Avenger

Loyalty is a two way street, if Im asking for it from you then you are getting it from me.
Hunting, Harevesting & Crafting
1. Basics | 2. Commanders | 3. Army Attack Score | 4. NPCs Defense | |||
5. Fight | 6. Tools | 7. Harvesting | 8. Harvestable Parts | |||
9. Crafts | 10. HoD | 11. Data | 12. Others |
Last update 2023/10/29
1. Basics
Name | Short Explanation |
---|---|
Research | For Infantry everything from Conscription to Elite Guards For Cavalry everything from Call to arms to Elite Squadron 5 commanders: Military tree > Conscription (2nd), Call to Arms (3rd), Standing Army (4th), Warcraft (5th) |
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 |
Commander 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) Moonshatter gear on commanders only |
And you are good to go! (at least in most cases :)
If you want more details on why, check the rest of the guide.
2. Commanders
With the research in the Military tree you can have up to 5 commanders alive per town (no limit on dead/retire ones).
Since we are all about attack power, T2 commanders are a must as they have the highest attack output. My hunting armies attack output comes mostly from the commanders (~90% of the total attack power), so we'll be focusing on them first.
When you kill NPCs or other player troops, your commanders earn experience points. The calculation is rather simple: each troop have a experience value attached to it, you multiply that by the number you killed and you got the total experience earnt. You then devide that by the number of commanders, and you'll get the experience each commander earnt. You can then assign those points to different traits in the commander page.
Note: Some people in GC mentioned that Division Bonus is better than Heroism for newer player. As show on that spreadsheet that is wrong for any reasonnable player, take heroism first (ALWAYS).
Heroism
Let's start by mentioning the most important bonus for attack: Heroism. Each level your commander has, will add the attack of the troop he is based on 6 times.
Commander attack multiplier with 10 heroism:
(10 x 6) + 1 = 61
61 times the base attack. In the case of Human T2 cavalry , the attack is:
65 x 61 = 3,965
To activate the full power of heroism, you need at least the same power in troops in your army, so you'll need 61 knigts or 108 charioteers (3965/37= 107.1, the 37 is the base attack power of charioteers ).
You are free to distribute these troops along the different divisions of your army, but do not break the Elite bonus for your division. Also at least 1 troop need to be under each commander. I usually do:
5 commanders: 57/1/1/1/1 (57 in first division and 1 in each other)
4 commanders: 58/1/1/1
3 commanders: 59/1/1
2 commanders: 60/1
Division Attack Bonus
For pure attack bonus, the second important commander trait is the Division attack bonus.
Troop Type | Division attack bonus |
---|---|
Spears | Close Quarter Penetration: increase the attack of spear commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Infantry | Bloodlust: increase the attack of sword commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Ranged | Concentrated Fire: increase the attack of bow commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Cavalry | Charge: increase the attack of cavalry commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Other Traits
For hunting the other bonuses are purely for convinience.
If you plan on hunting often with the same Army, you can spend some points into Vitality & Accelerated Healing. That will help maintaining the commanders alive, and reduce the chance to have the troops coming back with their dead bodies.
If you hunt a bit far from your town, you can spend some points into Forced March (up to 50% bonus speed for commander and troops in the division).
Be aware that the higher level is your commander, the longer and more expensive it costs to revive it, affecting your capabilities of hunting in case of casualities.
Elite Divisions
In Illyriad their are 2 types of division: Normal Division and Elite Division. Commanders and troops in Elite division, receive a double bonus from the equipment they are wearing.
In general for hunting you want to have the maximum possible number of Elite Divisions, as that improve greatly the power of our Heroic Commanders.
A division becomes Elite when you put less than the maximum number of same type troop under a commander. Here are the numbers:
Troop Type | Max Troop in Division for Elite |
---|---|
Spears | 200 |
Infantry | 150 |
Ranged | 100 |
Cavalry | 60 |
You can see if your divisions are elites here and check if the star light up (Elite: yellow , not Elite: grey).
Commanders & Gear
Now that we have our commanders operational with heroism activated, let's talk about equiping them. To simplify the explaination here, I'm gonna take the case of hunting with terrain specific gear. If you want to calculate with different equipment, just change the gear attack bonus in the following calculations.
Let's calculate our bonus with Plainsman's Spear, Plainsman's Chainmail and Heavy Warhorse
60% + 60% + 5% = 125%
Since we are hunting in elite division, the total bonus is
125% x 2 = 250% = 2.5
The attack bonus is therefore:
3,965 x 2.5 = 9,912.5
and the total attack:
3,965 + 9,912.5 = 13,877.5
Commanders, Terrain & other bonuses
Our commanders are now geared and with 10 points in Heroism, so let's calculate our final attack score by incorporating the remaining bonuses we can have: Terrain, Division attack, Biome & Prestige.
I put 15 point in charge, I'm attacking on plain, not using prestige and no biome bonus:
15% + 30% + 0% + 0% = 45% = 0.45
That correspond to:
13,877.5 x 0.45 = 6,244.875 attack
The grand total attack for our Elite commander is:
13,877.5 + 6,244.5 = 20,122.375
Commanders Summary
I went through the whole calculation previously but you can simplify it with this formula:
Elite: ([base atk] x 61) x (1 + 2 x ([equip bonus])) x (1 + [other bonuses])
Not Elite: ([base atk] x 61) x (1 + [equip bonus]) x (1 + [other bonuses])
You can verify that by plugging in the values used previously:
Elite: (65 x 61) x (1 + (2 x 1.25)) x (1 + 0.45) = 3,965 x 3.5 x 1.45 = 20,122.375
Not Elite: (65 x 61) x (1 + 1.25) x (1 + 0.45) = 3,965 x 2.25 x 1.45 = 12,935.81
3. Army Attack Score
Let's start by calculating our troops output, I'll take again the same example, 61 T2 human cavalry, no gear. We got:
61 x (65 x 1.45) = 61 x 94.25 = 5749.25 attack
So now we can calculate our total army attack output
5 commanders: (5 x 20122.375) + 5749.25 = 106,361.125 (94.5% from com)
4 commanders: (4 x 20122.375) + 5749.25 = 86,238.75 (93.3% from com)
3 commanders: (3 x 20122.375) + 5749.25 = 61,116.375 (91.3% from com)
2 commanders: (2 x 20122.375) + 5749.25 = 45,994 (87.5% from com)
As you can see, the large majority of the total army attack comes from the commanders alone, and equiping troops will not improve the total output by much, but considerably increase the cost of hunting.
4. NPCs Defense (against one type of attacking troops)
Now that we understand how the attack of our army is calculated, we can evaluate the defense of the army we are attacking. Most NPCs have 4 level of divisions (up to 8 for Underworlders).
We'll start by the simplest case: Commanders & Troops are of the same type for all the attacking army.
We calculate the defense for each division of the defensive army, and then add them together:
[nb of NPCs] x [base def against troop type] x (1 + [terrain def bonus])
Let's do it with an example:
Type: | Unit: | Quantity: |
---|---|---|
Army: Legion of Giant Rats | ||
Troops: | ![]() |
3000 |
Troops: | ![]() |
2000 |
Troops: | ![]() |
1000 |
Troops: | ![]() |
500 |
We get:
Division 1: 3000 x 6 x (1 + (-0.15)) = 15,300
Division 2: 2000 x 8 x (1 + (-0.15)) = 13,600
Division 3: 1000 x 12 x (1 + (-0.15)) = 10,200
Division 4: 500 x 16 x (1 + (-0.15)) = 6,800
Total: 15,300 + 13,600 + 10,200 + 6,800 = 45,900 defense against cavalry on plains
So 3 of our Elite T2 commanders properly geared should be enough to clear that group of NPCs.
5. Fight
Loss = Defense / Attack
Let's evaluate the loss for out previous army of 5 knights on plain (section 3.) against the legion of rats (section 4.) :
Defense = 45,900 Attack = 106,361.125
Loss = Def/Atck = 45,900/106,361.125 = 0.43 = 43%
The commanders will loose a fixed amount of health, independant of their max health:
Com: 100 x 0.43 = 43 points of health loss
The troop loss will then be calculated
61 knigths loss: 61 x 0.43 = 26.3 ~ 26
6. Tools
With that, you are now able to understand the Mathematics behind the hunting and combat in Illyriad.
Luckily for us, [M.d] already put all this formulas into a spreadsheet that you can use as Calculator. It will indicates how many troops are required to clear your scouted group of NPCs:
[Original] Marauder's Calculator by Whack
[2020/05] Marauder's Calculator (Bolism Version) : that one simplify the integration of NPCs data entry.
[2022/09] Marauder's Calculator (Bolism Version) Version 2 : that one has a list of the current gear in game (doesn't include day/night bonuses, or undead/monstrous/vs animal bonuses).
A list of tools that I developped as needed, along the way while learning the game:
- Thieves Tools: a tool that let you evaluate the number, the race and type of thieves sent at you
- Updated Marauder Calculator: An updated version of the great Marauder calculator to integrate the 8 divisions army of Underworlds, and automatic NPC data loading
- IllyCombat: python scripts to evaluate and graph various aspects of combats in Illy.
- Alliance Inventory: a spreadsheet to manage the inventory for an alliance (What I was using in RoFC)
- Heroism vs Division Bonus: a spreadsheet to show the vastly better option on taking heroism for hunting
7. Harvesting
In Illyriad there are 4 main classes of harvestable: Basic Ressources, Herbs & Rare herbs, Minerals & Rare Minerals and Hides & Animals parts.
- Caravans harvest the basic ressources (food, wood, clay, iron & stone)
- Cotters harvest Herbs, Minerals, Hides & Skysplinters.
- Miners harvest Rare Minerals.
- Herbalists harvest Rare Herbs.
- Skinners harvest Animals parts.
It is possible to harvest parts on some squares marqued as Impassable. For that just copy the following line and edit the X and Y coordinates corresponding to the square you want to send your harvesters to:
elgea.illyriad.co.uk/#/Trade/Orders/X/Y?ActionTypeID=2
Note: you can access that page by clicking on some harvestable on the map and then right click "harvest resources" then "open in new tab".
Tensmoor collected information on drop rates from killing NPCs. You can find the results of the data here.
8. Harvestable Parts
# | Part | Items | ||
---|---|---|---|---|
Skyfallen Stones | ||||
Skysplinter | ||||
Rare Minerals | ||||
Aeghris | ||||
Almhurin | ||||
Amar Shards | ||||
Arterium | ||||
Claristrine | ||||
Daera | ||||
Deepsilver | ||||
Earthblood | ||||
Elven Tears | ||||
Flektrine | ||||
Goldstone | ||||
Iceheart | ||||
Night Diamond | ||||
Obsidian | ||||
Pyrestone | ||||
Rainbowstone | ||||
Silversoil | ||||
Silversteel | ||||
Svelaugh Sand | ||||
Trove | ||||
Rare Herbs | ||||
Ancient Oak | ||||
Baleberries | ||||
Berbane Leaves | ||||
Brascan Seeds | ||||
Brownback Moss | ||||
Desert Flame | ||||
Dyallom Gall | ||||
Ebony Wood | ||||
Furzion Seedpod | ||||
Giant Palm Leaves | ||||
Ironstem Root | ||||
Larken Wood | ||||
Lemonwood Bough | ||||
Mabri Fruit | ||||
Miner's Bane | ||||
Pale Cedar Wood | ||||
Punfruit | ||||
Queen's Hair Leaves | ||||
Rahan Palm Wood | ||||
Rockweed Root | ||||
Sharproot | ||||
Silverthorn | ||||
Snowbell Flowers | ||||
Spidertree Leaves | ||||
Suntree Haft | ||||
Toadcap Fungus | ||||
Vistrok Flower | ||||
Warpwood Shoot | ||||
Ysanberries | ||||
Exotic/Elemental | ||||
Heart of Darkness | ||||
Air Salt | ||||
Earth Salt | ||||
Fire Salt | ||||
Water Salt | ||||
Animal Parts | ||||
Hides | ||||
Alligator Heart | ||||
Alligator Skull | ||||
Alligator Entrail | ||||
Alligator Vertebra | ||||
Anaconda Heart | ||||
Anaconda Fang | ||||
Anaconda Skin | ||||
Arctic Wolf Heart | ||||
Arctic Wolf Entrail | ||||
Arctic Wolf Fur | ||||
Arctic Wolf Tooth | ||||
Baboon Heart | None | |||
Baboon Entrail | ||||
Baboon Fur | ||||
Black Bear Heart | ||||
Black Bear Tooth | ||||
Black Bear Fur | ||||
Black Bear Vertebra | ||||
Black Panther Heart | ||||
Black Panther Vertebra | ||||
Black Panther Fur | ||||
Brown Bear Heart | ||||
Brown Bear Fur | ||||
Brown Bear Vertebra | ||||
Cobra Heart | ||||
Cobra Brain | ||||
Coral Snake Heart | ||||
Coral Snake Brain | ||||
Cyclops Heart | ||||
Cyclops Entrail | ||||
Elephant Heart | ||||
Elephant Hide | ||||
Elephant Rib | ||||
Elephant Vertebra | ||||
Fire Salamander Heart | ||||
Fire Salamander Entrail | ||||
Fire Salamander Skin | ||||
Gharial Heart | ||||
Gharial Tooth | ||||
Giant Beetle Heart | ||||
Giant Beetle Carapace | ||||
Giant Rat Heart | ||||
Giant Rat Rib | ||||
Giant Rat Fur | ||||
Giant Scorpion Heart | ||||
Giant Scorpion Exoskeleton | ||||
Giant Scorpion Stinger | ||||
Giant Scuttler Heart | ||||
Giant Scuttler Exoskeleton | ||||
Giant Snake Heart | ||||
Giant Snake Vertebra | ||||
Giant Snake Fang | ||||
Giant Spider Heart | ||||
Giant Spider Fangs | ||||
Golden Monkey Heart | ||||
Golden Monkey Entrail | ||||
Golden Monkey Fur | ||||
Ice Salamander Heart | ||||
Ice Salamander Entrail | ||||
Ice Salamander Skin | ||||
Jaguar Heart | ||||
Jaguar Fur | ||||
Jaguar Vertebra | ||||
Leopard Heart | ||||
Leopard Entrail | ||||
Leopard Vertebra | ||||
Lion Heart | ||||
Lion Skull | None | |||
Lion Tooth | ||||
Lion Vertebra | ||||
Mammoth Heart | ||||
Mammoth Rib | ||||
Mammoth Tusk | ||||
Mammoth Vertebra | ||||
Massive Scarab Heart | ||||
Massive Scarab Carapace | ||||
Poisonous Crawler Heart | ||||
Poisonous Crawler Exoskeleton | ||||
Poisonous Crawler Mandible | ||||
Polar Bear Heart | ||||
Polar Bear Fur | ||||
Puma Heart | ||||
Puma Rib | ||||
Puma Vertebra | ||||
Puma Fur | ||||
Rhinoceros Heart | ||||
Rhinoceros Rib | ||||
Rhinoceros Hide | ||||
Salamander Heart | ||||
Salamander Entrail | ||||
Salamander Fang | ||||
Saurian Heart | ||||
Saurian Entrail | ||||
Saurian Rib | ||||
Saurian Vertebra | ||||
Scaled Charger Heart | ||||
Scaled Charger Scale | ||||
Scaled Charger Vertebra | ||||
Scritcher Heart | ||||
Scritcher Carapace | ||||
Simien Wolf Heart | ||||
Simien Wolf Fur | ||||
Snow Leopard Heart | ||||
Snow Leopard Fur | ||||
Snow Leopard Vertebra | None | |||
Tiger Heart | ||||
Tiger Tooth | ||||
Tiger Skull | ||||
White Tiger Heart | ||||
White Tiger Vertebra | ||||
Wild Dog Heart | ||||
Wild Dog Bone | ||||
Wild Dog Entrail | ||||
Wild Dog Fur | ||||
Wolf Heart | ||||
Wolf Entrail | ||||
Wolf Tooth | ||||
Wolf Fur |
9. Crafts
A list of all the craftable items:
Mounts |
Spears |
Swords |
Bows |
Leather Armors |
Chainmail Armors |
Plate Armors |
Magic |
Prestige |
Skystone Crafts
Those craftable gear (2019/12) seems to have been added to compensate for the really high cost and less used Magical Crafts. Each of the item required some Dyallom Gal herb and skysplinters to craft. They come in 3 levels, each higher level requiring the previous one crafted:
T1 | T2 | T3 | Total Required Items for T3 |
---|---|---|---|
1 1 1 65 1900 | |||
1 1 4 1 65 1900 | |||
1 1 1 65 1900 | |||
1 1 2 1 65 1900 | |||
1 1 1 65 1900 | |||
1 1 1 65 1900 |
Magic Crafts
With the 2018 October Update, some Magic Crafts have been added
# | Name | Parts Required |
---|---|---|
Basic | ||
Lesser Mana Crystal | 1 1,100 | |
Mana Crystal | 2 10,070 | |
Greater Mana Crystal | 3 105,000 | |
Shards base: 1 3 1 | ||
Shard of Nightfall | 1 10 10 1 1 2 | |
Shard of Dawn | 1 10 1 1 2 | |
Shard of Putrescence | 1 1 1 8 1 2 | |
Shard of Life | 1 1 1 8 1 2 | |
Shard of Haste | 1 2 10 1 1 1 1 | |
Shard of Ferocity | 1 1 1 2 10 5 2 1 | |
Shard of Fortitude | 1 1 1 2 8 5 2 1 | |
Esssences base: 2 1 3 | ||
Essence of Twilight | 4 15 15 3 2 1 | |
Essence of Daybreak | 15 4 2 3 1 | |
Essence of Necrosis | 3 3 12 13 1 | |
Essence of Anima | 1 3 3 12 3 1 | |
Esssence of Alacrity | 15 3 4 3 2 2 2 | |
Essence of Brutality | 2 2 15 4 10 2 4 2 | |
Essence of Protection | 4 10 2 2 2 12 4 2 |
1 | 3 | |||||||||||
1 | 1 | |||||||||||
1 | 1 | 3 | ||||||||||
1 | 1 | |||||||||||
3 | 1 | |||||||||||
1 | 1 | |||||||||||
3 | 1 | |||||||||||
1 | 1 | |||||||||||
1 | 2 | 1 | 1 | |||||||||
1 | 1 | |||||||||||
1 | 1 | 2 | 1 | |||||||||
1 | 1 * | |||||||||||
1 | 1 | 1 | 2 | |||||||||
1 | 1 ** |
* : Not required for
**: Not required for and
10. Hearts of Darkness
If you hunt Underworlds for the current event, you'll likely come accross some Hearts of Darkness (HoD). They can be valuable for crafting, and hunting the underworlds can bring some nice experience for your commanders. Further more you can receive and update a medal:
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11. Data
Troops Table
Race | Cavalry | Spears | Infantry | Ranged | ||||
---|---|---|---|---|---|---|---|---|
T1 | T2 | T1 | T2 | T1 | T2 | T1 | T2 | |
Human | ![]() |
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Dwarf | ![]() |
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Elf | ![]() |
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Orc | ![]() |
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Attack & Defense Tables
Attack Modifiers | Terrain | Defense Modifiers | ||||||
---|---|---|---|---|---|---|---|---|
Cavalry | Spears | Infantry | Ranged | Cavalry | Spears | Infantry | Ranged | |
-50% | +20% | +40% | +5% | Buildings | -45% | +25% | +30% | +15% |
-15% | +5% | +30% | -20% | Large Forest | -15% | +5% | +25% | -20% |
-15% | 0% | +10% | +10% | Large Hill | -10% | +10% | +5% | +15% |
-30% | 0% | +15% | +15% | Large Mountain | -30% | +20% | +5% | +30% |
+30% | -15% | 0% | 0% | Plains | +25% | -15% | 0% | 0% |
-10% | +10% | +30% | -10% | Small Forest | -10% | +10% | +30% | -10% |
0% | 0% | 0% | 0% | Small Hill | 0% | +5% | +5% | +5% |
-20% | 0% | +5% | +10% | Small Mountain | -15% | +15% | +5% | +15% |
NPCs Sizes
Size | # Min | # Max |
---|---|---|
Few | 1 | 3 |
Handful | 4 | 8 |
Several | 9 | 21 |
Pack | 22 | 81 |
Many | 82 | 128 |
Gathering | 129 | 227 |
Horde | 228 | 462 |
Throng | 463 | 815 |
Host | 816 | 2,500 |
Legion | 2,501 | 9,999 |
Myriad | 10,000 | 24,999 |
Sea | 25,000 | 49,999 |
Cornucopia | 50,000 | ... |
PCs Table
MDQ is a ratio trying to evaluate the strength of figthing NPCs. It was develop by Manannan, and you can check the forum post about it here. Unfortunately, to my knowledge he never detailed the exact calculation.
Name | MDQ | Troops |
---|---|---|
Alligators | 2.350 | ![]() ![]() ![]() ![]() |
Anacondas | 2.425 | ![]() ![]() ![]() ![]() |
Arctic Wolves | 2.275 | ![]() ![]() ![]() ![]() |
Baboons | 1.875 | ![]() ![]() ![]() ![]() |
Black Bears | 2.000 | ![]() ![]() ![]() ![]() |
Black Panthers | 3.100 | ![]() ![]() ![]() ![]() |
Brown Bears | 2.150 | ![]() ![]() ![]() ![]() |
Cobras | 2.450 | ![]() ![]() ![]() ![]() |
Coral Snakes | 2.225 | ![]() ![]() ![]() ![]() |
Elementals | ![]() ![]() ![]() ![]() |
|
Elephants | 12.750 | ![]() ![]() ![]() ![]() |
Fire Salamanders | 3.000 | ![]() ![]() ![]() ![]() |
Gharials | 2.200 | ![]() ![]() ![]() ![]() |
Giant Beetles | 1.425 | ![]() ![]() ![]() ![]() |
Giant Rats | 1.200 | ![]() ![]() ![]() ![]() |
Giant Scorpions | 3.025 | ![]() ![]() ![]() ![]() |
Giant Scuttlers | 3.250 | ![]() ![]() ![]() ![]() |
Giant Snakes | 3.100 | ![]() ![]() ![]() ![]() ![]() |
Giant Spiders | 2.700 | ![]() ![]() ![]() ![]() ![]() |
Golden Monkeys | 1.300 | ![]() ![]() ![]() ![]() |
Ice Salamanders | 2.575 | ![]() ![]() ![]() ![]() |
Jaguars | 2.200 | ![]() ![]() ![]() ![]() |
Leopards | 2.575 | ![]() ![]() ![]() ![]() |
Lions | 2.825 | ![]() ![]() ![]() ![]() |
Mammoths | 18.100 | ![]() ![]() ![]() ![]() |
Massive Scarabs | 2.050 | ![]() ![]() ![]() ![]() |
Poisonous Crawlers | 2.875 | ![]() ![]() ![]() ![]() |
Polar Bears | 2.550 | ![]() ![]() ![]() ![]() |
Pumas | 2.425 | ![]() ![]() ![]() ![]() |
Rhinos | 7.275 | ![]() ![]() ![]() ![]() |
Salamanders | 2.825 | ![]() ![]() ![]() ![]() |
Saurians | 19.250 | ![]() ![]() ![]() ![]() |
Scaled Chargers | 3.225 | ![]() ![]() ![]() ![]() |
Scritchers | 2.525 | ![]() ![]() ![]() ![]() |
Simien Wolves | 2.075 | ![]() ![]() ![]() ![]() |
Snow Leopards | 2.250 | ![]() ![]() ![]() ![]() |
Tigers | 3.300 | ![]() ![]() ![]() ![]() |
Underworlds | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
White Tigers | 3.575 | ![]() ![]() ![]() ![]() |
Wild Dogs | 0.700 | ![]() ![]() ![]() ![]() |
Wolves | 1.540 | ![]() ![]() ![]() ![]() ![]() |
Commanders Table
Note: this is focused on hunting, hence only mentioning Cavalry and Infantry. Of course you can hunt with different troop type, but the result would be less efficient regardless of race or terrain.
Some examples of commanders with equipment on different terrain to help quickly calculate the attack output, with no prestige bonus, no biome bonus, but with division bonus (15%):
Com | Equipment | Terrain | Com Total Atk | |
---|---|---|---|---|
Not Elite | Elite | |||
Human | ||||
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plains (+30%) | 32,195.80 | 58,642.35 | |
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plains (+30%) | 16,787.81* | 27,826.37* | |
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plains (+30%) | 12,935.81 | 20,122.37 | |
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small hills (+0%) | 10,031.45 | 15,503.15 | |
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plains (+0%) | 7,611.28 | 12,727.30 | |
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small hills (+0%) | 7,611.28 | 12,727.30 | |
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large hills (+10%) | 8,273.13 | 13,877.50 | |
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small mountains (+5%) | 7,942.20 | 13,322.40 | |
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large montains (+15%) | 8,604.05 | 14,432.60 | |
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forest (+30%) | 9,596.83 | 16,097.90 | |
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buildings (+40%) | 8,273.13 | 13,237.00 | |
Dwarf | ||||
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plains (+30%) | 11,343.71 | 17,645.77 | |
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small hills (+0%) | 8,796.81 | 13,595.07 | |
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plains (+0%) | 9,785.92 | 16,415.10 | |
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small hills (+0%) | 9,785.92 | 16,415.10 | |
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large hills (+10%) | 10,636.87 | 17,842.50 | |
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small mountains (+5%) | 10,211.40 | 17,218.80 | |
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large montains (+15%) | 11,062.35 | 18,556.20 | |
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forest (+30%) | 12,338.77 | 20,697.30 | |
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buildings (+40%) | 10,636.88 | 17,019.00 | |
Orc | ||||
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plains (+30%) | 11,741.74 | 18,264.93 | |
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small hills (+0%) | 9,933.24 | 15,727.63 | |
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plains (+0%) | 7,828.74 | 13,132.08 | |
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small hills (+0%) | 7,828.74 | 13,132.08 | |
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large hills (+10%) | 8,509.50 | 14,274.00 | |
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small mountains (+5%) | 8,169.12 | 13,703.04 | |
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large montains (+15%) | 8,849.88 | 14,844.96 | |
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forest (+30%) | 9,871.02 | 16,577.84 | |
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buildings (+40%) | 8,509.50 | 13,615.20 | |
Elf | ||||
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plains (+30%) | 11,741.74 | 18,264.93 | |
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small hills (+0%) | 9,105.47 | 14,072.09 | |
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plains (+0%) | 7,176.35 | 12,037.74 | |
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small hills (+0%) | 7,176.35 | 12,037.74 | |
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large hills (+10%) | 7,800.38 | 13,084.50 | |
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small mountains (+5%) | 7,488.36 | 12,561.12 | |
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large montains (+15%) | 8,112.39 | 13,607.88 | |
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forest (+30%) | 9,048.44 | 15,178.02 | |
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buildings (+40%) | 7,800.38 | 12,480.60 |
*: those items include many different bonuses, I just took the base attack bonus and the terrain bonus if available.
Commander Heroism Activation
As mentioned previously you need a certain number of troops in your army to activate the full power of Heroism 10. I summurized those number in the following table.
Commander | Human | Elf | Dwarf | Orc | ||||||||||||
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# | Atk | T1 | T2 | # | Atk | T1 | T2 | # | Atk | T1 | T2 | # | Atk | T1 | T2 | |
Cavalry | ||||||||||||||||
T1 | ![]() |
2,257 | 61 | 35 | ![]() |
2,196 | 61 | 38 | ![]() |
1,952 | 61 | 35 | ![]() |
2,074 | 61 | 36 |
T2 | ![]() |
3,965 | 108 | 61 | ![]() |
3,599 | 100 | 61 | ![]() |
3,477 | 109 | 61 | ![]() |
3,599 | 106 | 61 |
Infantry | ||||||||||||||||
T1 | ![]() |
1,342 | 61 | 39 | ![]() |
1,281 | 61 | 39 | ![]() |
1,769 | 61 | 40 | ![]() |
1,342 | 61 | 37 |
T2 | ![]() |
2,135 | 98 | 61 | ![]() |
2,013 | 96 | 61 | ![]() |
2,745 | 95 | 61 | ![]() |
2,196 | 100 | 61 |
Ranged | ||||||||||||||||
T1 | ![]() |
976 | 61 | 41 | ![]() |
1,220 | 61 | 39 | ![]() |
915 | 61 | 36 | ![]() |
1,037 | 61 | 40 |
T2 | ![]() |
1,464 | 92 | 61 | ![]() |
1,952 | 98 | 61 | ![]() |
1,586 | 105 | 61 | ![]() |
1,586 | 100 | 61 |
Spear | ||||||||||||||||
T1 | ![]() |
427 | 61 | 27 | ![]() |
366 | 61 | 39 | ![]() |
427 | 61 | 36 | ![]() |
549 | 61 | 29 |
T2 | ![]() |
976 | 140 | 61 | ![]() |
915 | 153 | 61 | ![]() |
976 | 140 | 61 | ![]() |
1,159 | 129 | 61 |
Example: let's say I want to know how many troops are required to activate my T2 Sword Dwarf commander: I check the row for Infantry, T2 and check the values for Dwarf. In this example I would need 61 T2 (logic concidering how Heroism works) or 95 T1 infantry units in my army.
Visual Representation of Army attack
I tried to represent the Total army attack output depending on troops number in the divisions/army, taking into account different parameters (terrain, commanders, etc.). You can find it here: Spreadsheet.
Example: 5 humans T2 Cavalry commanders, equiped like previously (plain spears/plain chainmail/heavy warhorse), attacking on plains with 10/10 heroism and 15% of division bonus.
We can notice 2 importants point in the graph: the first one is at coordinate 61, it represents the moment when the commanders have their heroism fully activated, and so adding more troop from now on would just add the units attack to the army. The second point at 300 and represent the transition between the maximum numbers of elite divisions to the point where we loose one elite commander bonus (5 divisions of 60 = 300 cavalry max).
This graph help me to add the number of troops I need in my army to defeat some hunting prey. Calculate the defense against cavalry from the scout report, (to win: army attack > defense score) and I retrieve the rough estimate of troops I need. If I need more precision, I use Marauder's calculator :P
12. Others
Profiles
A list of Illyriad player profiles that contain a lot of information on different aspects of the Game:
- Ellania's profile
- Lupia's profile
- Marquesta's profile
- Helmsman's profile
- Tensmoor's profile
- Reference [INFO] alliance profile
Gallery
A list of images I made for Illyriad:
- Faction Play Event Propaganda: trading, siege
- Fred the Aviator Quokka
- Night Queen Imaginary Portrait Green, Orange
- Lord BatOrdo
- [SOLVED] The Mooster Wanter Poster
- Duran's party truck
- The TechnoElves and GrumpyDwarves WorldTour Poster
- SMA Bond Theme Alliance page Banner
- LL Map (work in progress)
- Nightmare of a dwarf
- ITG Saloon
- RoFC Tavern
- RoFC Tavern (Christmas)
- RoFC Tavern (Halloween)
- RoFC 2008 new year card
- Tutu
- Purple Tutu
- Rap orc
- Christmans Dwarf
- Eowan t3 dwarf cavalry concept
- GodDestroyer nurse
Click Here to return to the quick-links selection
Empire Development
The size of your empire is determined by your combined population levels from each of your cities. Each building constructed in a city increases that city’s population. In order to maintain the population, one must have equal amounts of food to support the population (either in hourly production, or in stock in the storehouse/warehouse) – food can be produced with farms, and can be increased with sovereignty. Once an empire has reached a certain population level, new cities can be obtained (450 pop = 2nd city, 2000 pop = 3rd city, etc) with a settler or by capturing an existing city with siege engines.
In order to reach 10 cities, your first 9 cities will have to have an average of 25,950 population each. The jump between city 10 and city 11 is another 30k required, with each subsequent city requirement growing a little more (from 11 to 12, 31k; from 12 to 13, 32k; and so on). This means, the most feasible way to reach a higher number of total cities (10+) is by placing almost all of your settlements onto tiles which offer 7 food plots, in addition to having a respectable amount of food sovreignty in the area to build farmsteads/fisheries.
City # - Pop Required 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 |
Resource Management
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Highest Population Buildings: |
For detailed information on building populations and production requirements : Building Charts | Advanced City Specialization | Architects Office
City Relocation – All new players begin their Illyriad journey in the Newbie Ring, an area in central Elgea that spawns in all new players. While some players may choose to stay in this area, most will seek out land in other areas of the map to build their empires. In order to move a city, the player has the option to Exodus or Teleport to the destination of their choosing.
Exodus can be a long process, requiring a level 20 warehouse (which requires a level 15 storehouse), as well as the 5 day exodus research. Once performed, Exodus will de-level any building greater than level 12 back down to level 12. When Exodus’ing a city, that city will leave the resource plots they started with behind, and adopt the resources of the tile they are moving to (example: if your starting city has 5 wood, 5 clay, 5 iron, 5 stone, and 5 food, but the destination tile has 3 wood, 5 clay, 5 iron, 5 stone, and 7 food, when your city lands it will have the 3|5|5|5|7 resources of the destination tile).
Tenarils Teleport is a fast option, though you can only use this once for your entire account. This method will transport your city in its current form to a destination of your choice, keeping the resource plots you already have and bringing them to the new tile (example: if your starting city has 5 wood, 5 clay, 5 iron, 5 stone, and 5 food, but the destination tile has 3 wood, 5 clay, 5 iron, 5 stone, and 7 food, when your city lands it will have the 5|5|5|5|5 resources that you brought with you). Because it can be used only once, many players feel this option should be considered a last resort for relocation, and/or used in conjunction with terraforming to maximize the use.
More Information on City Relocation :
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)
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
Sov Res Costs in Wood, Clay, Iron & Stone per Hour
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Terrain Types and Sovereignty Bonuses are: Terrain Type - Structure - Production Bonus Rocky outcrop - Farrier - Horses +3% per lvlFertile 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% |
More Information on Sovereignty : Sovereignty | Sovereignty Types | Step-by-Step
Guide to Claiming Sov
Removing Sovereignty | Chancery of Estates
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Military
Military Units are divided into two tiers (T1 and T2), each with their own attack, defense, and speed:
Orc Unit | Attack | Defense: Spear/Bow/Sword/Calavry | Speed | Base Cost (hourly) |
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9 | 12 / 6 / 12 / 13 | 8 | 1 |
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19 | 18 / 11 / 18 / 33 | 6 | 2 |
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22 | 14 / 11 / 15 / 14 | 7 | 2 |
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36 | 18 / 17 / 18 / 19 | 5 | 3 |
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17 | 19 / 21 / 20 / 12 | 9 | 2 |
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26 | 31 / 30 / 30 / 20 | 7 | 3 |
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34 | 14 / 14 / 20 / 24 | 17 | 3 |
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59 | 21 / 19 / 28 / 29 | 12 | 4 |
Orc Siege Units:
Scrawny Wolves are a reward from Tavern Quests
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Yeoman | Halbardier | Slinger | Crossbowman |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged Unit | Ranged Unit |
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Axman | Stalwart | Packsman | Runerider |
Tier 1 | Tier 1 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
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Protector | Phalanx | Sentinel | Elven Trueshot |
Tier 1 | Tier 1 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged | Ranged |
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Warden | Wardancer | Swiftsteed | Marshall |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
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Militiaman | Pikeman | Archer | Longbowman |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Spear Unit | Spear Unit | Ranged | Ranged |
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Swordsman | Man-At-Arms | Charioteer | Knight |
Tier 1 | Tier 2 | Tier 1 | Tier 2 |
Infantry | Infantry | Calvary | Calvary |
Other Races Siege Units:
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More Information : Armies In Illyriad | Races Troop Guide | Troop Attack & Defense p/h Stats
Each unit (besides siege engines) can be made into a Commander, which can be upgraded through leveling (via experience points). These upgrades can have a wide variety of effects, depending on which skills have been leveled. Detailed information on Commanders can be found : Commanders, Everything You Need to Know and Commander Upgrades
In addition to the stats of the unit itself, equipment can be used to modify unit attributes such as attack, defense, and speed. Often these modifiers are determined by the type of terrain which is being fought upon, as well as whether the unit itself is attacking or defending.
Detailed information on Modifiers can be found here : Military Unit & Terrain Stats | Equipment Bonuses
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Terrain Modifiers
ATTACKING %AGE MODIFIER
DEFENDING %AGE MODIFIER
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For additional information relating to Military, please view any of the following links:
Researchable Military Technologies | Siege Clarification (GM Stormcrow) | Seiging
Abandoned | Equipping & Scavenging | Removing Sovereignty | Warmonger
in Illyriad (PVP Blog)
Battle Calculators: Option A | Option B
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Diplomacy
Brief Explanation of Each Diplomatic Unit:
Scouts:
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T1- Report information on the military units (types and quantities, including beasts) currently occupying a city, military camp, or NPC square. They also report any resources available for harvesting on NPC tiles, and any caravans already harvesting resources.
T2- In addition to the reporting that basic scouts do, advanced scouts also report on a city's current military activities elsewhere.
Spies:
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Reward
Unit from Allembine Questline:
T1- Report information on the current structures and their levels in a target city, as well as any resources present.
T2- Report information on the current structures and their levels in a target city, any ongoing construction, and any ongoing research as well as any resources present.
Thieves:
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T1: Can steal basic resources (Wood, Iron, Clay, Stone & Food), Books and Beer.
T2: Units can steal everything the Basic thief units can, plus Gold, Swords, Spears, Bows, Saddles, Leather Armour, Chainmail and Platesteel.
Thief Units
Race | Unit | Capacity | Speed |
Dwarf | Footpad | 57 | 14 |
Halfling | 60 | 16 | |
Elf | Rogue | 50 | 19 |
Dark Elf | 54 | 25 | |
Human | Burglar | 59 | 15 |
Master Thief | 64 | 22 | |
Orc | Goblin Cutpurse | 71 | 17 |
Plunderer | 76 | 20 |
Saboteurs:
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T1: Will destroy progress on one building upgrade currently being constructed, canceling the upgrade. The city being sabotaged will be refunded up to 80% of the upgrade cost (80% minus the percent of upgrade progress that had been achieved).
T2: Have a chance to sabotage a second construction project and will also delay ongoing research in the same mission. Research can be delayed to at most twice the original research time required.
Assassins:
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T1: Will cause damage to the health of a single enemy commander.
T2: Cause substantially more damage to the enemy commander than the basic unit, and have a chance of poisoning multiple commanders on the same mission.
Messengers:
Used to recall an encamped army or harvesters.
For more detailed information relating to Diplomacy, please view any of the following links:
Diplomacy Overview | Researchable Diplomacy Technologies | Thieving | I've Been Robbed!
Click Here to return to the quick-links selection
Magic
There are currently 3 schools of magic on Illyriad: Blights, Geomancy, and Runes. There are plans to add at least 2 more schools in the future (maybe as many as 10 magic schools--but you'll be able to study only 5). This is why the research tree allows you to do research to learn 5 different magic schools even though there are only 3 schools available right now. (Note: When more than 5 magic schools are released, players will be given Prestige to allow them to unlearn some schools they currently have.)
Arcana (Mage Tower level 1 needed) allows you to learn one school of magic. Researching Principia Magica (Mage Tower level 5 needed) allows you to choose an additional school of magic to learn. Researching Incunabula (Mage Tower level 10 needed) allows you to learn a third school of magic. Though currently useless, researching Ars Magica (Mage Tower level 15 needed) allows you to learn a fourth school of magic and researching Apocrypha (Mage Tower level 20 needed) allows you to learn a fifth school of magic
Geomancy – This magic school is used to increase a single basic res production (wood, clay, iron, stone, and food) by a percentage. The base level of this is 8%, though it can be increased to 16% with one level 20 Geomancers retreat, and increased again to a total of 20% with two level 20 Geomancer Retreats (in the city casting the spell). |
Runes – This magic school is used to protect your city from invading forces. The most popular rune is the Seeking Rune: Ward of Intentions, which when set to defend against thieves, can destroy 400 invading units and is available for research when the Magic Tower has reached level 14. This can be doubled to 800 with a single level 20 Runemasters Grounding, or brought to 1000 units with two level 20 Runemasters Groundings. Additionally, the Runes school of magic offers Slaying Runes, which kill less invading units, but can include a wider variety of targets (any hostile military or diplomatic units). The strongest form of this spell is Ward of Destruction, killing 250 invading units, and is available to research when the magic tower reaches level 15. This too can be doubled to 500 killed with a single level 20 Runemasters Grounding. The third class of spells available though Runes is Fear, and is largely ignored due to its over-all uselessness against large numbers of troops. |
Rune Spells
[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 |
Blights – This school of magic is used to decrease the basic resources (either in production or storage) of enemy cities within casting range. Most commonly, players cast a negative % on food production in conjunction with a city siege. These spells are also increased by one or more Geomancers Retreats located in the city casting the spell. |
You can have only one spell from each magic school cast upon one city at a time. So you can have only one Rune spell on your city. You can have only one geomancy spell on your city, but you can cast geomancy spells from that city on many other cities as long as the target city has no other geomancy spells cast on it. You can cast a geomancy spell on any city as long as it is within the spell's range. There can be only one blight spell cast on a city at a time - you can either use one ongoing "until cancelled" blight on a city or you (or several players) can cast instant blights on the same enemy town (assuming it's in range).
For more detailed information relating to Magic, please view any of the following links:
Researchable Magics | Step by Step Guide to Using Illy Magic
Click Here to return to the quick-links selection
Harvesting, Crafting, & Trade
These topics include a fairly large amount of available information; for this reason, this page will simply offer some widely referred to charts, as well as links to direct a player to detailed information. Additionally, on our open alliance forum one can find a list of Useable Gatherable Items found around the Illyriad World.
The automatic visibility of Centrum now only applies to Capitals not all cities. Other cities will either need to be within range or have a trader in Centrum
Animal remains now last on a square for 7 days before rotting away, rather than 3 days.
Harvesting & Crafting Gathering Overview Trade Trade Overview
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Tracking Movement 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 |
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Useful RARE MINERALS |
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Arterium | ||
Iceheart | ||
Obsidian | ||
Silversteel |
Elementals |
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Air Salt | ||
Earth Salt | ||
Fire Salt | ||
Earth Salt |
NPC's common to the Orken Coast, Shardlands, Strendur, Jurgor, and The Long White
Click Here to return to the quick-links selection
Craftable Items
Swords
Adventurer's Sword
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Barbarian Sword
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Battle Sword
(-16% Cav Def, -16% Spear Def, +80% Bow Def, -16% Sword Def)
Bone Handled Sword
(+30% in Arctic, -8% in Desert, -8% in Jungle)
Chitin-Crafted Shortsword
(-12% Attack, -14% Cav Def, -14% Spear Def, -14% Bow Def, -14% Sword Def, +15% Move Speed, +40% on Mountains, +50% in Forests, -8% for Dwarves, +10% for Orcs)
Dwarven Battle Axe
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, -4% on Hills, -2% on Plains, -4% in Forests, +6% for Dwarves)
Ebony-Hilt Sword
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +120% vs Undead)
Elven Sword
(-2% Attack, -4% on Hills, -2% on Plains, -2% on Mountains, +6% for Elves)
Fang-Barbed Sword
(+20% Attack, -12% Cav Def, +90% Spear Def, -12% Bow Def, -48% Sword Def)
Light Sword
(-16% Attack, +10% Move Speed)
Longsword
(-16% Cav Def, -16% Spear Def, -16% Bow Def, +80% Sword Def)
Machete
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Mountain-Tribe's Sword
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests
Obsidian Blade
(-8% Cav Def, -8% Spear Def, -8% Sword Def, +125% Magic Res, +50% vs Undead)
Orc Marauder's Sword
(+80% Attack, -40% Cav Def, -24% Spear Def, -28% Bow Def, -8% Sword Def, -10% Move Speed, -24% for Dwarves, -32% for Elves, -24% for Humans, +60% for Orcs)
Orcish Sword
(-2% Cav Def, -2% Spear Def, -2% Bow Def, -2% Sword Def, -4% on Plains, -2% on Mountains, -2% in Forests, +6% for Orcs)
Razor-Edged Sword
(+10% Attack, +10% Cav Def, +10% Spear Def, +10% Bow Def, +10% Sword Def)
Reinforced Sword
(+10% Attack, -8% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def, +140% vs Monsterous)
Sabre
(+80% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Scimitar
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Seaxe
(-16% Cav Def, +80% Spear Def, -16% Bow Def, -16% Sword Def)
Short Sword
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Silversteel Sword
(+150% Attack, +50% Cav Def, +25% Spear Def, +75% Sword Def)
Spiked Sword
(+40% Attack, -16% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Traditional Sword
(-2% Attack, -2% on Hills, -4% on Mountains, -2% in Forests, +6% for Humans)
War Axe
(+30% Attack, -8% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def, -10% Move Speed, +30% for Dwarves, -8% for Elves, -4% for Humans, +10% for Orcs)
Spears
Arctic Spear
(+30% in Arctic, -8% in Desert, -8% in Jungle)
Battle Spear
(-16% Cav Def, -16% Spear Def, -16% Bow Def, +80% Sword Def)
Boar Spear
(-16% Attack, -4% Spear Def, -4% Bow Def, -4% Sword Def, +120% vs Animals) **This spear has been presented as broken, not offering correct VS animals bonus; player calculated VS animals bonus to be at 28%**
Defender's Spear
(-16% Cav Def, -16% Spear Def, +80% Bow Def, -16% Sword Def)
Desert Pike
(+20% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def, +40% in Desert, -16% in Jungle)
Desert Spear
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Dragon Spear
(-16% Attack, -8% Spear Def, -8% Bow Def, -8% Sword Def, -10% Move Speed, +150% vs Monsterous)
Duelling Spear
(-16% Cav Def, +80% Spear Def, -16% Bow Def, -16% Sword Def)
Ebony Spear
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +60% vs Undead)
Fang-Barbed Spear
(+10% Attack, -8% Cav Def, +60% Spear Def, -8% Bow Def, -32% Sword Def)
Fang-Tipped Spear
(-24% Cav Def, +40% Spear Def, +20% Bow Def, -24% Sword Def, +5% Move Speed, +40% vs Animals)
Forester's Spear
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Harpoon-Spear
(-8% Attack, -16% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def, +5% Move Speed, +20% in Arctic, -4% in Desert, -4% in Jungle, +100% vs Animals)
Hill-Tribe Spear
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Iron-Banded Spear
(-4% Attack, +40% Cav Def, +40% Sword Def, -10% Move Speed, +10% for Orcs, +60% vs Monsterous)
Jungle Hunter's Spear
(-4% Attack, -12% Cav Def, -12% Spear Def, -12% Bow Def, -12% Sword Def, +10% Move Speed, -4% in Arctic, -4% in Desert, +20% in Jungle, +90% vs Animals)
Jungle Spear
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Light Spear
(-16% Attack, +10% Move Speed)
Mountain Spear
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Obsidian-Tipped Spear
(-8% Sword Def, +50% Magic Res, -8% vs Monsterous, +20% vs Undead)
Pike
(+80% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Plainsman's Spear
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Razor-Edged Spear
(+10% Attack, +10% Cav Def, +10% Spear Def, +10% Bow Def, +10% Sword Def)
Silversteel Spear
(+50% Attack, +25% Cav Def, +25% Sword Def)
Trident (-4% Attack, -4% Spear Def, -4% Bow Def, +60% Sword Def, -2% in Arctic, -2% in Desert, +10% in Jungle)
War Spear
(+6% Attack, -15% Move Speed)
Bows
Artic Bow (+30% in Arctic, -8% in Desert, -8% in Jungle)
Chitin-Cored Bow
(+40% Cav Def, +40% Spear Def, +40% Bow Def, +40% Sword Def, -32% in Arctic, -32% in Desert, -32% in Jungle)
Composite Bow
(+75% Attack, -10% Cav Def, -10% Spear Def, -10% Bow Def, -10% Sword Def, -20% Move Speed, -32% in Arctic, -32% in Desert, -32% in Jungle)
Desert Bow
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Ebony Bow
(-8% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +30% at Night, -16% in Day, -12% vs Monsterous, +90% vs Undead)
Elven Spirit Bow
(-24% Attack, -12% Cav Def, -12% Spear Def, -12% Bow Def, -12% Sword Def, +5% Move Speed, -36% in Arctic, -36% in Desert, -36% in Jungle, +30% in Day, +120% for Elves)
Hero's Bow
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, -10% Move Speed, +135% vs Monsterous)
High-Power Bow
(-16% Cav Def, -16% Spear Def, -16% Bow Def, +80% Sword Def)
Hillsman's Bow
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Hunter's Bow
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +120% vs Animals) **This bow has been presented as broken, not offering correct VS animals bonus; player calculated VS animals bonus to be at 28%**
Jungle Bow
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Leopard Gut Bow
(-8% Attack, +5% Move Speed, -8% in Arctic, -8% in Desert, +30% in Jungle)
Light Bow
(-8% Attack, +10% Move Speed, +3% for Elves)
Long-Draw Bow
(+80% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def)
Mammoth Tusk Bow
(+30% Attack, -10% Move Speed, +30% in Arctic, -8% in Desert, -8% in Jungle)
Marksman's Bow
(-16% Cav Def, -16% Spear Def, +80% Bow Def, -16% Sword Def)
Mountain Bow
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Plains Bow
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Poacher's Bow
(-8% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def, +5% Move Speed, +20% on Hills, -12% on Plains, +20% in Forests, -36% vs Monsterous, +100% vs Animals)
Rapid-Draw Bow
(-16% Cav Def, +80% Spear Def, -16% Bow Def, -16% Sword Def)
Three-Wood Bow
(+25% Cav Def, +25% Spear Def, +25% Bow Def, +25% Sword Def, -32% in Arctic, -32% in Desert, -32% in Jungle, +15% for Elves)
War Bow
(+6% Attack, -15% Move Speed)
Woodsman's Bow
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Leather Armor
Animal-Scale Armour
(-4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed, +15% for Orcs, +120% vs Monsterous, +120% vs Animals, +120% vs Undead)
Cloth-Backed Leather
(-12% Cav Def, -12% Spear Def, +120% Bow Def, -12% Sword Def)
Desert Armour
(-8% in Arctic, +40% in Desert, -8% in Jungle)
Extra Heavy Armour
(-8% Attack, +100% Cav Def, +100% Spear Def, +100% Bow Def, +100% Sword Def, -40% Move Speed)
Extra Light Armour
(-10% Attack, -10% Cav Def, -10% Spear Def, -10% Bow Def, -10% Sword Def, +15% Move Speed, +5% for Elves, +15% for Orcs)
Forester's Armour
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests, +40% for Elves)
Fur-Lined Armour
(+40% in Arctic, -24% in Desert, -24% in Jungle)
Hardened Leather
(-12% Cav Def, +120% Spear Def, -12% Bow Def, -12% Sword Def)
Heavy Leather
(-2% Attack, +10% Cav Def, +10% Spear Def, +10% Bow Def, +10% Sword Def, -10% Move Speed)
Highland Armour
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests, +40% for Orcs)
Jungle Armour
(-8% in Arctic, -8% in Desert, +40% in Jungle)
Light Leather
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed, +10% for Elves, +30% for Orcs)
Midnight Armour
(+10% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +90% at Night, -12% in Day)
Over-Padded Armour
(-16% Cav Def, -16% Spear Def, -16% Bow Def, -16% Sword Def, -10% Move Speed, +140% vs Animals)
Plainsman's Armour
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests, +40% for Humans)
Reinforced Leather
(+24% Cav Def, -6% Spear Def, -6% Bow Def, -6% Sword Def)
Splintmail
(-12% Cav Def, -12% Spear Def, -12% Bow Def, +120% Sword Def)
Sun-Burnished Armour
(+10% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, -12% at Night, +90% in Day)
Upland Armour
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests, +40% for Dwarves)
Vanguard's Armour
(+100% Attack, -12% Cav Def, -12% Spear Def, -12% Bow Def, -12% Sword Def, -10% Move Speed)
Chainmail
Cloth-Backed Chainmail
(-8% Cav Def, -8% Spear Def, +80% Bow Def, -8% Sword Def)
Desert Chainmail
(-8% in Arctic, +30% in Desert, -8% in Jungle)
Double-Weave Chainmail
(-4% Cav Def, +16% Spear Def, -4% Bow Def, -4% Sword Def)
Extra Heavy Chainmail
(-4% Attack, +30% Cav Def, +30% Spear Def, +30% Bow Def, +30% Sword Def, -40% Move Speed, -8% in Arctic, -8% in Desert, -8% in Jungle)
Extra Light Chainmail
(-10% Attack, -10% Cav Def, -10% Spear Def, -10% Bow Def, -10% Sword Def, +15% Move Speed, +25% in Desert, +25% in Jungle)
Fur-Lined Chainmail
(+30% in Arctic, -24% in Desert, -24% in Jungle)
Heavy Chain Armour
(-2% Attack, +4% Cav Def, +4% Spear Def, +4% Bow Def, +4% Sword Def, -10% Move Speed, -4% in Arctic, -4% in Desert, -4% in Jungle)
Highland Chainmail
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Hillsman's Chainmail
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Jungle Chainmail
(-8% in Arctic, -8% in Desert, +30% in Jungle)
Light Chain Armour
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed, +5% in Desert, +5% in Jungle)
Master-Crafted Chainmail
(-10% Attack, +25% Cav Def, +25% Spear Def, +25% Bow Def, +25% Sword Def, -10% Move Speed, +50% for Humans)
Over-Padded Chainmail
(-10% Move Speed, +50% vs Animals)
Plainsman's Chainmail
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Reinforced Chainmail
(+80% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def)
Silversteel Chainmail
(+40% Attack, +75% Cav Def, +75% Spear Def, +75% Bow Def, +75% Sword Def)
Thick-Ring Chainmail
(-8% Cav Def, -8% Spear Def, -8% Bow Def, +80% Sword Def)
Vanguard's Chainmail
(+5% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def)
Woodsman's Chainmail
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Platemail
Ancient Pattern Armour
(+50% Cav Def, +50% Spear Def, +50% Bow Def, +25% Sword Def, +5% Move Speed, -16% in Arctic, -16% in Desert, -16% in Jungle)
Chain-Edged Platemail
(-4% Cav Def, -4% Spear Def, +16% Bow Def, -4% Sword Def)
Desert Platemail
(-12% in Arctic, +30% in Desert, -12% in Jungle)
Dwarven Champion's
(+20% Attack, +50% Cav Def, +70% Spear Def, +70% Bow Def, +50% Sword Def, -50% Move Speed, +30% on Hills, +10% on Mountains, -20% in Arctic, -20% in Desert, -20% in Jungle, +40% for Dwarves, -24% for Elves, -24% for Humans, -24% for Orcs)
Forester's Platemail
(+20% on Hills, -24% on Plains, -24% on Mountains, +60% in Forests)
Fur-Lined Platemail
(+30% in Arctic, -36% in Desert, -36% in Jungle)
Heavy Platemail
(-2% Attack, +4% Cav Def, +4% Spear Def, +4% Bow Def, +4% Sword Def, -20% Move Speed, -5% in Arctic, -5% in Desert, -5% in Jungle)
Highland Platemail
(-24% on Hills, -24% on Plains, +60% on Mountains, +20% in Forests)
Jungle Platemail
(-12% in Arctic, -12% in Desert, +30% in Jungle)
Light Platemail
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +10% Move Speed)
Obsidian Platemail
(-4% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -6% Sword Def, -10% Move Speed, +200% Magic Res, +35% vs Undead)
Plainsman's Platemail
(-24% on Hills, +60% on Plains, +20% on Mountains, -24% in Forests)
Reinforced Platemail
(+80% Cav Def, -8% Spear Def, -8% Bow Def, -8% Sword Def)
Silversteel Platemail
(+40% Attack, +75% Cav Def, +75% Spear Def, +75% Bow Def, +75% Sword Def)
Spiked Platemail
(+10% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def, +90% vs Monsterous, +50% vs Animals)
Thickened Platemail
(-4% Cav Def, +16% Spear Def, -4% Bow Def, -4% Sword Def)
Under-Padded Platemail
(-8% Cav Def, -8% Spear Def, -8% Bow Def, +80% Sword Def)
Upland Platemail
(+60% on Hills, +20% on Plains, -24% on Mountains, -24% in Forests)
Vanguard's Platemail
(+5% Attack, -4% Cav Def, -4% Spear Def, -4% Bow Def, -4% Sword Def)
Horses
Draught Horse
(+25% Move Speed) - Seige Units Only
Riding Horse
(+25% Move Speed) - Non-Mounted Units Only
Heavy Warhorse
(+5% Attack, -5% Move Speed, +10% Carry, -5% on Hills, -5% on Mountains, -5% in Forests, -5% in Arctic, -5% in Desert, -5% in Jungle)
Steady Warhorse
(+5% Magic Res)
Nimble Warhorse
(-8% Attack, +24% Cav Def, +24% Spear Def, +24% Bow Def, +24% Sword Def)
Elven Thoroughbred
(+15% Move Speed, -20% for Dwarves, -20% for Humans, -20% for Orcs)
Battlebred
(+20% Cav Def, +20% Spear Def, +20% Bow Def, +20% Sword Def, -5% on Hills, -15% on Mountains, -10% in Forests, -5% in Arctic, -5% in Desert, -5% in Jungle, -20% for Dwarves, -20% for Elves, -20% for Orcs)
Dwarven Battle Mule
(-5% Attack, -10% Move Speed, +20% on Hills, +20% on Mountains, -20% for Elves, -20% for Humans, -20% for Orcs)
War Wolf
(+10% Move Speed, +20% Carry, +20% on Hills, -20% for Dwarves, -20% for Elves, -20% for Humans)
Craftable Items added 10/2018 -
profile codes [ @c=427 ] - [ c@=554 ]
Shard of Nightfall [ @c=271 ]
Ingredients 1 Black Panther Heart; 10 Brown Bear Vertebra; 10 Giant Rat Heart; 2 Obsidian; 1 Baleberries; 1 Ebony Wood; 1 Heart of Darkness; 3 Lesser Mana Crystal; 1 Mana Crystal
Essence of Twilight [ @c=272 ]
Ingredients 2 Mana Crystal; 1 Greater Mana Crystal; 3 Heart of Darkness; 3 Ebony Wood; 2 Baleberries; 1 Night Diamond; 4 Black Panther Heart; 15 Coral Snake Brain; 15 Wolf Entrail
Shard of Dawn [ @c=273 ]
Ingredients 1 White Tiger Heart; 10 Baboon Entrail; 2 Rainbowstone; 1 Berbane Leaves; 1 Suntree Haft; 1 Heart of Darkness; 3 Lesser Mana Crystal; 1 Mana Crystal
Essence of Daybreak [ @c=274 ]
Ingredients 2 Mana Crystal; 1 Greater Mana Crystal; 3 Suntree Haft; 3 Heart of Darkness; 2 Berbane Leaves; 1 Elven Tears; 15 Golden Monkey Entrails; 4 White Tiger Heart
Shard of Putrescence [ @c=275 ]
Ingredients 1 Ice Salamander Entrail; 1 Massive Scarab Heart; 1 Poisonous Crawler Heart; 8 Alligator Entrail; 2 Svelaugh Sand; 1 Toadcap Fungus; 3 Lesser Mana Crystal; 1 Mana Crystal; 1 Heart of Darkness
Essence of Necrosis [ @c=276 ]
Ingredients 3 Heart of Darkness; 2 Mana Crystal; 1 Greater Mana Crystal; 3 Toadcap Fungus; 1 Daera; 3 Poisonous Crawler Heart; 3 Massive Scarab Heart; 12 Giant Spider Fangs; 1 Leopard Vertebra
Shard of Life [ @c=277 ]
Ingredients 1 Mammoth Heart; 1 Saurian Heart; 8 Brown Bear Heart; 1 Elephant Vertebra; 2 Arterium; 1 Punfruit; 1 Mana Crystal; 1 Heart of Darkness; 3 Lesser Mana Crystal
Essence of Anima [ @c=278 ]
Ingredients 3 Heart of Darkness; 2 Mana Crystal; 1 Greater Mana Crystal; 3 Punfruit; 1 Silversteel; 1 Elephant Rib; 3 Saurian Heart; 3 Mammoth Heart; 12 Leopard Entrail
Shard of Haste [ @c=279 ]
Ingredients 1 Jaguar Vertebra; 1 Puma Rib; 2 Puma Vertebra; 10 Wild Dog Bone; 1 Ysanberries; 1 Mabri Fruit; 1 Trove; 1 Heart of Darkness; 1 Mana Crystal; 3 Lesser Mana Crystal
Essence of Alacrity [ @c=280 ]
Ingredients 2 Mana Crystal; 1 Greater Mana Crystal; 3 Heart of Darkness; 2 Ysanberries; 2 Trove; 2 Mabri Fruit; 15 Wild Dog Heart; 3 Puma Rib; 4 Puma Vertebra; 3 Jaguar Vertebra
Shard of Ferocity [ @c=281 ]
Ingredients 1 White Tiger Vertebra; 5 Wolf Tooth; 10 Wolf Heart; 2 Fire Salamander Entrail; 1 Black Bear Vertebra; 1 Cyclops Entrail; 1 Pyrestone; 2 Sharproot; 1 Heart of Darkness; 3 Lesser Mana Crystal; 1 Mana Crystal
Essence of Brutality [ @c=282 ]
Ingredients 2 Mana Crystal; 1 Greater Mana Crystal; 3 Heart of Darkness; 4 Sharproot; 2 Pyrestone; 2 Cyclops Entrail; 2 Black Bear Vertebra; 15 Giant Scorpion Exoskeleton; 4 Fire Salamander Entrail; 10 Wolf Tooth; 2 White Tiger Vertebra
Shard of Fortitude [ @c=283 ]
Ingredients 5 Wild Dog Entrail; 1 Rhinoceros Rib; 8 Rhinoceros Hide; 1 Ice Salamander Entrail; 1 Massive Scarab Heart; 2 Elephant Rib; 1 Claristrine; 1 Heart of Darkness; 2 Mabri Fruit; 1 Mana Crystal; 3 Lesser Mana Crystal
Essence of Protection [ @c=284 ]
Ingredients 2 Mana Crystal; 1 Greater Mana Crystal; 3 Heart of Darkness; 2 Claristrine; 4 Mabri Fruit; 4 Elephant Rib; 10 Arctic Wolf Entrail; 2 Massive Scarab Heart; 2 Ice Salamander Entrail; 2 Rhinoceros Rib; 12 Saurian Entrail
WEAPON/ARMOR SETS OF INTEREST
SILVERSTEEL | |
PLAINS TERRAIN | |
PLAINS ALTERNATES | |
HILL TERRAIN | |
HILL ALTERNATES | |
FORREST TERRAIN | |
FORREST ALTERNATES | |
MOUNTAIN TERRAIN | |
MOUTAIN ALTERNATES | |
A T T A C K |
sword spear bow leather chain plate mount |
S P E E D |
sword spear bow leather chain plate mount |
ARTIC BIOME | |
DESERT BIOME | |
JUNGLE BIOME | |
DEFENSE VS CAVALARY UNIT |
sword spear bow leather chain plate mount |
DEFENSE VS SWORD UNIT |
sword spear bow leather chain plate mount |
DEFENSE VS BOW UNIT |
sword spear bow leather chain plate mount |
DEFENSE VS SPEAR UNIT |
sword spear bow leather chain plate mount |
NPC HUNTING |
sword spear bow leather chain plate |
RACIAL - ORC | |
RACIAL - ELF | |
RACIAL - DWARF | |
RACIAL - HUMAN | |
DEATH (ATTACK + BIOME) |
|
PREREQUISITES | |
KERBEROS (ATTACK + DEFENSE) |
|
PREREQUISITES | |
SERPENTS (SPEED + ANIMAL HUNTING) |
|
PREREQUISITES | |
DEFENDERS (DEFENSE + TERRAIN + BIOME) |
|
PREREQUISITES | |
SOLAR | |
PREREQUISITES | |
LESSER SOLAR (ATT + NPC HUNTING) |
| | | | | |
LUNAR | |
PREREQUISITES | |
LESSER LUNAR (ATT + NPC HUNTING) |
| | | | |
MOUNTS | |
GLOWING | |
SKYFALL | |
MOONSHATTER |
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