Cells

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Cells

Cells are a place where you can store your armor, weapons, gens, and much more. Cells have a separate world which can be accessed by the /cells GUI which is also where you will be able to purchase a cell (Shown below). Cells can be protected with cell guards to defend the items that you have put into them. A properly setup cell can be a necessity for players looking to progress in prisons.

Cell.png Cellfront.png

Cell Tiers

Different cell tiers represent the different sizes of cells. For example, the Low Security Cell is the smallest tier of cells. As you increase the cell tier, the cells become bigger and cost more, the base health and range of guards increase, the gear on guards increases, the amount of guards that can be placed increases, and the armor limit of players also increase. A player in the Low Security Cells world will be limited to wearing chain mail armor and wielding a stone weapon. Where as in the VIP Security Cells, a player will not be limited by any type of armor limits as in this area there are no limits. Armor limits can be seen by hovering over the cell tier in the /cells GUI as well as listed below.

Armor Limits

Cell worlds have gear limits that depend on the tier of cells. They are as follows.

Low Security - Chain Gear & Stone Weaponry (And below)
Medium Security - Gold Gear & Gold Weaponry (And below)
High Security - Iron Gear & Iron Weaponry (And below)
Maximum Security - Diamond Gear & Diamond Weaponry (And below)
VIP Security - Diamond Gear & Diamond Weaponry (And below)
Presidental & Elysium - Diamond Gear & Diamond Weaponry (And below)

Level Requirements

Every tier of cell has a level requirement that must be met before a player is able to purchase the cell. They are as follows.

Low Security - Level 35 or prestige I or higher
Medium Security - Level 100 or prestige I or higher
High Security - Level 101 or prestige II or higher
Maximum Security - Level 102 or prestige III or higher
VIP Security - Level 103 or prestige IV
Presidental & Elysium - Level 104

Doors and Door Limits

Doors are the one block that guards can pass through and as such are very useful for building a safe cell. They are however limited in number by the tier of cell. They are as follows.

Low Security - 10 doors
Medium Security - 13 doors
High Security - 16 doors
Maximum Security - 19 doors
VIP Security - 22 doors
Presidental & Elysium - 22 doors

Guard Limits

Every tier of cell has guard limits, but higher cells have higher guard limits which allow to make them safer than lower tiers. They are as follows.

Low Security - 7 guards
Medium Security - 14 guards
High Security - 21 guards
Maximum Security - 28 guards
VIP Security - 35 guards
Presidental & Elysium - 35 guards

Cell Guards

Mechanics

Cell Guards are used to defend a cell and its contents. When placed, a guard will create a protected area within its range and only players with access to the cell may edit its area. However, if a player without access kills the cell guard, that player may now break and open containers in that area. If all the cell guards in a cell are killed, any player can now build, break, and open anything in the cell. Guards also must always have a direct path from the entrance of the cell, the "inspector" will break blocks if this rule is broken when building in your cell.

Guard Tiers

Cell guard armor tiers depend on the tier of cell that the guard is placed in. For example, a guard placed in a Maximum Security Cell will automatically wear a set of diamond armor with its respective sword. The base total health and range will also increase with the tier of cell that the guard is placed in.

Guard Ranges

The range of a guard is the area that a guard protects as well as the area in which it can move in. Guard range increases with the tier of cell that the guard is placed in as well as the range attribute on the guard. If a block is placed outside of a guards range, it will not be protected and is still breakable by any player who can reach it. Guard ranges can be seen using "/c map" while standing inside of a cell (Example shown below).

Guardrange.png
Note: Cell guards in Presidential and Elysium cells are the same as VIP cells (i.e a Range 10 cell guard in a VIP cell will protect the same amount if placed in an Elysium or Presidential cell.

Cell Guard Leveling and Attributes

Cell Guards, operating similar to enchanting gear, will now have the ability to be upgraded using energy and the Cosmic Worm Hole offering the ability to increase one of its 6 attributes. Just like when enchanting armor players must apply energy to the guard by dragging and dropping the energy onto to the guard in the player inventory. Guards can be leveled to a maximum level of 40 at which point the guard will not level up any more.

Range (I-X)

Each guard will now have a Range or area in which the guard itself will activate. This means that if an intruder is breaking blocks or doors outside of a guards range the guard will not “hear” them.​ The range is dependent on the Security Level of the cell it is placed in and gradually increases the higher the level the Range Attribute is on the guard.

Health (I-X)

Similar to Range the attribute health not only increases by level but is also dependent on the tier of cell it is placed in.

Speed (I-X)

Presented as an absolute attribute, Speed, when the level is the same regardless of which tier of cell you place the guard in. What that means is a Guard in a Maximum Security Cell with a Level 4 Speed Attribute will move at the same speed as a Guard in a Low Security Cell with a Level 4 Speed Attribute.​

Each level of Speed will increase slightly the rate at which the Cell Guard moves with milestone levels that are easy to observe.

Regeneration (I-X)

Cell Guards regenerate once they return to their guard post and have waited a short time to cool down. The rate at which a guard regenerates, once the Attribute is activated, speeds up with each level and because the regeneration rate is based on the percentage the overall health regenerated is increased depending on the HP and Tier of Cell the Cell Guard is placed in.​

This means that the higher the Regeneration Attribute Level the faster the guard will regenerate overall.

Damage (I-X)

Cell Guards’ strength increases with each level of the Strength Attribute. The amount of damage inflicted is increased gradually. The majority of the damage inflicted by the guard has sustained the player it is targeting, however, those within the guard’s natural hit radius will also receive 75% of the damage inflicted on the targeted player.​

What this means is that players will find that at a max level guard will typically require a rotation of raiding players and will be unable to “tank” extended hits.​

Overlap (I-II)

Cell Guards without the overlap attribute will not be able to be placed inside the range of another Cell Guard. Per each level increase of the overlap attribute this allows for that amount of guards to be overlapping in the original guards range. Overlap also requires the guard to be level 30 before you may chose it (This is the only guard attribute that requires a minimum guard level).

Cell Raiding

Mechanics

Cells can be raided by other players ("/raid" inside of a cell to commence a raid). Anything that is not protected by a guard can be broken or looted. With this, if the guard that is protecting an area in your cell is killed by a player, that area can now be broken as if the guard were never placed. Guards that are killed will re-spawn after a raid is finished which will occur after a few minutes after there is no raiding activity in the cell. On top of this, when a cell guard is killed in between 0 to 50 percent of the energy that was used to make the cell guard will drop on its death, and the level when the guard re-spawns after the raid will go down based on the energy that was lost.

Raiding Specific Enchants

There also are raiding specific enchants that can help while raiding to negate and deal more guard damage. There are currently 3 armor enchants that are specifically built for raiding. These can be very helpful for taking on a raid.

Guard Reflect (Ultimate) (I-III)

Partially reflects damage from cell guards (does not stack).

Fatty (Ultimate) (I-III)

Partially negates and reflects damage from cell guards (does not stack).

Anti Guard (Ultimate) (I-IV)

Partially negates damage from cell guards (does not stack).