AlpaChino
copy-paste from everywhere
NPC Encounter Group Sizes
| Size | Min | Max |
|---|---|---|
| A Few | 1 | 3 |
| A Handful | 4 | 8 |
| Several | 9 | 21 |
| A Pack | 22 | 81 |
| Many | 82 | 128 |
| A Gathering | 129 | 227 |
| A Horde | 228 | 462 |
| A Throng | 463 | 815 |
| A Host | 816 | 2,500 |
| A Legion | 2,501 | 9,999 |
| A Myriad | 10,000 | 24,999 |
| A Sea | 25,000 | 49,999 |
| A Cornucopia |
50,000+ |
| Building Populations | |
| Tier 1 Building | Population |
| Architect's Office | 328 |
| Barracks | 37 |
| Blacksmith | 1497 |
| Book Binder | 1497 |
| Bowyer | 1497 |
| Brewery | 40 |
| Carpentry | 1497 |
| Chain Armourer | 1497 |
| Consulate | 1497 |
| Fletcher | 1497 |
| Flourmill | 16 |
| Forge | 1497 |
| Foundry | 1497 |
| Herbalist's Guild | 1497 |
| Horse Trainer | 1497 |
| Kiln | 1497 |
| Leather Armourer | 1497 |
| Library | 37 |
| Mage Tower | 1497 |
| Marketplace | 37 |
| Merchant's Guild | 1510 |
| Miner's Guild | 1497 |
| Plate Armourer | 1497 |
| Saddlemaker | 1497 |
| Siege Workshop | 1497 |
| Skinner's Guild | 1497 |
| Spearmaker | 1497 |
| Spearsmith | 1497 |
| Stonemason | 1497 |
| Storehouse | 37 |
| Swordsmith | 1497 |
| Tannery | 1497 |
| Tavern | 1497 |
| Vault | 37 |
| Warehouse | 370 |
| Tier 2 Building | Population |
| Archers' Field | 1796 |
| Arctic Warfare College | 40 |
| Assassins' Abode | 898 |
| Cavalry Parade Ground | 1796 |
| Chancery of Estates | 449 |
| Desert Warfare College | 40 |
| Foreign Office | 898 |
| Geomancers' Retreat | 898 |
| Infantry Quarters | 1796 |
| Jungle Warfare College | 40 |
| Runemasters' Grounding | 898 |
| Saboteurs' Sanctuary | 898 |
| Scouts' Lookout | 898 |
| Spearmen's Billets | 1796 |
| Spies' Hideout | 898 |
| Thieves' Den | 898 |
| Trade Office | 2000 |
Which is the correct harvester to deploy?
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| City# | #Settlers | Population |
|---|---|---|
| 2 | 1 | 450 |
| 3 | 2 | 2,000 |
| 4 | 3 | 5,000 |
| 5 | 4 | 10,000 |
| 6 | 5 | 20,000 |
| 7 | 6 | 40,000 |
| 8 | 7 | 75,000 |
| 9 | 8 | 130,000 |
| 10 | 9 | 233,550 |
| 11 | 10 | 263,550 |
| 12 | 11 | 294,550 |
| 13 | 12 | 326,550 |
| 14 | 13 | 359,550 |
| 15 | 14 | 393,550 |
| 16 | 15 | 428,550 |
| 17 | 16 | 464,550 |
| 18 | 17 | 501,550 |
| 19 | 18 | 539,550 |
| 20 | 19 | 578,550 |
Terrain Modifiers:
| ATTACK | ||||
|---|---|---|---|---|
| Terrain Type | Cavalry | Spears | Infantry | Ranged |
| Buildings | -50 | 20 | 40 | 5 |
| Large Forest | -15 | 5 | 30 | -20 |
| Large Hill | -15 | 0 | 10 | 10 |
| Large Mountain | -30 | 0 | 15 | 15 |
| Plains | 30 | -15 | 0 | 0 |
| Small Forest | -10 | 10 | 30 | -10 |
| Small Hill | 0 | 0 | 0 | 0 |
| Small Mountain | -20 | 0 | 5 | 10 |
| DEFENSE | ||||
|---|---|---|---|---|
| Terrain Type | Cavalry | Spears | Infantry | Ranged |
| Buildings | -45 | 25 | 30 | 15 |
| Large Forest | -15 | 5 | 25 | -20 |
| Large Hill | -10 | 10 | 5 | 15 |
| Large 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 |
Allembine mystery
| Scribe-Name | Location 1 | Location 2 | Scribe-Name | Location 1 | Location 2 |
| Aldelbrecht | -312|717 | - | Keldar | 356|498 | - |
| Asmorn | -608|-189 | - | Lambercht | -157|-298 | - |
| Bjander-Thegn | 910|-507 | - | Lindricht | 471|228 | -711|674 |
| Braynard | -102|1 | 949|-379 | Oddric | 232|345 | - |
| Burkhardt | 429|-931 | - | Osgaut | 761|-892 | -39|-973 |
| Eberekt | 516|505 | - | Raedborth | -194|-687 | - |
| Ferhonanth | -485|-736 | 669|794 | Regindalt | 719|365 | - |
| Fridholt | 652|-265 | -843|-310 | Rikert | 22|-85 | - |
| Gunthar | -4|10 | - | Tormand | -569|-91 | 136|855 |
| Haestin | -377|-104 | - | Ulvelaik | 399|-431 | - |
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Send spies to all locations above and you will receive as reward a Scribe of Allembine for each spied location (6 Scribes require to spied 2 locations, do the first locations before the 2nd ones) .... Scribe of Allembine is a spy unit with low upkeep (2 gold p/h) but high defensive value (120) ..... When a town collect all 20 scribes, that town gain discovery Allembine Research Techniques, which grants +5 research points hourly per Library level. |
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Some interesting profiles:
Grey wolf #/Player/Profile/429194
Ellania #/Player/Profile/380410
SYWTH #/Alliance/Alliance/2475
Grug ?platform=metro#/Player/Profile/266218
Ubluntu #/Player/Profile/227319
Kimmyeo #/Player/Profile/354985
Fiona #/Player/Profile/421258
War stuff #/Player/Profile/417648
Interesting websites:
https://illystuff.uk/index.html
https://www.digioso.org/dilly_tools/illy_diplo.pl
https://battlecalculator.dewt.me.uk/
taken from warmongers
- Nobody attacks with spears.
- Spears have terrible bow defense.
- Bows defend better than they attack.
- Infantry is a flexible attacker.
- Nothing beats attacking cavalry on plains.
- Cavalry sucks at defense.
- Most unit types are equivalent across the races.
- t2 spears are superior to t1 spears for production.
- t2 infantry is superior to t1 infantry for production.
- t1 bows are mostly equivalent to t2 bows for production.
- t2 cavalry is superior to t1 cavalry for production, BUT...
Also...
- Elven marshals are the best cavalry in the game.
- Sentinels are just as good as trueshots.
- t2 infantry is the best attacker on all terrains except plains.
- t2 infantry beats bows on all terrains.
- Most spear units are lame at infantry defense.
- Stalwarts and fangs are particularly vicious.
- Infantry is only adequate at defending buildings and forests.
Elite Divisions
Elite divisions double the bonuses and penalties for any crafted equipment currently equipped on the troops and commander. As such, for a division to be considered elite, you must complete the appropriate research for the unit type, the troops in that division must all be of the same type – i.e., all infantry or all cavalry, the total number of troops in the division must be no larger than the amount specified in the research and the troops and commander must be equipped with crafted armour, weapons and/or horses.
Kobolds are little monsters.Troop Type
Maximum Numbers per Division
Spearmen
200
Infantry
150
Archers
100
Cavalry
60
- The backbone of any proper siege camp is kobolds and sentinels.
Content
| 1. Hunting Guide | 2. Equipment | 3. Data | ||
| 4. Harvesting | 5. Tools | 6. Gallery | ||
| 7. Profiles |
1. Hunting Guide
- 1.1. Basics
- 1.2. Introduction
- 1.3. Commanders
- 1.4. Elite Divisions
- 1.5. Commanders & Gear
- 1.6. Commanders, Terrain & other bonuses
- 1.7. Commanders Summary
- 1.8. Army Attack Score
- 1.9. NPCs Defense (against one type of attacking troops)
- 1.10. Marauder's Calculator
- 1.11. Loss Evaluation
1.1. Basics
Tips for hunting
| Name | Short Explanation |
|---|---|
| Research | infantry everything from Conscription to Elite Guards cavalry everything from Call to arms to Elite Squadron |
| Troop type | cavalry for plains and small hills infantry for every other terrains |
| Commander | T2 infantry or T2 cavalry to match troops, and all commanders same type |
| Com points | 10 points in Heroism |
| Army set up | 5 divisions, 5 commanders, 61 T2 troops (57/1/1/1/1) |
| Gear | Terrain gear on commanders only (cheap and works well) |
And you are good to go! (at least in most cases :)
If you want more details on why, check the rest of the guide.
1.2. Introduction
This is the information I gathered during my training as a hunter, I have had the chance to have buck1 as my Master, and that knowledge was further improved with several discussions with some [M.d] and [ITG]hunters.
First of all for most of my hunting, I'm focused on Cavalry (I'm a human after all), so my example will be with them, but the general principles can be applied to any Race or Units of the game.
1.3. Commanders
With the research in the Military tree you can have up to 5 commanders alive per town (no limit on dead/retire ones).
Since we are all about attack power, T2 commanders are a must as they have the highest attack output. My hunting armies attack output comes mostly from the commanders (~90% of the total attack power), so we'll be focusing on them first.
When you kill NPCs or other player troops, your commanders earn experience points. The calculation is rather simple: each troop have a experience value attached to it, you multiply that by the number you killed and you got the total experience earnt. You then devide that by the number of commanders, and you'll get the experience each commander earnt. You can then assign those points to different traits in the commander page.
Note: Some people in GC mentioned that Division Bonus is better than Heroism for newer player. As show on that spreadsheet that is wrong for any reasonnable player, take heroism first (ALWAYS).
Heroism
Let's start by mentioning the most important bonus for attack: Heroism. Each level your commander has, will add the attack of the troop he is based on 6 times.
Commander attack multiplier with 10 heroism:
(10 x 6) + 1 = 61
61 times the base attack. In the case of Human T2 cavalry
, the attack is:
65 x 61 = 3,965
To activate the full power of heroism, you need at least the same power in troops in your army, so you'll need 61 knigts or 108 charioteers (3965/37= 107.1, the 37 is the base attack power of charioteers
).
You are free to distribute these troops along the different divisions of your army, but do not break the Elite bonus for your division. Also at least 1 troop need to be under each commander. I usually do:
5 commanders: 57/1/1/1/1 (57 in first division and 1 in each other)
4 commanders: 58/1/1/1
3 commanders: 59/1/1
2 commanders: 60/1
Division Attack Bonus
For pure attack bonus, the second important commander trait is the Division attack bonus.
| Troop Type | Division attack bonus |
|---|---|
| Spears | Close Quarter Penetration: increase the attack of spear commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
| Infantry | Bloodlust: increase the attack of sword commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
| Ranged | Concentrated Fire: increase the attack of bow commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
| Cavalry | Charge: increase the attack of cavalry commander & troops in the division by 10% (T1 com) or 15% (T2 com) |
Other Traits
For hunting the other bonuses are purely for convinience.
If you plan on hunting often with the same Army, you can spend some points into Vitality & Accelerated Healing. That will help maintaining the commanders alive, and reduce the chance to have the troops coming back with their dead bodies.
If you hunt a bit far from your town, you can spend some points into Forced March (up to 50% bonus speed for commander and troops in the division).
Be aware that the higher level is your commander, the longer and more expensive it costs to revive it, affecting your capabilities of hunting in case of casualities.
1.4. Elite Divisions
In Illyriad their are 2 types of division: Normal Division and Elite Division. Commanders and troops in Elite division, receive a double bonus from the equipment they are wearing.
In general for hunting you want to have the maximum possible number of Elite Divisions, as that improve greatly the power of our Heroic Commanders.
A division becomes Elite when you put less than the maximum number of same type troop under a commander. Here are the numbers:
| Troop Type | Max Troop in Division for Elite |
|---|---|
| Spears | 200 |
| Infantry | 150 |
| Ranged | 100 |
| Cavalry | 60 |
You can see if your divisions are elites here and check if the star light up (Elite: yellow , not Elite: grey).
1.5. Commanders & Gear
Now that we have our commanders operational with heroism activated, let's talk about equiping them. To simplify the explaination here, I'm gonna take the case of hunting with terrain specific gear. If you want to calculate with different equipment, just change the gear attack bonus in the following calculations.
Let's calculate our bonus with Plainsman's Spear, Plainsman's Chainmail and Heavy Warhorse
60% + 60% + 5% = 125%
Since we are hunting in elite division, the total bonus is
125% x 2 = 250% = 2.5
The attack bonus is therefore:
3,965 x 2.5 = 9,912.5
and the total attack:
3,965 + 9,912.5 = 13,877.5
1.6. Commanders, Terrain & other bonuses
Our commanders are now geared and with 10 points in Heroism, so let's calculate our final attack score by incorporating the remaining bonuses we can have: Terrain, Division attack, Biome & Prestige.
I put 15 point in charge, I'm attacking on plain, not using prestige and no biome bonus:
15% + 30% + 0% + 0% = 45% = 0.45
That correspond to:
13,877.5 x 0.45 = 6,244.875 attack
The grand total attack for our Elite commander is:
13,877.5 + 6,244.5 = 20,122.375
1.7. Commanders Summary
I went through the whole calculation previously but you can simplify it with this formula:
Elite: ([base atk] x 61) x (1 + 2 x ([equip bonus])) x (1 + [other bonuses])
Not Elite: ([base atk] x 61) x (1 + [equip bonus]) x (1 + [other bonuses])
You can verify that by plugging in the values used previously:
Elite: (65 x 61) x (1 + (2 x 1.25)) x (1 + 0.45) = 3,965 x 3.5 x 1.45 =20,122.375
Not Elite: (65 x 61) x (1 + 1.25) x (1 + 0.45) = 3,965 x 2.25 x 1.45 = 12,935.81
1.8. Army Attack Score
Let's start by calculating our troops output, I'll take again the same example, 61 T2 human cavalry, no gear. We got:
61 x (65 x 1.45) = 61 x 94.25 = 5749.25 attack
So now we can calculate our total army attack output
5 commanders: (5 x 20122.375) + 5749.25 = 106,361.125 (94.5% from com)
4 commanders: (4 x 20122.375) + 5749.25 = 86,238.75 (93.3% from com)
3 commanders: (3 x 20122.375) + 5749.25 = 61,116.375 (91.3% from com)
2 commanders: (2 x 20122.375) + 5749.25 = 45,994 (87.5% from com)
As you can see, the large majority of the total army attack comes from the commanders alone, and equiping troops will not improve the total output by much, but considerably increase the cost of hunting.


