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Items

Equipment

Consumables

Please note that all items only work for either the hero alone or for troops attacking/defending together with the hero. They do not give an effect to troops which do not have the hero with them (means the troops have to be from the same village the hero is from).

Equipment

Right hand items

Romans

  • Short sword of the Legionnaire
    +500 fighting strength for Hero; +3 attack and +3 defence for each Legionnaire.
  • Sword of the Legionnaire
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Legionnaire.
  • Long sword of the Legionnaire
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Legionnaire.
  • Short sword of the Praetorian
    +500 fighting strength for Hero; +3 attack and +3 defence for each Praetorian.
  • Sword of the Praetorian
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Praetorian.
  • Long sword of the Praetorian
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Praetorian.
  • Short sword of the Imperian
    +500 fighting strength for Hero; +3 attack and +3 defence for each Imperian.
  • Sword of the Imperian
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Imperian.
  • Long sword of the Imperian
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Imperian.
  • Short sword of the Imperatoris
    +500 fighting strength for Hero; +9 attack and +9 defence for each Imperatoris.
  • Sword of the Imperatoris
    +1000 fighting strength for Hero; +12 attack and +12 defence for each Imperatoris.
  • Long sword of the Imperatoris
    +1500 fighting strength for Hero; +15 attack and +15 defence for each Imperatoris.
  • Light lance of the Caesaris
    +500 fighting strength for Hero; +12 attack and +12 defence for each Caesaris.
  • Lance of the Caesaris
    +1000 fighting strength for Hero; +16 attack and +16 defence for each Caesaris.
  • Heavy lance of the Caesaris
    +1500 fighting strength for Hero; +20 attack and +20 defence for each Caesaris.

Gauls

  • Spear of the Phalanx
    +500 fighting strength for Hero; +3 attack and +3 defence for each Phalanx.
  • Pike of the Phalanx
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Phalanx.
  • Lance of the Phalanx
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Phalanx.
  • Short sword of the Swordsman
    +500 fighting strength for Hero; +3 attack and +3 defence for each Swordsman.
  • Sword of the Swordsman
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Swordsman.
  • Long sword of the Swordsman
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Swordsman.
  • Short-bow of the Theutates
    +500 fighting strength for Hero; +6 attack and +6 defence for each Theutates.
  • Bow of the Theutates
    +1000 fighting strength for Hero; +8 attack and +8 defence for each Theutates.
  • Long-bow of the Theutates
    +1500 fighting strength for Hero; +10 attack and +10 defence for each Theutates.
  • Walking staff of the Druidrider
    +500 fighting strength for Hero; +6 attack and +6 defence for each Druidrider.
  • Staff of the Druidrider
    +1000 fighting strength for Hero; +8 attack and +8 defence for each Druidrider.
  • Great staff of the Druidrider
    +1500 fighting strength for Hero; +10 attack and +10 defence for each Druidrider.
  • Light lance of the Haeduan
    +500 fighting strength for Hero; +9 attack and +9 defence for each Haeduan.
  • Lance of the Haeduan
    +1000 fighting strength for Hero; +12 attack and +12 defence for each Haeduan.
  • Heavy lance of the Haeduan
    +1500 fighting strength for Hero; +15 attack and +15 defence for each Haeduan.

Teutons

  • Club of the Clubswinger
    +500 fighting strength for Hero; +3 attack and +3 defence for each Clubswinger.
  • Mace of the Clubswinger
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Clubswinger.
  • Morning star of the Clubswinger
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Clubswinger.
  • Spear of the Spearman
    +500 fighting strength for Hero; +3 attack and +3 defence for each Spearman.
  • Spike of the Spearman
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Spearman.
  • Lance of the Spearman
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Spearman.
  • Hatchet of the Axeman
    +500 fighting strength for Hero; +3 attack and +3 defence for each Axeman.
  • Axe of the Axeman
    +1000 fighting strength for Hero; +4 attack and +4 defence for each Axeman.
  • Battle axe of the Axeman
    +1500 fighting strength for Hero; +5 attack and +5 defence for each Axeman.
  • Light hammer of the Paladin
    +500 fighting strength for Hero; +6 attack and +6 defence for each Paladin.
  • Hammer of the Paladin
    +1000 fighting strength for Hero; +8 attack and +8 defence for each Paladin.
  • Heavy hammer of the Paladin
    +1500 fighting strength for Hero; +10 attack and +10 defence for each Paladin.
  • Short sword of the Teutonic Knight
    +500 fighting strength for Hero; +9 attack and +9 defence for each Teutonic Knight.
  • Sword of the Teutonic Knight
    +1000 fighting strength for Hero; +12 attack and +12 defence for each Teutonic Knight.
  • Long sword of the Teutonic Knight
    +1500 fighting strength for Hero; +15 attack and +15 defence for each Teutonic Knight.

Left hand items

Shields

  • Small shield
    +500 fighting strength for Hero.
  • Shield
    +1000 fighting strength for Hero.
  • Large shield
    +1500 fighting strength for Hero.

Horns

  • Small horn of the Natarian
    +20% fighting strength against Natars
  • Horn of the Natarian
    +25% fighting strength against Natars
  • Large horn of the Natarian
    +30% fighting strength against Natars

Bags

  • Pouch of the thief
    10% plunder bonus
  • Bag of the thief
    15% plunder bonus
  • Sack of the thief
    20% plunder bonus

    NOTE: You can also use the bags in case you are Roman or Gaul.  The plunder bonus does not increase the carrying capacity of the troops. If you send a hero with the bag equipped along with troops, you can dip further into the cranny. The maximum amount the troops can carry does not change.

Other

  • Small Map
    30% faster return (counts for the hero and all troops with him).
  • Map
    40% faster return (counts for the hero and all troops with him).
  • Large Map
    50% faster return (counts for the hero and all troops with him).
  • Small Pennant
    30% faster troops between own villages.
  • Pennant
    40% faster troops between own villages.
  • Great Pennant
    50% faster troops between own villages.
  • Small Standard
    15% faster troops between alliance members.
  • Standard
    20% faster troops between alliance members.
  • Great Standard
    25% faster troops between alliance members.

Helmets

  • Helmet of Awareness
    +15% more experience
  • Helmet of Enlightenment
    +20% more experience
  • Helmet of Wisdom
    +25% more experience
  • Helmet of Regeneration
    +10 HP/day
  • Helmet of Health
    +15 HP/day
  • Helmet of Healing
    +20 HP/day
  • Helmet of the Gladiator
    +100 Culture Points per day on 1x speed and +50 on 3x speed Culture Points per day.
  • Helmet of the Tribune
    +400 Culture Points per day on 1x speed and +200 on 3x speed Culture Points per day.
  • Helmet of the Consul
    +800 Culture Points per day on 1x speed and +400 on 3x speed Culture Points per day.
  • Helmet of the Horseman
    Training time in Stable reduced by 10%.
  • Helmet of the Cavalry
    Training time in Stable reduced by 15%
  • Helmet of the Heavy cavalry
    Training time in Stable reduced by 20%
  • Helmet of the Mercenary
    Training time in Barracks reduced by 10%.
  • Helmet of the Warrior
    Training time in Barracks reduced by 15%.
  • Helmet of the Archon
    Training time in Barracks reduced by 20%.

Armour

  • Armour of Regeneration
    +20 health points regeneration per day.
  • Armour of Health
    +30 health points regeneration per day.
  • Armour of Healing
    +40 health points regeneration per day.
  • Light scale armour
    Damage reduced by 4 health points + 10 HP regeneration.
  • Scale armour
    Damage reduced by 6 health points + 15 HP regeneration
  • Heavy scale armour
    Damage reduced by 8 health points + 20 HP regeneration.
  • Light breastplate
    +500 fighting strength for Hero.
  • Breastplate
    +1000 fighting strength for Hero.
  • Heavy breastplate
    +1500 fighting strength for Hero.
  • Light segmented armour
    Damage reduced by 3.
    +250 fighting strength for Hero.
  • Segmented armour
    Damage reduced by 4.
    +500 fighting strength for Hero.
  • Heavy segmented armour
    Damage reduced by 5.
    +750 fighting strength for Hero.

Boots

  • Boots of Regeneration
    +10 HP/day.
  • Boots of Health
    +15 HP/day.
  • Boots of Healing
    +20 HP/day.
  • Boots of the Mercenary
    +25% speed on the army's base speed for distances > 20 fields
  • Boots of the Warrior
    +50% speed on the army's base speed for distances > 20 fields
  • Boots of the Archon
    +75% speed on the army's base speed for distances > 20 fields
  • Small spurs
    +3 fields per hour on a 1x speed server (+6 fields per hour on a 3x speed server)
  • Spurs
    +4 fields per hour on a 1x speed server (+8 fields per hour on a 3x speed server)
  • Nasty spurs
    +5 fields per hour on a 1x speed server (+10 fields per hour on a 3x speed server)

Mounts

  • Gelding
    The speed of your hero is raised to 14 fields per hour on a 1x speed server (to 28 fields per hour on a 3x speed server).
  • Thoroughbred
    The speed of your hero is raised to 17 fields per hour on a 1x speed server (to 34 fields per hour on a 3x speed server).
  • Warhorse
    The speed of your hero is raised to 20 fields per hour on a 1x speed server (to 40 fields per hour on a 3x speed server).

    NOTE:
    - The speed boost for the mounts apply to the hero, not accompanying troops.
    - Gaul tribe: +5 fields per hour on a 1x speed server (+10 fields per hour on a 3x speed server) if mounted

Consumables

  • Ointment
    Regenerate the health points of the hero immediately. The number of ointments determines how many health points are regenerated (max 100%). Takes effect when equipped. 
    This item is stackable.

  • Scroll
    Takes effect when put in the bag and gives a certain amount of experience. Takes effect when equipped.
    This item is stackable. 

  • Water bucket
    Resurrect your hero at once and for free. If the hero is alive, you cannot put a water bucket in the bag. Takes effect when equipped. In T4.4 and the birthday special servers, water buckets may be used only once every 24 hours.

  • Tablet of law
    Raises the loyalty in the home town of the hero for 1% for each tablet, to a maximum of 125%. Takes effect when equipped. 
    This item is stackable.

  • Book of wisdom
    Resets all hero attributes to zero and allows you to reallocate your hero points to the four hero attributes as you desire.

  • Artwork
    If you give it to your inhabitants, they´ll start a spontaneous party without the need for a town hall nor time.
    This item is stackable.
    The maximum culture points a player can get from an artwork is 2000 on 1x speed servers and 1000 on 3x speed servers. In addition, no artwork drops for the player in an adventure in the first 14 days of the server.

  • Small bandage
    Battle losses are reduced directly after the Battle, if they are in the bag of the hero.
    These bandages can heal a maximum of 25% the losses.
    You can only heal the amount of troops that you have bandages for. Healing takes the returning time of the troops but a minimum of 24 hours.
    This item is stackable.
     NOTE: This means that you need for example 50 small bandages to heal 25% of 200 troops.
    In case you have less small bandages than troops to restore, then the same percent of units of each troop type is restored. If there are still bandages left, then its restored from left to right. To speak in numbers: if you attacked with 100 clubswingers and 100 axeman, lost 50 of each and have 40 small bandages - then 20 each would be restored. In the same example just with 41 small bandages you would get 21 clubswingers and 20 axeman back.

  • Bandage
    Battle losses are reduced directly after the Battle, if they are in the bag of the hero.
    These bandages can heal a maximum of 33% the losses.
    You can only heal the amount of troops that you have bandages for. Healing takes the returning time of the troops but a minimum of 24 hours.
    This item is stackable.
    NOTE: This means that you need for example 99 bandages to heal 33% of 300 troops.
    In case you have less bandages than troops to restore then the same percent of units of each troop type is restored. If there are still bandages left, then its restored from left to right. To speak in numbers: if you attacked with 300 clubswingers and 300 axeman, lost 150 each and have 190 bandages - then 95 each would be restored. In the same example, just with 191 bandages, you would get 96 clubswingers and 95 axeman back.

  • Cage
    Animals in oasis can be tamed with them and brought to your village, where they will help in defending it. No battle will take place, but the animals will be captured
    This item is stackable.
    Small FAQ regarding cages:
    Do cages work with player's villages as they work with unoccupied villages (oases)?
    - No, because the cages are meant only to work with "normal" troops. The troops in a player's village are reinforcement and cannot be caught.
    How can I use cages?
    - Just equip them on your Hero and send the Hero to attack an oasis.
    Does my Hero fight when attacking an oasis with cages equipped if there are also accompanying troops?
    - No. No fight takes places as long as you have cages equipped on your Hero.
    If I release the animals in my village, will I get the cages back?
    - No.
    Do I have to feed the animals I caught?
    - No, they do not eat your crop.

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