griz
Rarely in a pleasant mood, prefers solitude in his cave, drinks his beer alone or with his alliance
I am a returning veteran. My previous profile: #/Player/History/33091
Beer has alway been my friend even when I first played =>
Excerpt from the Tips for New Players guide by Mannanan May 14,2011:
When we get were we're going will the taverns be open?
Most probably. The only problem is there will not be any alcohol remaining as between my alliance colleague
Griz and myself will have drunk them dry all of the beer and spirits... Sorry.
Alliance Rules:
WoT is an alliance with very few rules.
The rules are:
- Only use diplomats and troops against NPCs or certain factions outside the 5 squares of another player's city/sov unless we have entered a war.
- Only use harvesters outside 5 squares of another player's city/sov (or if they or their alliance have stipulated a 10 square boundary) unless you have gotten permission from that player.
- Unprovoked hostilities are discouraged (unless on NPCs, of course, they're fair game).
Profiles or sites with great infomation
Grey Wolf : #/Player/Profile/429194
Helmsman: #/Player/Profile/284783
Combat Info: #/Player/Profile/231435
Hunting: #/Alliance/Alliance/2475
Crafting: https://forum.illyriad.co.uk/11-crafting_topic4093.html
Crafting: https://forum.illyriad.co.uk/so-you-want-to-learn-to-craft_topic4848.html
Trading: https://illyriadinstitute.wordpress.com/tutorials/trade/
Trading: https://forum.illyriad.co.uk/9-trade_topic3989.html
Magic: https://forum.illyriad.co.uk/step-by-step-guide-to-using-illy-magic_topic2456.html
Havesting: https://forum.illyriad.co.uk/10-gathering_topic4014.html
City Building Considerations: https://forum.illyriad.co.uk/which-buildings-should-i-have-in-my-city_topic5394_post72536.html?KW=Buildings#72536
Military Cities: https://forum.illyriad.co.uk/essential-buildings-for-a-military-city_topic6961_post97861.html?KW=population+cities#97861
Terraforming: https://forum.illyriad.co.uk/terraforming-the-short-guide_topic5287.html
Code of Conduct & Rules: https://forum.illyriad.co.uk/code-of-conduct-rules-updated-6feb2018_topic31.html
Hunting
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) |
***Hearts of Darkness
If you hunt Underworlds for the current Annihilator of Kerberos 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 Annihilator of Kerberos medal
Building information
For detailed information on building populations and production requirements : Advanced City Specialization :
Additional city info: Moving your Capital City - Rules and Restrictions (GM Stormcrow) | Build
Settler
Options for Relocation | Where Do I Put
My City | Guide to Exodus | Exodus VS Tenaril
Terraforming | Magical 7 Food Mountain | Rules
for Terraforming (GM Rikoo)
Resource Upkeep at Lvl 20 | ||||
---|---|---|---|---|
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 | 1600 |
|
Highest Population Buildings: |
Harvesting
**Some harvesting requires not just a building but extra research
Image | Description | Gathered By |
---|---|---|
Abandoned Lumberyard |
Caravans | |
Abandoned Iron Mine | Caravans | |
Abandoned Quarry |
Caravans | |
Abandoned Clay Pit | Caravans | |
Abandoned Mill | Caravans | |
Abandoned Goldmine | Caravans | |
Animal Parts | Skinners | |
Elemental Salts | Skinners | |
Rare Herbs | Herbalists | |
Rare Minerals | Miners | |
Skyfallen Stones |
Cotters | |
Grapes | Cotters | |
Herbs | Cotters | |
Minerals | Cotters | |
Hides | Cotters | |
Equipment | Cotters | |
Grapes and Rare Herbs are over harvestable and will not re-spawn on the same square. Scout first. |
to search for item use https://illystuff.uk/resUsage.html
to search for an items recipe: https://illystuff.uk/crafting/index.html
Sovereignty
Sovereignty allows for a player to claim the tiles surrounding their city, and build on them structures which will increase the production of resources and craftables for the city (determined by the type of building placed and the sovereignty bonus present on the claimed tile). Currently, 50 sov tiles may be claimed per city, though only 20 buildings can be present at once. Each sov tile claim will require an hourly gold upkeep (determined by the distance from the city, and the level of the sov claim); additionally, most sov buildings have their own hourly res upkeep. Due to the upkeep, sovereignty is only recommended for cities with higher levels of populations that can easier maintain these costs.
Sov Claim Times
Level I | 24hrs |
Level II | 48hrs |
Level III | 72hrs |
Level IV | 96hrs |
Level V | 120hrs |
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 |
Farmsteads, Fisheries, Earthworks, Logging Camps, Gravel Pits, and Mineshafts do not require an hourly res upkeep to maintain at any level, though they still cost gold based on the sov level claimed. These sov buildings are the ones which increase your basic res productions (food, wood, clay, iron, and stone). |
Terrain Types and Sovereignty Bonuses are:
Terrain Type - Structure - Production Bonus
Rocky outcrop - Farrier - Horses +3% per lvl
Fertile ground - Farrier - Horses +1% per lvl
Bountiful land - Cattle Rancher - Cattle +3% per lvl
Alluvial plain - Cattle Rancher - Cattle +1% per lvl
Abundant crops - Brewer's Yard - Beer +3% per lvl
Treacherous mountains - Brewer's Yard - Beer +2% per lvl
Fertile orchard - Brewer's Yard - Beer +1% per lvl
Rich Clay Seam - Papermill - Books +3% per lvl
Abundant Clay - Papermill - Books +2% per lvl
Wooded land - Poleturner - Spears +3% per lvl
Light woods - Poleturner - Spears +1% per lvl
Sharp crags - Bladesmith - Swords +3% per lvl
Mountains - Bladesmith - Swords +1% per lvl
Thick Forest - Bowyer - Bows +3% per lvl
Forested hilltop - Bowyer - Bows +1% per lvl
Turned Clay - Bridlemaker - Saddles +2% per lvl
Heavy Clay Seam - Bridlemaker - Saddles +1% per lvl
Clay seam - Renderer - Leather Armour +3%
Exposed Clay - Renderer - Leather Armour +1%
Craggy peaks - Armourer - Chainmail +3% per lvl
Stony ground - Armourer - Chainmail +1% per lvl
Abundant Quarry - Plate Forger - Plate Armour +3%
Lonely peaks - Plate Forger - Plate Armour +1%
Bleak mountains - Finishing School - Diplomats +2% per lvl
Scrubland - Finishing School - Diplomats +1% per lvl
Wooded Glade - Training Ground - Spearmen +2% per lvl
Tundra - Training Ground - Spearmen +1% per lvl
Dense Forest - Target Range - Archers +2% per lvl
Clearing - Target Range - Archers +1% per lvl
Moor - Military Academy - Swordsmen +1% per lvl
Rich quarry - Military Academy - Swordsmen +2% per lvl
Fertile pasture - Jousting Yard - Cavalry +2% per lvl
Open Plains - Jousting Yard - Cavalry +1% per lvl
Landslip - Assembly Yard - Seige Engines +2%
Wooded Quarry - Assembly Yard - Seige Engines +1%
TTACKING TERRAIN MODIFIER
|
||||
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 Mountain | -20 | 0 | 5 | 10 |
DEFENDING TERRAIN MODIFIER | ||||
Terrain Type | 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 |
Elite Troop Formation
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.
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.
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 |
.
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) |
Attack score calculation
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)
The troops in a division are considered elite if:
1. The troops match in type (infantry, ranged, spear, cavalry). t1 and t2 can be mixed.
2. The elite research for that unit type is complete, and Military Outfitter is researched.
3. The division is equal in size or smaller to the listed size in the research (150 swords, 60 cavalry, 100 bows, 200 spears).
4. The division has a commander. To get the troop bonus, the commander does not need to match the troops (see below).
Under these conditions, all equipment penalties and bonuses are doubled for troops in that division. When you have a properly built elite division, it will get a gold star next to the move speed. If you equip the troops, you will also get a gold shield next
to the star, indicating double penalties and bonuses.
If one wishes the commander to receive double bonuses--usually desirable--then the commander's base type must also match the troop type in their division. A properly assigned elite commander will have a gold star next to their name. However, no gold shield
appears when they are equipped, even though the bonuses and penalties are doubled.
Each terrain type bestows benefits or penalties on the various types of units fighting on them. These tables will show you which terrain types are favorable for your unit makeup.
Terrain Type |
Cavalry |
Spears |
Infantry |
Ranged |
Buildings | -50 | 20 | 40 | 5 |
Large Forests | -15 | 5 | 30 | -20 |
Large Hills | -15 | 0 | 10 | 10 |
Large Mountains | -30 | 0 | 15 | 15 |
Plains | 30 | -15 | 0 | 0 |
Small Forests | -10 | 10 | 30 | -10 |
Small Hills | 0 | 0 | 0 | 0 |
Small Mountains | -20 | 0 | 5 | 10 |
Terrain Type |
Cavalry |
Spears |
Infantry |
Ranged |
Buildings | -45 | 25 | 30 | 15 |
Large Forests | -15 | 5 | 25 | -20 |
Large Hills | -10 | 10 | 5 | 15 |
Large Mountains | -30 | 20 | 5 | 30 |
Plains | 25 | -15 | 0 | 0 |
Small Forests | -10 | 10 | 30 | -10 |
Small Hills | 0 | 5 | 5 | 5 |
Small Mountains | -15 | 15 | 5 | 15 |
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 |
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 | 10 | 7 | 12 | 4 | 13 | 13 | 22 | |
Halbardiers | 8 | 16 | 17 | 13 | 17 | 29 | 16 | ||
Elf | Protectors | 11 | 6 | 11 | 4 | 10 | 13 | 18 | |
Phalanxes | 9 | 15 | 15 | 10 | 15 | 30 | 10 | ||
Human | Militiamen | 10 | 7 | 11 | 4 | 11 | 13 | 20 | |
Pikemen | 8 | 16 | 17 | 11 | 17 | 29 | 12 | ||
Orc | Kobold Cohorts | 10 | 9 | 12 | 6 | 12 | 13 | 25 | |
Clan Guardsmen | 8 | 19 | 18 | 11 | 18 | 33 | 18 |
Infantry units have rather even defensive stats and are suberb at attacking on forested terrain, as well as being decent at attacking mountainous. Their massive bonuse for fighting within buildings should also be kept in mind when selecting locations for new citites; if your city is directly adjacent to a structure you'll have an uphill battle trying to defeat a siege force station on a building tile with infantry support. Dwarves have elite infantry units - they're the fastest and strongest of the various races' infantries. Like all elite units they have lowered material costs to train in exchange for requiring beer instead. Infantry are a natural counter to enemy archers and to a slightly lesser extent infantry, while being weak only to other infantry units.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Axmen | 11 | 27 | 14 | 11 | 17 | 14 | 70 | |
Stalwarts | 8 | 45 | 20 | 18 | 21 | 17 | 70 | ||
Elf | Wardens | 7 | 21 | 14 | 12 | 14 | 14 | 55 | |
Wardancers | 10 | 33 | 19 | 19 | 20 | 20 | 65 | ||
Human | Swordsmen | 8 | 22 | 13 | 10 | 15 | 14 | 48 | |
Men-at-Arms | 6 | 35 | 20 | 18 | 21 | 19 | 55 | ||
Orc | Fangs | 8 | 22 | 14 | 11 | 15 | 14 | 40 | |
Fists | 6 | 36 | 18 | 17 | 18 | 19 | 60 |
Ranged units have rather even defensive bonuses except for a weakness to cavalry. They are adept at defending or attacking cities settled on hills in the mountains due to their sizable bonuses on those terrain types. Elves have elite archers - they're without a doubt the best ranged units the varying races have to offer and, like all elite units, have lowered material costs in crafting in exchange for requiring beer instead. Ranged are not a counter to any other unit type, but they are weak to enemy cavalry.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Slingers | 11 | 15 | 21 | 22 | 20 | 13 | 35 | |
Crossbowmen | 9 | 26 | 23 | 21 | 30 | 21 | 35 | ||
Elf | Sentinels | 13 | 20 | 23 | 24 | 23 | 16 | 25 | |
Elven Trueshot | 10 | 32 | 36 | 36 | 34 | 25 | 30 | ||
Human | Archers | 9 | 16 | 21 | 22 | 20 | 13 | 20 | |
Longbowmen | 11 | 24 | 33 | 32 | 32 | 20 | 27 | ||
Orc | Clanguards | 11 | 17 | 19 | 21 | 20 | 12 | 32 | |
Death Dealers | 9 | 23 | 31 | 30 | 30 | 20 | 27 |
Cavalry units are naturally the fastest attacking unit by far and find themselves at home on the plains, since that's the only terrain type upon which they gain any bonuses. They can also be used effectively on small hills as they gain no bonuses or penalties on them. Cavalry also have the higest damage values of all unit types but also take the longest to train. Humans have the best all-around cavalry units, though not by as significant margins as the other races' specalized unit types. Like the other elite units, human cavalry has reduced resource requirements in training in exchange for requiring beer to produce. Cavalry are a natural counter to enemy archers but are weak to enemy spearmen; their primary advantage is their speed.
Race |
Icon |
Unit |
Speed |
Attack |
Spear |
Bow |
Sword |
Cavalry |
Carry |
Dwarf | Packsmen | 15 | 32 | 15 | 15 | 10 | 23 | 95 | |
Runeriders | 11 | 57 | 21 | 20 | 26 | 29 | 95 | ||
Elf | Swiftsteeds | 20 | 36 | 13 | 13 | 20 | 21 | 130 | |
Marshals | 17 | 59 | 19 | 18 | 27 | 28 | 92 | ||
Human | Charioteers | 18 | 37 | 15 | 16 | 20 | 21 | 150 | |
Knights | 12 | 65 | 20 | 19 | 28 | 28 | 100 | ||
Orc | Wolfriders | 17 | 34 | 14 | 14 | 20 | 24 | 115 | |
Death Packs | 12 | 59 | 21 | 19 | 28 | 29 | 85 |
Siege units are used solely for besieging a city, as their name implies. The T1 variety destroy enemy walls, while the T2 variety rain down destruction on the city's buildings, lowering its population and making it ready for your sieging force to either capture or raze the city. Dwarves have the most accurate siege units and the fastest T2 siege unit compared to the other races, though they are not counted as elite units and therefore are no easier to create than the other races' siege units.
Race |
Icon |
Unit |
Speed |
Accuracy |
Dwarf | Battery-Towers | 4 | 8% | |
Ballistas | 4 | 35% | ||
Elf | Siege Hooks | 5 | 5% | |
Mangonels | 3 | 31% | ||
Human | Battering Rams | 4 | 6% | |
Catapults | 3 | 34% | ||
Orc | Tortoises | 4 | 7% | |
Trebuchets | 3 | 33% |
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 |
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 |