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Avenger

Orc Female
Not affiliated with an Alliance
Orc Female Character Portrait

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 SpearPlainsman'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:  Ratlings 3000
Troops:  Rats 2000
Troops:  Diseased Rats 1000
Troops:  Elder bucks 500

We get:

Division 1: 3000 x 6 x (1 + (-0.15)) = 15,300
Division 2: 2000 x 8 x (1 + (-0.15)) = 13,600
Division 3: 1000 x 12 x (1 + (-0.15)) = 10,200
Division 4: 500 x 16 x (1 + (-0.15)) = 6,800

Total: 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 RessourcesHerbs & Rare herbsMinerals & 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:

# Title Required HoD Total HoD in a town
Annihilator
Annihilator of Kerberos V    
Annihilator of Kerberos IV    
Annihilator of Kerberos III    
Annihilator of Kerberos II 832,038 317,811
Annihilator of Kerberos I 514,227 196,418
Dominator
Dominator of Kerberos V 317,809 121,393
Dominator of Kerberos IV 196,416 75,025
Dominator of Kerberos III 121,391 46,368
Dominator of Kerberos II 75,023 28,657
Dominator of Kerberos I 46,366 17,711
Vanquisher
Vanquisher of Kerberos V 28,655 10,946
Vanquisher of Kerberos IV 17,709 6,765
Vanquisher of Kerberos III 10,944 4,181
Vanquisher of Kerberos II 6,763 2,584
Vanquisher of Kerberos I 4,179 1,597
# Title Required HoD Total HoD in a town
Queller
Queller of Kerberos V 2,582 947
Queller of Kerberos IV 1,595 610
Queller of Kerberos III 985 377
Queller of Kerberos II 608 233
Queller of Kerberos I 375 144
Punisher
Punisher of Kerberos V 231 89
Punisher of Kerberos IV 142 55
Punisher of Kerberos III 87 34
Punisher of Kerberos II 53 21
Punisher of Kerberos I 32 13
Slayer
Slayer of Kerberos V 19 8
Slayer of Kerberos IV 11 5
Slayer of Kerberos III 6 3
Slayer of Kerberos II 3 2
Slayer of Kerberos I 1 1

 

 

11. Data

 

Troops Table

Race Cavalry Spears Infantry Ranged
T1 T2 T1 T2 T1 T2 T1 T2
Human
Dwarf
Elf
Orc

 

 

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
  plains (+30%) 32,195.80 58,642.35
  plains (+30%) 16,787.81* 27,826.37*
  plains (+30%) 12,935.81 20,122.37
  small hills (+0%) 10,031.45 15,503.15
  plains (+0%) 7,611.28 12,727.30
  small hills (+0%) 7,611.28 12,727.30
  large hills (+10%) 8,273.13 13,877.50
  small mountains (+5%) 7,942.20 13,322.40
  large montains (+15%) 8,604.05 14,432.60
  forest (+30%) 9,596.83 16,097.90
  buildings (+40%) 8,273.13 13,237.00
Dwarf
  plains (+30%) 11,343.71 17,645.77
  small hills (+0%) 8,796.81 13,595.07
  plains (+0%) 9,785.92 16,415.10
  small hills (+0%) 9,785.92 16,415.10
  large hills (+10%) 10,636.87 17,842.50
  small mountains (+5%) 10,211.40 17,218.80
  large montains (+15%) 11,062.35 18,556.20
  forest (+30%) 12,338.77 20,697.30
  buildings (+40%) 10,636.88 17,019.00
Orc
  plains (+30%) 11,741.74 18,264.93
  small hills (+0%) 9,933.24 15,727.63
  plains (+0%) 7,828.74 13,132.08
  small hills (+0%) 7,828.74 13,132.08
  large hills (+10%) 8,509.50 14,274.00
  small mountains (+5%) 8,169.12 13,703.04
  large montains (+15%) 8,849.88 14,844.96
  forest (+30%) 9,871.02 16,577.84
  buildings (+40%) 8,509.50 13,615.20
Elf
  plains (+30%) 11,741.74 18,264.93
  small hills (+0%) 9,105.47 14,072.09
  plains (+0%) 7,176.35 12,037.74
  small hills (+0%) 7,176.35 12,037.74
  large hills (+10%) 7,800.38 13,084.50
  small mountains (+5%) 7,488.36 12,561.12
  large montains (+15%) 8,112.39 13,607.88
  forest (+30%) 9,048.44 15,178.02
  buildings (+40%) 7,800.38 12,480.60

*: those items include many different bonuses, I just took the base attack bonus and the terrain bonus if available.

 

 

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
# 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:

 

 

Gallery

A list of images I made for Illyriad:

 

 

World of Illyriad Quicklinks:

 

 New Player Information
 Tools and General Information
 Empire Development
     City Growth
     City Relocation
     Sovereignty
 Military
     Unit Information
     Commanders
     Terrain Modifiers & NPC Size Chart
 
   Diplomat Units
 Magic
 Harvesting, Crafting, & Trade
     Links and Charts
     Harvesting Units
     Useful Gatherable Items
     Craftable Items
 Game Mysteries
 Tournaments
 Official Game Forums


 

 

 

 

 

 Video Tuitorials

 

 Newbie Guides

 

Newbie Guide (Part 1)
Posted by tallica - 14 May 2011

Newbie Guide (Part 2)
Posted by tallica - 14 May 2011

Starting Illyriad: An Alternative Newbie Guide
written by Auraya, edited by Mithyn,
dwarf advice contributed by Smoking Gnu & Fluffeh,
orc advice contributed by BenDunder

Do it your own way - the anti-guide
written by Solonar

Tips for new players
Posted by Manannan - 14 May 2011

City Development For New Players
Posted by Llyr - 28 Dec 2012
 
Joining an Alliance
Posted by Mara Zira - 05 Sept 2011

Begging For Dummies
Posted by Squill - 06 Sept 2011

Basic Self Defense for New Players
Posted by Rill - 08 Sep 2011

Military for New Players
Posted by The Electrocutioner - 23 Jun 2013
 
 

 

 

World of Illyriad

 

Tools and Information:

https://illystuff.uk/
Arcanum Illyriad
Illyriad Institute
Dilly Tools (Battle Timing & Calc)
Warmonger in Illyriad (PVP Blog)
Rules Governing Inactivity
Sitter Accounts
The Black Tongue - Orc Language
Chat Codes: Source A | Source B
Beastiary
Prestige
Factions
Tournaments

 

Questing | Quest Guide

Game Mysteries | Mysteries Forum
Mystery Locations:
Fortune Teller Locations
Duraz Karag
Fortress of Shadows
Heart of Corruption
Misted Lands
The Rift
Steamtastic Brewery
Temple of Reason
Allembine Mystery Statue Spots:
01   -312|717
02   -608|-189
03   910|-507
04   -102|1 then 949|-379
05   429|-931
06   516|505
07   -485|-736 then 669|794
08   652|-265 then -843|-310
09   -4|10
10   -377|-104
11   356|498
12   -157|-298
13   471|228 then -711|674
14   232|345
15   761|-892 then -39|-973
16   -194|-687
17   719|365
18   22|-85
19   -569|-91 then 136|855
20   399|-431

 

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 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

 

 

Resource Management

Food Plots Wood Plots Clay Plots Iron Plots Stone Plots What To Build At This Location
7 5 5 3 5 cavalry, scout, spy, trade, geomancer, runemaster
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

 

 

Highest Population Buildings:

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

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

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%
 

 

More Information on Sovereignty : Sovereignty | Sovereignty Types | Step-by-Step Guide to Claiming Sov
Removing Sovereignty | Chancery of Estates

 

Click Here to return to the quick-links selection

 

 

 

 

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)
 Kobold Cohorts 9 12 / 6 / 12 / 13 8 1
 Clan Guardsmen 19 18 / 11 / 18 / 33 6 2
 Fangs 22 14 / 11 / 15 / 14 7 2
 Fists 36 18 / 17 / 18 / 19 5 3
 Clanguards 17 19 / 21 / 20 / 12 9 2
Death Dealers 26 31 / 30 / 30 / 20 7 3
Wolfriders 34 14 / 14 / 20 / 24 17 3
 Death Packs 59 21 / 19 / 28 / 29 12 4

Orc Siege Units:  

 Scrawny Wolves are a reward from Tavern Quests


 

                                                                  

Dwarf Military Units
Yeoman Halbardier Slinger Crossbowman
Tier 1 Tier 2 Tier 1 Tier 2
Spear Unit Spear Unit Ranged Unit   Ranged Unit
Axman Stalwart Packsman Runerider
Tier 1 Tier 1  Tier 1  Tier 2
Infantry Infantry Calvary Calvary

                                                                   

Elf Military Units
Protector Phalanx Sentinel Elven Trueshot
Tier 1 Tier 1 Tier 1  Tier 2
Spear Unit Spear Unit Ranged Ranged
Warden Wardancer Swiftsteed Marshall
Tier 1 Tier 2 Tier 1 Tier 2
Infantry Infantry Calvary Calvary

                                                                

Human Military Units
Militiaman Pikeman Archer Longbowman
Tier 1 Tier 2  Tier 1 Tier 2
Spear Unit Spear Unit Ranged Ranged
Swordsman Man-At-Arms Charioteer Knight
Tier 1 Tier 2 Tier 1 Tier 2
Infantry Infantry Calvary Calvary



Other Races Siege Units:   |   |  

                                                                     

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

 

 

 

 

 

NPC Sizes

 

NPC Label Group Size (approx)
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-Inf

 

 

Terrain Modifiers

 

 

 

ATTACKING                             %AGE 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                             %AGE 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

 

 

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

 

 

Click Here to return to the quick-links selection

 


 

 

 

Diplomacy

 

Brief Explanation of Each Diplomatic Unit:

Scouts  ||   ||   ||  

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:   ||   ||   ||   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  ||   ||   ||  

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  ||   ||   ||  

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:   ||   ||   ||  

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
Crafting Overview
Researchable Crafting Technologies
Gathering: The Basics
Harvesting Resources, Step-by-Step Guide
Introduction to (Trade &) Crafting
So You Want to Learn Crafting
Chained Crafting Building
Crafting Charts
Useable Gatherable Items
Workshop Specialisation

Trade

Trade Overview
Researchable Trade Technologies
Trade Tutorials
Introduction to Trade (& Crafting)
Guide to Basic Faction Trade
Trading with Faction Hubs: The Essentials

 

 

 

Caravan Upgrades

 

Upgrade Caravans Market Lvl
Haggling +5 1
Bartering +5 (=10) 5
Trading +10 (=20) 10
Mercantilism +10 (=30) 15
Cartels +10 (=40) 17
Commerce +15 (=55) 18
Enterprise +15 (=70) 20

 

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

HARVESTING UNITS
      
    
  
 
 
 




 

Useful RARE HERBS

  Ancient Oak   
  Brascan Seeds   
  Ebony Wood   
  Giant Palm Leaves   
  Larken Wood  
  Lemonwood Bough  
  Pale Cedar Wood  
  Queens Hair Leaves   
  Rahan Palm Wood  
  Spidertree Leaves  
 


 

Prestige Herbs

 
  Sharproot  
  Silverthorn  
  Furzion Seedpod  
  Brownback Moss  
  Suntree Haft  
  Vistrok Flower  
  Ironstem Root  



 

Prestige Minerals

  Pyrestone  
  Claristine  
  Deepsilver  
  Rainbowstone  
  Trove  
  Svelaugh Sand  
  Earthblood  
 

Useful ANIMAL PARTS

   
  Anaconda Skin      
  Artic Wolf Fur      
  Artic Wolf Tooth      
  Baboon Fur       
  Black Bear Fur      
  Black Panther Fur      
  Brown Bear Fur       
  Fire Salamander Skin      
  Gharial Tooth       
  Giant Beetle Carapace        
  Giant Rat Fur        
  Giant Scorpion Exoskeleton      
  Giant Scuttler Exoskeleton      
  Golden Monkey Fur       
  Ice Salamander Skin      
  Jaguar Fur      
  Leopard Entrail      
  Mammoth Tusk      
  Poisonous Crawler Exoskeloton        
  Poisonous Crawler Mandible      
  Polar Bear Fur      
  Puma Fur       
  Salamander Fang      
  Scaled Charger Scale         
  Scaled Charger Vertebra       
  Scritcher Carapace      
  Simien Wolf Fur      
  Snow Leopard Fur      
  Wild Dog Bone       
  Wild Dog Fur        
  Wolf Tooth      
  Wolf Fur       



 

Useful RARE MINERALS

  Arterium    
  Iceheart             
  Obsidian   
  Silversteel     



 

Elementals

  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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