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fluffy View Drop Down
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Direct Link To This Post Topic: Everything you need to know about commanders
    Posted: 04 Nov 2011 at 03:41

Everything you need to know about commanders


What are commanders?
    Commanders are the leaders of your armies, they come in all shapes and sizes and can be used for many different purposes - attacking, raiding, defending etc.  Without a commander, your army is powerless.

Where do I get commanders?
    When you mouse over Military button on the main page, commanders is the second sub button from the right.


The commander screen looks like this:                                                                                     

*apparently that block of text is too hard to read.  it states "You can create new commanders here.  To create a commander you have to have at least 1 troop trained that is not in an army"


You can create as many commanders as you want, how ever you can only have as many alive as you have the research for:
    Militia - 1,  Conscription - 2, Call to Arms - 3, Standing Army - 4, Warcraft - 5
When a commander dies, you have the ability to resurrect them for a price(explained below) or make a new one.

When you click on a commander, a drop down box will appear like shown below.  From this you can see info about your commanders and level up skills when you have enough XP.



Picking a unit for a commander

You can make any troop that you can train into a commander - tier 1 and 2 of each of the four types of troops.  Siege engines are not people and therefore cannot be commanders.  T1 commanders get an extra 5 levels in the divisional bonus in defense of the type of commander and T2 commanders get an extra 5 levels in the divisional bonus for attack of that type.  From this, it would seem straight forward that if you have an army of infantry that you want to attack with that you would pick a T2 infantry commander.  However, that's not aways the case.  Each commander gets attack/defensive stats based off of its unit type.  In most cases, the T2 calvary unit has the best stats.  The extra attack you get with a calvary commander is greater than the extra 5% attack bonus you get with small armies.  It differs for each race and unit type, but a general size is 1000 troops in the division.  If you have over that, you get more from the extra 5% bonus of having a commander that is the same troop type.  The same is also true for defensive stats and commanders - but remember that bonus comes from what is attacking, usually infantry or calvary..  The other bonus of a having a T2 calvary commander is that it won't slow down any army unless the army consists of T1 calvary.  If you have an army of T1 calvary, you can make a T1 calv a commander if you want to keep the speed at max for a loss of commander attack, which isn't a problem if you are using the army for raiding.


Putting commanders in charge
    Once you have your commander(s) made, you can put them in the front of your armies.  You need at least 1 division in your army commanded by a commander for it to go forth and conquer.  However, you can put as many divisions in as you want - up to 5 ones commanded.  This allows you to make sure that you get the most out of your troops by matching commanders with troops.  A bonus of this is that when you have multiple commanders in an army, all of their attack and defense values add up and it makes sense to get the most out of them  For instance, you could have 3 T2 calvary commanders leading divisions of 500 bow units each(getting the max attack from the commanders) and another 2 T2 infantry commanders each in charge of 1500 infantry (getting the extra 5% bonus).

Gaining XP
    Commanders gain XP whenever the troops in their division kill enemy units.  When fighting other players, the XP gain is equivalent to the gold upkeep the player was paying them.  Against NPC troops, the XP gain is equal to the Experience listed when you click on the picture of the NPC troop.




Commander Skills (compiled by Piarou)

After you have researched Command you can start your research in commander skills. There are four trees; Defensive Tactics, Discipline, Offensive Tactics and Seasoning. You can research one skill per lvl of your barracks. With a lvl 20 barracks you can eventually research them all.

Defensive Tactics

    Agile Defence: +1% defence against spears per lvl

    Interlocked Shields: +1% defence against swords per lvl

    Square Formation: +1% defence against cavalry per lvl

    Tortoise Formation: +1% defence against bows per lvl


Discipline

    Force of will: +5% resistance to magic, yet unused

    Forced March: +5% on slowest unit speed per lvl

    Military Logistics: +5% maximum load of total unit per lvl


Offensive Tactics

    Bloodlust: +1% attack for swords per lvl

    Charge: +1% attack for cavalry per lvl

    Close Quarter Penetration: +1% attack for spears per lvl

Concentrated Fire: +1% attack for bows per lvl


Seasoning

    Accelerated Healing: hp regeneration speed increased by +1 hp/hour per lvl

        Vitality: +50 hp per lvl

    Avoid Charge: Better defence against cavalry for your commander

    Break Spear Wall: Better defence against spears for your commander

    Cover: Better defence against bows for your commander

    Heroism: Increased damage dealt by your commander

    Sword Mastery: Better defence against swords for your commander

    Uncanny Sense: Higher chance to survive an assassination attempt

        Defy Death: Improved chance to survive a battle even when reduced to 0 hp





Order to level your commander skills
    When you are leveling your commander you want to make sure you pick the right ones so you get the most out of your troops.  I suggest this order for both offensive and defensive commanders - you need to level up defensive ones by attacking or it'll take forever waiting to be attacked.

1) Heroism --> 10*; Heroism gives you a base attack that you don't have to retrain to get.  *As your commander only gets as much attack as the troops he commands, if you have a small army, you might only level Heroism until the commanders attack is about the same as your army's and then level it later when your army grows.

2) Divisional bonus for the troops commanding --> 10, For instance, if your army is of infantry, level Bloodlust.  This divisional bonus gets you more attack out of each troop.

3) Defy Death --> 10, The less your commander dies, the less you have to pay.  It becomes more important for your commander to live when he becomes higher leveled.  

Offensive Commanders

4) Forced March --> 10, Perfect for the impatient people, the faster your troops move, the less you have to wait and the more attacking you can do!

At that point, you should have an idea for what you want your army to do and can either start leveling Military Logistics - raiding, Force of will - save troops from spells, Uncanny Sense - save your commander from those pesky assassins when you are in a war and so on and so forth!

Defensive Commanders

4) Personal bonus/Divisional bonus for defense --> 10, this one depends on your army size.  If you have a large army ~ 1k or more troops depending on the type, its better to do the divisional bonus, else do the personal bonus.  The bonus type to level is a hard one as it depends on what is attacking you.  One way to decide is to see what terrain is being attacked, if its a plain, most likely will be attacked by cavalry, its a forest, most likely infantry.

5) Uncanny Sense --> 10, This is important when you are defending as its likely your armies will be hit by assassins and a dead commander doesn't help much when defending.  You can switch this with 4 if you need it sooner.

6) Personal bonus/Divisional bonus -
-> which ever you didn't do in step 4)

**You can always play around with the ordering to come up with better ways to suit your needs.  It is unlikely that everyone will follow the same order since everyone does different things with their armies.**

Resurrecting a commander
    In the field of battle it is inevitable that your commander will die.  When this happens, he gets transported back to your town and you have the ability to resurrect or destroy him/her.



Resurrecting your commander isn't free though, it costs gold and time that increases in cost with each level your commander gains.  The cost is 100 + Level * 1000 gold and Level + 1 hours to resurrect.  This can get costly and timely with high level commanders.  Because of this, it might be worthwhile to level your commander at a low level where the resurrecting cost is low to gain xp and then level him up when you have a lot to use.





Edited by GM Luna - 28 Feb 2012 at 18:50
<a href="http://elgea.illyriad.co.uk/#/Player/Profile/261803" rel="nofollow">FluffTheMagicDragon</a>
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Direct Link To This Post Posted: 04 Nov 2011 at 06:47
great post....
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Direct Link To This Post Posted: 04 Nov 2011 at 06:58
cool this is helpful
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Direct Link To This Post Posted: 04 Nov 2011 at 09:44
awesome post fluffy!
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Direct Link To This Post Posted: 04 Nov 2011 at 12:03
Quality work
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Direct Link To This Post Posted: 04 Nov 2011 at 13:34
As always, Fluffy is outstanding.
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Direct Link To This Post Posted: 04 Nov 2011 at 15:59
Perfect timing Fluffy - I really needed this.  But how do I put numbers in my spreadsheet (still don't understand eg Heroism - how does it work? What attack bonus?)
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Direct Link To This Post Posted: 04 Nov 2011 at 20:55
from the wiki:

Personal upgrades (HeroismChargeClose Quarter PenetrationConcentrated FireBloodlust) improve stats +6x per level. (i.e. lvl 0 = 1x, lvl 1=>7x, lvl 2=13x, lvl 3=19x, lvl 4=25x)


so if your commander has 10 attack,
lvl 0 - 10
lvl 1 - 70
lvl 2 - 130
and so on,  And the base attack and defense should be the base type of the commander.  I have one commander with stats of a different unit somehow. :P

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Direct Link To This Post Posted: 19 Dec 2011 at 15:05
 well done, great thanks for you ,that's very helpful for me .
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Direct Link To This Post Posted: 28 Feb 2012 at 18:48
Thanks for a great guide fluffy, everything i needed to know in a lovely, easy-to-read colour scheme 
Wink


Edited by Agrimony - 28 Feb 2012 at 19:23
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