Exhausted soldiers lower their weapons and retreat along a coastal path after battle.
Concept illustration — not a gameplay screenshot.
Army & warGuide

Battle stamina & retreats

Understand the round limit, the final-round trap, and delayed survivor returns.

On this page
  1. Normal attacks
  2. Survivors flee
  3. Event exceptions
  4. Stamina after each round
  5. Related pages

Normal attacks #

Player raids, Barbarians, and pirates start with 100 attacker stamina and lose 10 per completed round. Victory must occur before stamina reaches zero. On round ten, zero stamina overrides destruction of the last defender: no victory, no loot, and no conquest.

Survivors flee #

When exhausted attackers still have survivors, a random 30–60 minute return delay is measured from arrival at the target. The chosen delay is saved and does not reroll when reconnecting. Survivors remain away until then. Casualties remain casualties; stamina does not resurrect dead troops.

Event exceptions #

Kraken is a lossless ten-round damage-scoring event, not a normal stamina fight. Cyclops allows a killing blow on round ten to count as victory; only an undefeated boss triggers exhaustion. Always read the encounter's own guide.

Stamina after each round #

Stamina after each round
Round completedStaminaNormal attack outcome
190May win if defenders are defeated
280May win if defenders are defeated
370May win if defenders are defeated
460May win if defenders are defeated
550May win if defenders are defeated
640May win if defenders are defeated
730May win if defenders are defeated
820May win if defenders are defeated
910May win if defenders are defeated
100Exhausted; cannot win
Rules reference. Values come from the game rules at revision 999310651f (snapshot e5f090b681, checked 5 October 2026). Base values exclude conditional bonuses such as VIP and active monuments. Numbers can change between playtest updates.