illyriad
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IKEA

Elf Male
Not affiliated with an Alliance
Elf Male Character Portrait

IKEA

Elf. Pirate. Flat-pack war criminal.

Sailed into Elgea with a hex key, three missing screws, and no idea which side of the ship was the front.

Now proudly answering the call of YARR , where the instructions are vague, the treasure is probably cursed, and every alliance meeting comes with leftover parts.

Specialties include:

  • Assembling furniture without reading directions
  • Naming towns after suspiciously affordable shelving
  • Looking majestic while being structurally unsound
  • Asking "is this part important?" after the battle

Current status: Some Assembly Required

If found adrift, please return to the nearest Pirate Land with one tiny wrench and a plate of meatballs.


 

Harvester Quick Reference

Deploy For These Resources
Caravan
Cotter
Skinner
Miner
Herbalist

 

Rare Resource Harvest Times

Approximate time required for each rare-resource node to replenish.

Rare Minerals

[@c=202] Aeghris = 24 hrs [@c=205] Almhurin = 24 hrs
[@c=211] Amar Shards = 48 hrs [@c=193] Arterium = 5 hrs
[@c=199] Claristrine = 6 hrs [@c=203] Daera = 24 hrs
[@c=195] Deepsilver = 8 hrs [@c=194] Earthblood = 8 hrs
[@c=200] Elven Tears = 24 hrs [@c=204] Flektrine = 24 hrs
[@c=208] Goldstone = 24 hrs [@c=210] Iceheart = 2 hrs
[@c=209] Night Diamond = 24 hrs [@c=207] Obsidian = 5 hrs
[@c=196] Pyrestone = 4 hrs [@c=198] Rainbowstone = 4 hrs
[@c=206] Silversoil = 24 hrs [@c=212] Silversteel = 1 hr
[@c=201] Svelaugh Sand = 24 hrs [@c=197] Trove = 4 hrs

 

Rare Herbs

[@c=246] Ancient Oak = 3 hrs [@c=231] Baleberries = 10 hrs [@c=227] Berbane Leaves = 10 hrs
[@c=250] Brascan Seeds = 3 hrs [@c=243] Brownback Moss = 10 hrs [@c=252] Desert Flame = 10 hrs
[@c=233] Dyallom Gall = 10 hrs [@c=232] Ebony Wood = 3 hrs [@c=239] Furzion Seedpod = 10 hrs
[@c=251] Giant Palm Leaves = 3 hrs [@c=235] Ironstem Root = 10 hrs [@c=226] Larken Wood = 3 hrs
[@c=225] Lemonwood Bough = 3 hrs [@c=229] Mabri Fruit = 10 hrs [@c=236] Miner's Bane = 10 hrs
[@c=224] Pale Cedar Wood = 3 hrs [@c=230] Punfruit = 10 hrs [@c=248] Queen's Hair Leaves = 3 hrs
[@c=247] Rahan Palm Wood = 3 hrs [@c=241] Rockweed Root = 10 hrs [@c=245] Sharproot = 10 hrs
[@c=244] Silverthorn = 10 hrs [@c=237] Snowbell Flowers = 10 hrs [@c=249] Spidertree Leaves = 3 hrs
[@c=242] Suntree Haft = 10 hrs [@c=238] Toadcap Fungus = 10 hrs [@c=240] Vistrok Flower = 10 hrs
[@c=234] Warpwood Shoot = 10 hrs [@c=228] Ysanberries = 10 hrs  

 

Rare Herb Tile Locations

Terrain Possible Rare Herbs
Ancient Forest Ironstem Root, Brascan Seeds
Wooded Glade Larken Wood, Brascan Seeds, Queen's Hair Leaves, Furzion Seedpod, Sharproot
Blessed Oak Ancient Oak
Thick Forest Larken Wood, Vistrok Flower
Dense Forest Larken Wood, Brascan Seeds, Suntree Haft, Vistrok Flower, Furzion Seedpod, Sharproot, Brownback Moss, Baleberries
Light Woods Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flower, Sharproot, Queen's Hair Leaves
Wooded Land Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flower, Sharproot
Forested Hilltop Larken Wood, Brascan Seeds, Suntree Haft, Furzion Seedpod, Silverthorn, Rockweed Root, Baleberries
Swamp, Mire, Marsh, Bog Toadcap Fungus
Abandoned Mineshaft Miner's Bane
Light Tropical Cover / Jungle Queen's Hair Leaves, Giant Palm Leaves
Tropical Foliage Giant Palm Leaves
Tropical Hilltop Queen's Hair Leaves
Dense Foliage Giant Palm Leaves
Rainforest Giant Palm Leaves, Queen's Hair Leaves, Furzion Seedpod
Fisherman's Hut Ancient Oak
Abundant Clay, Exposed Clay, Turned Clay, Plains
Not desert or arctic
Warpwood Shoot
Oasis Rahan Palm Wood, Spidertree Leaves
Weeping Willow Queen's Hair Leaves
Palm Trees Rahan Palm Wood, Giant Palm Leaves, Ebony Wood, Punfruit
Dark Forest Brascan Seeds
Forbidden Ancient Oak
Thick Rainforest Dyallom Gall, Mabri Fruit
Dense Rainforest Mabri Fruit
Rainforest Hilltop Punfruit
Petrified Forest, Scorched Forest Ysanberries
Parched Bones, Hamada, Mesa
Desert, summer nights from 18:00-06:00
Desert Flame
Petrified Forest
Arctic, winter nights from 18:00-06:00
Snowbell Flowers

 

Attack & Defense Terrain Modifiers

Attack Terrain Defense
Cav Spear Inf Rng Cav Spear Inf Rng
-50% +20% +40% +5% Bldgs -45% +25% +30% +15%
-15% +5% +30% -20% Lg Forest -15% +5% +25% -20%
-15% 0% +10% +10% Lg Hill -10% +10% +5% +15%
-30% 0% +15% +15% Lg Mtn -30% +20% +5% +30%
+20% -15% 0% 0% Plains +15% 0% 0% 0%
-10% +10% +30% -10% Sm Forest -10% +10% +30% -10%
0% 0% 0% 0% Sm Hill 0% +5% +5% +5%
-20% 0% +5% +10% Sm Mtn -15% +15% +5% +15%

 

Attacking Percentage Modifiers

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 +20% -15% 0% 0%
Small Forest -10% +10% +30% -10%
Small Hill 0% 0% 0% 0%
Small Mountain -20% 0% +5% +10%

 

Defending Percentage Modifiers

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 +15% 0% 0% 0%
Small Forest -10% +10% +30% -10%
Small Hill 0% +5% +5% +5%
Small Mountain -15% +15% +5% +15%

 

NPC Group Sizes

Group Size Minimum Maximum
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 No maximum

 

Division Attack Bonuses

Troop Type Commander Trait Division Attack Bonus
Spears Close Quarter Penetration Increases the attack of the spear commander and all spear troops in the division by 10% for a Tier 1 commander or 15% for a Tier 2 commander.
Infantry Bloodlust Increases the attack of the infantry commander and all infantry troops in the division by 10% for a Tier 1 commander or 15% for a Tier 2 commander.
Ranged Concentrated Fire Increases the attack of the ranged commander and all ranged troops in the division by 10% for a Tier 1 commander or 15% for a Tier 2 commander.
Cavalry Charge Increases the attack of the cavalry commander and all cavalry troops in the division by 10% for a Tier 1 commander or 15% for a Tier 2 commander.

 

Elite Divisions

A division remains Elite when it contains no more than the troop limit shown below:

Troop Type Maximum Troops for Elite Status
Spears 200
Infantry 150
Ranged 100
Cavalry 60

 

Race Unit Strengths

Race Spear Inf Bow Cav
Humans 4 3 2 1
Dwarves 2 1 3 4
Elves 4 4 1 1
Orcs 1 2 4 3

1 = Best • 4 = Weakest

 

Unit Roles

Unit Strengths Weaknesses
Spear
  • Excellent vs Cav
  • Poor Attack
  • Weak vs Bow
Inf
  • Excellent Attack
  • All Terrain
  • Average Defense
Bow
  • Strong Defense
  • Good Attack
  • Weak vs Cav
Cav
  • Fast
  • Excellent Plains Attack
  • Poor Defense
  • Weak on Mountains & Buildings

 

Combat Rules of Thumb

Rule
Don't attack with Spears.
Don't defend with Cavalry.
Cavalry excels attacking Plains.
Defending Plains is expensive.
Cav beats Bow > Bow beats Spear > Spear beats Cav.
Infantry attacks effectively against almost everything.

 

7 Food City Specializations

Layout Recommended Focus
F / W / C / I / S Food / Wood / Clay / Iron / Stone
7 / 5 / 5 / 3 / 5 Cav, Scout, Spy, Trade, Geo, Rune
7 / 5 / 5 / 5 / 3 Cav, Bow, Spear, Scout, Thief
7 / 5 / 3 / 5 / 5 Bow, Inf, Assassin
7 / 3 / 5 / 5 / 5 Spear, Inf, Assassin, Rune

 

Military City Builds

City Plots Population Primary Production
Infantry 7 11,376 3,300 Iron / 8,100 Stone
Spear 8 12,873 3,300 Iron / 8,100 Clay
Ranged 7 11,376 3,300 Iron / 8,100 Wood
Cavalry 9 14,370 3,300 Wood / 8,100 Clay

 

City Buildings Added to Basic City Build
Infantry 3× Infantry Lodges (5,388 pop)
Foundry (1,497) • Stonemason (1,497) • Blacksmith (1,497) • Forge (1,497)
Elves do not require the Forge.
Spear 3× Spearmens’ Billets (5,388 pop)
Kiln (1,497) • Foundry (1,497) • Spearmaker (1,497) • Blacksmith (1,497) • Tannery (1,497)
Dwarves use a Forge instead of the Tannery.
Ranged 3× Archery Fields (5,388 pop)
Carpentry (1,497) • Foundry (1,497) • Fletcher (1,497) • Tannery (1,497)
Cavalry 3× Cavalry Parade Grounds (5,388 pop)
Carpentry (1,497) • Kiln (1,497) • Spearmaker (1,497) • Blacksmith (1,497) • Forge (1,497) • Saddlemaker (1,497)
Elves do not require the Forge.

 

New City Checklist

Task What To Do Benefit
Rename Town Give the city a name matching its intended role or specialization. Easier city organization.
Set Tax Rate Adjust the tax rate once the city's early population and resource needs are understood. Balances Gold income and population growth.
Queue Research Begin the most important research for the city's planned purpose. Prevents idle Research Points and unlocks key buildings.
Send Starter Resources Send basic resources, Gold, Horses, Beer, Books, and any required advanced materials. Accelerates early construction and research.
Steamtastic Brewery Send 125 Spies to -513|-96 . Reduces the Food cost of Beer production by 5 Food/hr .
Allembine Scribes Send 1 Spy to each of the 20 Scribe locations. For two-stage Scribes, visit Location 1 before Location 2. Increases Spy Defense and grants +5 Research/hr per Library level once completed.

[ ] Mark each item complete after settling a new city.

 

Town Population Requirements

Town Total Pop Avg / Town Need for Next
2 450 450 1,550
3 2,000 1,000 3,000
4 5,000 1,667 5,000
5 10,000 2,500 10,000
6 20,000 4,000 20,000
7 40,000 6,667 35,000
8 75,000 10,715 55,000
9 130,000 16,250 103,550
10 233,550 25,950 30,000
15 393,550 28,111 35,000
20 578,550 30,450 40,000
25 788,550 32,857 45,000
30 1,023,550 35,295 50,000
35 1,283,550 37,751 55,000
40 1,568,550 40,219 60,000
45 1,857,550 42,217 54,000
50 2,127,550 43,419 59,000
55 2,467,550 45,695 75,000
60 2,849,000 48,288 75,450
61 3,000,000 50,000 Max

 

Stats