Raids & Barriers¶
A colony with low reputation draws monster raids at night. The barrier is a buildable block that defends against them.
Raids¶
At nightfall, a colony whose reputation is below Neutral can be raided. The chance scales with how low it sits:
| Reputation tier | Raid chance per night |
|---|---|
| Wary | 15% |
| Passive-Aggressive | 30% |
| Hostile | 50% |
There's a cooldown of a few in-game days between raids on a colony, and only one raid runs at a time. Raise reputation above Neutral and raids stop.
A raid spawns a wave of Tensura monsters that head for your colony and attack citizens. Your guards engage them. Win by killing the whole wave before the night ends (this raises reputation); if the night ends first, the survivors withdraw.
Difficulty¶
Raid difficulty is set by your colony's strength (mostly the total EP of your citizens, plus its size and development), not by reputation — reputation only decides whether a raid fires. Stronger colonies face tougher waves, drawn to roughly match and slightly exceed the colony's strength, in three levels:
- Level 1 — giant ants, black spiders.
- Level 2 — hound dogs, evil centipedes, direwolves.
- Level 3 — knight spiders, blade tigers, evil centipedes.
Faction events¶
Beyond ordinary raids, an angered faction can send a scripted lore event. The one currently in the game is the Orc Disaster: if you provoke Clayman (by killing his marked bosses) and your standing with him is low, he can march a horde led by Geld, the Orc Disaster on a colony. Killing the lead boss breaks the horde. (More lore events are planned — see the Roadmap.)
The barrier¶
The barrier is a block you craft and place that projects a protective field around itself while it has magicule fuel and a raid is active. The field is a square footprint centred on the block.
Tiers (cumulative)¶
There are four Barrier Core tiers. Each higher tier has a larger radius, more fuel capacity, and adds an effect on top of the lower tiers'. The wall is colour-coded by tier:
| Tier | Radius | Effect (cumulative) | Wall colour |
|---|---|---|---|
| 1 | 16 | Wall — blocks hostiles from entering | Blue |
| 2 | 28 | + Heal — Regeneration to non-hostiles inside | Green |
| 3 | 42 | + Eject — teleports hostiles back out | Magenta |
| 4 | 60 | (all of the above) | Gold |
While fueled, a barrier also prevents hostile mobs from spawning inside its footprint.
Fuel¶
The barrier runs on magicule:
- Right-click it with empty hand to channel your own magicule in (or open its menu for finer control).
- Right-click with magic crystals to add fixed amounts (low / medium / high quality crystals add increasing amounts).
Hostiles pressing the wall drain its fuel — harder-hitting, higher-EP mobs drain it faster. At zero fuel the field drops (with a warning); refuel to raise it again. The wall's transparency shows its fuel level at a glance.
Magicule Storage¶
Magicule Storage blocks (four tiers) extend a barrier's fuel capacity. Place them adjacent to a Barrier Core (or chained to one through other storage blocks); each adds capacity, and the network updates automatically as you build or break it.
Concentric layers (Demon Lords / Heroes)¶
A Barrier Core can project up to three concentric square shells, expanding outward. The first layer is available to anyone; raising it to two or three requires you to be a true Demon Lord or true Hero. Extra layers cost ongoing magicule upkeep from the core's fuel pool, on top of raider drain. When the pool can't pay, the outermost layer drops first, then the next, down to the always-available first layer.
The Barrier Core's menu (right-click) shows fuel, lets you move magicule between yourself and the core, and sets the layer count.