Raids
Raids are a quick, for fun PvP mini-event that lets one party attack a town for a wager It's like a a 20-minute deathmatch (land) or ship battle (naval)
How to Start a Raid
- You must be in a party (
/party invite <name>to form one) - The party leader uses:
/raid <town name> <wager>
Example:/raid Rome 25000 - You cannot be within the claim of the town you are trying to raid
The server will automatically decide whether the raid becomes Land or Naval based on the defending town's claims (see Naval Raid section below)
Requirements & Limits
- At least 5 residents of defending town’s residents must be online
- The wager cannot exceed 10 % of the defending town’s current balance
- A town can only be raided once every 24 hours
- Only one raid can be active on a town at a time
Land Raid (default)
- Triggered when the defending town does not border ocean chunks
- A beacon spawns 1 chunk outside of the wilderness surrounding the defending town in a random direction
- A glowing beacon (red for attackers, green for defenders) appears above the banner so everyone can find it instantly
- Attackers and Defenders get glowing (see through wall) potion effect applied for the duration of the raid
- Kills only count if both players are within the kill radius of the banner (default 16 blocks)
- Most player kills after 10 minutes wins (Attackers win if defenders have 0 kills at the end)
- If a defender logs off in the middle of a raid the attackers get a point as if they killed that person, if an attack logs off in the middle of a raid the defenders get a point as if they killed that person
Naval Raid (automatic)
- Triggered if the defending town owns or borders ocean chunks
→ This happens automatically for coastal towns — even if players expect a land raid, it will become naval if the town touches ocean biome chunks. - No beacon, no kill counter
- Only valid ships count toward defense:
- Rowboats, boats, or any vessels with pending upgrades/installs (e.g. initial construction) do not count as ships in the town’s claim
- Only fully completed, no-pending-install ships are considered
- Damage dealt to ships is tracked instead of player kills
- Attackers win if they deal at least 1 more damage to defending ships than defenders deal to attacking ships
- Important: If the defending town has 0 valid ships (no completed ships without pending installs) in their town claim when the raid starts, attackers instantly win
Visuals & Feedback
- All participants (attackers + defenders) glow during the entire raid.
- Fireworks explode at the banner on every kill (red = attacker kill, green = defender kill).
- Every minute every participant receives a private message:
RAID AttackTown vs DefenseTown | Time left: 1m 42s | Attacker Kills: 5 | Defender Kills: 3
(or damage dealt numbers for naval raids, e.g.Attacker Ship Damage: 1240 | Defender Ship Damage: 980)
Winning & Rewards
- Winner’s town receives the full wager.
- Loser’s town loses the wager.
- The final result is announced globally:
AttackTown won the raid and received $50,000!
Restarts
- Raids don't persist across restarts. If the server restarts in the middle of a raid the wager is refunded and the raided town doesn't get a cooldown applied (admins can also do this by command)
Summary Table
| Feature | Land Raid | Naval Raid |
|---|---|---|
| Trigger | Default (no ocean border) | Town owns or borders ocean chunks |
| Objective | Most player kills | Deal more ship damage |
| Banner & Beacon | Yes (with fake beacon) | No |
| Kill radius | 16 blocks | N/A |
| Valid counting units | Player kills in radius | Damage to fully completed ships only |
| Pending Ship Upgrades | N/A | Do not count as defending ships |
| Instant win | — | Defending town has 0 valid defending ships at start |
| Win condition | Higher kill count | Damage dealt difference ≥ +1 |