Everything you need to know about commanders
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Topic: Everything you need to know about commanders
Posted By: fluffy
Subject: Everything you need to know about commanders
Date 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.
------------- <a href="http://elgea.illyriad.co.uk/#/Player/Profile/261803" rel="nofollow">FluffTheMagicDragon</a>
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Replies:
Posted By: sweetypie
Date Posted: 04 Nov 2011 at 06:47
Posted By: Kilotov of DokGthung
Date Posted: 04 Nov 2011 at 06:58
cool this is helpful
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my words on this forum are from me alone. DLords official words only come from HighKing Belargyle
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Posted By: Rill
Date Posted: 04 Nov 2011 at 09:44
Posted By: Celebcalen
Date Posted: 04 Nov 2011 at 12:03
Posted By: Myrin
Date Posted: 04 Nov 2011 at 13:34
As always, Fluffy is outstanding.
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Posted By: Hugie
Date 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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Posted By: fluffy
Date Posted: 04 Nov 2011 at 20:55
from the wiki:
Personal upgrades ( http://illyriad.honoredsoft.com/wiki/index.php?title=Heroism&action=edit&redlink=1" rel="nofollow - Heroism , http://illyriad.honoredsoft.com/wiki/index.php?title=Charge&action=edit&redlink=1" rel="nofollow - Charge , http://illyriad.honoredsoft.com/wiki/index.php?title=Close_Quarter_Penetration&action=edit&redlink=1" rel="nofollow - Close Quarter Penetration , http://illyriad.honoredsoft.com/wiki/index.php?title=Concentrated_Fire&action=edit&redlink=1" rel="nofollow - Concentrated Fire , http://illyriad.honoredsoft.com/wiki/index.php?title=Bloodlust&action=edit&redlink=1" rel="nofollow - Bloodlust ) improve stats +6x per level. (i.e. lvl 0 = 1x, lvl 1=>7x, lvl 2=13x, lvl 3=19x, lvl 4=25x)
http://illyriad.honoredsoft.com/wiki/Commander_Upgrades" rel="nofollow - http://illyriad.honoredsoft.com/wiki/Commander_Upgrades
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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Posted By: Cheers2012
Date Posted: 19 Dec 2011 at 15:05
well done, great thanks for you ,that's very helpful for me .
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Posted By: Agrimony
Date 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
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Posted By: Abraxox
Date Posted: 01 Mar 2012 at 06:38
I have a couple of questions:You said that commanders gain experience from kills made by units in their division. Does that mean that in an army with multiple divisions, but only 1 commander, there will be no experience obtained from kills outside the commander's specific division?
In a 1 commander, multi-division army, do the commander's bonuses apply to units outside of his immediate division, or only to the units in that 1 division?
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Posted By: Rill
Date Posted: 01 Mar 2012 at 07:22
Division bonuses apply only to troops in that commander's division. A commander's individual bonuses can be supported by troops outside his division. (For example, a commander with maxed heroism can get full attack bonus from heroism as long as there are 60 units' of attack points somewhere in the army, even if not in his/her particular division.)
In any battle, the total experience of kills is added up and divided proportionally among players (each player receives as much experience as the kills created by the total of his/her forces on the square). The experience the player gets is then divided equally among all living commanders on the square.
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Posted By: goggoula
Date Posted: 08 Feb 2013 at 17:02
How can you equip commanders?
Isn't enough to have the equipment, go to the commander page and try via the empty entries on the commander?
If let's say you have a Vanguard's Platemail and a Elven Sword what do you have to do to get this equipment to the commander?
Thanks
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Posted By: bansisdead
Date Posted: 08 Feb 2013 at 17:43
have you researched military outfitter?
------------- http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">
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Posted By: Aurordan
Date Posted: 08 Feb 2013 at 19:12
Can't put plate on an elf. They'd suffocate or something.
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Posted By: Rill
Date Posted: 08 Feb 2013 at 20:27
In order to be equipped with a particular piece of equipment, that equipment must be used to create the unit. So if you have a trueshot that is made with a bow and leather armour, it can be equipped with a crafted bow and crafted leather armour -- not a crafted sword or crafted plate, etc. It could also be equipped with a riding horse, since it is an infantry unit -- only those units that are made with horses (cav) can be equipped with any other type of horse.
The exception is for units like sentinels that do not have a type of armour used in their creation -- these can be equipped with crafted leather armour; units like human t1 cav (chariots) that do not have a weapon used in their creation can be equipped with crafted spears.
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Posted By: Ancient Nightowl
Date Posted: 08 Feb 2013 at 22:25
Rill wrote:
In order to be equipped with a particular piece of equipment, that equipment must be used to create the unit. ......... units like human t1 cav (chariots) that do not have a weapon used in their creation can be equipped with crafted spears.
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DOH .......but It was slowly dawning on me.
Thanks Rill.
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Posted By: Scamandrius
Date Posted: 08 Feb 2013 at 23:19
Hmm. Says you need a level 1 storehouse to research the tech to equip your troops and commanders. Once you have learned the tech, do you have to keep a storehouse building for when you want to swap gear or can you do it from just a warehouse? Once i have the warehouse i want to destroy the storehouse to get more building space if i can
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Posted By: Rill
Date Posted: 09 Feb 2013 at 00:26
You need a Level 10 storehouse to research military outfitter, but you do not need a storehouse to equip or unequip troops or commanders. Be advised that at minimum level 10 storehouse plus level 20 warehouse is needed to contain enough stone to build a level 20 wall.
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