The Severians: Saga

In-game guide

Raids and defence: how to hold out

Updated:

Bandits come as early as chapter 2, Cumans after the feast. There are no raids while you're offline, so prepare while you play.

Cuman riders with a ram besiege the palisade
Captured in game

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.

The prince fights a band of raiders on the live map
Captured in game

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.