Home · Database · Traps · Scalding Oil

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Traps

Scalding Oil

Cauldrons on the hoardings, tipped when the ladders come up. Laid against the shield wall.

Entity ID
scalding_oil
Punishes
Infantry — and nothing else
Kills per armed trap (tier 0)
3
Kills per armed trap (tier 10)
13
Traps laid per invested tier
5
Traps laid at tier 10
50
Disarmed by
Siege only — each siege unit clears 2 of these before the battle proper
Siege needed to disarm a full tier-10 lay
25 siege units

How Scalding Oil resolve

Traps bite before the battle proper, and they bite one troop type only. Scalding Oil punish infantry: each trap still armed when the host arrives kills its quota of them, spread across that type's tiers from the lowest up. Siege is the only answer — every siege unit in the attacking host disarms 2 traps of each type before anything is triggered — which is why a smart assault on a trapped keep brings engines, and why a defender who sees siege in an inbound host knows their wall is about to be read correctly.

The tier ladder

Each of the three trap types is raised independently through 10 tiers. A tier both lays more of them and makes each one hit harder — 5 extra traps and one extra kill per trap, per tier — so the investment compounds rather than merely widening.

Scalding Oil: what each tier lays, what it kills, and what it costs to reach.
TierTraps laidKills per trapKills if all stay armedWoodStoneIron
0030
15420150150100
210550225225150
315690338338225
4207140506506338
5258200759759506
63092701,1391,139759
735103501,7091,7091,139
840114402,5632,5631,709
945125403,8443,8442,563
1050136505,7675,7673,844

The free ramparts your Keep already gives you

Before any tier investment, the Keep itself lays traps of all three types — one per Keep level, capped at twelve. Those are free, they are laid whether you think about them or not, and they are what a raider without siege actually runs into.

Free scalding oil from the Keep alone, and what they kill.
Keep levelFree scalding oilInfantry killed (no siege present)
113
5515
101030
121236
201236
301236
451236

What infantry are worth killing

Infantry are the shield wall — the highest defense and health of the three field types. They beat archers and lose to cavalry, so a host leaning on them is a host that expects to be met head on. Scalding oil is what a wall answers that with.

A trap's value is the host it removes before a single blow is struck, and losses are spread across the target type's tiers from the lowest up — so the first thing your scalding oil eat is the cheapest infantry in the column, and the last is the most expensive.

Infantry at every tier: what a trap is taking off the field.
TierRankAttackDefenseHealthLoadPower
T1Levy101430204
T2Footman131838255
T3Man-at-Arms162247316
T4Veteran202759398
T5Sergeant2434734910
T6Guardsman3143926112
T7Knight38531147615
T8Vanguard48671439519
T9Champion608317911924
T10Warlord7510422414930
T11Myrmidon9313027918637
T12Paragon11616334923347
T13Legend14620443729158
Power removed by a full tier-10 lay of scalding oil (50 traps × 13 kills), against infantry of each tier.
Tier of the attacker's columnInfantry killedPower removedHealth removed
T1 — Levy6502,60019,500
T4 — Veteran6505,20038,350
T7 — Knight6509,75074,100
T10 — Warlord65019,500145,600
T13 — Legend65037,700284,050

Guides: The Combat Guide · Defending Your Keep. Troop data: Infantry · Siege engines. Index: all three traps · the whole database.

The other traps: Bolt Throwers (vs archers) · Wood Spikes (vs cavalry)

Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.

Iron Realms is an original work of fantasy strategy. “Iron Realms” is a working project name, not necessarily the game’s final title. It is not affiliated with, endorsed by, or connected to any other game or franchise. The game's own lore, names, and artwork are original or used under CC0/CC-BY/OFL licences (see the in-game Credits). The community section also hosts unofficial fan tributes — quizzes and diversions made for fun, not part of the game — which reference other fictional worlds under their own labels; those are not affiliated with, endorsed by, or connected to their respective rights holders. Pre-alpha, and built in public. Nothing is for sale. No purchases are available, no payment is accepted, and no money is taken. Any prices named anywhere on this site describe the intended model only, and the game will not accept payment until it is out of pre-alpha. Iron Realms is an early build under active development: features, balance, prices and the game's holdings and systems are conceptual, and may change, move or disappear between visits. Progress may be reset while the realm is being built. Treat anything you read here as a work in progress rather than a promise.