Catapults are long-range siege units used to destroy enemy buildings and resource fields in Travian: Legends. They require careful planning because their effectiveness depends on attack type, Rally Point level, upgrades, and artefact effects.
What Catapults Can (and Cannot) Do
Catapults only fire in a normal attack, not in raids.
They need time to shoot, so their damage is applied only after they arrive.
Their efficiency is influenced by various factors, including your Rally Point, smithy upgrades, and defender bonuses.
Rally Point Requirements
Your Rally Point level determines which buildings you can target:
RP Level 1 – Only random targets
RP Level 3 – Warehouse and Granary
RP Level 5 – Resource production buildings (fields, brickyard, iron foundry, sawmill, grain mill, bakery)
RP Level 10 – Everything except Cranny, Stonemason’s Lodge, Trapper
RP Level 20 – You can target two different buildings in one attack
Requires at least 20 catapults
Damage is split evenly between the two targets
Important:
If you only want to hit one building at RP20, leave the second target slot empty.
Selecting the same building twice splits your damage and is weaker, especially dangerous in World Wonder operations.
What Affects Catapult Damage?
Capital With Stonemason’s Lodge
Increases building durability by 10% per level
Up to 300% total durability at level 20
Applies to both resource fields and village buildings
Alliance Metallurgy Bonus
Increases attack stat only
Does NOT increase catapult destruction power
Architect Artefact (Defender)
Increases building durability:
Small: ×4
Great: ×3 (applies to whole account)
Unique: ×5
More catapults are needed to destroy the same target
Confusion (Random Target) Artefact
Makes catapults hit semi-random targets
Internals vs. resource fields are still respected
After all buildings of a selected type are destroyed, catapults hit remaining buildings
Stonemason’s Lodge is always hit last
Special rules:
Small Confusion: Treasury can still be targeted
Great Confusion: Treasury + World Wonder
Unique Confusion: Only World Wonder
Brewery (Attacker)
When active, catapults hit entirely random buildings, ignoring internal/resource categories
Brewery effect overrides defender confusion artefact
Even if you select specific targets, randomization applies
(Useful for large-scale destruction, but risky for precision hits)
Invalid or Random Target Selection (Attacker)
If you choose a target that doesn’t exist, catapults may hit any level of any building
The highest-level building is targeted only when a valid building type is selected
Stonemason’s Lodge Behavior
Always hit last
If you need to protect your capital from full destruction, build several low-level buildings/fields so the attacker wastes hits on them first
Wonder of the World
Always targetable (RP1 or higher)
Immune to artefact protection (Architect and Confusion do nothing)
How Many Catapults Do You Need?
Catapult efficiency depends heavily on smithy upgrade level.
The full destruction table shows how many catapults you need to destroy a building at each level, based on your catapult upgrade level.
Important rules:
For double-target waves, add the required number for both buildings
For Stonemason’s Lodge level 20, multiply by ×3
For Architect artefacts, multiply again by the artefact factor
Example
You want to destroy a level 20 building in a capital with:
Stonemason’s Lodge 20
Small Architect (×4)
Catapult level 20 (needs 36 catapults for a level 20 building)
Calculation:
36 × 3 × 4 = 432 catapults needed to destroy one level 20 building completely.
