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💰 Raiding

Raiding allows field armies to attempt theft of valuable resources directly from an adjacent target structure, without first having to battle through enemy guard armies. Lords can direct their armies to complete this action by selecting the 'raid' action when attacking an enemy structure.

Raiding interface showing an army preparing to raid a structure

Raid Requirements

Before attempting a raid, your army must meet the following requirements:

  • Have at least 30 stamina
  • Be adjacent to the target structure
  • Structure must contain raidable resources

Raidable Materials

Raidable materials are stolen based on rarity, with the most valuable taken first. Rarer materials are prioritized during raids:

#Resource
1
Lords
Lords⚠️ No materials are safe, even $LORDS can be pillaged
2
Donkey
Donkey
3
Ancient Fragment
Ancient Fragment
4
PaladinT3
PaladinT3
5
CrossbowmanT3
CrossbowmanT3
6
KnightT3
KnightT3
7
Dragonhide
Dragonhide
8
Mithral
Mithral
9
Adamantine
Adamantine
10
Alchemical Silver
Alchemical Silver
11
Twilight Quartz
Twilight Quartz
12
True Ice
True Ice
13
PaladinT2
PaladinT2
14
CrossbowmanT2
CrossbowmanT2
15
KnightT2
KnightT2
16
Ethereal Silica
Ethereal Silica
17
Ignium
Ignium
18
Deep Crystal
Deep Crystal
19
Ruby
Ruby
20
Sapphire
Sapphire
21
Diamonds
Diamonds
22
Paladin
Paladin
23
Crossbowman
Crossbowman
24
Knight
Knight
25
Hartwood
Hartwood
26
Gold
Gold
27
Cold Iron
Cold Iron
28
Ironwood
Ironwood
29
Silver
Silver
30
Obsidian
Obsidian
31
Copper
Copper
32
Labor
Labor
33
Coal
Coal
34
Stone
Stone
35
Wood
Wood
36
Fish
Fish
37
Wheat
Wheat

⚠️ IMPORTANT NOTE

No materials are safe from pillagers, $LORDS tokens can be raided as well

Raid Success

The success chance of a raid is determined by the following conditions:

ConditionRaid Success Chance
Raiding army's total damage < 50% of combined guard armies' damage0%
Raiding army's total damage > 200% of combined guard armies' damage100%
Raiding army's damage between 50% and 200% of guard armies' damageScales proportionally from 0% to 100%
No guard armies present100% (automatic success)

Upon a successful raid, resources are transferred directly to the raiding army's inventory up to its carrying capacity. It is only possible to steal food, resources, and ancient fragments from a raid, tokens such as $LORDS and $STRK can only be stolen from another player by claiming a Realm into which tokens have been bridged or transferred.

Damage in Raids

At the conclusion of a raid, regardless of whether it was successful or not, damage is calculated for both the raiding army and the guard armies. This damage is significantly reduced by a raid damage modifier, simulating the concept of a pillaging and looting event as opposed to a full-scale battle. The raid damage modifier reduces damage to 10% of that which would be applied in an attack action.

Damage from a raiding action is calculated according to the following rules:

  • The raiding army troop total is split evenly across each guard army.
  • A standard combat damage calculation is then applied to each combat instance.
  • Each damage number is multiplied by the raid damage modifier before casualties are applied.

Example:

Consider 1000 raiders attacking a structure with two occupied guard slots:

  • Slot 1: 400 troops
  • Slot 2: 600 troops

The raiding army is split into two groups of 500 troops, each attacking one guard slot. Assume that the damage calculations result in the following:

  • Raiding army deals 180 damage to Slot 1 and 150 damage to Slot 2 = 330 total damage
  • Guard armies deal 120 damage from Slot 1 and 200 damage from Slot 2 = 320 total damage.

Applying the raid damage modifier, actual losses become:

  • Guards: Slot 1 loses 36 troops (10% of 180), Slot 2 loses 30 troops (10% of 150).
  • Raiders: Lose 64 troops total (10% of 320).

Raid Outcomes

After a raid attempt, one of two outcomes will occur:

  1. Successful Raid
    • Resources are transferred to your army's inventory
    • Resources are limited by your army's carrying capacity
    • Both armies suffer reduced casualties (10% of normal combat damage)
    • Your army's stamina is reduced by 30
  2. Failed Raid
    • No resources are stolen
    • Both armies still suffer reduced casualties (10% of normal combat damage)
    • Your army's stamina is still reduced by 30

The outcome is determined by comparing your army's total damage output against the combined damage output of all guard armies present. If no guard armies are present, the raid automatically succeeds.