Combat rules
Combat is deterministic and server-authoritative. When armies meet, the realm calculates power, applies modifiers, and writes the result to your Raven Post.
Battle flow
When an attack arrives, the defender’s village is brought up to date first. Queued builds finish, troops return home, and the wall level is current before combat begins.
Scouts may fight a separate opening skirmish. If every attacker scout is lost, the main army still fights. Failed scouts simply mean less intelligence in the report.
The main battle compares total attack power to total defense power (troops plus wall bonus). The weaker side is destroyed outright. The winner loses troops proportional to the loss ratio.
Morale and luck
Morale applies to the attacker only. It falls when you strike a much smaller lord or march across long distances, down to a minimum of 5%. Barbarian villages always fight at full morale.
Luck is rolled once per battle (-50% to +50%) and pushes attack power up while pulling defense power down by the same roll, or the reverse. It is shown on the battle report from the attacker’s perspective.
The cavalry share of your attacking force affects how spearmen defend. Mounted-heavy armies face stiffer infantry resistance.
Walls, rams, and catapults
Wall level multiplies defensive power (roughly ×1.045 per level). Rams knock the wall level down on a won assault; how much depends on ram count and the current wall level.
Catapults pick one eligible building at random and reduce its level — you cannot choose the target. A village can never be permanently crippled: the main building, the three resource camps, and the warehouse never drop below level 1.
Loot
Victors loot resources up to their army’s carry capacity. Loot is calculated in whole integer units. The server never stores fractional resources.
Light cavalry and other high-carry units are ideal raiders. Combine them with enough fighters to win the battle first.
Support and reports
Troops sent as support add to the defender’s power in the same battle. Supports can be recalled unless trapped by an ongoing fight.
Every fight generates a Raven Post report with losses, loot, wall damage, and loyalty changes. Scout reports reveal enemy troops and resources when scouts survive.