Combat Calculator
Compare two forces. See the estimated losses, survivors, and the math behind the battle.
Battle estimate
EstimatedTroop casualties only. Commander strength is included when entered; commander injury and survival are not estimated.
Attacking force
| Division / unit | Sent | Lost | Survive |
|---|
Defending force
| Division / unit | Sent | Lost | Survive |
|---|
How this battle was calculated
Attack composition & effective defense
Each defense column is weighted by that troop type’s share of the attacking strength, then multiplied by the wall bonus.
| Attacking type | Attack | Attack share | Defense against type | Weighted defense + wall |
|---|
Troop and commander contributions
Defense values below are ordered: spear / ranged / infantry / cavalry. Displayed strengths use up to six decimal places; casualty calculations use exact values before display rounding.
Attacking contributions
Defending contributions
The math behind the battle
qm-combat-estimate-2A deterministic estimate under the rules below. This is not a win probability or a guarantee of an in-game outcome.
Strength & casualty formulas
- Troop attack
- Count × base attack × (1 + terrain attack % / 100 + division attack % / 100).
- Commander attack
- Minimum of raw troop attack across the attacking army and base commander attack × (1 + 6 × Heroism level). Apply the commander’s troop-type terrain and division attack modifiers afterward.
- Defense against each type
- Count × base defense against that type × (1 + terrain defense % / 100) × (1 + division defense bonus against that type / 100). Terrain follows the defender’s own troop type. A defending commander contributes one base unit.
- Effective defense
- Sum of each defense value × its attacking type’s share of total attack, then × (1 + wall bonus % / 100).
- Attacker casualties
- For each troop entry: min(count, floor(count × effective defense ÷ total attack)).
- Defender casualties
- For each troop entry: min(count, floor(count × total attack ÷ effective defense)).
- Rounding & ties
- Round losses down per unit within each division. Keep intermediate strengths exact. Equal strengths mean mutual troop destruction. This precision rule differs from the source calculator’s intermediate rounding.
Inputs, assumptions & limits
- Enter troop counts separately from the commander. Leaving the commander empty omits their strength and division bonuses.
- Division bonuses are effective percentages. Include any applicable innate or elite effect yourself; the calculator does not apply those effects again.
- One attacking army and one defending force, with up to five divisions per side and one million troops per unit entry. These are calculator limits.
- Player and normal four-type NPC troops may share a force. NPC-containing divisions do not accept commanders or division bonuses. Equipment, personal defensive skills, magic, prestige, raid or siege resolution, XP, resource valuation, and commander casualties remain outside the model.
- Player statistics use the preserved official race-page snapshot. NPC statistics use the reviewed 558-record client catalog; ten zero-stat or siege records remain visible in Reference but cannot be calculated. Terrain uses the official table reviewed September 15, 2026, including the April 2026 plains changes.
- Force templates are saved only in this browser. Pasted report text is parsed locally and is never saved or sent; only the resulting force is sent when you calculate.
- The community casualty and commander rules still need validation against recent in-game battles.
Sources & reference tables
- Stardance’s Illyriad Battle Calculator — community calculation reference; independent implementation.
- Official terrain modifiers — plains cavalry attack +20%, cavalry defense +15%, spear defense 0%.
- Player-unit reference · NPC-unit reference · Terrain reference. The calculator uses all three versioned tables.
Model qm-combat-estimate-2 · Player troops: official-races-2025-06 · NPC troops: illyriad-unitjs48-2026-08-29 · Terrain: illypedia-terrain-2026-09-15.