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Commander Upgrades

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Level XP
1 10
2 30
3 70
4 130
5 210
6 310
7 430
8 570
9 730
10 910
11 1,110
12 1,330
13 1,570
14 1,830
15 2,110
16 2,410
17 2,730
18 3,070
19 3,430
20 3,810
21 4,210
22 4,630
23 5,070
24 5,530
25 6,010
26 6,510
27 7,030
28 7,570
29 8,130
30 8,710
31 9,310
32 9,930
33 10,570
34 11,230
35 11,910
36 12,610
37 13,330
38 14,070
39 14,830
40 15,610
41 16,410
42 17,230
43 18,070
44 18,930
45 19,810
46 20,710
47 21,630
48 22,570
49 23,530
50 24,510
51 25,510
52 26,530
53 27,570
54 28,630
55 29,710
56 30,810
57 31,930
58 33,070
59 34,230
60 35,410
61 36,610
62 37,830
63 39,070
64 40,330
65 41,610
66 42,910
67 44,230
68 45,570
69 46,930
70 48,310
71 49,710
72 51,130
73 52,570
XP sequence after level 73
Level old new
74 57,827 54,050
75 63,609 55,600
76 69,969 57,250
77 76,965 59,050
78 84,661 61,050
79 93,127 63,250
80 102,439 65,650
81 112,682 68,250
82 123,950 71,050
83 136,345 74,050
84 149,979 77,250
85 164,976 80,650

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)[1]

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.

Commander Upgrade skills and area of effect
Upgrade
Type
Required Research per Target of Effect
Self Cavalry Spears Bows Swords
Attack HeroismChargeClose Quarter PenetrationConcentrated FireBloodlust
Defense
vs
Cavalry Avoid ChargeSquare Formation
Spears Break Spear WallAgile Defense
Bows CoverTortoise Formation
Swords Sword MasteryInterlocked Shields
Assassins Uncanny Sense-
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)
Health Vitality (50hp/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.


  1. 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.


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