Combat

## Attack

Pressing Attack from main menu shows your Attack Bracket (AB).

* At the top will be your last target, or last opponent targeting you within last 5 minutes, if any.
* Next are your Adversaries or the time until the adversaries will return.
* Third is the list of other players who match your Attack Criteria

Starting an Attack will open an a message box .

* As you get new messages it will scroll up, so use refresh to move to bottom of feed or scroll lock to keep it accessible.
* The message box shows
	+ Seize Target, if one has been selected, and your attack Target.
	+ Your Gold, Army size, and Current/Max Army Power
	+ Your vassals and their Current/Max Power
	+ Heal cost in gold. 1 gold heals 1 vassal for 5 damage

Once a raid is successful your will have access to Seize, Conquer, or Pick a seize target options.

* Sometimes, your target is not found in the defense that has been weakened. This means that the intended target is in one of the remaining two defenses.

### Engagment, Agressors & Retreat

* Your first attack to Raid a target will start a 30 minute Engagement Timer.
* When the Engagement timer ends it will start a Safe timer
* During the Safe timer you may not attack that target.
* The safe timer lasts 30 minutes + 1 minute / attack made during Engagement timer.
* The attacker may use the /retreat command to immediately end the Engagement timer and start the Safe timer
* If the target attacks you back with a Raid attack it will cancel and Engagement or Safe timer and Start an Engagement timer on you
* /aggressors command will display the current status of any Engagement or safe timer involving you.

## Adversaries & Rivals

### Adversaries

* Adversaries are Non-player Characters (NPCs) who appear every 2 hours

You must attack an adversary to start the 2 hour timer, otherwise it will stay until you do.

* You only see a maximum 5 adversaries at a time
* You can raid and seize from these NPCs. You cannot scout them.
* When you attempt to seize, if you miss, the adversary 'flees.'
* Vassals seized from Adversaries are immediately loyal.
* Adversaries vassals maximum rank can be the lesser of: one less than your rank or equal to the highest rank vassal recruitable vassal under you, and with a power no greater than your highest power recruitable vassal.

### Rivals

* Rivals are players who match your attack criteria and appear in your AB.

## Army Configurations

* To see all configuration options goto More>Settings>Options and turn on Expert Buttons
* Command: /recruit\_[Vassal ID]
* You can use r[Power] instead of Vassal ID with a +/- modifier to recruit the Vassal closest to power either above or below specified Power, that can be recruited
* consign r500- first vassal equal or less than 500 not on chains, bed timer, or companion.

### Armies and Deploy

* You have 3 armies. Your current active one, and 2 that can be switched to with /deploy\_[1-3] command or buttons.
* Any recruit or army configuration commands will change the currently deployed army
* For more details see Common Tactics

### **Trapper Safe (Standard Attack)**

* Top vassals with one maid/squire (squirrel). If you are attacking rivals (live players) you should keep a squirrel in your army configuration to prevent your higher power vassals from being trapped.
* /army\_trapper or /army\_trapper\_dangerous or /army\_trapper\_anythingelse

### **Trapper check**

* This is a preset configuration under the expert settings replaces your army vassals with a single squirrel to attack. If you hit a rival with a trapper check configuration, your squirrel will be trapped if they have a trapper set.
* /army\_check

### **Top without zeal**

* This is a preset configuration under the expert settings that allows you to select a max attack, eliminating the squire. This sort of attack is most commonly used when attacking during a rescue since your rival’s trapper can not trap you during a rescue attack.
* /army\_unzealed

### **Top with zeal**

* This is a preset configuration under the expert settings that selects your strongest attackers and includes any that may be zealed. Zeal is the additional power the vassal receives for one attack after you have used the church to pray for that specific power.
* /army\_zealed

## Raid

* Primary form of attack, If successful you will steal gold from target.
* Command: /attack\_[Attack Target ID]
* Raid succeeds if:
* Army Power + Zeal Power >= Defense
* Trapper: Yes - Trapper may become active at any point a defender places vassals in the building stronger than attacking army to trap smallest vassal in army

## Rescue & Prisoners

### Rescue

* While your vassal is in Chains under another liege you will have 50 chances to attempt rescue.
* Command: /rescue\_[Attack Target ID]\_[Rescue Target ID]
* A rescue succeeds if:
	+ Army Power + Zeal Power >= 2 x Rescue Target Power + Defense
* Trapper: No - Trapper is not effective during any rescue attempts

### Prisoners

* Can be accessed via your Me page. Enemies have 50 chances to attempt to rescue.
* Command: /prisoners
* From this page, you can set a ransom or release the prisoner
* To release all of one person's prisoners, you can go to their View and choose to Release All.

## Seize & Liberate

### Seize

* A successful seize will reward you with the target vassal in your court with 0 health and in Chains for 24 hours.
* Command: /seize\_[Attack Target ID]\_[Seize Target ID]
* Must first raid successfully in order to make a Seize Attack
* Seize is successful if:

Army Power + Zeal Power >= 2 x Seize Target Power\* + Defense Power + Alarm + Mobilization

* \*If your Seize Target is in the Tower Building you will need 3 x target power instead of 2x
* After a successful seize the defender will receive a Mobilization bonus = Seize Target Power x 2
* Trapper: Yes - Trapper may become active at any point when the trapper's power exceeds the attacking army's total power.

### Liberate

* Liberate returns a vassal to the liege it is loyal to.
* Must first raid successfully in order to make a Liberate Attack.
* Alarm does not count in the Liberation success calculation, but still requires:

Army Power + Zeal Power >= 2 x Seize Target Power + Defense Power

* The Tower building has no effect during a Liberate attempt.
* Command: /liberate\_[Attack Target ID]\_[Liberate Target ID]
* Trapper: Yes - Trapper may become active at any point when the trapper's power exceeds the attacking army's total power.

## Scout

* Required Building: Hideout
* Command: /scout\_[Target ID]\_[Vassal ID]
* You will find link for scouting by viewing a target that is currently in your Attack Bracket.
* Once a scout has started you select a vassal from target to learn location for.
* The cost for a scout attack is half your current total scout points.
* Your total scout power (before spending) is compared to opponent's total scout power:
* <=80% - defender learns who the attacker was, and which vassal was the target
* 81-90% - defender learns who the attacker was
* 91-100% - defender learns there was a scouting attempt
* 101-110% - attacker learns protected and unprotected gold, and gold gain
* 111-120% - attacker learns location of target vassal
* 121-149% - attacker learns defenses in that vassal's district, or the weakest defense in case the target vassal is in court
* >=150% - attacker leans skill of target vassal and power of any Escorts

## Rebel & Conquer

### Rebel

* Rebel attack targets your liege, if successful you will become Independent.
* Command: /rebel\_[Liege Target ID]
* A Rebel Attack succeeds if:
	+ Army Power + Zeal Power + Your Power >= Defense + Guardhouse
* Trapper: No - Your liege will not be able to utilize a trapper in the event of a rebellion attack

### Conquer

* May only be used against a target that is Independent, if successful they will become your vassal.
* Command: /conquer\_[Liege ID]
* Must first Raid successfully in order to make a Conquer Attack
* Conquer is successful if:
* Army Power + Zeal Power >= 2 x Target Power + Defense
* Trapper: Yes

 Tax

* All player to player gold transactions have a 30% tax (raid and ransom). For example, when a ransom of X is demanded, the one paying the ransom will be charged X/0.7.

## Combat Damage

* Damaged Attack power is current power after one attack with no vassal trapped. If using a rescue the value (2x Vassal power) will be included in the Defense value.
* To calculate the Target Armory you need the defense value from a scout.
* Defender Damage = (0.1 \* Attack Power \* ((2 \* Defense) / (Attack Power + Defense)) / 2) \* (1 + Attacker Armory)
* Attacker Damage = (0.1 \* Attack Power \* ((2 \* Defense) / (Attack Power + Defense))) \* (1 + Target Armory)
* Defense = ( -Attack Power \* ((Attack Power – Damaged Attack Power) / (1 + Enemy Armory))) / ( -0.2 \* Attack Power+((Attack Power-Damaged Attack Power) / (1 + Target Armory)))
* Target Armory =(Attack Power – Damaged Attack Power – (0.1 \* Attack Power \* ((2 \* Defense) / (Attack Power + Defense)))) / (0.1 \* Attack Power \* ((2 \* Defense) / (Attack Power + Defense)))

## Common Tactics

See Common Tactics.

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