From Arcanum Illyria
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There are twenty commander skills corresponding to twenty skill researches permitted by twenty barracks levels in any order. With one exception, each skill has ten levels stack additively. Ten levels of a skill will produce ten times the bonus. The exception is for one division-wide bonus—defensive for T1 commanders and offensive for T2 commanders—applying to troops of the same unit type as the commander.
Every unit killed in battle provides a set number of experience points (equivalent to their upkeep when that is shown instead) to the opposing forces. These points are divided among the opposing armies according to the weight of their battle contributions, but evenly among commanders within the army. Commanders which are killed in battle will still receive their share of the experience.
Each new level earned through experience gain earns one upgrade point which can be spent on any skill which is researched and not already at maximum level. The XP required for commander level L are:
- for level L<74: XP=10×(L2-L+1)
- for level L=74: XP=54050
- for level L=75: XP=55600
- for level L>75: XP=57250+100×(L-76)×(L-59)
Reaching maximum level on all skills requires a level 205 commander, or 1,940,650 experience. At present it is believe that no one is even near this value, and attaining it is infeasible for most if not all players. Instead, players may groom different commanders for different purposes, and/or reset the distribution of commander skill points by spending 15 prestige.
Resurrecting a commander costs 100 gold + 1000 gold per level and takes 1 hour + 1 hour per level. Commander level is determined by the number of skill points allocated and not the experience gained, thus a highly experienced commander can be resurrected quickly and cheaply if few points are allocated. To prevent exploit, commanders' skills may be reset only while they are alive and at home.
|Required Research per Target of Effect|
|Attack||Heroism||Charge||Close Quarter Penetration||Concentrated Fire||Bloodlust|
|Cavalry||Avoid Charge||Square Formation|
|Spears||Break Spear Wall||Agile Defense|
|Swords||Sword Mastery||Interlocked Shields|
|Magic||Force of Will (division-wide defense vs. battle magic)|
|Speed||Forced March (increase division speed over slowest unit's speed by +5%/lvl)|
|Carry||Military Logistics (increase division carrying capacity by +5%/lvl)|
|Regeneration||Accelerated Healing (2hp/h)||-|
|Combat Survival||Defy Death||-|
Specific Upgrade Notes
- Personal upgrades (Heroism, Charge, Close Quarter Penetration, Concentrated Fire, Bloodlust) improve stats +6x per level. (i.e. lvl 0 = 1x, lvl 1=>7x, lvl 2=13x, lvl 3=19x, lvl 4=25x)
- Divisional Speed/Carry/Magic resist stats increase 5% per level.
- Divisional attack/defense upgrades improve stats by 1% per level.
- Personal health upgrades are 50hp per level.
- Base health is 100hp.
- Personal regen upgrades are 1hp per hour per level.
- Base regen rate is 2hp/h.
- Protection against assassination and death in defeat are only shown as levels, with no concrete value determined as yet.
- ↑ Originally the change at level 74 was to something exponentially aggressive, but as of 2012-04-22 it's only slightly more aggressive than the original curve. The currently available formula for post-74 level requirements is an approximation of an exponential function by piecewise quadratic functions.