illyriad
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VictoriousPancake

Orc Male
Not affiliated with an Alliance
Orc Male Character Portrait

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
 

Race

 

Type

Troop

Time Lvl 20 Barracks

Gold Cost P/H

 

Elves

[@i=5|48] Spear Protectors 5.17 1
[@i=5|49] Spear Phalanxes 7.67 2
[@i=5|58] Swords Wardens 6.58 2
[@i=5|59] Swords Wardancers 7.5 3
[@i=5|68] Archers Sentinels 6.25 2
[@i=5|69] Archers Trueshots 10 3
[@i=5|78] Cavalry Swiftsteeds 11.67 3
[@i=5|79] Cavalry Marshals 13.33 4

Humans

[@i=5|46] Spear Militiaman 5 1
[@i=5|47] Spear Pikeman 7.5 2
[@i=5|56] Swords Swordsman 6.42 2
[@i=5|57] Swords Man-at-Arms 7.5 3
[@i=5|66] Archers Archer 6.25 2
[@i=5|67] Archers Longbowman 10 3
[@i=5|76] Cavalry Charioteer 11.67 3
[@i=5|77] Cavalry Knight 13.33 4

Dwarves

[@i=5|50] Spear Yeoman 5.67 1
[@i=5|51] Spear Halbardier 7.33 2
[@i=5|60] Swords Axman 6.5 2
[@i=5|61] Swords Stalwart 8 3
[@i=5|70] Archers Slinger 6.5 2
[@i=5|71] Archers Crossbowman 10 3
[@i=5|80] Cavalry Packsman 11.67 3
[@i=5|81] Cavalry Runerider 13.33 4

Orcs

[@i=5|52] Spear Kobold Cohort 3.08 1
[@i=5|53] Spear Clan Guardsman 7.42 2
[@i=5|62] Swords Fang 4.25 2
[@i=5|63] Swords Fist 7 3
[@i=5|72] Archers Clanguard 6.33 2
[@i=5|73] Archers Death Dealer 10 3
[@i=5|82] Cavalry Wolfrider 11.67 3
[@i=5|83] Cavalry Death Pack 13.33 4

 

ANIMAL PARTS
Alligator Heart [@c=460]
Alligator Skull [@c=481]
Alligator Entrail [@c=275]
Alligator Vertebra [@c=520]
Anaconda Heart [@c=522] [@c=540]
Anaconda Fang [@c=483]
Anaconda Skin [@c=77] [@c=107]
Arctic Wolf Heart [@c=537]
Arctic Wolf Entrail [@c=284]
Arctic Wolf Fur [@c=146]
Arctic Wolf Tooth [@c=103]
Baboon Heart  
Baboon Entrail [@c=273]
Baboon Fur [@c=61] [@c=86] [@c=98]
Black Bear Heart [@c=432] [@c=461] [@c=519]
Black Bear Tooth [@c=446]
Black Bear Fur [@c=53] [@c=72]
Black Bear Vertebra [@c=282] [@c=281]
Black Panther Heart [@c=272] [@c=271]
Black Panther Vertebra [@c=528]
Black Panther Fur [@c=132]
Brown Bear Heart [@c=262] [@c=277]
Brown Bear Fur [@c=73] [@c=83] [@c=109]
Brown Bear Vertebra [@c=271]
Cobra Heart [@c=469]
Cobra Brain [@c=442] [@c=504]
Coral Snake Heart [@c=445]
Coral Snake Brain [@c=272]
Cyclops Heart [@c=436]
Cyclops Entrail [@c=282] [@c=281]
Elephant Heart [@c=546]
Elephant Hide [@c=457]
Elephant Rib [@c=278] [@c=284] [@c=283]
Elephant Vertebra [@c=277]
Fire Salamander Heart [@c=467]
Fire Salamander Entrail [@c=281] [@c=282]
Fire Salamander Skin [@c=67] [@c=91]
Gharial Heart [@c=466]
Gharial Tooth [@c=48] [@c=100] [@c=175]
Giant Beetle Heart [@c=484]
Giant Beetle Carapace [@c=120] [@c=129] [@c=148] [@c=168]
Giant Rat Heart [@c=259] [@c=271]
Giant Rat Rib [@c=480]
Giant Rat Fur [@c=62] [@c=75] [@c=89] [@c=102]
Giant Scorpion Heart [@c=468]
Giant Scorpion Exoskeleton [@c=134] [@c=172]
Giant Scorpion Stinger [@c=434]
Giant Scuttler Heart [@c=263]
Giant Scuttler Exoskeleton [@c=57] [@c=113]
Giant Snake Heart [@c=486]
Giant Snake Vertebra [@c=505]
Giant Snake Fang [@c=445]
Giant Spider Heart [@c=435]
Giant Spider Fangs [@c=276] [@c=435]
Golden Monkey Heart [@c=458] [@c=510]
Golden Monkey Entrail [@c=274]
Golden Monkey Fur [@c=130] [@c=150] [@c=169]
Ice Salamander Heart [@c=455]
Ice Salamander Entrail [@c=275] [@c=284] [@c=283]
Ice Salamander Skin [@c=69] [@c=96]
Jaguar Heart [@c=459]
Jaguar Fur [@c=51] [@c=92]
Jaguar Vertebra [@c=280] [@c=279]
Leopard Heart [@c=485]
Leopard Entrail [@c=78] [@c=278]
Leopard Vertebra [@c=276]
Lion Heart [@c=488] [@c=501] [@c=544]
Lion Skull  
Lion Tooth [@c=501]
Lion Vertebra [@c=492]
Mammoth Heart [@c=278] [@c=277]
Mammoth Rib [@c=546]
Mammoth Tusk [@c=81]
Mammoth Vertebra [@c=526]
Massive Scarab Heart [@c=275] [@c=276] [@c=284] [@c=283]
Massive Scarab Carapace [@c=437]
Poisonous Crawler Heart [@c=275] [@c=276] [@c=538]
Poisonous Crawler Exoskeleton [@c=120] [@c=138] [@c=149] [@c=178]
Poisonous Crawler Mandible [@c=44]
Polar Bear Heart [@c=506]
Polar Bear Fur [@c=166]
Puma Heart [@c=433]
Puma Rib [@c=279] [@c=280]
Puma Vertebra [@c=279] [@c=280]
Puma Fur [@c=42] [@c=82] [@c=94]
Rhinoceros Heart [@c=465]
Rhinoceros Rib [@c=284] [@c=283]
Rhinoceros Hide [@c=283]
Salamander Heart [@c=467]
Salamander Entrail [@c=465]
Salamander Fang [@c=101]
Saurian Heart [@c=278] [@c=277]
Saurian Entrail [@c=284]
Saurian Rib [@c=438]
Saurian Vertebra [@c=438]
Scaled Charger Heart [@c=265]
Scaled Charger Scale [@c=120] [@c=125] [@c=154] [@c=159] [@c=165]
Scaled Charger Vertebra [@c=41] [@c=84] [@c=112]
Scritcher Heart [@c=264]
Scritcher Carapace [@c=68]
Simien Wolf Heart [@c=543]
Simien Wolf Fur [@c=124] [@c=131]
Snow Leopard Heart [@c=487] [@c=527]
Snow Leopard Fur [@c=126]
Snow Leopard Vertebra  
Tiger Heart [@c=462]
Tiger Tooth [@c=446]
Tiger Skull [@c=482]
White Tiger Heart [@c=274] [@c=273]
White Tiger Vertebra [@c=281] [@c=282]
Wild Dog Heart [@c=260] [@c=280]
Wild Dog Bone [@c=43] [@c=52] [@c=60] [@c=279]
Wild Dog Entrail [@c=283]
Wild Dog Fur [@c=40] [@c=74] [@c=104] [@c=106]
Wolf Heart [@c=261] [@c=281]
Wolf Entrail [@c=272]
Wolf Tooth [@c=55] [@c=282] [@c=281]
Wolf Fur [@c=59] [@c=80] [@c=111]

 

RARE MINERALS
Aeghris [@c=432]
Almhurin [@c=437] [@c=479]
Amar Shards [@c=507] [@c=521] [@c=539]
Arterium [@c=49] [@c=58] [@c=157] [@c=164] [@c=277]
Claristrine [@c=260] [@c=284] [@c=283]
Daera [@c=276] [@c=443]
Deepsilver [@c=261]
Earthblood [@c=265]
Elven Tears [@c=274] [@c=441] [@c=464] [@c=490] [@c=509] [@c=524] [@c=542]
Flektrine [@c=436] [@c=484]
Goldstone [@c=433] [@c=442] [@c=458] [@c=459] [@c=485] [@c=486] [@c=504] [@c=510] [@c=519] [@c=520] [@c=537] [@c=538]
Iceheart [@c=50] [@c=64] [@c=105] [@c=108] [@c=115] [@c=136] [@c=139] [@c=145] [@c=151] [@c=152] [@c=155] [@c=170] [@c=173]
Night Diamond [@c=272]
Obsidian [@c=54] [@c=110] [@c=171] [@c=271]
Pyrestone [@c=259] [@c=282] [@c=281]
Rainbowstone [@c=262] [@c=273]
Silversoil [@c=503] [@c=525] [@c=545]
Silversteel [@c=63] [@c=114] [@c=156] [@c=164] [@c=174] [@c=278]
Svelaugh Sand [@c=264] [@c=275]
Trove [@c=263] [@c=280] [@c=279]
   

 

ELEMENTAL SALTS
Air Salt [@c=68] [@c=70] [@c=72] [@c=76] [@c=78] [@c=81] [@c=97] [@c=470] [@c=471] [@c=472] [@c=473 [@c=474] [@c=475] [@c=476] [@c=477]
Earth Salt [@c=123] [@c=132] [@c=137] [@c=144] [@c=156] [@c=161] [@c=164] [@c=171] [@c=174] [@c=511] [@c=512] [@c=513] [@c=514] [@c=515] [@c=516] [@c=517] [@c=518] [@c=529] [@c=530] [@c=531] [@c=532] [@c=533] [@c=534] [@c=535] [@c=536] [@c=547] [@c=548] [@c=549] [@c=550] [@c=551] [@c=552] [@c=553] [@c=554]
Fire Salt [@c=54] [@c=55] [@c=58] [@c=63] [@c=64] [@c=447] [@c=448] [@c=449] [@c=450] [@c=451] [@c=452] [@c=453] [@c=454]
Water Salt [@c=95] [@c=103] [@c=105] [@c=106] [@c=110] [@c=114] [@c=493] [@c=494] [@c=495][@c=496] [@c=497] [@c=498] [@c=499] [@c=500]
   

 

Shard of Dawn
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1 [@c=406] White Tiger Heart 10 [@c=310] Baboon Entrails 1 [@c=242] Suntree Haft 2 [@c=198] Rainbowstone 1 [@c=227] Berbane Leaves
Shard of Ferocity
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1 [@c=407] White Tiger Vertebrae 1 [@c=315] Black Bear Vertebrae 1 [@c=327] Cyclops Entrail 2 [@c=333] Fire Salamander Entrail 10 [@c=412] Wolf Heart
5 [@c=414] Wolf Tooth 2 [@c=245] Sharproot 1 [@c=196] Pyrestone          
Shard of Fortitude
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1 [@c=356] Ice Salamander Entrail 1 [@c=372] Giant Scarab Heart 1 [@c=384] Rhinoceros Rib 2 [@c=330]  Elephant Rib 8 [@c=385] Rhinoceros Hide
5 [@c=410] Wild Dog Entrail 2 [@c=229] Mabri Fruit 1 [@c=199] Claristine          
Shard of Haste
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1 [@c=380] Puma Rib 2 [@c=381] Puma Vertebrae 10 [@c=409] Wild Dog Bone 1 [@c=229] Mabri Fruit 1 [@c=228] Ysanberries
1 [@c=197] Trove 1 [@c=360] Jaguar Vertebrae            
Shard of Life
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1 [@c=368] Mammoth Heart 1 [@c=331] Elephant Vertebrae 1 [@c=389] Saurian Heart 1 [@c=230] Punfruit 2 [@c=193] Arterium
Shard of Nightfall
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1 [@c=316] Black Panther Heart 10 [@c=339] Giant Rat Heart 10 [@c=321] Brown Bear Vertebrae 1 [@c=232] Ebonywood 2 [@c=207] Obsidian
1 [@c=231] Baleberries              
Shard 0f Putrescence
1 [@c=269] Mana Crystal 3 [@c=268] Lesser Mana Crystal 1 [@c=267] Hearts of Darkness 1[@c=374] Poisonous Crawler Heart 1 [@c=356] Ice Salamander Entrail 1 [@c=372] Giant Scarab Heart 8 [@c=300] Alligator Entrail 1 [@c=238] Toadcap Fungus
2 [@c=201] Svelaugh Sand              

 

Mounts
Unit Unit Cost   L20 Paddock
[@i=3|1] Horse 20 [@i=1|1] Wood 5 [@i=1|3] Iron 60 [@i=1|5] Food 7 [@i=4|1] Gold     8m
[@c=33] Draught Horse 1 [@i=3|1] 5 [@i=4|1] 5 [@c=186] 10 [@c=416] 1 [@c=417]   32m
[@c=34] Heavy Warhorse 1 [@i=3|1] 20 [@i=4|1] 1 [@c=186] 1 [@c=416] 3 [@c=417]   32m
[@c=35] Nimble Warhorse 1 [@i=3|1] 20 [@i=4|1] 1 [@c=186] 3 [@c=416] 1 [@c=417]   32m
[@c=36] Riding Horse 1 [@i=3|1] 10 [@i=4|1] 1 [@c=186] 5 [@c=416] 1 [@c=417]   32m
[@c=37] Steady Warhorse 1 [@i=3|1] 20 [@i=4|1] 3 [@c=186] 1 [@c=416] 1 [@c=417]   32m
Racial Mounts
[@c=423] Battlebred 1 [@i=3|1] 20 [@i=4|1] 5 [@c=416]       32m
[@c=427] Armoured Charger 1 [@i=3|1] 25 [@i=4|1] 1 [@c=186] 1 [@c=416] 3 [@c=417] 1 [@c=233] 32m
[@c=422] Elven Thoroughbred 1 [@i=3|1] 20 [@i=4|1] 5 [@c=416]       32m
[@c=424] Dwarven Battle Mule 1 [@i=3|1] 20 [@i=4|1] 5 [@c=417]       32m
[@c=425] War Wolf  1 [@i=3|1]  20 [@i=4|1]  5 [@c=186]        
               

Sovereignity Squares

Sov Claim Times

Level I 12hrs
Level II 24hrs
Level III 48hrs
Level IV 72hrs
Level V 96hrs

Sov Res Costs

in Wood, Clay, Iron & Stone per Hour

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

 

SEASONS
There are 4 Seasons in Illyriad, and they run as follows:

SPRING (March, April, May)
The time of renewal, growth and soil loosened by the rains.
+1%    +5%    +1%    +3%      +1%

SUMMER (June, July, August)
Early crops ripen, and workers prefer escaping the heat, underground.
none     +1%    +5%    +1%      +3%

AUTUMN (September, October, November)
The crops are harvested and the balmy weather pleases most everyone.
+3%     +3%    none    +5%      +5%

WINTER (December, January, February)
Workers collect firewood whilst the ground is frozen.
+5%     none    +3%    none      none


LUNAR PHASES
There are 8 Lunar Phases in Illyriad thoughout the 28-day Lunar month, as follows:

NEW MOON 
The supernatural is at lowest ebb, and the rational is triumphant.
+7%    none

WAXING CRESCENT 
The first stirrings of chaos begin anew.
+4%    +1%

FIRST QUARTER 
Empiricism and the unnatural are balanced evenly.
+2%    +2%

WAXING GIBBOUS 
The supernatural spools up to unleash its full potential.
none    +4%

FULL MOON 
Unutterable chaos takes full hold over the land.
none    +7%

WANING GIBBOUS 
Its force exhausted, the supernatural begins to recede as rationality fights back.
+1%    +4%

LAST QUARTER 
Evenly balanced but in swift retreat, the supernatural knows its time will come again.
+2%    +2%

WANING CRESCENT 
Order is largely restored and the cycle begins afresh.
+4%    none
 

 

 

 

Level XP needed 43 18,070
1 10 44 18,930
2 30 45 19,810
3 70 46 20,710
4 130 47 21,630
5 210 48 22,570
6 310 49 23,530
7 430 50 24,510
8 570 51 25,510
9 730 52 26,530
10 910 53 27,570
11 1,110 54 28,630
12 1,330 55 29,710
13 1,570 56 30,810
14 1,830 57 31,930
15 2,110 58 33,070
16 2,410 59 34,230
17 2,730 60 35,410
18 3,070 61 36,610
19 3,430 62 37,830
20 3,810 63 39,070
21 4,210 64 40,330
22 4,630 65 41,610
23 5,070 66 42,910
24 5,530 67 44,230
25 6,010 68 45,570
26 6,510 69 46,930
27 7,030 70 48,310
28 7,570 71 49,710
29 8,130 72 51,130
30 8,710 73 52,570
31 9,310 74 54,050
32 9,930 75 55,600
33 10,570 76 57,250
34 11,230 77 59,050
35 11,910 78 61,050
36 12,610 79 63,250
37 13,330 80 65,650
38 14,070 81 68,250
39 14,830 82 71,050
40 15,610 83 74,050
41 16,410 84 77,250
42 17,230 85 80,650

 

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                                     
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

Blacksmith - 1497
Book Binder - 1497
Carpentry - 1497
Common Ground - 1497
Consulate - 1497
Fletcher - 1497
Forge - 1497
Foundry - 1497
Kiln - 1497
Mage Tower - 1497
Paddock - 1497
Saddle Maker - 1497
Siege Workshop - 1497
Spearmaker - 1497
Stonemason - 1497
Tannery - 1497
Tavern - 1497
Archers Field - 1796
Calvary Parade Grounds - 1796
Trade Office - 2000

 

Quest Spots

Heart of Corruption

Misted Lands

Rift

Duraz Karag

Steamtasic Brewery

Temple of Reason

Fortress of Shadows

 

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.

Attack % Modifiers

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

 

Defend % Modifiers

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 

Rune Spells

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

 

 

 

 

 

 

 

 


Thief Units    

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

 

 

 

 

 

 

 

 


Scout Units

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

 

 

 

 

 

 

 

 


Spy Units

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

 

 

 

 

 

 

 

 


Saboteur Units

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

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

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

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

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

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

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%

 

 

 

 

 

 

 

 


Craftable Items

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.

 

 


 

Settlers & Pop for cities

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                                     
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

Blacksmith - 1497
Book Binder - 1497
Carpentry - 1497
Common Ground - 1497
Consulate - 1497
Fletcher - 1497
Forge - 1497
Foundry - 1497
Kiln - 1497
Mage Tower - 1497
Paddock - 1497
Saddle Maker - 1497
Siege Workshop - 1497
Spearmaker - 1497
Stonemason - 1497
Tannery - 1497
Tavern - 1497
Archers Field - 1796
Calvary Parade Grounds - 1796
Trade Office - 2000

 


Resource Upkeep at lvl 20

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

 

 

 

 

 

 

 

 

 

 

 

 

 


Resource Management

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

NPC Group Sizes

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

Sov Chart

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.


Sov Bonuses

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

Allembine Quest

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  

Gnome Brew Quest

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.

 

Orcs

The Orcs are a race of people in Illyriad. Many factions consist primarily of Orcs. Actual players can also play as Orcs.

Orcs have strong spear units and the widest variety of employed species of the playable races, including Goblins, Kobold, and Trolls. Orc factions consider themselves superior to other humanoids, but will deal with them when advantageous. The playable Orc units are notable for strong cheap spear units and superior saboteurs.

An Orc first city begins with the following plot distribution:

First Plots
Wood Clay Iron Stone Food
3 7 5 5 5

See also Orc Units.

 

Storehouse

Costs and Capacities
Level Build Cost Upkeep Storage Capacity
per Resource Type
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 50 50 50 50 0:30 - - - - 1/h 1,500
2 80 80 80 80 1:30 - - - - 1/h 1,700
3 126 126 126 126 4:00 - - - - 2/h 2,100
4 197 197 197 197 9:00 - - - - 3/h 2,900
5 303 303 303 303 20:00 - - - - 4/h 4,300
6 461 461 461 461 40:00 - - - - 5/h 6,500
7 692 692 692 692 1:10:00 - - - - 6/h 9,700
8 1,024 1,024 1,024 1,024 2:00:00 - - - - 7/h 14,100
9 1,496 1,496 1,496 1,496 3:12:00 - - - - 8/h 19,900
10 2,154 2,154 2,154 2,154 4:47:00 - - - - 9/h 27,300
11 3,059 3,059 3,059 3,059 7:00:00 - - - - 10/h 36,500
12 4,282 4,282 4,282 4,282 9:00:00 - - - - 12/h 47,700
13 5,910 5,910 5,910 5,910 11:40:00 - - - - 14/h 61,100
14 8,037 8,037 8,037 8,037 15:00:00 - - - - 16/h 76,900
15 10,770 10,770 10,770 10,770 19:00:00 - - - - 18/h 95,300
16 14,216 14,216 14,216 14,216 23:40:00 - - - - 21/h 116,500
17 18,482 18,482 18,482 18,482 30:00:00 - - - - 24/h 140,700
18 23,657 23,657 23,657 23,657 37:00:00 - - - - 28/h 168,100
19 29,807 29,807 29,807 29,807 46:00:00 - - - - 32/h 198,900
20 36,961 36,961 36,961 36,961 55:20:00 - - - - 37/h 233,300

 

 

 

Warehouse


Building a Warehouse requiresTimekeeping?Bureaucracy?Pioneering?Inventory Management and a Storehouse at level 15.The Warehouse is a citystructure which stores most types of resources. The resources it does not store aregoldresearch, and mana, which do not require storage and can be retained in theoretically infinite quantities.

Costs and Capacities
Level Build Cost Upkeep Storage Capacity
per Resource Type
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 250 350 300 300 9:00 - - - - 10/h 4,500
2 400 560 480 480 15:00 - - - - 10/h 5,850
3 630 882 756 756 24:00 - - - - 20/h 7,602
4 985 1,379 1,182 1,182 52:00 - - - - 30/h 9,882
5 1,515 2,121 1,818 1,818 1:14:00 - - - - 40/h 12,852
6 2,305 3,227 2,766 2,766 1:37:00 - - - - 50/h 16,704
7 3,460 4,844 4,152 4,152 2:15:00 - - - - 60/h 21,720
8 5,120 7,168 6,144 6,144 3:00:00 - - - - 70/h 28,236
9 7,480 10,472 8,976 8,976 4:00:00 - - - - 80/h 36,702
10 10,770 15,078 12,924 12,924 5:20:00 - - - - 90/h 47,718
11 15295 21413 18354 18354 7:00:00 - - - - 100/h 62,034
12 21,410 29,974 25,692 25,692 9:00:00 - - - - 120/h 80,646
13 29,550 41,370 35,460 35,460 11:40:00 - - - - 140/h 104,838
14 40,185 56,259 48,222 48,222 15:00:00 - - - - 160/h 136,290
15 53,850 75,390 64,620 64,620 19:00:00 - - - - 180/h 177,180
16 71,080 99,512 85,296 85,296 23:40:00 - - - - 210/h 230,334
17 92,410 129,374 110,892 110,892 30:00:00 - - - - 240/h 299,436
18 118,285 165,599 141,942 141,942 37:00:00 - - - - 280/h 389,268
19 149,035 208,649 178,842 178,842 46:00:00 - - - - 320/h 506,046
20 184,805 258,727 221,766 221,766 55:20:00 - - - - 370/h 657,864

 

 

Vault

Costs and Production Times
Level Build Cost Upkeep Per-Type Resource Protection
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Primary Secondary
1 50 50 50 50 10:00 - - - - 1/h 1,500 10
2 90 90 90 90 20:00 - - - - 1/h 3,600 20
3 160 160 160 160 40:00 - - - - 2/h 7,500 30
4 281 281 281 281 1:10:00 - - - - 3/h 10,380 40
5 490 490 490 490 2:10:00 - - - - 4/h 11,418 50
6 843 843 843 843 3:35:00 - - - - 5/h 12,561 60
7 1,434 1,434 1,434 1,434 6:18:08? - - - - 6/h 13,818 70
8 2,409 2,409 2,409 2,409 8:49:23? - - - - 7/h 15,198 80
9 4,000 4,000 4,000 4,000 11:30:00 - - - - 8/h 16,719 90
10 6,560 6,560 6,560 6,560 16:55:27? - - - - 9/h 18,390 100
11 10,628 10,628 10,628 10,628 22:12:00? - - - - 10/h 20,229 110
12 17,005 17,005 17,005 17,005 27:30:00 - - - - 12/h 22,254 120
13 26,868 26,868 26,868 26,868 34:43:20? - - - - 14/h 24,477 130
14 41,915 41,915 41,915 41,915 41:40:00? - - - - 16/h 26,925 140
15 64,549 64,549 64,549 64,549 50:00:00? - - - - 18/h 29,619 150
16 98,115 98,115 98,115 98,115 58:20:00? - - - - 21/h 32,580 160
17 147,173 147,173 147,173 147,173 69:26:40? - - - - 24/h 35,838 170
18 217,816 217,816 217,816 217,816 80:33:20? - - - - 28/h 39,423 180
19 318,011 318,011 318,011 318,011 94:26:00? - - - - 32/h 43,365 190
20 457,936 457,936 457,936 457,936 108:20:00? - - - - 37/h 47,703 200

 

 

Basic Resources

Food

See also: Food

Food production is increased by 1% in Spring, 3% in Summer, and 5% in Autumn.

Farmyard

Costs and Production Rate
Level Build Cost Upkeep Output
Clay Iron Stone Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Food per Hour
1 20 20 20 20 0:30 - - - - - 7/h
2 36 36 36 36 1:30 - - - - - 14/h
3 64 64 64 64 4:00 - - - - 1/h 23/h
4 112 112 112 112 9:00 - - - - 1/h 34/h
5 196 196 196 196 20:00 - - - - 2/h 47/h
6 337 337 337 337 40:00 - - - - 3/h 62/h
7 573 573 573 573 1:28:00 - - - - 4/h 79/h
8 963 963 963 963 2:15:00 - - - - 7/h 98/h
9 1,600 1,600 1,600 1,600 3:17:00 - - - - 8/h 119/h
10 2,624 2,624 2,624 2,624 4:45:00 - - - - 9/h 156/h
11 4,251 4,251 4,251 4,251 6:47:00 - - - - 10/h 223/h
12 6,802 6,802 6,802 6,802 9:27:00 - - - - 12/h 312/h
13 10,747 10,747 10,747 10,747 13:05:00 - - - - 14/h 427/h
14 16,766 16,766 16,766 16,766 17:50:00 - - - - 16/h 572/h
15 25,820 25,820 25,820 25,820 23:55:00 - - - - 18/h 749/h
16 39,246 39,246 39,246 39,246 31:26:00 - - - - 21/h 958/h
17 58,869 58,869 58,869 58,869 40:40:00 - - - - 24/h 1,197/h
18 87,127 87,127 87,127 87,127 52:32:00 - - - - 28/h 1,460/h
19 127,205 127,205 127,205 127,205 66:09:00 - - - - 32/h 1,737/h
20 183,176 183,176 183,176 183,176 81:59:00 - - - - 37/h 2,014/h

 

Flourmill

Costs and Production Increase
Level Build Cost Upkeep Benefit
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Food per Hour
1 500 600 500 500 10:00 - - - - - +2%
2 700 840 700 700 20:00 - - - - - +4%
3 980 1,176 980 980 40:00 - - - - - +6%
4 1,372 1,646 1,372 1,372 1:10:00 - - - - - +8%
5 1,920 2,304 1,920 1,920 2:10:00 - - - - 1/h +10%
6 2,689 3,226 2,689 2,689 3:35:00 - - - - 2/h +12%
7 3,764 4,517 3,764 3,764 5:20:00 - - - - 3/h +14%
8 5,270 6,324 5,270 5,270 7:50:00 - - - - 4/h +16%
9 7,378 8,854 7,378 7,378 11:30:00 - - - - 5/h +18%
10 10,330 12,396 10,330 10,330 16:40:00 - - - - 6/h +20%
11 14,462 17,355 14,462 14,462 22:12:00 - - - - 7/h +22%
12 20,247 24,297 20,247 20,247 27:30:00 - - - - 8/h +24%
13 28,346 34,016 28,346 28,346 34:43:00 - - - - 9/h +26%
14 39,685 47,622 39,685 39,685 41:40:00 - - - - 10/h +28%
15 55,560 66,672 55,560 55,560 50:00:00 - - - - 11/h +30%
16 77,784 93,340 77,784 77,784 58:20:00 - - - - 12/h +32%
17 108,897 130,677 108,897 108,897 69:27:00 - - - - 13/h +34%
18 152,456 182,948 152,456 152,456 80:33:00 - - - - 14/h +36%
19 213,439 256,127 213,439 213,439 94:26:00 - - - - 15/h +38%
20 298,815 358,578 298,815 298,815 108:20:00 - - - - 16/h +40%

 

 

Wood

See also: Wood

Wood production is increased by 1% in Spring, increases by 3% in Autumn, increases by 3% in Winter.

Lumberjack

Costs and Production Rate
Level Build Cost Upkeep Output
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Wood per Hour
1 10 30 20 20 0:30 - - - - 1/h 7/h
2 18 54 36 36 1:30 - - - - 1/h 15/h
3 32 96 64 64 4:00 - - - - 2/h 26/h
4 56 169 112 112 9:00 - - - - 3/h 40/h
5 98 294 196 196 20:00 - - - - 4/h 57/h
6 168 506 337 337 40:00 - - - - 5/h 77/h
7 286 860 573 573 1:06:00 - - - - 6/h 100/h
8 482 1,445 963 963 1:40:00 - - - - 7/h 126/h
9 800 2,400 1,600 1,600 2:29:00 - - - - 8/h 155/h
10 1,312 3,936 2,624 2,624 3:34:00 - - - - 9/h 197/h
11 2,125 6,377 4,251 4,251 5:05:00 - - - - 10/h 281/h
12 3,401 10,203 6,802 6,802 7:00:00 - - - - 12/h 393/h
13 5,374 16,121 10,747 10,747 10:00:00 - - - - 14/h 538/h
14 8,383 25,149 16,766 16,766 13:20:00 - - - - 16/h 720/h
15 12,910 38,730 25,820 25,820 18:10:00 - - - - 18/h 943/h
16 19,624 58,870 39,246 39,246 23:40:00 - - - - 21/h 1,207/h
17 29,436 88,305 58,869 58,869 30:46:00 - - - - 24/h 1,508/h
18 43,565 130,692 87,127 87,127 39:30:00 - - - - 28/h 1,839/h
19 63,605 190,811 127,205 127,205 49:34:00 - - - - 32/h 2,188/h
20 91,592 274,768 183,176 183,176 61:20:00 - - - - 37/h 2,538/h

Carpentry

Costs and Production Increase
Level Build Cost Upkeep Benefit
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Wood per Hour
1 500 600 600 500 10:00 - - - - 5/h +2%
2 700 840 840 700 20:00 - - - - 6/h +4%
3 980 1,176 1,176 980 40:00 - - - - 9/h +6%
4 1,372 1,646 1,646 1,372 1:10:00 - - - - 12/h +8%
5 1,920 2,304 2,304 1,920 2:10:00 - - - - 16/h +10%
6 2,689 3,226 3,226 2,689 3:35:00 - - - - 22/h +12%
7 3,764 4,517 4,517 3,764 5:20:00 - - - - 30/h +14%
8 5,270 6,324 6,324 5,270 7:50:00 - - - - 40/h +16%
9 7,378 8,854 8,854 7,378 11:30:00 - - - - 55/h +18%
10 10,330 12,396 12,396 10,330 16:40:00 - - - - 74/h +20%
11 14,462 17,355 17,355 14,462 22:12:00 - - - - 100/h +22%
12 20,247 24,297 24,297 20,247 27:46:40 - - - - 135/h +24%
13 28,346 34,016 34,016 28,346 34:43:20 - - - - 183/h +26%
14 39,685 47,622 47,622 39,685 41:40:00 - - - - 247/h +28%
15 55,560 66,672 66,672 55,560 50:00:00 - - - - 333/h +30%
16 77,784 93,340 93,340 77,784 58:20:00 - - - - 450/h +32%
17 108,897 130,677 130,677 108,897 69:26:40 - - - - 608/h +34%
18 152,456 182,948 182,948 152,456 80:33:20 - - - - 821/h +36%
19 213,439 256,127 256,127 213,439 94:26:40 - - - - 1,109/h +38%
20 298,815 358,578 358,578 298,815 108:20:00 - - - - 1,497/h +40%

 

 

 

Clay

See also: Clay

Clay production is increased by 5% in Spring. It increases by 3% in Autumn.

Clay Pit

Costs and Production Rate
Level Build Cost Upkeep Output
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Clay per Hour
1 30 10 20 20 0:30 - - - - 1/h 7/h
2 54 18 36 36 1:30 - - - - 1/h 15/h
3 96 32 64 64 4:00 - - - - 2/h 26/h
4 169 56 112 112 9:00 - - - - 3/h 40/h
5 294 98 196 196 20:00 - - - - 4/h 57/h
6 506 168 337 337 40:00 - - - - 5/h 77/h
7 860 286 573 573 1:06:00 - - - - 6/h 100/h
8 1,445 482 963 963 1:40:00 - - - - 7/h 126/h
9 2,400 800 1,600 1,600 2:29:00 - - - - 8/h 155/h
10 3,936 1,312 2,624 2,624 3:34:00 - - - - 9/h 197/h
11 6,377 2,125 4,251 4,251 5:05:00 - - - - 10/h 281/h
12 10,203 3,401 6,802 6,802 7:00:00 - - - - 12/h 393/h
13 16,121 5,374 10,747 10,747 10:00:00 - - - - 14/h 538/h
14 25,149 8,383 16,766 16,766 13:20:00 - - - - 16/h 720/h
15 38,730 12,910 25,820 25,820 18:10:00 - - - - 18/h 943/h
16 58,870 19,624 39,246 39,246 23:40:00 - - - - 21/h 1,207/h
17 88,305 29,436 58,869 58,869 30:46:00 - - - - 24/h 1,508/h
18 130,692 43,565 87,127 87,127 39:30:00 - - - - 28/h 1,839/h
19 190,811 63,605 127,205 127,205 49:34:00 - - - - 32/h 2,188/h
20 274,768 91,592 183,176 183,176 61:20:00 - - - - 37/h 2,538/h

Kiln

Costs and Production Rate
Level Build Cost Upkeep Benefit
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Clay per Hour
1 500 600 500 600 10:00 - - - - 5/h +2%
2 700 840 700 840 20:00 - - - - 6/h +4%
3 980 1,176 980 1,176 0:40:00 - - - - 9/h +6%
4 1,372 1,646 1,372 1,646 1:10:00 - - - - 12/h +8%
5 1,920 2,304 1,920 2,304 2:10:00 - - - - 16/h +10%
6 2,689 3,226 2,689 3,226 3:35:00 - - - - 22/h +12%
7 3,764 4,517 3,764 4,517 5:20:00 - - - - 30/h +14%
8 5,270 6,324 5,270 6,324 7:50:00 - - - - 40/h +16%
9 7,378 8,854 7,378 8,854 11:30:00 - - - - 55/h +18%
10 10,330 12,396 10,330 12,396 13:10:00 - - - - 74/h +20%
11 14,462 17,355 14,462 17,355 22:12:00 - - - - 100/h +22%
12 20,247 24,297 20,247 24,297 27:46:40 - - - - 135/h +24%
13 28,346 34,016 28,346 34,016 34:43:00 - - - - 183/h +26%
14 39,685 47,622 39,685 47,622 41:40:00 - - - - 247/h +28%
15 55,560 66,672 55,560 66,672 50:00:00 - - - - 333/h +30%
16 77,784 93,340 77,784 93,340 58:20:00 - - - - 450/h +32%
17 108,897 130,677 108,897 130,677 69:26:40? - - - - 608/h +34%
18 152,456 182,948 152,456 182,948 80:33:20? - - - - 821/h +36%
19 213,439 256,127 213,439 256,127 94:26:40? - - - - 1,109/h +38%
20 298,815 358,578 298,815 358,578 108:20:00 - - - - 1,497/h +40%

 

 

Iron

See also: Iron

Iron production is increased by 1% in Spring. It increases by 5% in Autumn.

Iron Mine

Costs and Production Rate
Level Build Cost Upkeep Output
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Iron per Hour
1 20 20 10 30 0:30 - - - - 1/h 7/h
2 36 36 18 54 1:30 - - - - 1/h 15/h
3 64 64 32 96 4:00 - - - - 2/h 26/h
4 112 112 56 169 9:00 - - - - 3/h 40/h
5 196 196 98 294 20:00 - - - - 4/h 57/h
6 337 337 168 506 40:00 - - - - 5/h 77/h
7 573 573 286 860 1:06:00 - - - - 6/h 100/h
8 963 963 482 1,445 1:40:00 - - - - 7/h 126/h
9 1,600 1,600 800 2,400 2:29:00 - - - - 8/h 155/h
10 2,624 2,624 1,312 3,936 3:34:00 - - - - 9/h 197/h
11 4,251 4,251 2,125 6,377 5:05:00 - - - - 10/h 281/h
12 6,802 6,802 3,401 10,203 7:00:00 - - - - 12/h 393/h
13 10,747 10,747 5,374 16,121 10:00:00 - - - - 14/h 538/h
14 16,766 16,766 8,383 25,149 13:20:00 - - - - 16/h 720/h
15 25,820 25,820 12,910 38,730 18:10:00 - - - - 18/h 943/h
16 39,246 39,246 19,624 58,870 23:40:00 - - - - 21/h 1,207/h
17 58,869 58,869 29,436 88,305 30:46:00 - - - - 24/h 1,508/h
18 87,127 87,127 43,565 130,692 39:30:00 - - - - 28/h 1,839/h
19 127,205 127,205 63,605 190,811 49:34:00 - - - - 32/h 2,188/h
20 183,176 183,176 91,592 274,768 61:20:00 - - - - 37/h 2,538/h

Foundry

Costs and Production Increase
Level Build Cost Upkeep Benefit
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Iron per Hour
1 600 600 500 500 10:00 - - - - 5/h +2%
2 840 840 700 700 0:20:00 - - - - 6/h +4%
3 1,176 1,176 980 980 0:40:00 - - - - 9/h +6%
4 1,646 1,646 1,372 1,372 1:10:00 - - - - 12/h +8%
5 2,304 2,304 1,920 1,920 2:10:00 - - - - 16/h +10%
6 3,226 3,226 2,689 2,689 3:35:00 - - - - 22/h +12%
7 4,517 4,517 3,764 3,764 5:20:00 - - - - 30/h +14%
8 6,324 6,324 5,270 5,270 7:50:00 - - - - 40/h +16%
9 8,854 8,854 7,378 7,378 11:30:00 - - - - 55/h +18%
10 12,396 12,396 10,330 10,330 16:40:00 - - - - 74/h +20%
11 17,355 17,355 14,462 14,462 22:12:00 - - - - 100/h +22%
12 24,297 24,297 20,247 20,247 27:46:40 - - - - 135/h +24%
13 34,016 34,016 28,346 28,346 34:43:20 - - - - 183/h +26%
14 47,622 47,622 39,685 39,685 41:40:00 - - - - 247/h +28%
15 66,672 66,672 55,560 55,560 50:00:00 - - - - 333/h +30%
16 93,340 93,340 77,784 77,784 58:20:00 - - - - 405/h +32%
17 130,677 130,677 108,897 108,897 69:26:40 - - - - 608/h +34%
18 182,948 182,948 152,456 152,456 80:33:20 - - - - 821/h +36%
19 256,127 256,127 213,439 213,439 94:26:40 - - - - 1,109/h +38%
20 358,578 358,578 298,815 298,815 108:20:00 - - - - 1,497/h +40%

 

 

Stone

See also: Stone

Stone production is increased by 3% in Spring.

Quarry

Costs and Production Rate
Level Build Cost Upkeep Output
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Stone per Hour
1 20 20 30 10 0:30 - - - - 1/h 7/h
2 36 36 54 18 1:30 - - - - 1/h 15/h
3 64 64 96 32 4:00 - - - - 2/h 26/h
4 112 112 169 56 9:00 - - - - 3/h 40/h
5 196 196 294 98 20:00 - - - - 4/h 57/h
6 337 337 506 168 40:00 - - - - 5/h 77/h
7 573 573 860 286 1:06:00 - - - - 6/h 100/h
8 963 963 1,445 482 1:40:00 - - - - 7/h 126/h
9 1,600 1,600 2,400 800 2:29:00 - - - - 8/h 155/h
10 2,624 2,624 3,936 1,312 3:34:00 - - - - 9/h 197/h
11 4,251 4,251 6,377 2,125 5:05:00 - - - - 10/h 281/h
12 6,802 6,802 10,203 3,401 7:00:00 - - - - 12/h 393/h
13 10,747 10,747 16,121 5,374 10:00:00 - - - - 14/h 538/h
14 16,766 16,766 25,149 8,383 13:20:00 - - - - 16/h 720/h
15 25,820 25,820 38,730 12,910 18:10:00 - - - - 18/h 943/h
16 39,246 39,246 58,870 19,624 23:40:00 - - - - 21/h 1,207/h
17 58,869 58,869 88,305 29,436 30:46:00 - - - - 24/h 1,508/h
18 87,127 87,127 130,692 43,565 39:30:00 - - - - 28/h 1,839/h
19 127,205 127,205 190,811 63,605 49:34:00 - - - - 32/h 2,188/h
20 183,176 183,176 274,768 91,592 61:20:00 - - - - 37/h 2,538/h

Stonemason

Costs and Production Increase
Level Build Cost Upkeep Benefit
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Stone per Hour
1 600 600 500 500 10:00 - - - - 5/h +2%
2 840 840 700 700 20:00 - - - - 6/h +4%
3 1,176 1,176 980 980 0:40:00 - - - - 9/h +6%
4 1,646 1,646 1,372 1,372 1:10:00 - - - - 12/h +8%
5 2,304 2,304 1,920 1,920 2:10:00 - - - - 16/h +10%
6 3,226 3,226 2,689 2,689 3:35:00 - - - - 22/h +12%
7 4,517 4,517 3,764 3,764 5:20:00 - - - - 30/h +14%
8 6,324 6,324 5,270 5,270 7:50:00 - - - - 40/h +16%
9 8,854 8,854 7,378 7,378 11:30:00 - - - - 55/h +18%
10 12,396 12,396 10,330 10,330 16:55:27? - - - - 74/h +20%
11 17,355 17,355 14,462 14,462 22:13:20? - - - - 100/h +22%
12 24,297 24,297 20,247 20,247 27:30:00 - - - - 135/h +24%
13 34,016 34,016 28,346 28,346 34:43:00 - - - - 183/h +26%
14 47,622 47,622 39,685 39,685 41:40:00 - - - - 247/h +28%
15 66,672 47,622 55,560 55,560 50:00:00 - - - - 333/h +30%
16 93,340 93,340 77,784 77,784 58:20:00 - - - - 450/h +32%
17 130,677 130,677 108,897 108,897 69:27:00 - - - - 608/h +34%
18 182,948 182,948 152,456 152,456 80:33:00 - - - - 821/h +36%
19 256,127 256,127 213,439 213,439 94:26:00 - - - - 1,109/h +38%
20 358,578 358,578 298,815 298,815 108:20:00 - - - - 1,497/h +40%

 

 

Common Ground

Costs and Production Rate (each level reduces production time by 4.5%)
Level Build Cost Upkeep Production
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Time / Livestock
1 50 100 50 50 5:00 - - - - 5/h 1:06:51
2 75 150 75 75 15:00 - - - - 6/h 1:03:42
3 112 224 112 112 35:00 - - - - 9/h 1:00:33
4 168 336 168 168 1:10:00 - - - - 12/h 57:24
5 253 506 253 253 2:10:00 - - - - 16/h 54:15
6 379 758 379 379 3:35:00 - - - - 22/h 51:06
7 569 1,138 569 569 5:20:00 - - - - 30/h 47:57
8 854 1,708 854 854 7:50:00 - - - - 40/h 44:48
9 1,281 2,562 1,281 1,281 11:30:00 - - - - 55/h 41:39
10 1,922 3,844 1,922 1,922 16:40:00 - - - - 74/h 38:30
11 2,883 5,766 2,883 2,883 22:12:00 - - - - 100/h 35:21
12 4,324 8,648 4,324 4,324 27:30:00 - - - - 135/h 32:12
13 6,487 12,974 6,487 6,487 34:43:00 - - - - 183/h 29:03
14 9,730 19,460 9,730 9,730 41:40:00 - - - - 247/h 25:54
15 14,596 29,192 14,596 14,596 50:00:00 - - - - 333/h 22:45
16 21,894 43,788 21,894 21,894 58:20:00 - - - - 450/h 19:36
17 32,842 65,684 32,842 32,842 69:27:00 - - - - 608/h 16:27
18 49,263 98,526 49,263 49,263 80:33:00 - - - - 821/h 13:18
19 73,894 147,788 73,894 73,894 94:26:00 - - - - 1,109/h 10:09
20 110,841 221,682 110,841 110,841 108:20:00 - - - - 1,497/h 7:00

 

 

Paddock

Costs and Production Rate (each level reduces production time by 4.5%)
Level Build Cost Upkeep Production
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Time / Horse
1 50 100 50 50 5:00 - - - - 5/h 1:16:24
2 75 150 75 75 15:00 - - - - 6/h 1:12:48
3 112 224 112 112 35:00 - - - - 9/h 1:09:11
4 168 336 168 168 1:10:00 - - - - 12/h 1:05:36
5 253 506 253 253 2:10:00 - - - - 16/h 1:02:00
6 379 758 379 379 3:35:00 - - - - 22/h 58:24
7 569 1,138 569 569 5:20:00 - - - - 30/h 54:48
8 854 1,708 854 854 7:50:00 - - - - 40/h 51:12
9 1,281 2,562 1,281 1,281 11:30:00 - - - - 55/h 47:36
10 1,922 3,844 1,922 1,922 16:40:00 - - - - 74/h 44:00
11 2,883 5,766 2,883 2,883 22:12:00 - - - - 100/h 40:24
12 4,324 8,648 4,324 4,324 27:30:00 - - - - 135/h 36:48
13 6,487 12,974 6,487 6,487 34:43:00 - - - - 183/h 33:12
14 9,730 19,460 9,730 9,730 41:40:00? - - - - 247/h 29:36
15 14,596 29,192 14,596 14,596 48:02:00 - - - - 333/h 26:00
16 21,894 43,788 21,894 21,894 58:20:00 - - - - 450/h 22:24
17 32,842 65,684 32,842 32,842 69:27:00 - - - - 608/h 18:48
18 49,263 98,526 49,263 49,263 80:33:00? - - - - 821/h 15:12
19 73,894 147,788 73,894 73,894 94:26:00 - - - - 1,109/h 11:36
20 110,841 221,682 110,841 110,841 108:20:00 - - - - 1,497/h 8:00

 

 

http://forum.illyriad.co.uk/10-gathering_topic4014.html%20=

http://forum.illyriad.co.uk/gathering-the-basics_topic3951.html

http://www.puzzleslogic.com/illy/illy_crafting.html

http://forum.illyriad.co.uk/11-crafting_topic4093.html

http://forum.illyriad.co.uk/so-you-want-to-learn-to-craft_topic4848.html

http://forum.illyriad.co.uk/9-trade_topic3989.html

 

 

Trade Unit Statistics

 

 

Build time

Movement Speed

Carrying Capacity

Caravan

600

20*

200**

* Base level increased by marketplace level

** Base level increased by trade skills

 

Marketplace

Costs and Benefits (each level reduces production time by 4.5% and increases Caravan speed by 1)
Level Build Cost Upkeep Production Tiles per Hour (Caravans)
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Time / Caravan
1 26 25 27 26 0:30 - - - - 2/h 9:45 21/h
2 46 45 48 46 1:30 - - - - 2/h 9:30 22/h
3 83 80 86 83 4:00 - - - - 2/h 9:15 23/h
4 146 140 142 146 9:00 - - - - 3/h 9:00 24/h
5 255 245 264 255 20:00 - - - - 4/h 8:45 25/h
6 438 421 455 438 35:00 - - - - 4/h 8:30 26/h
7 745 717 744 745 54:00 - - - - 6/h 8:15 27/h
8 1,253 1,205 1,301 1,253 1:20:00 - - - - 7/h 8:00 28/h
9 2,080 2,000 2,160 2,080 2:00:00 - - - - 8/h 7:45 29/h
10 3,411 3,280 3,543 3,411 2:45:00 - - - - 9/h 7:30 30/h
11 5,526 5,314 5,739 5,526 3:47:00 - - - - 10/h 7:15 31/h
12 8,842 8,503 9,183 8,842 5:00:00 - - - - 12/h 7:00 32/h
13 13,971 13,435 14,509 13,971 6:56:00 - - - - 14/h 6:45 33/h
14 21,795 20,958 22,635 21,795 9:14:00 - - - - 16/h 6:30 34/h
15 33,565 32,276 34,858 33,565 12:20:00 - - - - 18/h 6:15 35/h
16 51,018 49,060 52,985 51,018 16:10:00 - - - - 21/h 6:00 36/h
17 76,528 73,590 79,477 76,528 21:24:00 - - - - 24/h 5:45 37/h
18 113,261 108,913 117,626 113,261 27:47:00 - - - - 28/h 5:30 38/h
19 165,362 159,014 171,735 165,362 35:50:00 - - - - 32/h 5:15

Diplomat Unit Statistics

 

 

Build time

Movement Speed

Carrying Capacity

Offense

Defense

 

Hunter

600*

18

0

15

17

Basic Scout

Stalker

900*

20

0

36

30

Advanced Scout

Goblin Spy

900*

18

0

16

16

Basic Spy

Listener In The Dark

1200*

21

0

35

27

Advanced Spy

Goblin Cutpurse

1260*

17

71

14

18

Basic Thief

Plunderer

1500*

20

76

34

28

Advanced Thief

Goblin Saboteur

1800*

16

0

17

20

Basic Saboteur

Arsonist

2400*

19

0

40

35

Advanced Saboteur

Poisoner

2700*

17

0

15

17

Basic Assassin

Iqadron Acolyte

3600*

19

0

36

30

Advanced Assassin

* Base level decreased by consulate level and sovereignty bonuses

 

Diplomacy

Consulate

Costs and Production Times
Level Build Cost Upkeep Unit Production Times by Type
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Sc1 Sc2,Sp1 Sp2,T1 T2 D1 D2 A1 A2 M
1 29 30 28 38 3:00 - - - - 5/h 10:00 - - - - - - - -
2 52 54 50 68 5:00 - - - - 6/h 9:30 - - - - - - - -
3 92 96 89 121 8:00 - - - - 9/h 9:15 13:52 - - - - - - -
4 163 169 157 217 15:00 - - - - 12/h 9:00 13:30 - - - - - - -
5 284 294 274 372 32:00 - - - - 16/h 8:45 13:07 - - - - - - -
6 489 506 472 641 50:00 - - - - 22/h 8:30 12:45 - - - - - - 51:00
7 832 860 803 1,090 1:13:00 - - - - 30/h 8:15 12:22 16:30 - - - - - 49:30
8 1,397 1,445 1,349 1,831 1:40:00 - - - - 40/h 8:00 12:00 16:00 - - - - - 48:00
9 2,320 2,400 2,240 3,040 2:20:00 - - - - 55/h 7:45 11:37 15:30 - - - - - 46:30
10 3,805 3,936 3,674 4,986 3:17:00 - - - - 74/h 7:30 11:15 15:00 - - - - - 45:00
11 6,164 6,377 5,952 8,077 4:28:00 - - - - 100/h 7:15 10:52 14:30 18:07 - - - - 43:50
12 9,863 10,203 9,523 12,924 6:00:00 - - - - 135/h 7:00 10:30 14:00 17:30 - - - - 42:00
13 15,584 16,121 15,046 20,420 8:10:00 - - - - 183/h 6:45 10:07 13:30 16:53 20:15 - - - 40:30
14 24,312 25,149 23,472 31,855 10:57:00 - - - - 247/h 6:30 9:45 13:00 16:15 19:30 - - - 39:00
15 37,440 38,730 36,148 49,057 15:00:00 - - - - 333/h 6:15 9:23 12:30 15:38 18:45 25:00 - - 37:30
16 56,910 58,870 54,945 74,567 19:00:00 - - - - 450/h 6:00 9:00 12:00 15:00 18:00 24:00 - - 36:00
17 85,365 88,305 82,418 111,851 23:40:00 - - - - 608/h 5:45 8:37 11:30 14:22 17:15 23:00 25:52 - 34:30
18 126,340 130,692 121,978 165,540 30:00:00 - - - - 821/h 5:30 8:15 11:00 13:45 16:30 22:00 24:45 - 33:00
19 184,457 190,811 178,089 241,689 42:20:00 - - - - 1,109/h 5:15 7:52 10:30 13:07 15:45 21:00 23:37 31:30 31:30
20 265,618 274,768 256,448 348,032 53:40:00 - - - - 1,497/h 5:00 7:30 10:00 12:30 15:00 20:00 22:30 30:00 30:00

 

 

Foreign Office

editCosts and Benefits (each level increases diplomatic visibility by 30%)
Level Build Cost Upkeep Range
Wood Clay per Hour Iron per Hour Stone per Hour Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour Diplomatic Visibility
1 150 150 150 150 15:00 - 20/h 40/h 80/h 2/h +30%
2 225 225 225 225 30:00 - 40/h 80/h 160/h 3/h +60%
3 336 336 336 336 1:00:00 - 60/h 120/h 240/h 5/h +90%
4 504 504 504 504 1:45:00 - 80/h 160/h 320/h 7/h +120%
5 759 759 759 759 3:15:00 - 100/h 200/h 400/h 9/h +150%
6 1,137 1,137 1,137 1,137 ?? - 120/h 240/h 480/h 13/h +180%
7 1,707 1,707 1,707 1,707 8:00:00 - 140/h 280/h 560/h 18/h +210%
8 2,562 2,562 2,562 2,562 11:45:00 - 160/h 320/h 640/h 24/h +240%
9 3,843 3,843 3,843 3,843 17:15:00 - 180/h 360/h 720/h 33/h +270%
10 5,766 5,766 5,766 5,766 25:00:00 - 200/h 400/h 800/h 44/h +300%
11 8,649 8,649 8,649 8,649 34:18:00 - 220/h 440/h 880/h 60/h +330%
12 12,972 12,972 12,972 12,972 41:15:00 - 240/h 480/h 960/h 81/h +360%
13 19,461 19,461 19,461 19,461 52:04:30 - 260/h 520/h 1,040/h 109/h +390%
14 29,190 29,190 29,190 29,190 62:30:00 - 280/h 560/h 1,120/h 148/h +420%
15 43,788 43,788 43,788 43,788 75:00:00 - 300/h 600/h 1,200/h 199/h +450%
16 65,682 65,682 65,682 65,682 87:30:00 - 320/h 640/h 1,280/h 270/h +480%
17 98,526 98,526 98,526 98,526 104:10:30 - 340/h 680/h 1,360/h 364/h +510%
18 147,789 147,789 147,789 147,789 120:49:30 - 360/h 720/h 1,440/h 492/h +540%
19 221,682 221,682 221,682 221,682 141:39:00 - 380/h 760/h 1,520/h 665/h +570%
20 332,523 332,523 332,523 332,523 162:30:00 - 400/h 800/h 1,600/h 898/h +600%

 

 

Assassins' Abode

Costs and Efficiency Gain (each level reduces assassin units upkeep by 1.5%)
Level Build Cost Upkeep Assassin Unit
Upkeep
Wood Clay per Hour Iron per Hour Stone per Hour Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 - - 155/h 95/h 3/h -1.5%
2 225 225 225 225 30:00 - - 310/h 190/h 3/h -3.0%
3 336 336 336 336 1:00:00 - - 465/h 285/h 5/h -4.5%
4 504 504 504 504 1:45:00 - - 620/h 380/h 7/h -6.0%
5 759 759 759 759 3:15:00 - - 775/h 475/h 9/h -7.5%
6 1,137 1,137 1,137 1,137 ?? - - 930/h 570/h 13/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 - - 1,085/h 665/h 18/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 - - 1,240/h 760/h 24/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 - - 1,395/h 855/h 33/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 - - 1,550/h 950/h 44/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 - - 1,705/h 1,045/h 60/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 - - 1,860/h 1,140/h 81/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:00 - - 2,015/h 1,235/h 109/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 - - 2,170/h 1,330/h 148/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 - - 2,325/h 1,425/h 199/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 - - 2,480/h 1,520/h 270/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 - - 2,635/h 1,615/h 364/h -25.5%
18 147,789 147,789 147,789 147,789 ?? - - 2,790/h 1,710/h 492/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 - - 2,945/h 1,805/h 665/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 - - 3,100/h 1,900/h 898/h -30.0%

 

Saboteurs' Sanctuary

Costs and Efficiency Gain (each level reduces saboteur units upkeep by 1.5%)
Level Build Cost Upkeep Saboteur Unit
Upkeep
Wood Clay per Hour Iron per Hour Stone per Hour Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 135/h 75/h - - 3/h -1.5%
2 225 225 225 225 30:00 270/h 150/h - - 3/h -3.0%
3 336 336 336 336 1:00:00 405/h 225/h - - 5/h -4.5%
4 504 504 504 504 1:45:00 540/h 300/h - - 7/h -6.0%
5 759 759 759 759 3:15:00 675/h 375/h - - 9/h -7.5%
6 1,137 1,137 1,137 1,137 ?? 810/h 450/h - - 13/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 945/h 525/h - - 18/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 1,080/h 600/h - - 24/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 1,215/h 675/h - - 33/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 1,350/h 750/h - - 44/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 1,485/h 825/h - - 60/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 1,620/h 900/h - - 81/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:00 1,755/h 975/h - - 109/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 1,890/h 1,050/h - - 148/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 2,025/h 1,125/h - - 199/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 2,160/h 1,200/h - - 270/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 2,295/h 1,275/h - - 364/h -25.5%
18 147,789 147,789 147,789 147,789 ?? 2,430/h 1,350/h - - 492/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 2,565/h 1,425/h - - 665/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 2,700/h 1,500/h - - 898/h -30.0%

 

Scouts' Lookout

Costs and Efficiency Gain (each level reduces scout units upkeep by 1.5%)
Level Build Cost Upkeep Scout Unit
Upkeep
Wood Clay per Hour Iron per Hour Stone per Hour Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 35/h 75/h - - 3/h -1.5%
2 225 225 225 225 30:00 70/h 150/h - - 3/h -3.0%
3 336 336 336 336 1:00:00 105/h 225/h - - 5/h -4.5%
4 504 504 504 504 1:45:00 140/h 300/h - - 7/h -6.0%
5 759 759 759 759 3:15:00 175/h 375/h - - 9/h -7.5%
6 1,137 1,137 1,137 1,137 ?? 210/h 450/h - - 13/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 245/h 525/h - - 18/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 280/h 600/h - - 24/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 315/h 675/h - - 33/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 350/h 750/h - - 44/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 385/h 825/h - - 60/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 420/h 900/h - - 81/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:00 455/h 975/h - - 109/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 490/h 1,050/h - - 148/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 525/h 1,125/h - - 199/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 560/h 1,200/h - - 270/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 595/h 1,275/h - - 364/h -25.5%
18 147,789 147,789 147,789 147,789 120:49:30 630/h 1,350/h - - 492/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 665/h 1,425/h - - 665/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 700/h 1,500/h - - 898/h -30.0%

 

Spies' Hideout

Costs and Efficiency Gain (each level reduces spy units upkeep by 1.5%)
Level Build Cost Upkeep Spy Unit
Upkeep
Wood Clay per Hour Iron per Hour Stone per Hour Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 35/h 55/h - 55/h 3/h -1.5%
2 225 225 225 225 30:00 70/h 110/h - 110/h 3/h -3.0%
3 336 336 336 336 1:00:00 105/h 165/h - 165/h 5/h -4.5%
4 504 504 504 504 1:45:00 140/h 220/h - 220/h 7/h -6.0%
5 759 759 759 759 3:15:00 175/h 275/h - 275/h 9/h -7.5%
6 1,137 1,137 1,137 1,137 ?? 210/h 330/h - 330/h 13/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 245/h 385/h - 385/h 18/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 280/h 440/h - 440/h 24/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 315/h 495/h - 495/h 33/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 350/h 550/h - 550/h 44/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 385/h 605/h - 605/h 60/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 420/h 660/h - 660/h 81/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:00 455/h 715/h - 715/h 109/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 490/h 770/h - 770/h 148/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 525/h 825/h - 825/h 199/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 560/h 880/h - 880/h 270/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 595/h 935/h - 935/h 364/h -25.5%
18 147,789 147,789 147,789 147,789 ?? 630/h 990/h - 990/h 492/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 665/h 1,045/h - 1,045/h 665/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 700/h 1,100/h - 1,100/h 898/h -30.0%

 

Thieves' Den

Costs and Efficiency Gain (each level reduces thief units upkeep by 1.5%)
Level Build Cost Upkeep Thief Unit
Upkeep
Wood Clay per Hour Iron per Hour Stone per Hour Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 85/h 55/h 85/h - 3/h -1.5%
2 225 225 225 225 30:00 170/h 110/h 170/h - 3/h -3.0%
3 336 336 336 336 1:00:00 255/h 165/h 255/h - 5/h -4.5%
4 504 504 504 504 1:45:00 340/h 220/h 340/h - 7/h -6.0%
5 759 759 759 759 3:15:00 425/h 275/h 425/h - 9/h -7.5%
6 1,137 1,137 1,137 1,137 ?? 510/h 330/h 510/h - 13/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 595/h 385/h 595/h - 18/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 680/h 440/h 680/h - 24/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 765/h 495/h 765/h - 33/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 850/h 550/h 850/h - 44/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 935/h 605/h 935/h - 60/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 1,020/h 660/h 1,020/h - 81/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:00 1,105/h 715/h 1,105/h - 109/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 1,190/h 770/h 1,190/h - 148/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 1,275/h 825/h 1,275/h - 199/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 1,360/h 880/h 1,360/h - 270/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 1,445/h 935/h 1,445/h - 364/h -25.5%
18 147,789 147,789 147,789 147,789 119:50:30? 1,530/h 990/h 1,530/h - 492/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 1,615/h 1,045/h 1,615/h - 665/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 1,700/h 1,100/h 1,700/h - 898/h -30.0%

 

Military Unit Statistics

 

 

Build time

Move Speed

Carrying Capacity

Attack

Spear Defense

Sword Defense

Bow Defense

Cavalry Defense

 

Kobold Cohort

370*

8

25

9

12

12

6

13

Spearunit

Clan Guardsman

890*

6

18

19

18

18

11

33

Spearunit

Fang

510*

7

40

22

14

15

11

14

Infantry

Fist

840*

5

60

36

18

18

17

19

Infantry

Clanguard

760*

9

32

17

19

20

21

12

Ranged

Death Dealer

1200*

7

27

26

31

30

30

20

Ranged

Wolfrider

1400*

17

115

34

14

20

14

24

Cavalry

Death Pack

1600*

12

85

59

21

28

19

29

Cavalry

Tortoise

36000*

4

0

0

0

0

0

0

Siege Engine - Walls

Trebuchet

72000*

3

0

0

0

0

0

0

Siege Engine - Buildings

* Base level decreased by barracks level and sovereignty bonuses

 

                      Commander

                      Orc Military

              Warmongers Guide


and NPC Combat:

 

http://forum.illyriad.co.uk/4-armies-in-illyriad_topic50.html

http://forum.illyriad.co.uk/everything-you-need-to-know-about-commanders_topic2742.html

http://forum.illyriad.co.uk/5-combat_topic71.html

http://www.illyriad.co.uk/GameInformation/Bestiary

https://docs.google.com/spreadsheet/ccc?key=0AumwLJzwY-1pdDRZZUx3Z2pEeHlzTENZb1pTbWVjcGc&pli=1#gid=8

Combat Calculator:   illyriad.bestmagicbears.com/battle      

 

 

Barracks 

Costs and Production Times
Level Build Cost Upkeep Unit Production Times by Type
Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour S1,R1 S2,I1,R2 I2,C1 C2 Sp1 Sp2
1 25 20 35 30 0:30 - - - - 2/h 16:40 - - - - -
2 45 36 63 54 1:30 - - - - 2/h 15:50 - - - - -
3 80 64 112 96 4:00 - - - - 2/h 15:25 - - - - -
4 140 112 197 169 9:00 - - - - 3/h 15:00 - - - - -
5 245 196 343 294 20:00 - - - - 4/h 14:35 17:30 - - - -
6 421 337 590 506 40:00 - - - - 5/h 14:10 17:00 - - - -
7 717 573 1,004 860 1:05:00 - - - - 6/h 13:45 16:30 - - - -
8 1,205 963 1,686 1,445 1:30:00 - - - - 7/h 13:20 16:00 - - - -
9 2,000 1,600 2,800 2,400 2:07:00 - - - - 8/h 12:55 15:30 - - - -
10 3,280 2,624 4,592 3,936 2:50:00 - - - - 9/h 12:30 15:00 - - - -
11 5,314 4,251 7,440 6,377 4:00:00 - - - - 10/h 12:05 14:30 16:55 - - -
12 8,503 6,802 11,904 10,203 5:20:00 - - - - 12/h 11:40 14:00 16:20 - - -
13 13,435 10,747 18,808 16,121 7:20:00 - - - - 14/h 11:15 13:30 15:45 - - -
14 20,958 16,766 29,341 25,149 9:50:00 - - - - 16/h 10:50 13:00 15:10 - - -
15 32,276 25,820 45,185 38,730 13:05:00 - - - - 18/h 10:25 12:30 14:35 16:40 6:15:00 15:00:00
16 49,060 39,246 68,682 58,870 17:14:00 - - - - 21/h 10:00 12:00 14:00 16:00 6:00:00 14:24:00
17 73,590 58,869 103,023 88,305 22:40:00 - - - - 24/h 9:35 11:30 13:25 15:20 5:45:00 13:48:00
18 108,913 87,127 152,474 130,692 29:27:00 - - - - 28/h 9:10 11:00 12:50 14:40 5:30:00 13:12:00
19 159,014 127,205 222,613 190,811 37:58:00 - - - - 32/h 8:45 10:30 12:15 14:00 5:15:00 12:36:00
20 228,980 183,176 320,563 274,768 48:44:00 - - - - 37/h 8:20 10:00 11:40 13:20 5:00:00 12:00:00

 

Archers' Field

Costs and Efficiency Gain (each level reduces ranged units upkeep by 1.5%)
Level Build Cost Upkeep Ranged Unit
Upkeep
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 135/h - 55/h - 6/h -1.5%
2 225 225 225 225 30:00 270/h - 110/h - 7/h -3.0%
3 336 336 336 336 1:00:00 405/h - 165/h - 10/h -4.5%
4 504 504 504 504 1:45:00 540/h - 220/h - 14/h -6.0%
5 759 759 759 759 3:15:00 675/h - 275/h - 19/h -7.5%
6 1,137 1,137 1,137 1,137 5:22:30 810/h - 330/h - 26/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 945/h - 385/h - 36/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 1,080/h - 440/h - 48/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 1,215/h - 495/h - 66/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 1,350/h - 550/h - 88/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 1,485/h - 605/h - 120/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 1,620/h - 660/h - 162/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:30 1,755/h - 715/h - 219/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 1,890/h - 770/h - 296/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 2,025/h - 825/h - 399/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 2,160/h - 880/h - 540/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 2,295/h - 935/h - 729/h -25.5%
18 147,789 147,789 147,789 147,789 120:49:30 2,430/h - 990/h - 985/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 2,565/h - 1,045/h - 1,330/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 2,700/h - 1,100/h - 1,796/h -30.0%

 

Cavalry Parade Ground

Costs and Efficiency Gain (each level reduces cavalry units upkeep by 1.5%)
Level Build Cost Upkeep Cavalry Unit
Upkeep
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 55/h 135/h - - 6/h -1.5%
2 225 225 225 225 30:00 110/h 270/h - - 7/h -3.0%
3 336 336 336 336 1:00:00 165/h 405/h - - 10/h -4.5%
4 504 504 504 504 1:45:00 220/h 540/h - - 14/h -6.0%
5 759 759 759 759 3:15:00 275/h 675/h - - 19/h -7.5%
6 1,137 1,137 1,137 1,137 5:22:30 330/h 810/h - - 26/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 385/h 945/h - - 36/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 440/h 1,080/h - - 48/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 495/h 1,215/h - - 66/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 550/h 1,350/h - - 88/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 605/h 1,485/h - - 120/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 660/h 1,620/h - - 162/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:30 715/h 1,755/h - - 219/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 770/h 1,890/h - - 296/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 825/h 2,025/h - - 399/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 880/h 2,160/h - - 540/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 935/h 2,295/h - - 729/h -25.5%
18 147,789 147,789 147,789 147,789 120:49:30 990/h 2,430/h - - 985/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 1,045/h 2,565/h - - 1,330/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 1,100/h 2,700/h - - 1,796/h -30.0%

Infantry Quarters

Costs and Efficiency Gain (each level reduces infantry units upkeep by 1.5%)
Level Build Cost Upkeep Infantry Unit
Upkeep
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 - - 55/h 135/h 6/h -1.5%
2 225 225 225 225 30:00 - - 110/h 270/h 7/h -3.0%
3 336 336 336 336 1:00:00 - - 165/h 405/h 10/h -4.5%
4 504 504 504 504 1:45:00 - - 220/h 540/h 14/h -6.0%
5 759 759 759 759 3:15:00 - - 275/h 675/h 19/h -7.5%
6 1,137 1,137 1,137 1,137 5:22:30 - - 330/h 810/h 26/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 - - 385/h 945/h 36/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 - - 440/h 1,080/h 48/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 - - 495/h 1,215/h 66/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 - - 550/h 1,350/h 88/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 - - 605/h 1,485/h 120/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 - - 660/h 1,620/h 162/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:30 - - 715/h 1,755/h 219/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 - - 770/h 1,890/h 296/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 - - 825/h 2,025/h 399/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 - - 880/h 2,160/h 540/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 - - 935/h 2,295/h 729/h -25.5%
18 147,789 147,789 147,789 147,789 120:49:30 - - 990/h 2,430/h 985/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 - - 1,045/h 2,565/h 1,330/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 - - 1,100/h 2,700/h 1,796/h -30.0%

Spearmen's Billets

Costs and Efficiency Gain (each level reduces spear units upkeep by 1.5%)
Level Build Cost Upkeep Spear Unit
Upkeep
Wood Clay Iron Stone Time Wood per Hour Clay per Hour Iron per Hour Stone per Hour Food per Hour
1 150 150 150 150 15:00 - 135/h 55/h - 6/h -1.5%
2 225 225 225 225 30:00 - 270/h 110/h - 7/h -3.0%
3 336 336 336 336 1:00:00 - 405/h 165/h - 10/h -4.5%
4 504 504 504 504 1:45:00 - 540/h 220/h - 14/h -6.0%
5 759 759 759 759 3:15:00 - 675/h 275/h - 19/h -7.5%
6 1,137 1,137 1,137 1,137 5:22:30 - 810/h 330/h - 26/h -9.0%
7 1,707 1,707 1,707 1,707 8:00:00 - 945/h 385/h - 36/h -10.5%
8 2,562 2,562 2,562 2,562 11:45:00 - 1,080/h 440/h - 48/h -12.0%
9 3,843 3,843 3,843 3,843 17:15:00 - 1,215/h 495/h - 66/h -13.5%
10 5,766 5,766 5,766 5,766 25:00:00 - 1,350/h 550/h - 88/h -15.0%
11 8,649 8,649 8,649 8,649 34:18:00 - 1,485/h 605/h - 120/h -16.5%
12 12,972 12,972 12,972 12,972 41:15:00 - 1,620/h 660/h - 162/h -18.0%
13 19,461 19,461 19,461 19,461 52:04:30 - 1,755/h 715/h - 219/h -19.5%
14 29,190 29,190 29,190 29,190 62:30:00 - 1,890/h 770/h - 296/h -21.0%
15 43,788 43,788 43,788 43,788 75:00:00 - 2,025/h 825/h - 399/h -22.5%
16 65,682 65,682 65,682 65,682 87:30:00 - 2,160/h 880/h - 540/h -24.0%
17 98,526 98,526 98,526 98,526 104:10:30 - 2,295/h 935/h - 729/h -25.5%
18 147,789 147,789 147,789 147,789 120:49:30 - 2,430/h 990/h - 985/h -27.0%
19 221,682 221,682 221,682 221,682 141:39:00 - 2,565/h 1,045/h - 1,330/h -28.5%
20 332,523 332,523 332,523 332,523 162:30:00 - 2,700/h 1,100/h - 1,796/h -30.0%

 

Terrain

This article covers a category, with 9 related articles. Show Category Listing

 

This article is a stub. Improve it by adding information or re-organizing it to match the structure and contents of related mature pages.

 

Each square on the map of Illyriad has a specific dominate terrain type assigned to it which applies per-unit-type offensive and defensive combat stat modifiers. There are several specific tiles per terrain type which define all of the remaining attributes of a location excepting geographic information like biomes and regions.

  1. Large mountain
  2. Small mountain
  3. Large hill
  4. Small hill
  5. Impassable (Loch, volcano, canyon, etc.)
  6. Small forest
  7. Plains
  8. Buildings
  9. NPC structure
  10. Large forest
  11. Fresh water
  12. Tidal water
  13. Shallow salt water
  14. Ocean

 

Terrain  modifiers:

Offense

Defense

Terrain

Spear

Bow

Sword

Cav

Terrain

Spear

Bow

Sword

Cav

Buildings

15

20

25

-30

Buildings

25

15

20

-30

Plains

-15

0

0

30

Plains

-15

0

0

25

Small Forest

10

-10

30

-10

Small Forest

10

-15

30

-10

Large Forest

5

-15

25

-15

Large Forest

5

-10

25

-5

Small Hill

0

0

0

0

Small Hill

5

5

5

0

Large Hill

5

20

0

-15

Large Hill

10

10

0

-15

Small Mountain

5

0

-10

-20

Small Mountain

15

15

0

-15

Large Mountain

10

25

-20

-30

Large Mountain

20

30

0

-30

                                                                     

 

1

 

Tier 2

Kobold Cohort


Spearunit

Clan Guardsman

An undefended Orc city is known as "dinner". Young Orcs keep this from happening by banding together to defend their cities in Kobold Cohorts. No basic spearmen are better.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Phalanx Formation skill.

After collecting your first twenty scalps, you are elegible to challenge a Clan Guardsman for his place. This practice quickly creates an incredibly elite corps of Orcish spearmen the likes of which are not seen in any other races.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Close Quarter Penetration skill.

Fang


Infantry

Fist

Fangs are your quintessential Orcish warrior - armed with a scimitar and ready for blood.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Interlocked Shields skill.

If you see a horde of black armored soldiers approaching with a white fist on their shields, run... It's the smartest thing to do.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Bloodlust skill.

Clanguard


Ranged

Death Dealer

Clanguards practice for months throwing their accurate javelins at targets. Then they move on to throwing them at other races…

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Tortoise Formation skill.

Death Dealers have reached a level of javelin mastery that enables them to use their specially designed javelin throwers, traditionally made out of the femur of an Elf, to hurl their poison tipped darts hundreds of feet with deadly accuracy.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Concentrated Fire skill.

Wolfrider


Cavalry

Death Pack

Orcs have long tamed beasts to act as mounts in battle. Fear two things about these troops: The scimitars of the Orcish rider and the jaws of the mount.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Square Formation skill.

A particular breed of enormously fierce horses exists deep in Orcish territory. Only the elite of the Orcish army are honored by being allowed to ride these fearsome creatures, forming the dreaded Death Packs.

When acting as a divisional commander, this unit imparts an additional +5% bonus to the Charge skill.

Tortoise



Siege Engine

Trebuchet

The Tortoise is a roof-protected ram, swung on cables by the troops inside, smashing itself with great force against the defensive walls and weakening them with every blow.

The trebuchet uses a gravity-powered counterweighted arm to propel a stone or other projectile towards a target. The sling and the arm swing up to the vertical position, where, assisted by a hook, one end of the sling releases propelling the projectile towards the target with great force.

 

BATTLE CALCULATOR

Orc Unit Costs

Trade Unit Costs

 

Per hour

Training Cost

 

Caravan

0

10

1

0

0

0

0

0

0

0

0

0

0

Diplomat Unit Costs

 

Per hour

Training Cost

 

Hunter

1

1

1

0

0

0

0

0

0

0

0

0

0

Stalker

2

2

1

0

1

0

0

0

1

0

0

0

0

Goblin Spy

1

1

1

0

0

0

0

0

0

0

0

0

0

Listener In The Dark

2

2

1

0

1

0

0

0

1

0

0

0

0

Goblin Cutpurse

2

2

1

0

1

0

0

0

0

0

0

0

0

Plunderer

4

4

1

0

2

0

0

0

1

0

0

0

0

Goblin Saboteur

3

3

1

0

1

0

0

0

0

0

0

0

0

Arsonist

6

6

1

0

2

0

0

0

1

0

0

0

0

Poisoner

5

5

1

0

1

0

0

0

1

0

0

0

0

Iqadron Acolyte

10

10

1

0

2

0

0

0

1

0

0

0

0

Military Unit Costs

 

Per hour

Training Cost

 

Kobold Cohort

1

1

0

1

0

1

0

0

0

0

0

0

0

Clan Guardsman

2

3

0

1

0

2

0

0

0

1

1

0

0

Fang

2

2

0

0

0

0

1

0

0

0

1

0

0

Fist

3

4

0

0

0

0

2

0

0

0

1

1

0

Clanguard

2

2

0

0

0

2

0

0

0

1

0

0

0

Death Dealer

3

3

0

0

0

1

0

1

0

2

0

0

0

Wolfrider

3

4

1

0

0

0

0

0

1

1

0

0

0

Death Pack

4

6

2

0

0

1

0

0

2

0

1

1

0

Tortoise

55

200

3

0

0

0

0

0

0

0

0

0

7

Trebuchet

170

900

6

0

0

0

0

0

0

0

0

0

13

 

Illyriad Sovereignty Comprehensive Guide

 

   Puzzle logic

 

Quest Spots

https://illyriadinstitute.wordpress.com/tutorials/mysteries/

Heart of Corruption

The Heart of Corruption, affectionately known as Audrey, is a somewhat demonic plant mass found in Kumala. Repeated military and diplomatic sacrifices have shown that she thrives on these offerings, and when she reaches her fill, she will start visibly beating. Any further sacrifices to her temples during this time result in them converting to corrupted units belonging to the Melders faction, and these units will return home to attack. If you are (un)lucky, when these corrupted units die, they will leave behind tentacles.

Audrey has been linked to the quest for blueprints to create race-specific crafted armour, specifically that the tentacles left by corrupted units are required to progress in the quest.

Misted Lands

Rift

Duraz Karag

Steamtasic Brewery 

This quest gives you the discovery “Gnome Brew”, which provides a 5 food per hour reduction to beer production in that town. This discovery can be obtained in each town. To succeed, send 125 Advanced Spie.

Fortress of Shadows

The Human statue Quest 

01  -312|717 / Aldlebrecht
02   -608|-189 / Asmorn
03   910|-507 / Bjandar- Teyan
04   -102|1 then 949|-379 /Branynard
05   429|-931 / Burkhardt
06   516|505 / Eberekt
07   -485|-736 then 669|794 / Ferhnanth
08   652|-265 then -843|-310 / Fridholt
09   -4|10 / Gunthar
10   -377|-104 / Hasten
11   356|498 / Keldar
12   -157|-298 / Lambereht
13   471|228 then -711|674 / Lindricht
14   232|345 / Oddric
15   761|-892 then -39|-973 / Osgout
16   -194|-687 / Tallimer
17   719|365  / Ragindolt
18   22|-85 / Rickert
19   -569|-91 then 136|855 / Tormand
20   399|-431 /  Vluelaik

Send 1- T2 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 collects all 20 scribes, that town gain discovery Allembine Research Techniques, which grants +5 research points hourly per Library level.

http://forum.illyriad.co.uk/a-guide-to-sovereignty_topic1939.html

http://forum.illyriad.co.uk/help_forum9.html

illyriad.bestmagicbears.com/battle

 

 

The Quest from the Fortune Teller

 

The rewards for the quest are dependent on a player's own race

  • Elven Spirit Bow   

  • Orc Marauder Sword  

  • Dwarven Champion Armour 

  • Master-crafted Chainmail (human)  

     

To start this quest

  • Complete all crafting research in a single city

  • Send advanced spies to the Fortune Teller until the fortune received is that you wish to learn the secret of one of the above mentioned crafted items.

  • 2 NPC visits will occur at the city from the Old Crone

    • the 1st will say to await further instructions

    • the 2nd will say to obtain 5 of each race's corrupted tentacles, and then send a messenger to Duraz Karag

  • After sending the messenger to Duraz Karag, the message says that the city must endure an attack in order to progress to the final task.

    • In 2014, players who had cities doing the quest, who sent messengers to Duraz Karag while the Heart of Corruption was beating, received messages from the Captain of the Guard that were problems in the area

    • Villagers disappeared in the night.

    • The corrupted tentacles broke free from the jars they were being kept in and escaped from the towns.

    • Corrupted squares (similar to the ones surrounding the Heart of Corruption) began growing around the cities.

    • Noxious spores (at the time, called "mist") appeared on the city squares.

    • No more is known about how to finish the quest or how to progress to the final task.

  • Players who send messengers to Duraz Karag when the Heart of Corruption is not beating will not progress forward in the quest. The HoC must be beating.

 

Stats