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🕵️ PvP and Spying

Attacking a player's city, the ban on attacking your own guild and the departure protection, incoming attack alerts, deploying your defense, castle damage and repair, shields, plunder, defense XP, reinforcement armies and spying.

Attacking another player

When you tap a player's city on the Kingdom Map and choose Attack:

  1. You choose the army and the commanding hero (as many units as the command capacity allows).
  2. If your concurrent expedition limit is full, the attack does not start.
  3. The army sets out. Travel time is 45 sec + distance × 4 sec; the distance part is divided by the speed of the army's slowest unit. The moment the attack sets out, the defender gets an "attack incoming" alert if they are in the game.
  4. The city battle takes place the moment the army arrives: first the army outside the castle, then the walls, and finally the castle garrison (up to 8 rounds; see How Combat Works). The battle does not wait even if neither side is in the game.
  5. Survivors return along the same route, and the report lands in your mail.

Victory means the castle falls. Defeating the army outside the castle and reaching the walls, or breaking the walls, damages the castle but brings no loot; loot is only taken if the castle falls.

When attacking, 10% of your losses die and the rest are wounded; wounded who do not fit in your hospital also die. Technologies, the global bonus and the commander's "Battle Physician" skill reduce the death share. All of the defending side's losses are wounded.

Your hero earns XP in PvP based on the losses it inflicts: 0.4 XP for each unit the enemy loses, and 1.5 times that on a victory. For example, if you make the enemy lose 577 units, you get about 231 XP in a defeat and about 346 XP in a victory.

The defender earns XP too: heroes on defense duty in the castle receive XP with the same formula based on the units they made the attacker lose (×1.5 if the defense held). The strongest castle hero gets the full XP, and the others get 70%.

Who can't you attack?

  • You cannot attack, send spies to or open a city rally against members of your own guild.
  • The same applies to members of allied guilds (see Guild diplomacy below).
  • Departure protection: when a player leaves or is kicked from a guild, for 24 hours that player and their former guild cannot attack each other, send spies or open rallies. If the player joins a new guild during this time, the protection is lifted immediately.

Recalling an expedition

You can turn back an expedition that has not yet reached its target with the Recall button on the Expeditions screen. There is no battle, no loss and no loot. The army marches back for as long as it has marched so far. An army that has already arrived cannot be recalled.

💡 Tip: If you learn while on the road that your target has raised a shield or filled its garrison, recall your army instead of wasting it.

Castle damage and repair

Every attack on your city can damage your castle:

Battle resultCastle damage
Castle fell+15%
Attacker reached the walls but the castle held+5%
Battle only took place outside the castleNone

Damage stacks (up to 100%) and does not go away on its own. A damaged castle:

  • Has lower defense power: halved at full damage (for example, 30% damage → defense ×0.85).
  • Has its wall health reduced by the same ratio.
  • Cannot be upgraded. You must repair it before upgrading the castle.

Repair: done from the castle card on the Buildings screen, and it removes all the damage at once. The cost is the damage ratio × 25% × the total value of the current castle upgrade cost; this value is split into wood 30%, stone 35%, iron 20%, gold 15%. So the bigger the damage and the higher your castle, the more expensive the repair.

Wall and tower repair

Damage dealt to walls and towers in battle is also lasting, but you do not pay for it: they repair themselves linearly over 24 hours. The Stonemasons technology shortens this time (to at least 6 hours). The wall/tower page on the Army screen shows the current health and the time left until full repair.

💡 Tip: If you are being attacked again and again, your walls get a little weaker with each attack. Raising a shield and waiting for the repair is often the cheapest defense.

Garrison and towers: deploying your defense

Your city's soldiers can stand in two places during an attack:

  • Castle garrison: fights inside the castle, behind the walls. Its capacity is castle level × 500 units (the Castle Garrison technology increases it).
  • Outside the castle: the city army that does not enter the garrison fights outside the castle in the first phase of the attack.

You also place archers in the towers (tower level × 100 archers). Archers in towers strike with ×2 attack and defense.

The Army ▸ Castle page has two shortcuts:

  • 🛡️ Deploy All: archers in your city army go first to the free spots in the towers. The remaining units are placed starting with the strongest (dragon → paladin → siege → cavalry → swordsman → spearman → archer) until the garrison is full.
  • ↩️ Withdraw All: takes all units in the garrison back into your city army. It does not touch tower archers.

Garrison and tower changes are written to the server within a few seconds, so an attack on the road meets the new setup when it arrives. When an attack is approaching your city, this is written without waiting: troop training, healing, training cancellations and the hospital emptying are also sent to the server immediately. In battle, your setup at the moment the army arrives counts.

Shields

While a shield is active, no expeditions can be sent against your city.

  • Beginner shield: new players are protected for 72 hours.
  • Shield items: 8-hour and 24-hour shields. They are added on top of your current shield.
  • Upper limit: total shield time can be at most 168 hours (7 days). A shield that does not fit is not applied at all and your item is not used up.
  • If you attack, your shield drops. An attacking player cannot be protected.

💡 Tip: If you won't be able to play for a long time, raise your shield and don't attack anyone during that time. A single attack destroys your whole shield.

Plunder and protection

If the attacker wins (that is, the castle falls), they take a share of the defender's resources:

plunder = 25% of each resource × (1 − plunder protection) × loot bonus

  • Science cannot be plundered.
  • Plunder is limited by the carry capacity of the surviving soldiers. If capacity is not enough, proportionally less is taken from each resource.
  • Plunder protection: the Warehouse protects 5% at level 1, and each extra level adds +1%. Technologies such as Storekeeping increase protection. Total protection can be at most 90%.
  • The attacker's loot technologies (for example Plunderers) increase the plunder rate.

Example: The defender has 100,000 wood and 20% protection. The attacker can take 100,000 × 25% × 0.8 = 20,000 wood; but if their surviving army can only carry 8,000, they return with less.

If your city falls and you lose most of your army, you may receive a casualty pack (shield, resource packs, healing and training speedups); see How Combat Works.

Power rule for guild attacks

When starting a guild rally (a combined guild attack) against a player's city, the rally cannot be started if the starter's power is more than 2 times the target's power. This way very weak players cannot be crushed by combined armies. This rule does not apply against members of a guild you are at war with.

Guild diplomacy and PvP

Guilds can be allied or at war with each other (diplomacy details are on the Guild page):

  • You cannot attack, send spies to or start a rally against members of an allied guild.
  • If a PvP attack happens between members of two guilds (a single attack or a city rally), war starts automatically between the two guilds, without delay.
  • The power rule above does not apply to members of a guild you are at war with. Shields, however, still work during war.

Instant attack notification

While the game is open, when someone starts an attack on your city you get an alert the moment it sets out; this way you can arrange your garrison or raise a shield before the army arrives.

While the attack is on the road, a red countdown bar stays at the top of the screen: "⚔️ Attack incoming! … — arrival 02:14". If a guild is gathering a rally against your city, the bar first shows the gathering phase ("departs in …"), then the march ("arrival …"). Attacking armies march along red lines on the Kingdom Map.

No ads 3 minutes before an attack: when less than 3 minutes are left before an attack or a rally reaches your city, ads and ad tickets cannot be used. Make your preparations before that. When the battle happens, you also get an instant notification: whether you won and the loot you lost appear on screen. Your city's status (wounded, resources, mail) updates immediately. If the game is closed, the attack report will be in your mail the next time you log in.

Spying

Before attacking, you can send a spy to see the target's army.

Espionage score

score = (1,000 + Spy Den level × 100) × (1 + technology, hero and other bonuses)

  • An espionage item makes your score ×2 for 1–24 hours. This works both when you send spies and when you protect your city.
  • When sending a spy, you spend gold: at least 1,000, at most 1,000,000. Every 10 gold adds +1 to your score.

The defender's score is calculated the same way (without the gold). Success depends on the ratio of the two scores (r = your score ÷ their score).

Possible outcomes

OutcomeWhat happens?
SuccessYou see the target's army. The information is a bit noisy; the bigger the score gap, the more accurate it is (best ±3%, worst ±50%). If your success chance is 75% or higher, the reinforcement armies stationed in the city also appear in the report.
Failed, unnoticedNo information, but the defender is not alerted.
Caught90% of the gold your spy carried goes to the defender, and the defender is alerted.
Caught and interrogatedIn addition, information about your army (noisy) leaks to the defender and your name is revealed.
  • Success chance: r / (r + 0.33), at least 5%, at most 98%. If your score is 6 times the target's, the chance is about 95%.
  • The chance of a failed spy being caught drops as the score gap grows: 50% at equal scores, down to 5% for a very strong spy.

Spy Shield

While the Spy Shield (24h) item is active, all spying attempts against your city automatically fail. The sender's gold is still spent, but no one is caught. A normal attack shield does not block spies.

Spy speed

A spy is 10 times faster than a dragon and has no fixed preparation time. The one-way time depends only on distance (distance × 4 ÷ 25 sec). The mission is a round trip. Spies do not count toward the concurrent expedition limit.

💡 Tip: Before a big attack on a valuable target, send a spy with plenty of gold. Both your success chance and the accuracy of the information go up; you see the enemy army's composition and build your army according to the counter triangle.