Combat, Spying and Stamina

Combat, Spying and Stamina
Attacks cost turns, losses cost troops and stamina caps how hard you can push. This guide covers the limits so you can plan raids that pay.
Choosing a target
You can attack kingdoms within 5 levels of your own. Each attack commits 1 to 10 attack turns, and you may attack the same kingdom at most 5 times in any 24 hours.
Learn a target's strength before you commit turns. Send spies, and equip your troops for the pressure you expect: melee attacks meet melee defense, and ranged attacks meet ranged defense.
What a win pays
One successful raid takes at most 22% of the gold the defender is holding. Standing walls shield the treasury: while the fort is undamaged the cap falls to 5.5%, and it rises toward the full amount as the walls are breached. Gold in the Bank cannot be taken.
New, protected kingdoms pay out far less.
Casualties, wounded and fatigue
Not every casualty is a death. 30% of the troops lost in a battle are wounded instead, and 35% of the wounded return to duty each day, at least one unit per group. No single unit stack loses more than 40% of its size in one battle, except that any stack can lose at least one unit.
A defender who is attacked again and again tires. When the server has garrison fatigue switched on, repeated attacks can cut a defender's power by up to 15% in a day.
Spies and sentries
Spy missions spend turns as well. A mission takes up to 10 turns. Intel missions take up to 5, infiltrations at least 2 and assassinations at least 3.
You can run at most 5 intel missions against one target in 24 hours, and repeated missions against the same kingdom get harder as the day goes on. Your own spies and sentries defend you against enemy spies.
Which missions are open is a server setting, so the Spy menu shows what you can do right now.
Army stamina
Stamina is how fresh your army is for attacking. Each army holds up to 100. Only attacks spend it: 2 per attack plus 0.5 for each turn you commit, so a 10-turn attack costs 7. Offensive upgrades cut that by up to half. Spying is free. It refills 5 every 10 minutes, so an empty army is fully rested in 3h 20m. Attacks always go through, but below 50 stamina your army fights weaker, down to 80% offense at zero.
Offense structure upgrades cut the stamina each committed turn drains, by up to 50% at the top level.
Fewer, larger attacks are cheaper. One attack of 10 turns costs 7 stamina, while the same turns spent as 10 separate one-turn attacks cost 30.
Habits of steady raiders
Scout before you attack, and skip targets that out-defend you.
Spend turns in a few committed attacks and let stamina recover between them.
Keep a defense that matches your treasury and bank what you do not need.
Check your war history after each raid and adjust your next target.

