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Cell Raiding

Raiding is how gangs take a slice of each other's wealth. One gang attacks another's cell, fights past its defenses and reinforced door, and rips generators and crude ore out of the walls — while the defending gang tries to run the clock out. This page covers the whole loop: launching, getting in, attacking for the loot cap, defending, dying, and the reworked protection rules.

You must be in a gang to attack, and you can only launch from the /raid browser.

Starting a raid

Open the raid browser with /raid, pick an eligible cell, and launch. A few rules:

  • Raids start immediately — there's no scheduling delay to dodge.
  • Your whole gang is auto-joined as attackers the moment it begins (and the defending gang is auto-joined as defenders). Nobody has to click anything.
  • Your gang can run only one raid at a time, and a cell can be targeted by only one raid at a time.
  • You can't raid your own gang's cell.

Spectate any active raid with /raid view <cell> to watch from a viewer hallway. Attackers are excluded from the viewer — they have to actually enter the raid.

Getting into the raid

Being auto-joined makes you a participant, but it does not teleport you in. To actually enter, warp to the target's cell block and run into the cell — the same way you'd visit any cell. This matters because it's also how you get back after dying (see below).

Attacking

Once inside, raiders have three jobs:

  • Breach the door. The reinforced raid door must be attacked down — you can't mine through it. A boss bar shows the door's health when you're near it, and breaking one door also knocks out the doors right next to it.
  • Beat the defenses. Guards and mages will be on you the whole time (see Cell Defenses for what's defending and how it's built).
  • Loot the cell. Use a Gen Breaker to rip out generators and crude ore; their value is credited to your raid. A progress bar tracks how much you've taken, and the raid auto-ends once you hit the cap. The defenders' vault chest cannot be opened by raiders.

The loot cap

A single raid can take up to 40% of a cell's raidable value (raised from 25%) before it auto-ends. Gang Points are no longer raidable — the old Stele capture mechanic was removed, so raids only transfer loot value now.

Defending

Defenders build up their cell before a raid — see Cell Defenses for guards, mages, and the door. During a raid, a couple of rules tilt the field:

  • Guard health scales with party size. A solo raider faces noticeably weaker guards, while a full attacking party faces the toughest version of every guard. Outside a raid, guards sit at their normal strength. So a big coordinated crew clears faster but walks into a harder defense; a small crew meets a softer wall but has fewer hands on the gens and the door.
  • Defending players deal reduced melee damage to raiders by design — the cell's guards and door are meant to do the heavy lifting, not the owner solo-ing the raid. Stack defenses rather than relying on your own sword.

Dying in a raid

  • Your items drop on death — there's no keep-inventory inside a raid, so bring gear you're willing to risk.
  • There is no deathban. Dying does not lock you out.
  • Both attackers and defenders respawn at server spawn. To keep fighting, warp back to the cell block and run in again — exactly how you first entered.

Raid length & ending

A raid runs until one of these happens:

  • The 40% loot cap is hit — raiders have stolen the maximum allowed and the raid concludes.
  • Time runs out. The clock depends on the defending cell's tier:
Defending cell Raid length
Low 90 minutes
Medium 105 minutes
High 120 minutes
Maximum 150 minutes
VIP 180 minutes
  • Inactivity. If nothing happens for 10 minutes, the raid ends early — everyone gets a warning a minute before.

Protection & shields

  • Daily protection window. Every cell has a 12-hour raid-protection window when it can't be raided. You pick the start hour, but a change only takes effect after 24 hours, so you can't dodge an incoming raid at the last second. The window is set and shown in Pacific time (PT) and follows daylight saving; the picker is organised into Late Night / Morning / Afternoon / Evening bands (the 21:00 slot is selectable again).
  • Post-raid shield. After a raid the cell is shielded for 24 hours from other gangs only — the gang that just raided you can hit you again through the shield window.
  • Cell changes locked. Buying, deeding, or claiming a cell is blocked while your gang is a raid target.

Raid history

/raids opens a Raid History view showing recent raids and the top raids by value taken — a quick way to see who's been hitting whom and how big the hauls were.

Version history

v2.0.0

  • Raiders can now take 40% of a cell's raidable value before the raid auto-ends, up from 25%.
  • Gang Points are no longer raidable — the Stele capture mechanic was removed, so raids only transfer loot value.
  • The post-raid 24-hour shield now blocks only other gangs — the gang that raided you can raid again within the window.
  • The raid-protection window is now set and shown in Pacific time with daylight saving, and the picker was redesigned (the 21:00 slot is fixed).
  • New /raids command for raid history and the top raids by value taken.