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Raids in Romestead are scripted attacks on a settlement, usually triggered by a Declaration of War item or by progression milestones. They are distinct from ambient night-time attacks by the Fallen, which happen continuously after sundown.

Declaration of War Items
Declarations of War are crafted at the War Table, a station built at the Carpenter's Workshop from 8 Wood Plank and 1 Lumber. Using a declaration starts a raid on the nearest settlement by the matching faction, and that faction stays hostile until the war is resolved. Each declaration is bought with goods the target faction cares about:
Declaration of War | Crafting cost | Raid it starts |
|---|---|---|
The Rats | 10 Cheese | Rat raid |
The Potmen | 10 Empty Pot | Potmen raid |
The Grey Satyrs | 8 Apple | Forest satyr raid |
The Desert Satyrs | 10 Wine | Desert satyr raid |
The Cyclopelli | 6 Iron Bar | Cyclopelli raid |
The Gorgons | 1 Medusa's Head, 1 Stick | Gorgon raid |
The Burning Fallen | 300 Bone | Burning Fallen raid |
The Pyzifax declaration works differently: it is not a War Table recipe but arrives as a written challenge from Pyzifax himself, inviting the player to accept the attack. Mars also sets a Declaration of War quest whose objective is simply to survive the raid you start; completing it unlocks Pottery as a buildable construction.
Declarations cost specific items to craft; the Satyr war declaration price was reduced in patch 0.23.1_10. War declaration confirmation is required (patch 0.20.2_8) to prevent misclicks. War declaration speed was increased in patch 0.20.2_2. The Fallen War declaration was removed in patch 0.20.1_23.
Raid Types
Burning Fallen Horde: launch-window raid by fiery walking dead. Hotfix 0.25.1_1 stopped this raid from appearing after the first boss.
Potmen raid: originally bugged to make all raids spawn Potmen (fixed in 0.18.1_1).
Satyr raids: accompany Forest and Desert satyr Declaration of War items.
Pyzifax raid: triggered by the Pyzifax Declaration of War item.
Raid Objectives
Raid objectives count only raids started by players (patch 0.23.2_0), not ambient horde spawns. This keeps quest progression honest and prevents night-cycle Fallen from completing the same objectives.
Town Defense
Defense buildings absorb the brunt of a raid. Town defense values were added to Stone, Concrete, and Marble walls (patch 0.18.1_2):
Building | Role |
|---|---|
Wood Wall, Stone Wall, Concrete and Marble Walls | Static perimeter; absorb damage. |
Wood Gate | Openable gate; cart-compatible. Repair priority drops below 66% health. |
Automatic Scorpio (and Level 2) | Auto-targeting tower; renamed from Automatic Ballista in 0.18.1_1; can be demolished using the Workbench tool. Potmen Automatic Scorpio targeting fixes landed there too. |
Stationary Catapult | Heavy area damage. Tiny Satyrs operate one of these against players. |
Barricade | Cheap improvised cover. |
Coal Trap | Triggered damage trap. |
Target Dummy | Training and skill grinding. |
Preparing for a Raid
Build walls around the settlement core before any Declaration of War.
Mount at least one Automatic Scorpio at the main approach; upgrade to Level 2 if Iron is available.
Stock Food Storage and bake buff dishes for the raid window.
Cast Volumen Vitae (the healing scroll spell) only once per raid, since multi-cast was fixed in patch 0.22.1_8.
Coordinate with co-op partners on positions before the raid starts.
A launch-week hotfix added a quality-of-life touch: the name of the town being raided is now shown on screen, which matters when you run more than one settlement.
After the Raid
Raid reports include rounded numbers (patch 0.18.1_2) so post-raid summaries do not show fractional kills. Faction-specific drops, banners (Bloodied / Ripped Banner for Mars worship), and Cursed Bone are the main rewards. Repair the gates and walls before the next sundown.
Related Pages
Combat: fighting against raid enemies.
Settlements and Buildings: defense buildings list.
Mars: war-aligned worship route.