Battle stamina & retreats
Understand the round limit, the final-round trap, and delayed survivor returns.
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 #
| Round completed | Stamina | Normal attack outcome |
|---|---|---|
| 1 | 90 | May win if defenders are defeated |
| 2 | 80 | May win if defenders are defeated |
| 3 | 70 | May win if defenders are defeated |
| 4 | 60 | May win if defenders are defeated |
| 5 | 50 | May win if defenders are defeated |
| 6 | 40 | May win if defenders are defeated |
| 7 | 30 | May win if defenders are defeated |
| 8 | 20 | May win if defenders are defeated |
| 9 | 10 | May win if defenders are defeated |
| 10 | 0 | Exhausted; cannot win |





