farming6 min readJuly 25, 2026

Travian Oasis Farming: Clearing, Raiding, and Hero XP

What oasis farming gets you

Wild animals guard every unoccupied oasis. Clear them and the tile turns into a farm target with no walls, no returning defenders, and no player to retaliate. The animals come back over time, so the same tile pays out again.

  • Cleared oases are repeating targets, not one-off loot.
  • The animals carry hero experience, so the same tiles double as a training pool.

An oasis also carries a resource bonus of +25% or +50% for one resource. That bonus goes to whichever village holds the tile, which scan results mark as Occupied. It is a separate mechanic from raiding, and raiding an oasis never gives you its bonus.

Scan the oases around a village

Farms > Oasis Scanning sweeps the map around one village and lists what it finds.

Oasis scanning page with the setup card, clearing strategy summary, and scan results table

  • Under Setup, pick the village that will attack and the farm list that receives the targets. + creates a list inline.
  • Set a Radius and press Scan. Set coordinates manually scans around a point instead of a village.
  • BONUSES is the tile's resource bonus, ANIMALS is what is standing there, and STATUS says whether it was cleared recently, still has animals, or belongs to a player.
  • Open Filters to narrow by distance, animal presence, resource type, and bonus size.
  • Hide oases already in farm lists and Skip duplicates when adding stop you from adding the same tile twice.
  • Select all free ticks every unoccupied result. Add them with Add to farm list, or use + on a single row.

Tip: Scan from the village that will send the raids, because every distance and travel estimate is measured from it.

Clear the animals safely

Configure on the Clearing Strategy card sets how Vangrd clears animals. The settings apply to every list that clears oases.

Keep oases clear modal with troop chips, risk presets, and the advanced section collapsed

  • Pick the units under Clear with. The number on each chip is what you have available. Add the + Hero chip to send the hero along.
  • Careful only attacks when it wins without losses.
  • Balanced tries a zero-loss clear first, then attacks only when the bounty beats the troop losses by the margin.
  • Aggressive accepts thin margins.
  • The sentence under the presets spells out the current numbers, so read it before you close the modal.
  • Advanced exposes the sweep caps, step size, minimum profit margin, and the defense buffer per travel hour. That buffer pads the estimate for animals respawning while your troops are in the air.
  • Editing anything under Advanced switches the preset to Custom.

To clear a single tile by hand instead, use Clear animals on its row in the scan results.

Keep them clear

Animals refill a cleared oasis, and a fatal report is usually how you find out. Turn clearing on per village or per list under Farms > Farm Lists.

Expanded village row showing min delay, jitter, the clear oases switch, and Apply to village

  • Clear oases on the village row clears the list oases before each run. Apply to village pushes the schedule to every enabled list.
  • Only if idle for skips oases you cleared within that many minutes.
  • Re-clear after fatal reports in the clearing strategy sends another wave once an oasis kills troops.
  • Auto-clear oases on casualties on an expanded list row does the same for one list only.

Farm the respawns

Cleared oases are ordinary farm-list targets, so they raid on the list schedule.

Expanded farm list row showing per-list delay, jitter, and action buttons

  • Min delay (sec) is the shortest gap between runs.
  • Jitter (sec) adds randomness so raids don't fire at exact intervals.
  • Keep oasis targets in their own list when their travel times differ from your player farms, since the schedule belongs to the list.
  • Run Now fires a list right away. Scan Targets re-reads its slots from the game.
  • Add to targeted raids sends one-off attacks at a tile instead of putting it on a list.

Level the hero on oases

The Hero Training tab runs a hunting loop over a pool of oases you pick. It sends the hero out, reads the report, and rests it before the next hunt.

Hero training status header showing where the hero is, its health, total XP, and today's hunts

  • Training active starts and stops the loop.
  • Auto safety skips any ground the hero is not predicted to survive with health to spare. Turn it off to set Min health yourself.
  • Escort with sends a small escort so hunts cost less health. Auto-size picks the counts, Fixed counts lets you set them.
  • Max travel caps one-way travel time in minutes.
  • Revive with bucket brings the hero back after a death. Without a bucket in the inventory, training pauses and tells you why.
  • Use ointments to heal heals the resting hero so it can hunt again sooner.
  • Equip best XP helmet swaps in your experience helmet before each hunt.

Build the pool from Farms > Oasis Scanning with Add to training grounds, one row at a time or in a batch.

Training grounds table showing ready, hunting, respawning, and too-strong grounds

  • EST. XP is what the loop expects from the animals on that tile. It takes the ground with the best estimated XP per hour first.
  • Ready is next in line, Hunting counts down the trip, Respawning waits until the animals are worth another visit, and At higher level means the hero cannot take the tile yet.

Tip: Leave Auto safety on until you have watched a few hunts come home intact, then take over Min health if you want thinner margins.

For list schedules and fatal report handling, see the Travian farm bot guide. To rank oasis targets by yield, continue with the Farm Optimizer guide. New to the app? Start with Getting Started.

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