There are three types of attacks,Land attacks,Naval attacks and Invasion.You can only attack those inside your level range(one level Lower at most,except for Barbarians ),this is also true for any skill or spell that uses attacks and some others as well.If you hit someone which you yourself are not in his/her level range(they are two levels higher for example)the target will recieve a retaliation counter,see below for more information.
Land attacks(or normal attacks) cost 1 of your attacks and can't be used while you or the target are affected by protection.It costs 5 mp and requires troops in the campaign army.This is the main way of fighting others and gaining resources,especially lands.Each Class has a base number of attacks(keep in mind some skills,spells and magic items also use up attacks)and this number can be increased by levels and some heroes and artifacts.In order to gain more land and loot you need siege troops in your campaign army,see below for more information.
Naval battles(or sea attacks) requires 6 mp but they don't use up attacks and can be used one someone who is protected.You need to have attack ships to damage enemy's ships.There are some ways to improve the damage of attack ships,see below for more information.
Invasions are a mix of the two above.Invasion can be used only on other continents,first you will have a naval battle with your target using your attack ships,then any troops you have boarded on your ships land in the continent and join your own campaign army there to fight with the target's defense army,This way you can effectively inrpve your combat prowess in one continent for one battle by using your troops which you have boarded on ships from Another continent.After the battle is done the original boarded troops will board your ships again.This kind of attack requires 20 mp the number is so high because it counts sailing,naval battle,unboarding,attacking and boarding again.
Note: always remember to spy your target before attacking them,also keep reinforcements,weather and buffs and debuffs in consideration.You can change the surrender percentage to decide how much of your troops are you willing to lose before they retreat if things go badly.
When an offensive move(attack,item,skill or spell)is used against someone there is a 2 minute timer which the target can't be hit by another offensive move.There are two separate timers,one for physical attacks(those that don't pass protection) and another one for non-physical ones(those that pass protection)
Troops attributes[]
The following table explains all troop attributes. Attributes can be boosted or nerfed by weather, class abilities/skills or spells and by magical items. Checking your current troop (de-)buffs before attacks is always recommended.
Attribute | Explanation |
---|---|
Attack | This is the damage a unit inflicts each battle day.
Note: For non-ranged attacks, the unit has to be in the first row to deal any damage. |
Defense | The amount of damage a unit can sustain before death. With some exceptions only the first row takes any damage in the battle. |
Food, Gold | The amount food or gold this unit requires each season. Most troops require 1 food or some gold each season. If you don't have enough gold or food when a new season starts, any troops, that are not paid or fed, will desert the army. |
Housing | The amount of housing a unit requires. Most infantry units require 1 housing, most cavalry units require 2 housing and the siege units require 5 housing. The Max amount of housings is determined by the number and type of the structures one posses, which is in turn affected by the amount of land one has and the class of the player.
Note: Any troops not being housed will desert at the season change. |
Unit Type | Any unit is either infantry, cavalry or flying.
Cavalry units deal 10% extra damage to infantry, full damage to cavalry and 5% less damage to flying units. Flying units deal 10% extra damage to infantry, 5% less damage to cavalry and full damage to flying units. Note: Flying units, which are boarded on an attack ship, can also help during naval battles regardless of being ranged or not. |
Attacks | This is the number of times the unit attacks during each battle day. When a unit has two attacks, it basically deals damage twice each attack after the first one deals half of the base damage. |
Range | Units with the range attribute deal 5% extra damage. They can also deal damage from rows other than the first row as well.Only ranged units can attack during the first day.
Note: Units, who have the range attribute, can deal damage during naval battles if boarded on an attack ship. |
Siege | Units with siege attribute are required to capture enemy structures, the more you have the more structures can be captured. These units might get broken even when not attacked during battles.
Note: Siege units boarded on attack ships can deal a lot of damage during naval battles. |
One Shot | The first attack of units with this attribute is ranged and therefore they can hit during the first day as well even when being placed in the second row. Any other possible attacks are non-ranged after the first attack. |
Shield | Units with this attribute take 25-50% less damage from ranged units. |
Swarm | Units with this attribute gain extra attacks the more their numbers are compared to the whole army. If they amount to 20% of the whole army, they receive one extra attack. If they amount to 40% of the whole army, they receive two extra attacks. If they amount to 60% or more of the whole army, they receive 3 extra attacks. |
Defiance | Units with this attribute receive 33% extra damage each day after the first day up to maximum of 100% bonus damage on the fourth day. |
Regeneration | Units with this attribute receive 20-40% less damage from all sources. |
Immutable | Units with this attribute can't be buffed nor get debuffed.
Note: This can both be good and bad depending on the situation. |
Train | Units with this attribute can be trained to next tier unit in the barracks. This requires gold and MP.
Note: In order to train troops, they have to be in the defense army. |
Signature | Signature troops can only be obtained by promoting, questing or purchasing from the secret city. |
Retaliation[]
Retaliation allows players, who were attacked by lower level players, to attack back even if the attackers are outside of your allowed attack level range. There are 2 kinds of retaliation:
- If you attack any player outside their normal level range, your target will get a retaliation counter. Normally, the level range is 1 level down, but for high level barbarians it can be 2 levels down. So, if you are level 3 and attack a level 4 player, the attacked player won't get a retaliation counter. But if you attack a level 5 player instead, one retaliation counter is added for the defending player - meaning they can attack you back once. Any skill or spell that is an attack will trigger retaliation as well. This retaliation is not continent specific and will expire at the defending player's new year season.
- If you attack any active NPC, they will get a retaliation counter. These do not expire until the NPC attacks you back (using a traditional attack or an attack skill/spell). These are listed in the retaliation list with an "NPC" badge.
Any actions that do not use attacks (like sea attacks), won't add retaliation counters. The maximum is 25 counters.
Alliance bonuses[]
Being in an alliance has many benefits for the player including shared journal,spy and battle reports(if the members care to share them ofcourse!). One of the main benefits of being in an alliance is gerting free reinforcements for each and every battle. The type of the troops in that reinforcements is always the same and can be changed by the alliance leader. Normally the maximum amount of an alliance reinforcements is 50% of your campaign army. This reinforcements is apart from the 2 maximum reinforcements you could get so it is always beneficial.
Alliance levels[]
If the average levels of alliance members sums in certain numbers,all of the members in that alliance gain unique buffs. If the average is 3 all not-immutable troops of all the members get a 10% bonus to both attack and defense. If the average is 5 all members gain 5 extra mp per season. If the average is 7 the maximum amount of alliance reinforcements will increase to 75%.
Misfire[]
Misfire is when one army's ranged troops hit all of the units on the front line,including their own army.The damage they deal to their own army's front line is between 1-10% of the original damage.The chance of missfire increases the further they are from the front row.
Weather[]
weather is an important factor when it comes to army strength because it has wide range of effects and it can affect both the attacking and defending army(unless they are undead) and it is the only buff/debuff effect that works on reinforcements as well.It is always recommend to check tue weather before attacking someone and seeing how it is affecting your own army as well the enemy's army.Weather is changes every hour and the every world season (natural seasons like spring,summer,etc.)usually have some weather effects that are more common in those seasons,but It IS possible to see unsual weather effects especially when a Mage or a Ranger has been tampering with the weather.Every weather has normal amd a severe version which give different buffs and debuffs.
List of weather effects:
Cold[]
Normal[]
Jousts are prevented.
Ships might get damaged when sailing.
Severe[]
All of the above.
Also reduces food production by 5%.
Freeze[]
Normal[]
Jousts are prevented.
Food Production reduced by 5%.
Infantry units(not-immutable) recieve 10% penalty to attack.
Severe[]
All of the above.
Also gives a 10% defense penalty to all of the not-immutable infantry troops in the army.
The food production penalty is increased to 10%.
Removes Regeneration and Defiance attribute from not-immutable troops.
Ships might get damaged during sailing.
Snow[]
Normal[]
Jousts are prevented.
Reduces food production by 10%.
Ships might get damaged during sailing.
It gives a 10% penalty to attack of all of the not-immutable cavalry,flying and ranged(can stack with the last two)troops in the army.
Severe[]
All of the above.
Also gives a 10% defense penalty to defense of all the not-immutable cavalry and flying troops in the army.
The penalty to ranged units is increased to 20%.
Warm[]
Normal[]
Food Production is increased by 5%.
Severe[]
Food Production bonus is increased to 10%.
Hot[]
Normal[]
It gives a 10% attack penalty to not-immutable infantry troops.
Severe[]
Also gives a 10% defense penalty to all of the not-immutable infantry troops in the army.
It removes attacks(if a unit has more than one) and swarm attribute from all not-immutable troops.
Food Production is reduced by 5%.
Dry[]
Normal[]
No effects.
Severe[]
Food Production is reduced by 10%.
Wind[]
Normal[]
Jousts prevented.
It gives a 10% attack penalty to flying (not-immutable) and 10% penalty to ranged(not-immutable,can be stacked with the last one).
Severe[]
All of the above.
Also gives a 10% defense penalty to flying not immutable troops in the army.
The ranged and one shot attribute completely.
Ships might get damaged during sailing.
Reduces food production by 5%.
Rain[]
Normal[]
Jousts are prevented.
Food Production increased by 10%.
It gives a 10% penalty to attack of Infantry,Cavalry and Ranged troops(not-immutable,stack with the last two).
Severe[]
All of the above.
Also gives a 10% defense penalty to all of the not-immutable infantry and cavalry troops in the army.
The penalty to ranged is increased to 20%.
Ships might get damaged during sailing.
Storm[]
Normal[]
Food Production increased by 5%.
Jousts are prevented.
Ships might get damaged during sailing.
It gives a 10% attack penalty to cavalry,flight and ranged troops(not-immutable,stack with each other).
Severe[]
All of the above.
Also gives 10% defense penalty to all the not-immutable cavalry and flying troops in the army.
The penalty to ranged is increased to 20%.
The food production is changed to 5% penalty instead.
Fog[]
Normal[]
It gives a 10% attack penalty to Cavalry and flying and 10% to ranged troops(not-immutable,stack with each other).
Severe[]
Also gives a 10% defense penalty to all the not-immutable cavalry and flying troops in the army.
The ranged and one shot attributes are completely removed.
Cool[]
Normal[]
It grants a 5% bonus to food production.
There is no severe version of this weather effect.
Perfect[]
Normal[]
All troops in the army (not-immutable) recieve 10% bonus to both attack and defense.
Food Production is increased by 10%.
There is no severe version for this weather effect.
Expeditions[]
Expeditions are a way to gain resources for less active players (or for the less active continent of a player) and those who want to gain land and other resources and still be under protection.You can have only one expedition active at a time and it costs 10 mp and 100000 gold to start,it also uses troops, the minimum amount of troops needed is the housing your class's structures have(500 for fighters for example) per level and the maximum number of troops that can be used is twice the minimum amount.Each hour you will some of the troops you allocated to the expedition but you gain gold,food,land,peasants,and sometimes secrets(exact location of artifacts in that continent,name of heroes and clues about secret city)instead.Each hour expeditions use up an attack and you can't attack anyone(physical attack not spells and espionage and most skills)when you have an expedition active.The amount of resources obtained depends on the troops used the higher quality the troops(the more expensive) the more resources you gain.