 = 26.3 ~ 26
2. Equipment
- 2.1. Basic
- 2.2. Animal Bonus
- 2.3. Terrain Crafts
- 2.4. Skysplinters Crafts
- 2.5. Magical Crafts
- 2.6. Equipment Tiers
- 2.7. Mounts
2.1. Basic
This is not supposed to be an all craftable and equipment items place, I'm going to focused only on hunting equipment, so the +bonus to attack is what I'm looking for, and I'm only focusing on cavalry and infantry equipment. For the complete list of the craftable and harvestable, you can check my alt's profile: Justic Badstone.
2.2. Animal Bonus
In 2015 Illyriad saw an overall increase of power of the crafted items (that's why on older site like puzzlesLogic you can find different numbers than the ones currently displayed). But the animal power bonus don't seem to have scaled, rendering those old hunting gear pretty useless.
You can find some other people opinions in the Illyriad forums.
I personnally tested the items bellow, and I can report they are not working as the tooltip would suggest:
...
As a general rule, I don't care about the bonus versus animal, and prefer the plain bonus of terrain gear.
[UPDATE 2019/12]: The animals bonus (+40%) on the Skysplinters craft seems to be broken too.
Another forum post on vs. Animal Gear
2.3. Terrain Crafts
Those items provide a steady +60% to both attack and defense on a specific terrain: plains, hills, forest or mountains. They are pretty cheap to make and are better than the Silversteel ones for fight on terrain (with the exception of , that rules everywhere).
Note: for fight on building squares, if you really want to attack there, Silversteel weapons and armors would be the "cheapest" way to get good bonus.
2.4. Skysplinters Crafts
Those craftable gear (2019/12) seems to have been added to compensate for the really high cost and less used Magical Crafts. Each of the item required some Dyallom Gal herb and skysplinters to craft. They come in 3 levels, each higher level requiring the previous one crafted:
L1 | L2 | L3 | Total Required Items for T3 |
---|---|---|---|
1 1 1 65 1900 | |||
1 1 1 65 1900 | |||
1 1 1 65 1900 |
2.5. Magical Crafts
Added in October 2018, those expensive items (read need a lot of rare parts) still hold some of the best bonuses in the game.
Items | Notes |
---|---|
The red one is more powerful for plains/biome, kerberos all around | |
The red one is more powerful for plains/biome, kerberos all around | |
Kerberos armors: only the platemail (+150%), chain (+35%) |
2.6. Equipment Tiers
[items comparison: coming soon]
2.7. Mounts
On the mount side, it's pretty easy:
- Infantry commanders: Riding horses
- Cavalry commanders: Heavy War horses (plains) or Armored Chargers (plains/forest/buildings). If you are an orc the racial War Wolf (hills)
It's currently unknown how to craft the demon mounts, but you can help with the current tests by checking the forums: Tensmoor post on the forum.
3. Data
- 3.1. Troops Table
- 3.2. Attack & Defense Tables
- 3.3. NPCs Sizes
- 3.4. NPCs Table
- 3.5. Commanders Table
- 3.6. Commander Heroism Activation
- 3.7. Visual Representation of Army attack
- 3.8. Commanders lvl and corresponding xp
3.1. Troops Table
Race | Cavalry | Spears | Infantry | Ranged | ||||
---|---|---|---|---|---|---|---|---|
T1 | T2 | T1 | T2 | T1 | T2 | T1 | T2 | |
Human | ||||||||
Dwarf | ||||||||
Elf | ||||||||
Orc |
3.2. Attack & Defense Tables
Attack Modifiers
Terrain | Cavalry | Spears | Infantry | Ranged |
---|---|---|---|---|
Buildings | -50% | +20% | +40% | +5% |
Large Forest | -15% | +5% | +30% | -20% |
Large Hill | -15% | 0% | +10% | +10% |
Large Mountain | -30% | 0% | +15% | +15% |
Plains | +30% | -15% | 0% | 0% |
Small Forest | -10% | +10% | +30% | -10% |
Small Hill | 0% | 0% | 0% | 0% |
Small Mountain | -20% | 0% | +5% | +10% |
Defense Modifiers
Terrain | Cavalry | Spears | Infantry | Ranged |
---|---|---|---|---|
Buildings | -45% | +25% | +30% | +15% |
Large Forest | -15% | +5% | +25% | -20% |
Large Hill | -10% | +10% | +5% | +15% |
Large Mountain | -30% | +20% | +5% | +30% |
Plains | +25% | -15% | 0% | 0% |
Small Forest | -10% | +10% | +30% | -10% |
Small Hill | 0% | +5% | +5% | +5% |
Small Mountain | -15% | +15% | +5% | +15% |
3.3. NPCs Sizes
Size | # Min | # Max |
---|---|---|
Few | 1 | 3 |
Handful | 4 | 8 |
Several | 9 | 21 |
Pack | 22 | 81 |
Many | 82 | 128 |
Gathering | 129 | 227 |
Horde | 228 | 462 |
Throng | 463 | 815 |
Host | 816 | 2,500 |
Legion | 2,501 | 9,999 |
Myriad | 10,000 | 24,999 |
Sea | 25,000 | 49,999 |
Cornucopia | 50,000 | ... |
3.4. NPCs Table
MDQ is a ratio trying to evaluate the strength of figthing NPCs. It was develop by Manannan, and you can check the forum post about it here. Unfortunately, to my knowledge he never detailed the exact calculation.
Name | MDQ | Troops |
---|---|---|
Alligators | 2.350 | |
Anacondas | 2.425 | |
Arctic Wolves | 2.275 | |
Baboons | 1.875 | |
Black Bears | 2.000 | |
Black Panthers | 3.100 | |
Brown Bears | 2.150 | |
Cobras | 2.450 | |
Coral Snakes | 2.225 | |
Elementals | ||
Elephants | 12.750 | |
Fire Salamanders | 3.000 | |
Gharials | 2.200 | |
Giant Beetles | 1.425 | |
Giant Rats | 1.200 | |
Giant Scorpions | 3.025 | |
Giant Scuttlers | 3.250 | |
Giant Snakes | 3.100 | |
Giant Spiders | 2.700 | |
Golden Monkeys | 1.300 | |
Ice Salamanders | 2.575 | |
Jaguars | 2.200 | |
Leopards | 2.575 | |
Lions | 2.825 | |
Mammoths | 18.100 | |
Massive Scarabs | 2.050 | |
Poisonous Crawlers | 2.875 | |
Polar Bears | 2.550 | |
Pumas | 2.425 | |
Rhinos | 7.275 | |
Salamanders | 2.825 | |
Saurians | 19.250 | |
Scaled Chargers | 3.225 | |
Scritchers | 2.525 | |
Simien Wolves | 2.075 | |
Snow Leopards | 2.250 | |
Tigers | 3.300 | |
Underworlds | ||
White Tigers | 3.575 | |
Wild Dogs | 0.700 | |
Wolves | 1.540 |
3.5. Commanders Table
Note: this is focused on hunting, hence only mentioning Cavalry and Infantry. Of course you can hunt with different troop type, but the result would be less efficient regardless of race or terrain.
Some examples of commanders with equipment on different terrain to help quickly calculate the attack output, with no prestige bonus, no biome bonus, but with division bonus (15%):
Com | Equipment | Terrain | Com Total Atk | |
---|---|---|---|---|
Not Elite | Elite | |||
Human | ||||
plains (+30%) | 32,195.80 | 58,642.35 | ||
plains (+30%) | 16,787.81* | 27,826.37* | ||
plains (+30%) | 12,935.81 | 20,122.37 | ||
small hills (+0%) | 10,031.45 | 15,503.15 | ||
plains (+0%) | 7,611.28 | 12,727.30 | ||
small hills (+0%) | 7,611.28 | 12,727.30 | ||
large hills (+10%) | 8,273.13 | 13,877.50 | ||
small mountains (+5%) | 7,942.20 | 13,322.40 | ||
large montains (+15%) | 8,604.05 | 14,432.60 | ||
forest (+30%) | 9,596.83 | 16,097.90 | ||
buildings (+40%) | 8,273.13 | 13,237.00 | ||
Dwarf | ||||
plains (+30%) | 11,343.71 | 17,645.77 | ||
small hills (+0%) | 8,796.81 | 13,595.07 | ||
plains (+0%) | 9,785.92 | 16,415.10 | ||
small hills (+0%) | 9,785.92 | 16,415.10 | ||
large hills (+10%) | 10,636.87 | 17,842.50 | ||
small mountains (+5%) | 10,211.40 | 17,218.80 | ||
large montains (+15%) | 11,062.35 | 18,556.20 | ||
forest (+30%) | 12,338.77 | 20,697.30 | ||
buildings (+40%) | 10,636.88 | 17,019.00 | ||
Orc | ||||
plains (+30%) | 11,741.74 | 18,264.93 | ||
small hills (+0%) | 9,933.24 | 15,727.63 | ||
plains (+0%) | 7,828.74 | 13,132.08 | ||
small hills (+0%) | 7,828.74 | 13,132.08 | ||
large hills (+10%) | 8,509.50 | 14,274.00 | ||
small mountains (+5%) | 8,169.12 | 13,703.04 | ||
large montains (+15%) | 8,849.88 | 14,844.96 | ||
forest (+30%) | 9,871.02 | 16,577.84 | ||
buildings (+40%) | 8,509.50 | 13,615.20 | ||
Elf | ||||
plains (+30%) | 11,741.74 | 18,264.93 | ||
small hills (+0%) | 9,105.47 | 14,072.09 | ||
plains (+0%) | 7,176.35 | 12,037.74 | ||
small hills (+0%) | 7,176.35 | 12,037.74 | ||
large hills (+10%) | 7,800.38 | 13,084.50 | ||
small mountains (+5%) | 7,488.36 | 12,561.12 | ||
large montains (+15%) | 8,112.39 | 13,607.88 | ||
forest (+30%) | 9,048.44 | 15,178.02 | ||
buildings (+40%) | 7,800.38 | 12,480.60 |
*: those items include many different bonuses, I just took the base attack bonus and the terrain bonus if available.
3.6. Commander Heroism Activation
As mentioned previously you need a certain number of troops in your army to activate the full power of Heroism 10. I summurized those number in the following table.
Human | Elf | Dwarf | Orc | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
# | Atk | T1 | T2 | # | Atk | T1 | T2 | # | Atk | T1 | T2 | # | Atk | T1 | T2 | |
Cavalry | ||||||||||||||||
T1 | 2,257 | 61 | 35 | 2,196 | 61 | 38 | 1,952 | 61 | 35 | 2,074 | 61 | 36 | ||||
T2 | 3,965 | 108 | 61 | 3,599 | 100 | 61 | 3,477 | 109 | 61 | 3,599 | 106 | 61 | ||||
Infantry | ||||||||||||||||
T1 | 1,342 | 61 | 39 | 1,281 | 61 | 39 | 1,769 | 61 | 40 | 1,342 | 61 | 37 | ||||
T2 | 2,135 | 98 | 61 | 2,013 | 96 | 61 | 2,745 | 95 | 61 | 2,196 | 100 | 61 | ||||
Ranged | ||||||||||||||||
T1 | 976 | 61 | 41 | 1,220 | 61 | 39 | 915 | 61 | 36 | 1,037 | 61 | 40 | ||||
T2 | 1,464 | 92 | 61 | 1,952 | 98 | 61 | 1,586 | 105 | 61 | 1,586 | 100 | 61 | ||||
Spear | ||||||||||||||||
T1 | 427 | 61 | 27 | 366 | 61 | 39 | 427 | 61 | 36 | 549 | 61 | 29 | ||||
T2 | 976 | 140 | 61 | 915 | 153 | 61 | 976 | 140 | 61 | 1,159 | 129 | 61 |
Example: let's say I want to know how many troops are required to activate my T2 Sword Dwarf commander: I check the row for Infantry, T2 and check the values for Dwarf. In this example I would need 61 T2 (logic concidering how Heroism works) or 95 T1 infantry units in my army.
3.7. Visual Representation of Army attack
I tried to represent the Total army attack output depending on troops number in the divisions/army, taking into account different parameters (terrain, commanders, etc.). You can find it here: Spreadsheet.
Example: 5 humans T2 Cavalry commanders, equiped like previously (plain spears/plain chainmail/heavy warhorse), attacking on plains with 10/10 heroism and 15% of division bonus.
We can notice 2 importants point in the graph: the first one is at coordinate 61, it represents the moment when the commanders have their heroism fully activated, and so adding more troop from now on would just add the units attack to the army. The second point at 300 and represent the transition between the maximum numbers of elite divisions to the point where we loose one elite commander bonus (5 divisions of 60 = 300 cavalry max).
This graph help me to add the number of troops I need in my army to defeat some hunting prey. Calculate the defense against cavalry from the scout report, (to win: army attack > defense score) and I retrieve the rough estimate of troops I need. If I need more precision, I use Marauder's calculator :P
3.8. Commanders lvl and corresponding xp
For the Experience required for any level inferior to 74:
XP(1) = 10, xp required for lvl 1 is fixed at 10
XP(N) = XP(N-1) + 20 x (N-1) or after simplifications XP(N) = 10 * (1 + (N * (N-1))
Example: The experience required to reach lvl 50 is:
XP(50) = 10 * (1 + (50 * (50-1))) = 10 * (1 + 2450) = 24,510
4. Harvesting
- 4.1. Basic
- 4.2. Useful Parts
- 4.3. Trick to harvest on Impassable square
- 4.4. Hearts of Darkness
- 4.5. Harvestable (data)
4.1. Basic
In Illyriad there are 4 main classes of harvestable: Basic Ressources, Herbs & Rare herbs, Minerals & Rare Minerals and Hides & Animals parts.
- Caravans harvest the basic ressources (food, wood, clay, iron & stone)
- Cotters harvest Herbs, Minerals, Hides & Skysplinters.
- Miners harvest Rare Minerals.
- Herbalists harvest Rare Herbs.
- Skinners harvest Animals parts.
4.2. Useful parts
This section lists the parts I find most useful for crafting my hunting needs, if you want a more detailed list of all harvestable/crafted items, you can check my alt Justic Badstone.
# | Part | Items | ||
---|---|---|---|---|
Skyfallen Stones | ||||
Skysplinter | ||||
Rare Minerals | ||||
Silversteel | ||||
Rare Herbs | ||||
Dyallom Gall | ||||
Exotic/Elemental | ||||
Air Salt | ||||
Earth Salt | ||||
Fire Salt | ||||
Water Salt | ||||
Animal Parts | ||||
Black Bear Fur | ||||
Brown Bear Fur | ||||
Gharial Tooth | ||||
Giant Beetle Carapace | ||||
Giant Rat Fur | ||||
Giant Scorpion Exoskeleton | ||||
Giant Scuttler Exoskeleton | ||||
Poisonous Crawler Exoskeleton | ||||
Scaled Charger Scale | ||||
Scaled Charger Vertebra | ||||
Wild Dog Fur |
4.3. Trick to harvest on Impassable square
It is possible to harvest parts on some squares marqued as Impassable. For that just copy the following line and edit the X and Y coordinates corresponding to the square you want to send your harvesters to:
elgea.illyriad.co.uk/#/Trade/Orders/X/Y?ActionTypeID=2
Note: you can access that page by clicking on some harvestable on the map and then right click "harvest resources" then "open in new tab".
4.4. Hearts of Darkness
If you hunt Underworlds for the current event, you'll likely come accross some Hearts of Darkness (HoD). They can be valuable for crafting, and hunting the underworlds can bring some nice experience for your commanders. Further more you can receive and update a medal:
# | Title | Required HoD | Total HoD in a town |
---|---|---|---|
Annihilator | |||
Annihilator of Kerberos V | |||
Annihilator of Kerberos IV | |||
Annihilator of Kerberos III | |||
Annihilator of Kerberos II | 832,038 | 317,811 | |
Annihilator of Kerberos I | 514,227 | 196,418 | |
Dominator | |||
Dominator of Kerberos V | 317,809 | 121,393 | |
Dominator of Kerberos IV | 196,416 | 75,025 | |
Dominator of Kerberos III | 121,391 | 46,368 | |
Dominator of Kerberos II | 75,023 | 28,657 | |
Dominator of Kerberos I | 46,366 | 17,711 | |
Vanquisher | |||
Vanquisher of Kerberos V | 28,655 | 10,946 | |
Vanquisher of Kerberos IV | 17,709 | 6,765 | |
Vanquisher of Kerberos III | 10,944 | 4,181 | |
Vanquisher of Kerberos II | 6,763 | 2,584 | |
Vanquisher of Kerberos I | 4,179 | 1,597 | |
Queller | |||
Queller of Kerberos V | 2,582 | 947 | |
Queller of Kerberos IV | 1,595 | 610 | |
Queller of Kerberos III | 985 | 377 | |
Queller of Kerberos II | 608 | 233 | |
Queller of Kerberos I | 375 | 144 | |
Punisher | |||
Punisher of Kerberos V | 231 | 89 | |
Punisher of Kerberos IV | 142 | 55 | |
Punisher of Kerberos III | 87 | 34 | |
Punisher of Kerberos II | 53 | 21 | |
Punisher of Kerberos I | 32 | 13 | |
Slayer | |||
Slayer of Kerberos V | 19 | 8 | |
Slayer of Kerberos IV | 11 | 5 | |
Slayer of Kerberos III | 6 | 3 | |
Slayer of Kerberos II | 3 | 2 | |
Slayer of Kerberos I | 1 | 1 |
4.5. Harvestable (data)
Tensmoor is collecting information on drop rates from killing NPCs. You can find the results of the data here.
To contribute, send the reports of the kill and the scout ones directly by in-game message to Tensmoor. If you don't have any drops, still send the "empty" scout reports. More info on the forum: here.
5. Tools
A list of tools that I developped as needed, along the way while learning the game:
- Thieves Tools: a tool that let you evaluate the number, the race and type of thieves sent at you
- Updated Marauder Calculator: An updated version of the great Marauder calculator to integrate the 8 divisions army of Underworlds, and automatic NPC data loading
- IllyCombat: python scripts to evaluate and graph various aspects of combats in Illy.
- Alliance Inventory: a spreadsheet to manage the inventory for an alliance (What I was using in RoFC)
- Heroism vs Division Bonus: a spreadsheet to show the vastly better option on taaking heroism for hunting
6. Gallery
A list of images I made for Illyriad:
- Faction Play Event Propaganda: trading, siege
- Fred the Aviator Quokka
- Night Queen Imaginary Portrait Green, Orange
- Lord BatOrdo
- [SOLVED] The Mooster Wanter Poster
- Duran's party truck
- The TechnoElves and GrumpyDwarves WorldTour Poster
- SMA Bond Theme Alliance page Banner
- LL Map (work in progress)
- Nightmare of a dwarf
- ITG Saloon
- RoFC Tavern
- RoFC Tavern (Christmas)
- RoFC Tavern (Halloween)
- RoFC 2008 new year card
- Tutu
- Purple Tutu
- Rap orc
- Christmans Dwarf
- Eowan t3 dwarf cavalry concept
- GodDestroyer nurse
7. Profiles
A list of Illyriad player profiles that contain a lot of information on different aspects of the Game:
- Lupia's profile
- Marquesta's profile
- Helmsman's profile
- Tensmoor's profile
- Reference [INFO] alliance profile