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Traps
Wood Spikes
Sharpened stakes set in the approach at a horse's chest height. Laid against the charge.
- Entity ID
spikes- Punishes
- Cavalry — 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 Wood Spikes resolve
Traps bite before the battle proper, and they bite one troop type only. Wood Spikes punish cavalry: 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.
| Tier | Traps laid | Kills per trap | Kills if all stay armed | Wood | Stone | Iron |
|---|---|---|---|---|---|---|
| 0 | 0 | 3 | 0 | — | — | — |
| 1 | 5 | 4 | 20 | 150 | 150 | 100 |
| 2 | 10 | 5 | 50 | 225 | 225 | 150 |
| 3 | 15 | 6 | 90 | 338 | 338 | 225 |
| 4 | 20 | 7 | 140 | 506 | 506 | 338 |
| 5 | 25 | 8 | 200 | 759 | 759 | 506 |
| 6 | 30 | 9 | 270 | 1,139 | 1,139 | 759 |
| 7 | 35 | 10 | 350 | 1,709 | 1,709 | 1,139 |
| 8 | 40 | 11 | 440 | 2,563 | 2,563 | 1,709 |
| 9 | 45 | 12 | 540 | 3,844 | 3,844 | 2,563 |
| 10 | 50 | 13 | 650 | 5,767 | 5,767 | 3,844 |
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.
| Keep level | Free wood spikes | Cavalry killed (no siege present) |
|---|---|---|
| 1 | 1 | 3 |
| 5 | 5 | 15 |
| 10 | 10 | 30 |
| 12 | 12 | 36 |
| 20 | 12 | 36 |
| 30 | 12 | 36 |
| 45 | 12 | 36 |
What cavalry are worth killing
Cavalry are the charge — twice infantry's speed and the largest carrying capacity of the field types, bought with the thinnest defense on the field. They beat infantry and lose to archers. Stakes set at a horse's chest are the oldest answer there is.
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 wood spikes eat is the cheapest cavalry in the column, and the last is the most expensive.
| Tier | Rank | Attack | Defense | Health | Load | Power |
|---|---|---|---|---|---|---|
| T1 | Levy | 16 | 8 | 24 | 35 | 5 |
| T2 | Footman | 20 | 10 | 30 | 44 | 6 |
| T3 | Man-at-Arms | 25 | 13 | 38 | 55 | 8 |
| T4 | Veteran | 31 | 16 | 47 | 68 | 10 |
| T5 | Sergeant | 39 | 20 | 59 | 85 | 12 |
| T6 | Guardsman | 49 | 24 | 73 | 107 | 15 |
| T7 | Knight | 61 | 31 | 92 | 134 | 19 |
| T8 | Vanguard | 76 | 38 | 114 | 167 | 24 |
| T9 | Champion | 95 | 48 | 143 | 209 | 30 |
| T10 | Warlord | 119 | 60 | 179 | 261 | 37 |
| T11 | Myrmidon | 149 | 75 | 224 | 326 | 47 |
| T12 | Paragon | 186 | 93 | 279 | 407 | 58 |
| T13 | Legend | 233 | 116 | 349 | 509 | 73 |
| Tier of the attacker's column | Cavalry killed | Power removed | Health removed |
|---|---|---|---|
| T1 — Levy | 650 | 3,250 | 15,600 |
| T4 — Veteran | 650 | 6,500 | 30,550 |
| T7 — Knight | 650 | 12,350 | 59,800 |
| T10 — Warlord | 650 | 24,050 | 116,350 |
| T13 — Legend | 650 | 47,450 | 226,850 |
Related
Guides: The Combat Guide · Defending Your Keep. Troop data: Cavalry · Siege engines. Index: all three traps · the whole database.
The other traps: Scalding Oil (vs infantry) · Bolt Throwers (vs archers)
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.