Barbarian camps
Barbarian villages 👹 appear on the map, near your home: attack them to grab wood 🪵, stone 🪨 and wheat 🌾.
Who can attack a barbarian camp?
Everyone, with no conditions. Camps have no score: neither beginner protection nor the anti-farm rule (target 5× weaker) applies. You see the exact garrison before you set out, and you can simulate it. Other armies may reach a shared camp before yours.
How it works
- 🗺️Open your county map: camps are marked 👹 on free fiefs.
- ⚔️Click the camp to see its garrison and loot, then "⚖️ Simulate" to size your wave.
- 🎯Compare the expected losses, loot and debris before choosing your army. The attack burns wheat 🌾 (fuel) for the round trip.
- 💰Victory = you plunder the camp's resources (capped by what your troops can carry).
Attack together with a Host
From your guild’s War Room, a leader or officer can enter the coordinates of a camp of any level and raise a Host. At least two lords gather their troops before departure. The simulation button fills in the camp’s garrison and your combined army.
Both regular caravans and Arcane Caravans can accompany a Host against a camp. Loot is shared according to each surviving contingent’s transport capacity and returns directly to its home fief. Troops rescued by healers return too, without increasing loot capacity. Combat bonuses come from the marshal; healing depends on each contingent’s home fief.
The camp stays shared: other armies may defeat or plunder it first. If it disappears during the muster, troops are sent home. Once the army has departed, camp removal waits for incoming attacks. Every participant in a real victory progresses in camp achievements. No PvP glory is awarded and beginner protection is preserved.
18 levels, five colours
Every level is freely attackable from the start. The map shows the camp level beside its name, with a matching colour.
Levels 16–18 · Red: Bastion of Eternal Blood, Throne of Ruin and Citadel of the Apocalypse. These extreme garrisons challenge powerful guild Hosts. Simulate your army and plan enough transport for the loot. Rewards remain wood, stone and wheat.
The levels stay stable as your army grows. Garrisons vary within a level: inspect the actual troops and simulate before departing. Defeating a legendary garrison advances your citadel achievements.
Two camps of the same level can hold different reserves. Before an expedition, weigh the loot and recoverable riches against your army's losses and the wheat needed for the journey. A costly victory is not always a profitable expedition.
Active counties mix beginner targets and challenges. Camps also appear in empty counties across all seven realms, often near inhabited land, with more distant camps to discover. Empty land remains available for colonisation.
Rules to know
Gradual daily yield
Your first three camps each day yield 100%, the next three 75%, then yield stays at 50%. All your fiefs and Hosts share the count, reset at midnight Paris time. A camp counts when you inflict garrison losses or take loot. Returning to the same appearance keeps its yield, even after midnight.
Yield applies only to transportable loot. Garrison debris and debris from your own losses are not reduced by daily yield. In a Host, each lord keeps their own yield on their loot share. Expeditions already dispatched and camps already engaged before the rebalance retain their looting conditions.
Eight first victory chests
At each level from 1 to 8, your first solo victory against a remaining garrison unlocks a chest in the Barracks. Claim it to receive resources at your main village. Each chest is unique per lord and unaffected by daily yield. Empty camps, Hosts and expeditions predating the introduction of chests do not count.
Camp details show your expected yield. Before dispatch, compare estimated profit with and without recycling: permanent losses and travel fuel are deducted. Full recycling assumes collecting the entire shared field, excluding recycler recruitment. Results may change if another army arrives first.
Camp loot and the debris field are separate. Plundered resources return with your survivors; debris stays on the map and requires recyclers. From the camp details or War Room, the simulator estimates debris for that target. When preparing a simulation by hand, also enter the camp level.
Frequently asked questions
Why didn't I bring everything back?
The resources left at your arrival and your surviving army's transport capacity limit what you bring home. Another player may already have taken part of the loot. Loot and debris are separate rewards: debris must be collected on the map.
The camp survived my attack — is that normal?
Yes. If your wave is too weak, you lose troops and the garrison stays put. Once its garrison is wiped out, you have up to one hour to plunder what remains before the camp disperses. Armies already on their way can delay its departure. Always simulate before setting out and send some margin.
Can another player steal my camp?
Yes: first come, first served. Camps are visible to every neighbor in the county, and that's intended — it's a first step toward competition.
Should I scout a camp before attacking it?
No. The garrison is fully public on click, so scouting is pointless. Use the "⚖️ Simulate" button to dial in your wave precisely.
Does attacking a camp cost wheat?
Yes. Like any attack, it's a fleet movement: it burns wheat 🌾 (the fuel), taken for the round trip based on the distance and the units sent. Without enough wheat, the dispatch is refused — keep a reserve before launching your wave.