Each unit has three basic parameters - Attack, Health and Defence.
In the battle Attack decreases the enemy's health.
The third parameter (Defence) decreases received damage. Max Defence value cannot exceed 50. Bonuses that increase Defence higher than 50 are cut, in this case the Defence value is shown in yellow.
Example: Units with Defence value 10 will receive 11.1% less Damage (in other words, their Health value increases by 11.1%). Units with Defence value 20 will receive 25% less Damage (in other words, their Health value increases by 25%). Units with Defence value 50 will receive only half Damage (their Health increases by 100%). This shows that with Defence increase, the effect increases almost in an exponantial way.

Paramater restrictions:


Minimal: not less than 0.
Maximal: not more than 50. All bonuses that should make defence above 50 don`t count, in that case the digits become yellow.
In case applying scrolls to maximal amount of maximal defence - not more than 75.


Maximal: not restricted.
Minimal: health can be decreased by 75%, but not more.


Maximal: not restricted.
Minimal: can be decreased by 90%, but not more.
Pursuer`s Attack can be decreased by 90% as well.

The "Fortification" round is played before the battle.
In this round Fortifications of the defender kill a certain number of troops.
Units are killed proportionally to their number in the group regardless of their strength and level (except for the Mercenaries).

Combat rounds
After the Fortification round the combat begins where the number and parameters of units and also presence of Pursuers-Victims in the battle is considered.

Algorithms of attack calculations:

Step 1. Calculate the attack value of the whole considering bonuses-disbonuses + attack of Towers and Magic Towers.
Step 2. Calculate the percentage for groups and number of units in the group.
Step 3. Calculate the attack additionally dealt by Pursuers.
Step 4. Distribute the damage portions.

The residual damage (e.g. the Warrior group don't have enough health to take all damage) is distributed among other groups of units proportionally.

Damage calculation:

1. calculate all attack from one side
2. reduce the attack value by %, equal to the defence of the other side
3. subtract the attack value from the health, thus you receive the remaining health of the opponent.


E.g.: The Cavalry is the pursuer for the Warriors, accordingly the Warrior is a victim for the Cavalry.
Combat in each round is played according to standard rules, i.e. the Cavalry deals damage to all enemy troops according to the algorithm, plus the cavalry deals additional damage only to the Warriors.

% of losses in the battle,
when you troops retreat – set in the Main building.
For the attacker in the dialog box of the mission.
At the end of each round the system check the losses limit for each army. If the limit is reached the army retreats and don't participate in the next round. If all armies from any side retreat – the combat round are over.


  • The player who didn't reach the limit of losses while the other player have reached it is considered the Winner.
If both players reached the limit of losses in same round, the Defender is considered the Winner.
  • Maximum number of rounds in battle is 20. If attacking army don't win within 20 rounds, the Attacker loses.

In the end of battle the "Resurrection" round takes place
Healers that survived resurrect fallen in battle units from their troops first, and then - units of the ally troops.
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Resurrected Healer do not resurrect units in current battle.
E.g.: If 10 Warriors and 100 Carriers fell in the battle, and only 20 can be resurrected, then 10 Carriers and 10 Warriors will be the resurrected units.

If two or more armies participate in the battle from on side, the dealt damage is proportionally distributed among unit groups for all armies considering Pursuers-Victims. Attack of armies is added together.
The defence bonus of Fortifications is not applied to the assistance armies.

Bonuses / Penalties.
Attack/Defence Bonuses and Penalties are considered in the course of battle:
1. Race/Factions Penalties,
2. Native Land Bonus,
3. other Terrains Bonuses and Penalties.

2.Native Land Bonus - Defence Bonus.

Magic Forest Cursed Forest Holy Land Deadland
Elves +25 Defence
Drow +25 Defence
Knights +25 Defence
Demons +25 Defence

3. OtherTerrains Bonuses/penalties - Attack Bonus/Penalty,%:

Mountains Desert Forest Steppe Underground
Warrior -50% 50%
Cavalry -50% 50%
Airborne50% -50%
Archer 50% -50%
Mercenary -50%

Enemy garrison information.
Attacker will not see enemy troops in the Battle Report:

  • if all attacking units were killed at Fortifications,
  • or if by the 1st round there are 10 times less attacking units than defending, and thus - the Attacker lost all units in the course of the 1 round.

The order of calculating the attack of the troops, taking into account bonuses from spells and skills .
There are skills and spells with the following description:
А . Attack of all troops {+/- percent}
B . Increase attack {unit type} by {percentage} after each round
С . Strengthening the attack of the army {percentage}
D . Attack in each round {+/- number}
For each unit type affected by this spell or passive, a bonus (A + B ) is applied to its base attack.
The numbers obtained for each type of unit are summed up.
After that, C is applied.
After that D is added.