Attacks
An attack pits your strength against the defender's. Win, and you take a cut of the gold they are carrying. Lose, and you walk away with nothing. Only gold is ever at stake; nobody's buildings get destroyed.
Because you take a share of what they carry, a rich target is worth far more than a poor one. Learning to spot who is sitting on gold is half the craft of raiding.
Steals
A steal uses your spies instead of your army. It takes less than an attack does, but it is quiet, and it works against kingdoms that have built for attack and neglected their spy defence. If your attacks keep bouncing off someone, try a steal.
Spells
Spells are bought with Flux and last for a while after you cast them, so cast them right before a session rather than at random. There is a spell for each side of the game: sharpening your attacks, sharpening your spies, hardening your defence against either, taking more gold when you win, and taking more from world bosses. Which one is worth it depends entirely on what you are about to do.
Staying safe
- Spend your gold before you log off. Nobody can take what you have already put to use.
- Cast a defensive spell before a long break, on whichever side of your kingdom is weaker.
- Join a Creed. Members see the war feed, warn each other and hit back together.



