> For the complete documentation index, see [llms.txt](https://bibliotheca.gitbook.io/lootverse-master-scroll/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bibliotheca.gitbook.io/lootverse-master-scroll/game-loops-and-sinks/raiding.md).

# Raiding

Once a Realm has summoned [army troops](/lootverse-master-scroll/the-realms/troops-and-armies.md), it is able to commence a raid on any Realm belonging to a different [`Order`](/lootverse-master-scroll/the-realms/the-orders.md). If their armies are victorious, they are able to claims 50% of the defending realm's [Vault](/lootverse-master-scroll/the-realms/resources.md#the-vault) (25% of the resources generated by the Realm). Realms must defend their vault (with various buildings and troops) if they do not wish to have it pillaged frequently.

The walls of a Realm must be breached before raiders can attack defenders. Ranged defenders and attackers can deal damage directly before the wall has fallen. A wall has 100 vitality, 100 defense, and 1 in all other stats.

### Combat

1. Combat takes place with 12 sided dice. Each attack and wisdom stat gives 1 damage dice.
2. Attack dice roll against a target’s defense. Wisdom dice roll against a target’s Agility.
3. The minimum roll required to hit is determined by:
   1. (attack/target’s defense) \* 7
   2. (wisdom/targets agility) \* 7
4. The minimum required roll cannot be higher than 12 or lower than 1.
5. If a damage roll succeeds, remove 1 vitality from the target. Combat ends when a squad reaches 0 or the attacker pulls out.

### Cool Down Time

There will be a cool downtime if your Realm has been raided, this will be originally set at 24hrs and may change according to the outcome of the beta.
