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Cell Defenses

A defended cell is what stands between your generators and a raiding gang. Set everything up before trouble arrives — open /cellDefenses to place and upgrade. You can't place or upgrade anything while your gang is in an active raid, so don't leave it until the alarm sounds.

The three defenses

Each placeable spawns a whole roomful of defenders:

Defense What it does
Cell Guards Melee fighters that swarm intruders.
Frost Mages Homing frost projectiles that slow and freeze attackers.
Lightning Mages Beams plus area chain-lightning that arcs between targets.

Guards wear gear matching your cell tier — chainmail at Low, up to netherite at VIP — so a higher-tier cell automatically fields tougher defenders. See Cells for the tier ladder.

The cost model

Placement is cheap; mastery is expensive. Placing a guard room or mage costs far less than it used to (for example, a guard room runs about $4M at Medium and $35M at VIP — mages cost more than plain guards). The real spend is in upgrades.

Every room has three upgrade tracks — Damage, Health, and Speed — each climbing to level 10, with per-level costs that rise as you go and bulk-buy supported. Upgrade cost scales hard with cell tier: fully maxing a single room costs up to roughly 56× more at VIP than at Low. The totals roughly even out — fully kitting a cell lands in about the same place as before; the sink just shifted from placing to upgrading.

Mages reuse those same three tracks for their ability strength:

  • Frost Mages — freeze chance and slow potency.
  • Lightning Mages — lightning damage and blast radius.

The raid door

The door is your chokepoint. It now has 3 strength tiers (down from 5). Each upgrade costs $75,000 and makes the door both tougher and more resistant to attacker damage. For how attackers chew through it, see Cell Raiding.

Season 2 balance

This map's defenders hit harder out of the box, but their crowd-control was reined in:

  • All cell guards: +25% HP and 15% more damage.
  • Lightning Mages: additionally +10% HP and ~30% more beam/chain damage; chain AoE radius now tops out at 4 blocks (was 10).
  • Frost Mages: freeze shortened to 0.5s–1s (was 1.5s–4s); snowball slow caps at Slowness III + Mining Fatigue II at max.

Two fixes also landed: cell guards that should exceed 1024 max HP are no longer clamped to it (so a T1 Cell Guard now runs at its configured ~1555 HP), and player-placed scaffolding in the main room (above the gen floor) and the generator room is breakable again by the owner — including mid-raid.

Keeping your generators alive is the whole point of all this — read Cell Income for what you're protecting.

Version history

v2.0.0

  • Defenses are much cheaper to place but cost far more to max out — placement slashed, while Damage/Health/Speed upgrades ramp up to ~56× more at VIP.
  • The raid door now has 3 strength tiers instead of 5, at $75,000 per upgrade.
  • All cell guards gained +25% HP and 15% more damage; Lightning Mages additionally got +10% HP and ~30% more damage.
  • Frost Mage freeze shortened to 0.5s–1s and its snowball slow capped at Slowness III + Mining Fatigue II; Lightning chain AoE radius capped at 4 blocks.
  • Fixed cell guards being capped at 1024 max HP, and fixed unbreakable scaffolding in the main room and generator room.