On this page
What you can attack#
- Robber camps on the world map, as soon as you have a Command HQ. Safe XP, loot and (from camp level 10) rubies.
- Other players from level 6, if they are level 6 or higher, not protected, not in your alliance and not at peace with it.
- Event targets: Pharaoh camps and Warlord castles appear around your castle during their events (events).
- Islands, monuments, war towers, outposts, metropolises and capitals (holdings).
Sending an attack#
Every attack is led by a commander from your Command HQ. You split your soldiers into waves on three sides: the left flank, the front (where the gate is) and the right flank. A flank wave takes up to 2 soldier types and 2 tool slots; a front wave takes up to 3 soldier types and 3 tool slots. Defense soldiers stay home. The commander's gear can add soldiers per wave, travel speed, attack strength and more (equipment).
| Level | Player level | Commanders |
|---|---|---|
| 1 | 3 | 3 |
| 2 | 12 | 7 |
| 3 | 20 | 12 |
| 4 | 28 | 17 |
| 5 | 36 | 23 |
| 6 | 44 | 29 |
| 7 | 52 | 35 |
How many soldiers per wave#
Against players, your level sets the number of waves per side and the soldiers per wave. The size stops growing at level 60; after that the Hall of Legends and commander gear add more. Robber camps and event targets have their own limits, listed with them.
| Your level | Waves per side | Max per flank wave | Max per front wave |
|---|---|---|---|
| 6 | 1 | 67 | 105 |
| 10 | 1 | 93 | 145 |
| 15 | 1 | 126 | 195 |
| 16 | 2 | 132 | 205 |
| 20 | 2 | 158 | 245 |
| 25 | 2 | 191 | 295 |
| 26 | 3 | 197 | 305 |
| 30 | 3 | 223 | 345 |
| 35 | 3 | 256 | 395 |
| 36 | 4 | 262 | 405 |
| 40 | 4 | 288 | 445 |
| 45 | 4 | 321 | 495 |
| 50 | 4 | 353 | 545 |
| 55 | 4 | 386 | 595 |
| 60+ | 4 | 418 | 645 |
Travel time#
Your army marches at the speed of its slowest soldier. Stables, the alliance speed bonus, commander gear and horses make it faster.
minutes = distance ÷ (slowest speed ÷ 10) ÷ (1 + speed bonus %) × horse factor
| Horse | Faster | Stables level | Cost per march |
|---|---|---|---|
| On foot | 0% | - | Free |
| Coin Horse | 25% | 1 | 2 gold per soldier |
| War Horse | 40% | 3 | 5 gold per soldier |
| Royal Horse | 60% | 1 | 1 ruby per 10 soldiers (at least 5) |
| Feather Horse | 60% | - | 1 horse feather, any army size |
| Level | Player level | Faster travel |
|---|---|---|
| 1 | 6 | 20% |
| 2 | 15 | 30% |
| 3 | 25 | 40% |
| 4 | 35 | 50% |
| 5 | 45 | 60% |
How a battle against a castle is decided#
This is how attacks on players, their extra castles and event castles with walls are resolved:
- Waves arrive in order of their number: wave 1 of every side fights first, then wave 2, and so on.
- A wave fights the defenders on the wall of its own side. Attack power is the attack of all soldiers in the wave (plus commander bonuses).
- Defense power is the wall defenders' defense, using the same melee/ranged mix as the wave, multiplied by (1 + protection %). Protection can never go above 150%.
- If the wave is stronger, that side is breached: all its wall defenders fall and the wave's survivors climb into the courtyard. Every later wave on a breached side goes straight into the courtyard too.
- If the wave is weaker, it is wiped out, but it still kills part of the defenders: (attack ÷ defense)1.5 of them.
- When all waves are done, if at least one side was breached, every attacker in the courtyard fights the courtyard defenders plus everyone still standing on the walls.
- Win the courtyard and the castle is yours to loot. Lose it and the attack has failed.
Protection#
Protection is made of three layers on each side, and each siege tool only lowers its own layer. The wall layer is the castle's base protection plus castellan gear and the alliance defense bonus. The moat layer comes from your moat. The gate layer exists only at the front. Defense tools add to each layer for the waves that hit that side.
protection = (wall + wall tools − ladders − wall breaking) + (moat + moat tools − bridges) + (front only: gate + gate tools − rams − gate breaking)
| Castle level | Base wall protection | Courtyard protection | Wall defenders per side |
|---|---|---|---|
| 1 | 28% | 14% | 30 |
| 2 | 36% | 18% | 55 |
| 3 | 44% | 22% | 85 |
| 4 | 52% | 26% | 120 |
| 5 | 60% | 30% | 160 |
| 6 | 68% | 34% | 205 |
| 7 | 76% | 38% | 255 |
| 8 | 84% | 42% | 310 |
The courtyard#
Courtyard defenders only get half the base wall protection (plus the alliance defense bonus). The more sides you broke, the stronger your courtyard attack:
| Sides breached | Attack bonus |
|---|---|
| 0 | +0% |
| 1 | +10% |
| 2 | +20% |
| 3 | +30% |
How losses are calculated#
The loser of a clash is wiped out. The winner loses (loser's power ÷ winner's power)1.5 of its soldiers. A big advantage means almost no losses; an even fight is costly for both sides.
| Power advantage | Winner loses |
|---|---|
| 1.1 : 1 | 86.7% |
| 1.25 : 1 | 71.6% |
| 1.5 : 1 | 54.4% |
| 2 : 1 | 35.4% |
| 3 : 1 | 19.2% |
| 5 : 1 | 8.9% |
Loot#
- Only a full victory gives loot. Every surviving soldier carries its loot stat; loot sacks and carts add capacity, and commander gear can add a percentage.
- You can take up to 20% of each resource the defender holds (wood, stone, food and gold), shared out evenly between the four.
- If the target is more than 10 levels below you, you only get half.
- The defender's castellan gear and research can protect part of the stock ("less resources looted").
- Loot rides home with your surviving soldiers and is stored when they arrive. Anything above your storage cap is lost; gold has no cap.
Glory and titles#
Every fight against a player gives Glory to both sides. The winner gets 25 + (enemy soldiers killed ÷ 4); the loser gets (enemy soldiers killed ÷ 10). Glory does not depend on levels. As your Glory grows you climb through titles; higher titles lose a small percentage of Glory every day, so you have to keep fighting to keep them.
| Title | Glory needed | Daily decay | One-time gift | Lasting perk |
|---|---|---|---|---|
| Knight | 0 | - | ||
| Chevalier | 20 | - | 3,000 gold | |
| Baronet | 110 | - | +5% Glory from attacks | |
| Baron | 870 | - | 300 rubies | |
| Viscount | 1,480 | 1% | +5% loot from players | |
| Count | 2,260 | 1% | 2× 1 Hour Skip | |
| Count Palatine | 3,440 | 1% | +3% wood/stone/food production | |
| Marquis | 5,230 | 1% | 8,000 gold | |
| Vice Duke | 7,960 | 2% | 700 rubies | |
| Duke | 12,110 | 2% | +10% Glory from attacks | |
| Grand Duke | 18,440 | 2% | 20 horse feathers | |
| Archduke | 28,060 | 2% | 1,000 rubies | |
| Prince | 42,710 | 3% | +10% loot from players | |
| King | 65,000 | 4% | +6% wood/stone/food production |
The top players on the Glory ranking also get a special title, if they have at least 870 Glory:
| Rank up to | Title | Lasting perk | Daily decay |
|---|---|---|---|
| 1 | the Invincible | +20% attack power against players (melee, ranged & courtyard) | 5% |
| 10 | the Feared | +10% attack power against players (melee, ranged & courtyard) | 5% |
| 25 | the Fearless | +5% attack power against players (melee, ranged & courtyard) | 4% |
| 50 | the Remorseless | +3% attack power against players (melee, ranged & courtyard) | 4% |
Fires#
When a castle loses, some of its buildings catch fire (never the castle or statues). Burning buildings produce nothing, cannot be upgraded and cost 50 Public order each. Putting out one fire costs 25% of that level's wood and stone price and 3 minutes per building level (at most 60 minutes). The bigger the surviving army, the more buildings burn:
| Attackers left alive | Buildings on fire | If the target is much lower level |
|---|---|---|
| 0+ | 1 | 1 |
| 50+ | 2 | 1 |
| 200+ | 3 | 2 |
| 450+ | 4 | 2 |
| 800+ | 5 | 3 |
| 1,250+ | 6 | 3 |
| 1,800+ | 7 | 4 |
| 2,450+ | 8 | 4 |
After the battle: limits on attacks#
- After you beat a player, you cannot attack the same castle again for 3 hours. A second army already on the way turns back without a fight.
- You can never attack members of your own alliance or alliances you have a peace treaty with.
- Protected castles (beginner protection or peace protection) cannot be attacked.
- A successful defense gives the defender XP too: 15 + (attackers killed ÷ 4).
- Both sides get a full battle report with every wave, the protection it faced and the losses.
- You can recall an army that is still marching; it walks back the same distance it already covered.
Robber camps#
Robber camps defend with Macemen only. Each camp starts at level 1 for every player and goes up one level for you each time you beat it (up to level 54). After a win the camp rests for 30 minutes (one hour above level 40). Rubies drop from camp level 10.
| Camp level | Defenders | Defender strength | Protection | Waves per side | Max per flank wave | Max per front wave | XP | Rubies | Loot per resource | Rest after win |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | ×1 | 6% | 1 | 6 | 20 | 21 | 0 | 50 | 30m |
| 5 | 11 | ×1.06 | 10% | 1 | 30 | 100 | 45 | 0 | 250 | 30m |
| 10 | 25 | ×1.14 | 15% | 1 | 60 | 200 | 75 | 5 | 500 | 30m |
| 15 | 41 | ×1.21 | 20% | 1 | 90 | 300 | 105 | 8 | 750 | 30m |
| 16 | 45 | ×1.23 | 21% | 2 | 96 | 320 | 111 | 8 | 800 | 30m |
| 20 | 60 | ×1.29 | 25% | 2 | 120 | 400 | 135 | 10 | 1,000 | 30m |
| 25 | 81 | ×1.36 | 30% | 2 | 150 | 500 | 165 | 13 | 1,250 | 30m |
| 26 | 86 | ×1.38 | 31% | 3 | 156 | 520 | 171 | 13 | 1,300 | 30m |
| 30 | 105 | ×1.44 | 35% | 3 | 180 | 600 | 195 | 15 | 1,500 | 30m |
| 35 | 131 | ×1.51 | 40% | 3 | 210 | 700 | 225 | 18 | 1,750 | 30m |
| 36 | 137 | ×1.53 | 41% | 4 | 216 | 720 | 231 | 18 | 1,800 | 30m |
| 40 | 160 | ×1.59 | 45% | 4 | 240 | 800 | 255 | 20 | 2,000 | 30m |
| 41 | 166 | ×1.6 | 46% | 4 | 246 | 820 | 261 | 21 | 2,050 | 1h |
| 45 | 191 | ×1.66 | 50% | 4 | 270 | 900 | 285 | 23 | 2,250 | 1h |
| 50 | 225 | ×1.74 | 55% | 4 | 300 | 1,000 | 315 | 25 | 2,500 | 1h |
| 54 | 254 | ×1.8 | 59% | 4 | 324 | 1,080 | 339 | 27 | 2,700 | 1h |
In a camp, about 30% of the defenders stand on the wall and the rest wait behind. Each wave fights the wall first, then the reserve. You must wipe out the whole camp to win and loot it; a wave that loses still kills part of the defenders.
Spying#
The Spy Hut trains spies. Resource spies show stored resources and production; military spies show troops and the wall setup. Spies ride from your Stables and ignore protection. Spying on a player ends your own beginner protection.
| Level | Player level | Spies |
|---|---|---|
| 1 | 7 | 2 |
| 2 | 20 | 3 |
| 3 | 33 | 4 |
| 4 | 44 | 5 |
| 5 | 55 | 6 |