War is a key part of Travian: Legends, and battles are how the war is waged. In this article you'll find an overview of all topics related to battles, with links to further description.
There is a 10,000 movement limit per account for all outgoing troops, this includes reinforcements, adventures, raids, attacks and settlers/chiefs. Once the limit is reached no further troops can be sent from the account until troops return.
Offence and defence points
Every unit has some strength in attack and defence. Its offence points are its attack skill, the more offence points a unit has, the more enemies it will kill when used in the attack. The same is true for defence, except there are two types: defence against infantry and defence against cavalry.
Praetorians (65/35 def) are better against infantry, just as spearmen (35/60 def) are better against cavalry.
In combat, only the offence points of the attacker and defence points of defenders are taken into account. Attacking with praetorians isn't effective despite their high defence value. Similarly, macemen are worse on defence. So use your troops wisely, only for purposes they're well-suited. Otherwise, you'll lose easily!
Even with knowledge about units' stats, you cannot easily predict combat result because the combat system is neither simple nor trivial.
You can use the combat simulator in the rally point to estimate the outcome of the battle.
The smithy can further increase your troop's strength through upgrades. You should enter the smithy level for each of your troops in the combat sim.
If your village or account holds an artefact, this can change the way that troops function.
Artefacts can increase your villages strength against catapults and rams, training speed, crop consumption.
- A raid is a quick attack usually used to steal resources. During a raid, the administrators do not have time to talk to the population and won't reduce loyalty. Catapults do not fire during a raid and Rams will not destroy the wall.
- An attack is a fight where one of the participants will be the winner; IE has some surviving troops. During an attack, the administrator will lower loyalty and catapults and rams will attack and destroy buildings/walls.
- Scouting, The Scout moves far ahead of the troops to get an impression of the enemy's strength and villages. He scouts the enemy units, resources and fortifications. For more information, read our Scout article.
Note: When attacking a Gaul, troops can be trapped in both a raid or attack; however, during an attack the troops will try to free any of your or an allies trapped troops, release 25% of the troops will die.
The wall gives the defender an extra percentage bonus, which depends on the tribe of the wall and its level.
The Ram is required to demolish the wall of enemy villages; it is the only troop that can affect the wall.
Village inherent defence value
An empty village has its own basic defence of 10; this can be further increased by other bonuses such as the wall and moral bonus.
In general, a single troop attacking on its own will usually die against an empty village. There is a check done during combat with a lone attacker; if the units offence points are below 83 then the unit will die regardless of the defender's loss.
The administration building in the village contributes to the village basic defence dependant on its level. At level 20, this is 800 defence points against both infantry and cavalry.
Morale bonus was removed from the game in 2022. It's only working on gameworlds which started in 2021.
When you attack an account with a lower population, your troops are less motivated to fight, the morale bonus affects their strength.
The brewery affects your troops when a celebration is in progress, making your troops stronger when attacking others (1% per level), but decreases the administrator's power of persuasion by 50%, and catapults can only do random hits.
The Catapult is a long-range weapon used to destroy the fields and buildings of enemy villages.
The Hospital allows treating wounded troops so they can again become part of the army. This allows quicker rebuilding of losses after major battles. It’s not cheaper to heal; the costs are the same as training new units; however, the healing time of wounded troops is half that of training a new unit.
These work to reduce the battle losses directly after the battle provided you equipped them to the hero before the battle started.
If the attack contained administrators, they might conquer the village.
If the village contained an artefact, it might be captured by the attacking force.
If the attack contained siege troops, the village may be destroyed.
You can conquer an oasis from another player once you have destroyed any defence and reduced the oasis loyalty with your hero.
Resources can be taken during a raid or attack from the village warehouses and Granaries and from any resources offered for sale on the marketplace.
Resources can be protected by building a cranny. A Level 1 Cranny holds 200 units of each resource, the amount protected increases with each level up to 2000 resources at Level 10. Guals have a tribe bonus that increases the cranny size protecting 3000 resources at Level 10.
Raiding with the hero can increase the number of resources taken (plunder bonus) This is 20% for Teuton heroes and can be increased using a bag.