In-game guide
Raids and defence: how to hold out
Bandits come as early as chapter 2, Cumans after the feast. There are no raids while you're offline, so prepare while you play.

A siege at the homestead: attackers bring a ram to the fence. Preparing your defences starts long before they arrive.
Select the screenshot for a closer look.Who attacks and when
- Bandits and a rogue bear — from chapter 2 (the first raid is a tutorial).
- Wolf pack and night raids — from chapter 3.
- Cuman patrols, sieges, tribute — from chapter 8, after the prince's feast.
Raids come every 9–15 min of active play with a 45 s warning (a watchtower adds 20 s per level). When you're not playing, nobody raids you. The first raid of the day comes quickly — fight it yourself and win for double loot and glory.
Warband strength
A villager is ⚔2, a militiaman ⚔3 (⚔4 armed), a warrior ⚔6 plus 2 per training level. The horn gives +15%, treating them to beer +20%.
Village gathering and militia
From chapter 5 the elder calls a gathering and makes 3 demands (daily beer, axes and shields, a share of the loot…). The elder's temper decides whether you can bargain.
Warriors and their paths
Hiring costs 80 coins and a crock; training goes up to level 5. At level 3 a warrior picks a path for good:
- Archer holds the wall: double wall bonus, weaker in the field.
- Spearman hits riders and beasts (×1.5).
- Swordsman goes on campaigns (×1.2) and duels better.
Two archers on the wall are worth five villagers in the field. Tested.

Hero combat on the live map. Step out to meet the raiders and control a fighter yourself.
Select the screenshot for a closer look.The forge
A helmet lowers the chance of wounds, a shield adds strength at home, mail adds strength on campaign. Iron comes from the bloomery, campaigns, trophies and Radko the merchant.
Walls and gate tactics
- Wattle fence +20%, palisade +40% and stops torches, palisade with towers +60%.
- Hold the wall — full bonus. Sally — no wall bonus, but victory doubles the loot. Ambush — archers cut the band's strength before the fight.
Sieges, night and tribute
A siege comes in three waves with breaks to heal and repair. At night you can't see the band's strength. Cumans may demand tribute: refuse and the next raids are stronger.
Difficulty
Calm — rarer, weaker raids, no sieges or night raids. Harsh — more raids and sieges. Best of all, fight them yourself.